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This team build utilizes the offensive and defensive powers of Ritualists to mitigate damage from, as well as damage and defeat, enemies in The Foundry of Failed Creations. It also uses the tanking powers of a Perma Assassin to hold enemies so that the Ritualists may fight properly. In addition to this, it utilizes trappers to help support the Ritualists in fighting against the high-powered enemies in Foundry and the rest of DOA on NM or HM.

Team Setup:

  • 4 Xinrae Weapon Rits
  • 1 Spirit Spammer
  • 2 Trappers
  • 1 Perma Dagger Tank

Xinrae Weapon Rit

<pvxbig> [build prof=Rt/Mo RestorationMagic=10+1+2 Channeling=10+2 ProtectionPrayers=11][Protective Spirit][Xinrae's Weapon][Vengeful Weapon][Nightmare Weapon][Ghostmirror Light][Destruction][Optional][Death Pact Signet][/build] </pvxbig>

Note:Xinrae's Weapon actually costs 5 energy and recharges every 3 seconds, so no this build is not hopeless.

Variants and Optionals

Destruction can be switched out, and the optional slot filled, with any of the following:

  • Life For the occassional party-wide heal. Can be useful during high-pressure fights such as Dementia Titans and Tortureweb Dryders.
  • Essence Strike Good for spike damage and energy gain as long as a spirit is up. Note:for best results, destroy any Quickening Zephyr's on the field. Your perma should be helping with this after Anur Ki's have been destroyed.
  • Agony For mitigating natural enemy regeneration.
  • Rupture Soul For blinding powerful and fast melee classes such as Fury Titans and Dementia Titans as well as providing a huge spike of damage to possibly make the crucial end to a Rage Titan or close-up Tortureweb Dryder even at 0 Spawning Power.
  • "You Move Like a Dwarf!" To make a crucial interrupt on an Anur Ki or Rage Titan or knock an enemy down over a set of traps.
  • "Finish Him!" To make battles against Torturewebs, Ki's, Rages, Dementias, the Fury, or the Black Beast easier. Can also make Stygian breaks easier to defeat.
  • Ebon Vanguard Assassin Support For an interrupting knockdown and large amount of damage to finish off an Anur Ki, take the Black Beast's touch skill so your perma doesn't have to, or be a temporary distraction for a Dream Rider so you can reapply Protective Spirit, Xinrae's, etc.
  • Ebon Battle Standard of Courage For an unstrippable armor boost.
  • Ebon Battle Standard of Wisdom To increase damage output through Nightmare Weapon, Xinrae's, Vengeful, and Essence strike. Can be useful when dealing with Dream Riders due to the occassional Enchantment strip or interrupt.
  • Great Dwarf Weapon To use on your Perma to interrupt Ki's or other enemies which are giving you fits.
  • Lightbringer's Gaze For interrupt and spread-out damage.
  • Lightbringer Signet For large energy gain. Can be especially useful in Torc'qua.
  • Spirit Siphon For energy gain. Very useful in Torc'qua.
  • Gaze of Fury To eliminate Quickening Zephyr and provide a small distraction to enemies.
  • Ancestor's Rage To provide large damage spike against a multitude of enemies when cast on perma. Could provide final bit of damage required to defeat a powerful pursuer.
  • Warmonger's Weapon To use on Perma for almost definite interrupts against Anur Ki's and other enemies.
  • Pain Inverter To help knock out those over-powered Tortureweb Dryders or Rage Titans. Also very powerful against Dementia Titans.
  • Smooth Criminal Provides an energy boost and can cripple enemy healers or Tortureweb Dryders. May also help against Greater Dream Riders if it removes either an interrupt or an enchantment-removing skill.

Equipment

  • A 15 energy 20/20 Restoration/Channeling Staff of Enchanting is optimal.
  • Radiant Insignias on all pieces or switch out 2 +1s with blessed for small armor boost.
  • Attunement runes on at least 2 pieces and/or the highest Vigor Rune you can afford.
  • Max AL.
  • Superior Runes if you are confident in your ability to spam Xinrae's and maintain Protective Spirit.

Usage

  • 1st Room: Let the perma take the lead. 1 of the four Xinrae Rits should apply protective spirit to the perma so he/she doesn't die on Mystic Twister when 2 or more Anur Ruks are present. When the perma has shaped the enemy group to his/her desire, he/she should ping the Anur Ki. Immediately, all four Xinrae Rits should run in with Protective Spirit applied. Once in wanding range, cast Nightmare weapon on yourselves, and along with the spirit spammer, take out the Anur Ki. The next foe to fall should be Quickening Zephyr since it causes energy problems for the whole party. Then take down the Anur Kaya, the Anur Dabi, the Anur Su, Quickening Zephyr if it has been reapplied, the Anur Ruk, the Anur Tuk, and finally the Anur Rund. If during the fight you are being attacked, spam Xinrae's Weapon and Vengeful Weapon when needed to both damage enemies and heal yourself. Maintain Protective Spirit. If it is interrupted and given a long downtime, ask an ally to apply it on you. Make sure that Protective Spirit is also applied to the Perma when necessary. When the Titans spawn, spread out to avoid the aoe of Chillblains, Churning Earth, Earthquake, and Shockwave until the Despair Titans have been defeated. If all goes well and the titans aggro completely onto the perma, then this fight should be easy. Remember to maintain Protective spirit on the perma, or he/she is just as defenseless as you when fighting Rage Titans.
  • 2nd Room: Run to the gate on the right in the corner closest to the beginning area. The perma should be the last to enter. If the spawn is good and does not immediately aggro onto the main group, let the perma shape the enemy party until the Anur Ki is closest to you. Maintain Protective Spirit on as many members as is possible, and make sure that if your Xinrae's Weapon is disabled by an interrupt, you retreat, possibly bringing the Greater Dream Rider(s) closer to the main party. This will allow everyone to spam Nightmare Weapon and destroy it/them. The Four Xinrae Rits should be well-synchronized, perhaps having one lead and ping targets, starting with Anur Ki's, ending with Torturewebs. Xinrae's Weapon and Protective Spirit combined will allow you to take the hits from Searing Flames quite easily, because it will steal 320 hp from whatever dryder managed to hit you. Since Searing is so spammable, the Torturewebs may fall faster than the Anur Ki can heal itself or them. The Xinrae Rits should remain balled up unless they lose the ability to reapply Protective Spirit or Xinrae's Weapon, at which point they retreat and spread out.
  • If the enemies spawn on your aggro circle/right next to your party, apply Protective Spirit on yourselves and run like mad. The trappers will likely die, but hopefully the Spirit Spammer will remain alive and you'll be able to continue. Once in a position of relative safety, clump up for maximum life-stealing effect from Xinrae's, and fight the first wave as normal. The second wave has no Anur Ki's, but the number of dryders is almost doubled. This wave is usually easier, and the perma can solo if only one person with a res remains. It will just be slow and tedious. Patience however is a virtue in DOA.
  • 3rd Room: Remain back by the gate once the spawns appear. When the perma draws the Misery Titans back, apply Protective spirit and focus on one titan at a time, because fighting multiple Despair Titans is almost an impossible battle. Spam Nightmare Weapon on yourselves and mow down the first Misery Titan. A Despair Titan will now spawn. Apply Xinrae's weapon on yourselves and clump up, it will regret opening with chillblains. Reapply Protective Spirit as it walks up to you. The trappers should give you enough support to down it when it steps adjacent to you. Apply Nightmare Weapon again and focus on one Fury Titan at a time. The trappers should be supporting you, and if you have destruction and Rupture Soul, now is the time to use that to give yourself a break from the fast attacks. The Perma may or may not have killed a Misery Titan by now. If he or she has, focus on the new Despair Titan. If not, focus on a DIFFERENT Misery Titan with Nightmare Weapon. Rinse and repeat until the group is defeated. Depending on whether or not you are well-coordinated/lucky, the group of Anguish Titans may or may not have already joined the battle. If they have not, let the perma handle them solo for a while so that you can regain energy/res anyone who died. The space is very tight in here, so stand in one spot so as to not attract aggro too early.
