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Geishe
09-03-2006, 23:34
With spirits being extremely handy, and traps dealing useful and interesting effects, the two just seems to mesh in a perfect marriage. I have come up with two builds around this theme, one defensive, the other offensive.

Spirit Trapper (Healer)
Ritualist/Ranger

Attributes
Restoration = 16 (12+3+1)
Spawning Power = 4 (3+1)
Wilderness Survival = 12

Skills
Barbed Trap: When Barbed Trap is triggered, all foes in the area take 56 piercing damage, become crippled, and begin bleeding for 21 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted. {15/2/20}
Dust Trap: When Dust Trap is triggered, every second (for 5 seconds total) all foes in the area are Blinded for 7 seconds and take 22 earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds. {25/2/30}
Recuperation: Create a level 10 spirit. Allies within its range gane +4 Health regeneration. This spirit dies after 45 seconds. {15/3/60}
Preservation {Elite}:C reate a level 10 spirit. Every 4 seconds, this spirit heals one ally in the area for 115 Health. This spirit dies after 60 seconds. This is an elite skill. {5/3/45}
Spirit Light: Sacrifice 10% Health. Target ally is healed for 50-155. If any spirits are in the area around you, you don't sacrifice Health. {10/1/4}
Mend Body and Soul: Target ally is healed for 85 Health. That ally loses one Condition for each spirit in your area. {5/.75/3}
Boon of Creation: For 24 seconds, whenever you create a creature, you gain 14 Health and 4 Energy. {10/2/45}
Flesh of my Flesh: Lose half of your Health. Resurrect target ally with your current Health and 20% Energy. {5/5/0}

Summary
With the aid of spirits, all your healing abilities are amplified and your team will be kept healthy. Recuperation affects everybody granting them all +4 regen. Preservation is an excellent spirit, for 5 energy, you get a dandy helper that heals for 115 every 4 seconds. Spirit light will not require you to sacrifice health when you are around either Recuperation or Preservation. Also, Mend Body and Soul will remove 2 conditions if both spirit is close to you, which you should opt to do.

Traps may seem out of place here, but they are extremely helpful. After you plant your spirits, set up traps under them and they will be relatively safe. With dust trap, the warriors and assassins will not be able to attack through the blind effect. It will damage the melee fighters as well, if they decide to pick on your spirits. Barbed trap should be stacked on top of Dust trap, in order to cripple them withing the dust trap and cause extra damage. All the while, your spirits will be healing the entire party.

Both healing skills are extremely cheap and recharges quickly allowing a steady spam of heals and condition removers. Boon of creation is just so you can gain benefits when you create recuperation or preservation. Flesh of my flesh is an explanatoy skill, super useful res that has no recharge.

This build combines whole party buffers, yet it also provides self defense if the opposing force decides to attack you or your spirit. Stay in the back lines, but remember to stay close enough for your team to reap the effects from the spirits. Traps will be more then enough to protect you, and can prolong the spirits longevity till another party member decides to help fight.

This build is meant specifically for team PvP, so if you do not like to depend on others, I have crafted another build that can be used in PvE and PvP.

Spirit Trapper
Ritualist/Ranger

Attributes
Communing = 16 (12+3+1)
Spawning Power = 4 (3+1)
Wilderness Survival = 12

Skills
Dust Trap: When Dust Trap is triggered, every second (for 5 seconds total) all foes in the area are Blinded for 7 seconds and take 22 earth damage. While activating this skill you are easily interrupted. Dust Trap ends after 90 seconds. {25/2/30}
Healing Spring: For 10 seconds, all allies in the area are healed for 51 every 2 seconds. While activating this skill, you are easily interrupted. {10/2/20}
Blood Song: Create a level 8 spirit who dies after 150 seconds. Attacks by that spirit steal up to 20 Health. {15/5/60}
Pain: Create a level 10 spirit. This spirit attacks deal 20 damage. This spirit dies after 150 seconds. {5/3/45}
Displacement: Create a level 10 spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded this way, this spirit takes 50 damage. This spirit dies after 60 seconds. {15/3/60}
Boon of Creation: For 24 seconds, whenever you create a creature, you gain 14 Health and 4 Energy. {10/2/45}
Flesh of my Flesh: Lose half of your Health. Resurrect target ally with your current Health and 5% Energy. {5/5/0}
Soul Twisting (Elite): Destroy target allied spirit. The next Binding ritual you perform casts 66% faster and recharges instantly. This is an elite skill. {5/1/10}

Summary
This build is more independent then the healing build, and this may act as a solo farming/mobbing build. With Pain and Bloodsong damage will slowly stack up. All attacks in the area will be replaced by the evasion due to Displacement. Any one of the spirits can be quickly replaced with Soul Twisting and can provide some level of mobility.

Dust Trap is still here to blind and damage the enemies if they decide to come bug the spirits. You will be safe not only from Displacement but Dust Trap as well. The only new trap is Healing Spring. Healing Spring is used to keep the spirits alive and can help prevent Displacement from dying off too fast. With Healing Spring in place, Displacement only loses 8 life with every activation of Healing Spring. You and the other offensive spirits can also benefit from Healing Spring.

Boon of creation is for some form of energy management, because the traps use A LOT of energy. The good side is that, once you plant your spirit and trap, you only have to aggro the mob towards your trap + spirit. You can have energy restoration from there. Flesh of my Flesh is a quick res for any party members or team members.

With this build, I am thinking it can be used as a solo build. Plant the spirits and trap, then aggro the mobs as you would a trapper. The spirits will be the targets but Healing Spring will keep them alive and can be planted while the mobs attacks are being "evaded." Dust trap will blind them and damage them effectively but will cause the mob to scatter. Your Blood Song and Pain will deal damage at a safe distance when they scatter. You can take this chance to plant another trap and continue the cycle.

Any comments on the two builds? I'm still new to build building (PUN!) so any constructive critiscm is kindly welcomed.

Artemis Shadowhawk
10-03-2006, 01:10
First off, I'd just like to say that I like both of the builds. They remind me of the centaur tactics in the Shiverpeaks.

Your healing build has a very high healing output due to your synergies with spirits. However, I think you'll find out that you run out of energy far too quickly and won't be able to cast Spirit Light of Mend Body and Soul when you really need it due to the high cost of Dust Trap. Also in your healing build, you have defenses against Melee attackers. However, I think a big threat to Spirits is going to be AoE damage spells. I think that you may want to just replace Dust Trap with Healing Spring.

Your offensive build seems like it would work better in keeping the spirits alive. However, I'd still make a few slight changes. I'd remove Dust Trap and bring Restoration instead of Flesh of my Flesh. Soul Twisting and Restoration is a deadly [or lively] combination. Also, Dust Trap isn't needed. You won't need it as long as Displacement is alive, and you can keep it alive with Soul Twisting. Also put more in Spawning, because Boon of Creation is a lot better with Soul Twisting, so you might as well get more out of it.

In both builds, I'd reccomend focusing on some defense against AoE spells, such as Healing Spring or Union or Shelter.

Also, I think weapon spells can be applied to Spirits. If that is the case, you should definately look into some weapon spells such as Weapon of Warding for your healing build and Brutal Weapon for your offensive build.

Hope that helps a little. And the builds look good so far.

Nozzie
23-04-2006, 21:04
Both builds are really good. I think that your first build would be easier to get in to groups with since you have a nice mix of healing and damage.

Adine Kara
27-04-2006, 14:54
I agree with the spirit traper concept. I came up with it myself during the preview and tested it out. It works surprisingly well.

OmInOuS NeCrOsIs
27-04-2006, 22:30
what if you have a warrior on you? traps are useless.. not to mention they HOG energy

Tarew
27-04-2006, 23:03
These builds are nice but both have one major design flaw...your energy.
Traps (while anything but useless against warriors as claimed earlier) do take a crapload of energy.
Now Rangers can normally cope with this because they have access to a high expertise but that is most definitely not the case here meaning your Dust Trap is going to take a massive 25 energy to cast.
Needless to say this will drain your energy extremely quickly and boon of creating is not going to save you here.
The second build is actually better than the first one because it doesn't try to
cast spells along with traps, which you simply don't have the energy for.

Worse you don't really have any energy replenishing spells in your attribute lines and Attuned was Songkai doesn't work with traps.
To that end I would probably recommend changing your second attribute line to Channeling for the second build so you get access to those spells (you could probably do more damage as well.

Another option, since you don't really need Spawning Power anyway, is to simply go primary Ranger and go 12, 10, 8 on wilderness, communing and expertise. I'm not sure it'd work that way but it should go a long way to reducing energy problems.