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Spirit Rift Spike HoH/GvG Build

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geemann Profile

Author: geemann
View Profile of geemann

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12 Comments
The Job of this Spike Group is to deal large amounts of damage using the Ritualist Channeling and Communing Attributes.

Spirit Rift – A move that takes 3 seconds to work, but will hit a good number. Now, the problem is the 3 second casting time, so heres the build you use to counter that


Caller: E/Me Stats: (Without Equipment or Runes)
Air Magic: 12
Energy Storage: 12

Job: Caller will count down from 5. Before starting to count, Caller will ensure he/she has Air Attunement, and Arcane Echo on his or her self. When the Caller counts down from 5, on 4 Caller will put on Glyph of Energy. On 2, All Spirit Rifters will cast SR, and on 1 the Caller will hit with a Gale. Knocking down enemy so that they will be hit for the high Area of Effect damage. After hitting with that primary spike, you will begin to disable Warriors with Enervating Charge and/or Blinding Flash. After a few seconds of the Ritualists setting up Spirits, the caller will begin to prepare the primary spike again. Also, the Windborne Speed will keep the group moving, literally.




Ritualist Spikers: (Rt/Me) Attributes without Equipment or Runes:
Channeling Magic: 12
Communing: 12
Their job is to put the Spirits down as soon as the first Primary spike is done. The Primary spike is Spirit Rift. If you read the Caller’s job you will know all you really need to know about the Spikes. However, after the first Primary spike is done, you will not follow up with Spirit Boon Strike until the spirits have been summoned. This build has mending to make it a tiny bit easier for the Monks. Spirit Burn is the Third spike, it will definitely be only used when there are Spirits out. Use Signet of Spirits to regain Energy. Each Spiker will have different spirits. Just for a note, Arcane Echo will be used to Echo Spirit Rift.

Moves (Without Spirits):


Each Ritualist will use different spirits. One will have Pain and Shelter. One will have Destruction and Displacement. One will have Dissonance and Disenchantment. One will have Union and Bloodsong. And one will have Anguish (Introduced in Nightfall) and not a Spirit, but Painfull Bond.

And finally, to rap this all up you will need a RC Prot (Build already well known) and a WoH Monk (Also well known). You may also replace the RC Prot for an RC Bonder.


Second Submitted build, hope it helps!!!

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User Comments
  Brynden on 11/02/06 13:23

Does this work with only three spikers? I wouldn't think you'd be able to do 480 damage to people with just three spirit rifts.

  martatar on 11/02/06 13:30
 
ward of stability
knocked down target will get protted faster than you spike...
if you cast SR before gale, they'll move far enough :P
if u gale before SR they still have few secs to prot/outheal...

  cswella on 11/02/06 14:29

QUOTE

ward of stability
knocked down target will get protted faster than you spike...
if you cast SR before gale, they'll move far enough :P
if u gale before SR they still have few secs to prot/outheal...


There's a counter for everything, did you think you were being elite by posting this?

  geemann on 11/02/06 15:20

There are 5 spikers

  The Zach Attack on 11/02/06 16:15

I like it, but if you're smart, you can just walk out of a Spirit Rift

  Brynden on 11/02/06 16:22

Well, if it's an HoH build as well as GvG, with one ele, two monks, that only leaves room for three spikers. I wasn't thinking about GvG.

  Master Bock on 11/02/06 17:38

QUOTE


ward of stability
knocked down target will get protted faster than you spike...
if you cast SR before gale, they'll move far enough :P
if u gale before SR they still have few secs to prot/outheal...


QUOTE
There's a counter for everything, did you think you were being elite by posting this?


well ya obviously but your not gonna be a counter build JUST for a spirit rift build. thats like if you went into halls with a bunch of SB monks just to counter bspike.. people cant win if they just plan to counter a build. they have to have damage output along with some varienty and originalty. Thats what i see in this build, goodjob on making Rits wanted in HoH for ofensive and not just defensive. Ive seen it before, you can deff have 2 rit healers i forgot the skill but it has low recharge and gets rid of conditions and another does hexes i think. attuned with sonkai or something like that also works, and cause there are spirits all over the place anyways, it should work out really well, i can sit and do heals just as well as monks but sometimes longer depending on the monk build. Ive tested and when done right a rit healer can do better than a monk healer. I just think that, i could be wrong. But i suggest 2 more rits cause it will confuse the enemy at first and take them time to find healers. Unlike seeing all the Mo/Me easy targets. thats just my 2 cents

  Kikuta on 11/03/06 06:31

Sounds like a good idea. Might see if I can get a group together to try it.

  martatar on 11/03/06 13:04
 
if you add 2x gale it'll make harder to counter :P

btw. i do not feel elite by any case :P

  geemann on 11/03/06 16:14

Everyone note: The image not showing is a rez signet.

  Meese_Rancher on 11/24/06 14:47
 
Pretty basic, nothing spectacular. Just a mash of already known combos.

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