akarias
23-11-2006, 17:33
Hey everyone. One skill which really attracted my attention in NF was toxicity. As did coincidentally the enormous thread on rits. I personally think that with the new weapon spells rits are superior to monks if the monks don't have enchantments. Basically this is a heavily modified version of degen pressure.
2 poisonous RaO thumper r/w
14 bstmaster, 9 exp, 12 hammer
hammer bash, crushing blow, irresistable, RaO, comfort animal, charm animal, Poisonous Bite, res sig
1 cripple ranger r/mo or r/me
15 exp, 9 wild, 12 marks
crippling shot, savage shot, distracting shot, apply poison, whirling defense, draw conditions/inspired hex/penetrating shot/enchant removal (for spike) other utility, troll ungent, res sig
1 bleeding interrupter r*akarias
9 exp, 12 marks, rest in wilderness survival and inspiration
magebane shot, barbed arrows, drain enchantment, inspired hex, revealed hex, whirling defense, res sig
1 spiritspammer
11+1 beastmastery, 9+1+3 expertise, rest in wilderness survival
Oathshot, !TOXICITY!, shadowsong, roaring winds, nature's renewal, whirling defense, troll ungent, res sig
1 flourish assassin a/w
16 dagger mastery, 9 crit strikes, rest in deadly arts
flurry, siphon speed, black lotus strike, horns of the ox, falling spider, twisting fangs, aura of displacement, recall
1 standard air e/mo flagrunner
orb, blinding flash, gale, extinguish, draw conditions, heal party, ether prodigy, storm djinn's haste
1 restoration rit
14 rest 10 spawning 10 channeling
mend body and soul, weapon of warding, vengeful weapon, spirit transfer, spirit light, spirit siphon, wielder's remedy/vital weapon, weapon of remedy [E]
1 WoH monk
Ok, here's the strategy. Heavy pressure with the 2 melee guys, with the rangers spreading conditions. Constant snaring by cripple ranger, and call for melee spike, since there're snares and plenty of enchantment removal. Pretty straightforward, don't overextend or anything, and listen as you play. Rangers interrupt if you can but more important to spread conditions interrupt their heal party spammer-->magebane shot
Spiritspammer is obviously super-key. He provides a lot of the basis for the rit. Nature's renewal kills any hexes which they would have, same with enchantments. In tight places like the lord room, this is key. Toxicity is the main offensive spirit. It allows 5 of the guys have easy -4 degen. The RaO thumpers just have that much more pressure, the cripple ranger suddenly gives -8 degen to everyone, and the flourish assassin hurts the wars that much more. viper's nest around the spirits just for kicks. Roaring winds to counter those annoying paragons (not sure how well this works considering paragon regen), and I suppose you could put in fertile for spike teams. Shadowsong's for the second war which the assassin isn't spiking
Assassin's NOT FRONTLINE. it's BACKLINE SUPPORT. Assassin's job is to spike the war's all the time. With flourish and black lotus strike for energy regen he spikes ALL the time. This is usually enough to severely cripple or kill a war. This does two things. First, obviously it hurts the war and hampers his hurt on the monks. Second, it forces monks to come up, to allow a beating. I know nature's renewal will slow him down...but it's only for 1 more second, so I think it's ok. Help there would be appreciated though-->patccmoi's idea
If they come close enough, assassin can join in the main spike. Recall's for that too
I don't think this build's too dependent on the spirits. First of all they're very renewable and cheap. And even if the ranger dies the rit can still heal decently, just not BETTER than monks without enchantments. The offense is not totally dependent on toxicity at all, it's just supplemented by it.
This build can still split (OMG spirit spammer split). a ranger can run if the other team's playing condition degen as well, for the heal party spam, since the ritualist basically specializes in condition removal, with threevery rechargeable very cheap condition removal (wielder's remedy+vengeful weapon/weapon of remedy, mend body and soul)
ganker: spiritspammer, cripple ranger, rit, RaO
flag: flagger, WoH, melandru's, RaO
Things I'm unsure of: maybe have 2 cripple+poison rangers instead? Does the magebane shot guy fit the build? Maybe have burning arrow instead? And the assassin. Main reason I like him is that he's melee counter without much enchantments or hexes, and that I love assassins lol. But any alternatives? Like a countersmash hammer, or a forceful->fierce->heavy->crushing hammer?
