Juiced
13-02-2008, 11:30
My rangers name is Duke Tosti, a Tosti is Dutch for Toast, cheese and ham melted between a sandwhich, preferably eaten with loads of ketchup (heinz of course :grin:) I always put some Italian herbs on them to make them even better, a lovely mess.
Anyways, I was bored the other day and was making a build for AB, in which I wanted to take stupid skills I hardly used before, so I was looking through my wilderness skills and found..
Pestilence; Nature Ritual. Create a level 1...8 Spirit. When any creature within its range dies, Conditions on that creature spread to any creature in the area already suffering from a Condition. This Spirit dies after 30...78 seconds.
I liked it, and started to think a little bit more about it, the more conditions, the more useful this skill, heroway is condition heavy. Why not fit the spirit in a heroway. But then again, there aren't that many conditions in heroway after all. The good old sway used to drown in certain conditions as well, but sway doesn't really work that well anymore. Anyways 2 + 2 made 4, I decided to see if I could combine them. And for me it worked pretty well, so far I beat quite some high ranked teams with the build, played by a r4+ team. So I decided to post the build here and ask for some input, and if it works well for everyone, become famous :tongue:
Trapper 1; 14 WS, 13 expertise, 3 earth magic
Smoke Trap
Barbed Trap
Dust Trap
Trapper's Speed
Grasping Earth
Brambles
Pestilence
Ressurection Signet
Trapper 2; 14 WS, 11 expertise, 9 BM
Spike Trap
Tripwire
Viper's Nest
Barbed Trap
Trapper's Speed
Toxicity
Roaring Winds
Ressurection Signet
2 RaO .. 1 EW and 1 EoE
1 Expel Rit .. standard build
2 n/rt .. 1 WoR and 1 Preservation
1 n/e (tainted hero with wards)
How it worked best for me, trappers first lay their traps, not clustered at the entry point of ur opponents, but just in ur own mid and backline, only spike and barbed go close to the entry routes of ur opponents. Once the first traps are layed they pull back and place their two spirits in a safe spot, and go back trapping around in the open. The rao do the same old same old, go after 8 and 7 in balanced teams, go after 8 and utility if needed. The expel rit echos warmongers when the enemy decides to come over, the rao get the warmongers, splinter on pets and rao in downtime of warmongers. The n/rt do their same old job. Once the enemy is in, the trappers try to trap clusters, escape routes and the enemies backline.
When people start dying, everyone in their team probably meets the condition from pestilence, and besides the normal eoe bomb u now also have (sadly only in the area :tongue:) a pestilence bomb. And as far as I saw, it hurts.
Poison, desease, bleeding, crippled, dazed, blind.. it's NOT funny.
My next step is having the expel rit take fragility or epidemic for prime targets or clusters, dunno how that will work out energy wise though, because it sucks how the rit doesn't have energy management to start with. It worked charm on annihalation, relic runs and cap points (except for the fact some of my r4 guys didn't understand English or hardly knew what to do on a certain map). It failed at king of the hill, but I never liked that style, because ur entire team need to do things right, and right is rather complex and case dependent.
It's a lovely mess :grin:
Anyways, I was bored the other day and was making a build for AB, in which I wanted to take stupid skills I hardly used before, so I was looking through my wilderness skills and found..
Pestilence; Nature Ritual. Create a level 1...8 Spirit. When any creature within its range dies, Conditions on that creature spread to any creature in the area already suffering from a Condition. This Spirit dies after 30...78 seconds.
I liked it, and started to think a little bit more about it, the more conditions, the more useful this skill, heroway is condition heavy. Why not fit the spirit in a heroway. But then again, there aren't that many conditions in heroway after all. The good old sway used to drown in certain conditions as well, but sway doesn't really work that well anymore. Anyways 2 + 2 made 4, I decided to see if I could combine them. And for me it worked pretty well, so far I beat quite some high ranked teams with the build, played by a r4+ team. So I decided to post the build here and ask for some input, and if it works well for everyone, become famous :tongue:
Trapper 1; 14 WS, 13 expertise, 3 earth magic
Smoke Trap
Barbed Trap
Dust Trap
Trapper's Speed
Grasping Earth
Brambles
Pestilence
Ressurection Signet
Trapper 2; 14 WS, 11 expertise, 9 BM
Spike Trap
Tripwire
Viper's Nest
Barbed Trap
Trapper's Speed
Toxicity
Roaring Winds
Ressurection Signet
2 RaO .. 1 EW and 1 EoE
1 Expel Rit .. standard build
2 n/rt .. 1 WoR and 1 Preservation
1 n/e (tainted hero with wards)
How it worked best for me, trappers first lay their traps, not clustered at the entry point of ur opponents, but just in ur own mid and backline, only spike and barbed go close to the entry routes of ur opponents. Once the first traps are layed they pull back and place their two spirits in a safe spot, and go back trapping around in the open. The rao do the same old same old, go after 8 and 7 in balanced teams, go after 8 and utility if needed. The expel rit echos warmongers when the enemy decides to come over, the rao get the warmongers, splinter on pets and rao in downtime of warmongers. The n/rt do their same old job. Once the enemy is in, the trappers try to trap clusters, escape routes and the enemies backline.
When people start dying, everyone in their team probably meets the condition from pestilence, and besides the normal eoe bomb u now also have (sadly only in the area :tongue:) a pestilence bomb. And as far as I saw, it hurts.
Poison, desease, bleeding, crippled, dazed, blind.. it's NOT funny.
My next step is having the expel rit take fragility or epidemic for prime targets or clusters, dunno how that will work out energy wise though, because it sucks how the rit doesn't have energy management to start with. It worked charm on annihalation, relic runs and cap points (except for the fact some of my r4 guys didn't understand English or hardly knew what to do on a certain map). It failed at king of the hill, but I never liked that style, because ur entire team need to do things right, and right is rather complex and case dependent.
It's a lovely mess :grin: