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View Full Version : D. was glaive [e] all rit HA build



meatloafman
21-01-2007, 23:10
this is what i wrote in the ritualist forum. it started from a basic single one man build to a fullblown team build that im proud to say that in theory it would work beautifully.
please comment.



ok, with the buffed destructive was glaive, and since a group of six rits can handle themselves quite nicely with their spirits, might this build work nicely in HA?

now i dont know rits too well, so im just shooting this stuff out of my rear end, but i just think that this could be a good idea that could be greatly improved upon.

3 rt/mo
these guys keep up most of the healing and hex removal

-destructive was glaive [e]
reverse hexes (i just want some hex removal)
spirit light
recuperation
life
recovery
spirits gift
res sig

something around
11+1 restoration
11+1+3 channeling
rest spawning


this can and should be changed.


rt/e warder
11+1+3 channeling
~8-10 earth magic
rest spawning

destructive was glaive [e]
ward agaisnt melee
ward against elements
ward against foes
destruction
essence strike
spirit boon strike
res sig

ok, idunno, but i just like the concept of a warder in a HA team. this one provides the same massive pressure by D. was glaive, but also adds a lil pressure with destruction and the strikes. the concept being that once everyone releases their D. was glaives this one can knock out the stragglers who survived using those two strikes as well as energy manegement with essence and also heals some of the spirits with spirit boon. sounds good no? also adds alot of help to the 3 healers with the wards so that those pesky grenth and rao's and damn SF (even though all of those were "nerfed" in this update) do a lot less dmg.

rt/n lil battery help. perhaps a well?
11+1+3 channeling
10+1 communing
3-5 blood magic
rest spawning.

D. was glaive [e]
blood ritual
essence strike
ancestors rage
well of blood? (corpse management? +boon to team?)
displacement
shelter
union

alright, no res, but hey, this one provides great support. both energy and health regen as well as invincibility for all practicality. priotrity for blood rit would probably be the warder because without an attunement energy is gonna be coming pretty short, even though he's got essence strike.


straight up channeling/communing/spawning rit.
rt/x

D. was glaive [e]
union
displacement
shelter
ancestors rage
gaze of fury
rupture soul
res sig

the main damage dealer. pretty basic. when your shelter or displacement is getting close to dying, cast either gaze of fury or rupture soul for some nice aoe dmg.

you can also heal everyone or do even more aoe dmg when you target either the rt/n's destruction or one of the rt/mo's life.




alright. in this build, you have just ridiculous amounts of party protection. every single one of these guys has some form of it, the only thing that is probably gonna go through this build is blood spike or the now dead spiritual pain. actually this build is based largely on the blood spike builds i saw. except with more flexbility for things such as battery and wards.

so in this build, everyone participates in the damage. the only thing that is going to save the other team from a probably total wipeout is a shalter of their own. in which case the shelter will be dead at the end and in 11 seconds will have to be up again to prevent the next glaive (get it, wave-->glaive) of destruction.

this build from what i can tell defends insanely well, does insane damage, heals quite proficiently (well, might have to improve the rt/mo's for something more than just spirit light), conditions wont do shyt thanks to restoration, and every 3 seconds a hex can be removed. furthermore, raw dmg dealers (steady stance/rao/grenth) will have a ***** of a time with displacement and the wards as well as rupture soul.

as i said, only thing that is gonna do anything to this is gonna be a blood spike build, which from what i hear is quite uncommon in HA.



so with 15 in channeling, everyone does 100 dmg to a 60 al target. with the new update that damage is also increase by a quarter. this means that to a 60 al target, destrucitve was glaive will do 125 dmg (correct me if me knowledge of this game is off). multiply this by 6, and you have 750 AOE dmg to a 60 al target. oh, might i remind you that destructive was glaive area of effect is MASSIVE!!! its only in the area, which IIRC is aggro circle. lets say you have a ranger with 100 al versus elemental dmg.. it still will do 375 dmg total to him, including at least half his team as well.

prot spirit wont do shyt, cuz it will be affecting the vast majority of the enemy team. actually, the only build i think that would have any chance at properly kiling this build would be a me/n eoe bomb, and even then its sketchy cuz by then, restoration and recup and union and shelter would probably be up, so shelter would negate the majority of it, the degen from death nova would do little, and eoe is the only thing that would have a chance of doing anything. BUT, no one runs eoe anymore :D because it got nerfed.



alright, comments? discussion? should this be in the HA subforum? suggestions (please, im not one who frequents HA much unfortunately, though i would love to).

and also, any invites to an HA/gvg guild would be welcome by me (american servers plz)


Disclaimer
-I have NOT searched for a build similar to this, although i did base it largely on the blood spike build in terms of team setup and concept, but i looked up the synergy between all the skills of the group (which may not be good but as far as i can tell do the trick) and have made it from scratch.

-I have NOT tested this in anyway shape or form, but judging from my leet skillz i would think it works, but if it doesnt then so be it; i would then have wasted an hour or two of my life for something useless.


made the rt/mo's more efficient in healing and better with the overlapping spirits.


destructive was glaive [e]
reverse hexes (i just want some hex removal)
spirit light
recuperation
life
recovery
mend body and soul
res sig
-optional skill resilient weapon to be replaced with respective spirit

Almas Darksoul
22-01-2007, 00:50
this build from what i can tell defends insanely well, does insane damage, heals quite proficiently (well, might have to improve the rt/mo's for something more than just spirit light), conditions wont do shyt thanks to restoration, and every 3 seconds a hex can be removed.


as i said, only thing that is gonna do anything to this is gonna be a blood spike build, which from what i hear is quite uncommon in HA.


Don't say things like that >.<. You'll end up being ridiculed, especially since it is quite easy to see several counters/weaknesses. The one I'll point out now: Spreading out.

I've only skimmed the post, I admit, but I would seriously recommend just trying it. The (few) serious HA players who visit this forum are unlikely to decide to randomly play a build they see, and less experienced players are unlikely to succeed with anything that requires high-level coordination.

Get some friends, or your guild to play it with you, and learn if/why it doesn't work and where the flaws are.

meatloafman
22-01-2007, 01:04
yea, spreading out would work, but that would extend the enemy (yada yada).

yes, it is a valid point i admit, but the thing is that this elite is "in the area" which is, correct me if im wrong, the aggro bubble... now besides ranger spike, anything else the opposing team would have to do would have to come within the nuke radius of this skill.

soooo, given this justification, i see no reason why this build wouldnt work :D

also, any form of melee attack would just get blown to bits by every single rit (presuming the team sticks together in the ward.




~~~~~~~~~~~edit~~~~~~~~~~
just did a little research on wiki and it appears my thinking is flawed. "in the area" is merely half the aggro bubble/casting range/shortbow range. and for this i am kinda... umm... depressed lol.... it has killed alot of my hopes for this build. oh well, im still gonna have to try it sometime.

Almas Darksoul
22-01-2007, 01:16
The aggro bubble is Earshot. In the area is roughly 1/3 of this (I can't give numbers as I'm using an image for referance, but trust me, it's a LOT smaller).

Yeah, it'd extend the enemy a little...

So what? It's not like you can damage the overextended ones before a monk will be able to save them. You have two players with ranged nukes.

Balling up in wards won't be a good idea, especially since the gametypes Anet have tested encourage mass-AoE builds. This is a two-way fotm. I'm assuming you're planning on using the build with the changes, as you've mentioned the change considered to Destructive Was Glaive.

meatloafman
22-01-2007, 05:45
well, balling up rarely ever works anyways, and those grenth dervs would rip apart the team if such was the case. wtv, it was fun makin this build up even though its not nearly as effective as i thought it mightve been. oh well.

ill try and get into a good ha guild and try it out someday.