  • Important!!! Do not use Nightmare weapon on the Anguish Titans unless 1 designated Rit is doing so through the perma. When an Anguish Titan falls, a Rage takes its place. 1 should apply Protective Spirit to the perma and Xinrae's to him/herself. when it recharges, apply to self. Use Nightmare Weapon to destroy the Rage Titan. Trappers should have a full set ready if the Dementias come hunting you. actually, it is optimal if they do. Use the Spirit Spammer, the trappers, Xinrae's Weapon, and Vengeful Weapon to defeat the Dementias. Rinse and repeat on Anguishes which approach you, focusing on 1 at a time, until they are all defeated. Let everyone regain energy before the perma takes the group of Tortureweb Dryders and Greater Dream Riders. Focus on the Riders and remain in a clump such as in the second room. Same tactics apply, but do not fight this group in the corner by the gate. Start in a more open area in case things go sour or a single dryder breaks off. In which case, pull it and smash it either on traps or conventionally with spirits and Xinrae's Weapon. Now comes the big challenge, 4 Rage Titans. Apply Protective Spirit to the perma just before he aggroes, and let him/her move around fancily to provoke Shockwave and hopefully not take full damage. Use Ghostmirror Light to heal him/her and MAINTAIN Protective Spirit on the Perma and yourself at all times. Use Nightmare weapon to smash one, then defeat the Dementias which follow. It may take some coordination through Teamspeak or Ventrillo to make sure the Perma keeps Protective Spirit so he/she can tank properly. Heal, trap, and apply Xinrae's as needed.
  • Fourth Room: Step lightly and hope that the spawn location for the first wave is kind to you. It will consist of Torturewebs supported by a single Anur Ki. If God is kind to you, let the perma move the enemies around until he says you have a clear shot at the Anur Ki by pinging. Move in and defeat with Nightmare Weapon and Protective Spirit. Defeat all enemies until 1 Tortureweb is left standing. At this point, trappers should lay a full set in a location to which the dryder can be pulled over easily. There are a couple good places where either a bump in the hill or a rock can easily symbolize that traps are present. Ping it to give the perma a place to pull. Gather back at the gate before the last dryder falls. The Perma should be rushing back to you as well. Now, between 5 and 16 Dementia Titans will spawn, usually somewhere close to the center of the room. If God hates you and the ring spawns partially on top of you, run, but chances are very freaking slim you'll live at this point. The enemies, depending on their mood, will begin walking around aimlessly. Have a full set of traps ready before the Perma pulls with a flat/longbow. You may get the full group, you may not, but as long as you stand just behind the traps, and the Perma is protected (somewhat due to the fact that dying enchants are like bombs in massive numbers and may take him/her out anyway despite your best efforts through Protective Spirit), any number of enemies which decides to come upon you, should be able to be defeated through the traps. Any stragglers can be taken out by clumping the Xinrae Rits together, using Protective Spirit, and spamming both Xinrae's and Vengeful. The perma will be near useless during a melee fight as the enchantments used by your enemies mitigate damage from foes suffering from conditions, block most melee attacks, and just cause useless damage to him/her. Trappers should place a few more traps just out of melee range behind the Xinrae Rits. They can walk backwards now, taking out the last of unarguably the most annoying waves of enemies in all of GW.
  • Now, at this point, your energy should be near shot, and it only gets worse if the final spawn is bad. A random collection of every titan will spawn, some possibly on top of you. If it happens to be a Rage Titan, my heart's out to you, because it will lead off with a Shockwave. Chances are, your Perma, Spirit Spammer, and Trappers are now fried. If you have Despair Titans in the mix as well, your party got defeated at the last possible point in all of Foundry. If the spawn was merciful, back off and take a breather. You're home free as long as someone doesn't do something absolutely moronic. Have the perma use a flat/longbow and pull a group of 3-5 to you. Make sure Protective Spirit is put up on him/her. Trappers should have a full set waiting, especially since every group tends to have a Rage Titan and at least 1 Dementia in the mix. Go slow and 1 group at a time until only the big and glowing Fury Titan's group remains. Have a full trap set ready, and have protective Spirit on the Perma. He/she will take full aggro, so chances are you will have to heal him/her at least once. If one enemy breaks off, lead it away from the cluster of traps and defeat it like normal. If they all begin breaking and doing crazy junk, convene on the trapset and kill what you kill. Destroy Despair Titans above all, followed by Rages and Dementias. when the big guy falls, you might get his green daggers.
  • Black Beast Fight: Apply all previous tactics, taking down 1 party at a time as well as any independent Anur Ki's, but this time, use your spirits or any interrupting skills that were brought by any Xinrae Rit to nullify the Black Beast's touch skill. Take him down like the real wuss that he is.
  • Fury Fight: Apply above strategies, but now apply any interrupting skills you brought to simplify the fight with the three Anur Ki's. Once those go down, you're home free for the rest of the Foundry and all of DOA.
  • Remainder of DOA: Apply the same tactics you used to fight Margonites in Foundry to your fights against the Darkness, Tormentors, and other enemies in the remainder of the Domain of Anguish. Happy hunting.