2 poisonous RaO thumper r/w
14 bstmaster, 9 exp, 12 hammer
hammer bash, crushing blow, irresistable, RaO, comfort animal, charm animal, Poisonous Bite, res sig
1 cripple ranger r/mo or r/me
15 exp, 9 wild, 12 marks
crippling shot, savage shot, distracting shot, apply poison, whirling defense, draw conditions/inspired hex/penetrating shot/enchant removal (for spike) other utility, troll ungent, res sig
1 bleeding interrupter r*akarias
9 exp, 12 marks, rest in wilderness survival and inspiration
magebane shot, barbed arrows, drain enchantment, inspired hex, revealed hex, whirling defense, res sig
1 spiritspammer
11+1 beastmastery, 9+1+3 expertise, rest in wilderness survival
Oathshot, !TOXICITY!, shadowsong, roaring winds, nature's renewal, whirling defense, troll ungent, res sig
1 flourish assassin a/w
16 dagger mastery, 9 crit strikes, rest in deadly arts
flurry, siphon speed, black lotus strike, horns of the ox, falling spider, twisting fangs, aura of displacement, recall
1 standard air e/mo flagrunner
orb, blinding flash, gale, extinguish, draw conditions, heal party, ether prodigy, storm djinn's haste
1 restoration rit
14 rest 10 spawning 10 channeling
mend body and soul, weapon of warding, vengeful weapon, spirit transfer, spirit light, spirit siphon, wielder's remedy/vital weapon, weapon of remedy [E]
1 WoH monk
Ok, here's the strategy. Heavy pressure with the 2 melee guys, with the rangers spreading conditions. Constant snaring by cripple ranger, and call for melee spike, since there're snares and plenty of enchantment removal. Pretty straightforward, don't overextend or anything, and listen as you play. Rangers interrupt if you can but more important to spread conditions interrupt their heal party spammer-->magebane shot
Spiritspammer is obviously super-key. He provides a lot of the basis for the rit. Nature's renewal kills any hexes which they would have, same with enchantments. In tight places like the lord room, this is key. Toxicity is the main offensive spirit. It allows 5 of the guys have easy -4 degen. The RaO thumpers just have that much more pressure, the cripple ranger suddenly gives -8 degen to everyone, and the flourish assassin hurts the wars that much more. viper's nest around the spirits just for kicks. Roaring winds to counter those annoying paragons (not sure how well this works considering paragon regen), and I suppose you could put in fertile for spike teams. Shadowsong's for the second war which the assassin isn't spiking
Assassin's NOT FRONTLINE. it's BACKLINE SUPPORT. Assassin's job is to spike the war's all the time. With flourish and black lotus strike for energy regen he spikes ALL the time. This is usually enough to severely cripple or kill a war. This does two things. First, obviously it hurts the war and hampers his hurt on the monks. Second, it forces monks to come up, to allow a beating. I know nature's renewal will slow him down...but it's only for 1 more second, so I think it's ok. Help there would be appreciated though-->patccmoi's idea
If they come close enough, assassin can join in the main spike. Recall's for that too
I don't think this build's too dependent on the spirits. First of all they're very renewable and cheap. And even if the ranger dies the rit can still heal decently, just not BETTER than monks without enchantments. The offense is not totally dependent on toxicity at all, it's just supplemented by it.
This build can still split (OMG spirit spammer split). a ranger can run if the other team's playing condition degen as well, for the heal party spam, since the ritualist basically specializes in condition removal, with threevery rechargeable very cheap condition removal (wielder's remedy+vengeful weapon/weapon of remedy, mend body and soul)
ganker: spiritspammer, cripple ranger, rit, RaO
flag: flagger, WoH, melandru's, RaO
Things I'm unsure of: maybe have 2 cripple+poison rangers instead? Does the magebane shot guy fit the build? Maybe have burning arrow instead? And the assassin. Main reason I like him is that he's melee counter without much enchantments or hexes, and that I love assassins lol. But any alternatives? Like a countersmash hammer, or a forceful->fierce->heavy->crushing hammer?