Spirit Spammer

<pvxbig> [build prof=Rt/Mo SpawningPower=9+1+2 Channeling=12+2 Communing=9+1][Boon of Creation][Vampirism][Bloodsong][Pain][Signet of Spirits][Armor of Unfeeling][Painful Bond][Death Pact Signet][/build] </pvxbig>

Variants

  • Very limited, as the damage the spirit-spammer causes will be the bulk of the damage used to destroy mobs of margonites, The Fury, The Black Beast, and many groups out in Ravenheart Gloom and Stygian Veil.

Equipment

  • Max AL.
  • A 15 energy 20/20 Channeling Staff of Enchanting is optimal.

Usage

  • Be smart and don't stand inside your ball of spirits when fighting massive aoe such as from Rage Titans and Torturewebs. Everything else is the same. Provide support for fights against Anur Ki's, the Titans, The Black Beast, and The Fury.
  • For Stygian Veil, place your spirits on top of the Trapper's so that aggro is always focused directly over where the traps will be set off. Makes it so that breaks are almost impossible.

Trapper 1

<pvxbig> [build prof=R/Me WildernessSurvival=12+1+3 Expertise=12+3 InspirationMagic=3][Serpent's Quickness][Echo][Dust Trap][Tripwire][Barbed Trap][Flame Trap][Ether Signet][Winnowing][/build] </pvxbig>

Variants

Whatever makes you more comfortable.

Equipment

  • A 20 energy staff
  • Radiant Armor
  • Highest Vigor Rune you can afford.

Usage

Trap areas designated by your team in order to support and protect them in the third room and beyond of Foundry, and the rest of DOA, especially in Stygian Veil.

If your team desires, you can attempt to trap the center of the second room of Foundry in order to help eliminate the Anur Ki and the rest of the enemies in the first wave more easily.

Trapper 2

<pvxbig> [build prof=R/Me WildernessSurvival=12+1+3 Expertise=12+3 InspirationMagic=3][Serpent's Quickness][Spike Trap][Dust Trap][Tripwire][Barbed Trap][Flame Trap][Ether Signet][Muddy Terrain][/build] </pvxbig>

Variants

Whatever you and your partner agree makes the job easier or better.

Equipment

  • A 20 energy staff.
  • Full Radiant Armor
  • Best Vigor Rune you can afford

Usage

Trap areas designated by your team in order to support and protect them in the third room and beyond of Foundry and the rest of DOA, especially in Stygian Veil.

If your team desires, you can attempt to trap the center of the second room of Foundry in order to help eliminate the Anur Ki and the rest of the enemies in the first wave more easily.

Perma Tank

<pvxbig> [build prof=A/E ShadowArts=12+1+3 DaggerMastery=10+3 CriticalStrikes=8 DeadlyArts=2][Glyph of Swiftness][Deadly Paradox][Shadow Form][Golden Lotus Strike][Lotus Strike][Death Blossom][Shadow Refuge][Critical Agility][/build] </pvxbig>

Variants

  • Exhausting Assualt for Death Blossom, although could cause energy issues due to inability to follow Golden Lotus Strike with Lotus Strike.
  • Death's Charge for Shadow Refuge, although it can get risky due to downtime being so long if your Xinrae Rits cannot reapply Protective Spirit.

Equipment

  • Max AL.
  • Full Radiant
  • Best Vigor Rune you can afford
  • Attunements where applicable.
  • 20% Enchanting, Zealous daggers with either "I Have the Power!" or "Guided by Fate."

(Pywatt's Talons are a good green to fit the bill.)

  • A 20 Energy Staff of Enchanting or 30 Energy Staff of Enchanting for emergencies. (Mainly for Torc'qua)

Usage

Mold enemy groups to fit the needs of your damage-dealers so that Anur Ki's can be easily taken down, Greater Dream Riders, or other prime targets can be more or less safely targeted.

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