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Ritualist Splinter Barrager

Just a little teaser until I have time to do more tests and gather data in a controlled environment (if I still play GW). I was doing that when my Survivor Rit died in the Isle of Nameless. I am pretty PO, still.

The following pix shows the damage and healing on 4 targets (although I swear it was 5, hence more controlled tests needed)

[Image: smgw970.jpg]

This is a shit load of damage and heal from a substainable source every ~1 second. Channeling was only at 12, if Channeling is pumped to 14, or 16 the numbers that show 41 would be 47 and 53 respectively. you do the math smile
This is just from Splinter Weapon and Barrage with a Vamp bow; there is still room for more buffs [Image: thumbsup.gif]

Why Rit/R? Because thats the toon I was playing ;p TBH, because Channeling > Marksmanship, tho it would work more or less the same with a R/Rit

KoP
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I run this build on my ranger, and it works similarly, but now that you mention it, it will probably be even more effective on a ritualist. Keep in mind that at 14 channeling, unattainable by a ranger, you get one extra splinter attack. At 17 channeling, assuming a +1 modifier kicks in, you get SIX splinters.

Assuming a perfect strike on a stack of 7 bunched up critters (though I'm not sure if 7 critters can stand so that they all adjacent to each other):

-Barrage hits the target creature, and all 6 adjacent creatures.
-Splinter triggers up to n times, for every arrow. It hits every creature adjacent to the target, but not the target itself. Thus, each "splinter" hits 6 creatures.

At 12 Channeling, 16Marksmanship:
Barrage does 17*7 = 119 extra damage
Splinter does 4*41*6=984!! damage.

BUT AT 16+1 CHANNELING, 12 Marksmanship
Barrage does 13*7=91 damage
Splinter does 6*56*6=2016!!!! damage. Er, for 10 energy, every 5 seconds.

That's when the +1 kicks in. Otherwise you'll have to "settle" for 5*53*6 = 1590 damage.
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The thing i have noticed when running a R/Rt or Rt/R is that as a ranger i could use a vampiric bow since my expertise was at quite a high level which made barrage very cheap to use.

On the Rt/R i had a few more problems maintaining my energy. Normally this is not a big problem since most groups die fast but in a longer fight it is hard to keep doing the high damage. This is why i run with a zealous bow on my Rt/R just for the purpose of energy management.
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On barrels - probably an accurate representation in a lot of cases too.
Channeling@16
Marksmanship@12

Normal Barrage would hit the center 3 targets and is true even with Splinter Weapon. Blue numbers tells the tale.
The Practice Target gets hit 3 times, 1 from Barrage, 2 SW hits from adjacent left and right - 3 hits
Left barrel from Practice Target take 1 from Barrage, and 1 from SW off the Practice Target. - 2 hits
Right barrel from Practice Target take 1 from Barrage, and 1 from SW off the Practice Target. - 2 hits
Far-Left barrel is close enough to Left barrel to get 1 hit of SW damage . - 1 hit
Total 8 hits from 3 barrage baits, and ya, you can hit a lot more with a longer bow when you get off a barrage before monsters are aggro'd, and piled together differently.


[Image: SplinterBarrage-c16m12.jpg]


With Nightmare weapon mixed in, you would hardly need a monk to look after you. smile Cool thing is you don't even need an attack skill to steal 58 hp (when you are low on energy). Damn good for armor ignoring damage.

[Image: SplinterBarrage-Nightmare-c16m12.jpg]

Sweet! Spirit Rift @ 16 does 142 AoE, (orAncestors' Rage 137 instant AoE, tho I hate having to switch to/from allies/monsters).

KoP
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Aigo Phurst current Splinter/Barrage build
Channelling @ 16
Restoration @ 9
Marksmanship @ 10
Ghostforge Insignia

The 3 mian skills are
Barrage, +11 dmg
Nightmare Weapon, Steal 53 health
Splinter Weapon, 53 dmg to all adjacent foes. 08/07 balance update nerf'd its duration from 60 to 20sec.

Secondary skills
Wailing Weapon, usually cast on tank
Spirit Rift – 142 dmg AoE or Ancestors’ Rage – 137 AoE


I consider these optional skills
Mend Body and Soul, Heal 77
Wielder`s Boon, Heal 93
Flesh Of My Flesh, Res


This has got to be the most versatile build in the game.
It allows different play styles and combinations thereof, as well as:
Offense - deals massive AoE dmg,
Defense - decent self-heal and life steal
Support - Heal others and deal massive AoE dmg.
Able to deal 3 types of damage.

Optional weapons depending on play style and situation:
Long ranged bow gives the ability to get off the first AoE Barrage before the tanks aggro and separate the mob.
Vampiric String deals more damage and heal yourself
Zealous String is generally not needed with this build but can be useful when playing a more supportive role.
Caster Staff for Energy and travelling.

Splinter Weapon and Nightmare Weapons are duration based which can be cast on yourself and teammates. Casting Splinter Weapon on yourself and another Barrager or 2 deals obscene amount of AoE damage often 1-2 hit kills a mob.

Nightmare weapon is good to cast on tanks which give them high armor ignoring damage while keeping them alive. Likewise cast it on whoever is under attack, including yourself.

Optional skills can be sub'd with skills from a completely different line of attribute to further customise the skill bar for specific needs.

Note: Beware of mobs that use Spiteful Spirit and Empathy such as those found in FoW. You can one hit kill yourself and others who you have blessed with Splinter Weapon. At the same time, Nightmare Weapon will let you keep on attacking dealing damage while self healing with Life Steal.

KoP
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Coolness! I'll give it a try. Maybe it will rekindle my waning fondness for my ritualist. smile

Thanks, KoP!
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Hawkmoon Wrote:Maybe it will rekindle my waning fondness for my ritualist. smile

My thoughts exactly :P
Fire good.

<Uca Firewind> <Uca Pandora> <Uca Braveheart> <Uca Al Thor> <Uca No Eyes> <Uca Sedai>
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Rits can be fun to play. I got bored of regular resto rit and spirit spammer, so I tried other channeling things out. Changing up between spirit spammer, resto, and channeling makes being a rit a bit more fun. That and farming margonites with splinter barrage.
If you believe everything you read, better not read.
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Might want to rethink this now.

Today's (9/11/07) update just altered SW's functionality:
Quote:Splinter Weapon: functionality changed to: "For 20 second[s], target ally has a Splinter Weapon. Target ally's next 1..5 attacks deal 5..50 damage on up to 3 adjacent foes."
[Image: steam.gif]
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Look on it as a positive thing. Splinter Weapon was hideously broken. People solo-farmed a certain quest incessantly because of the exploitability and Hard Mode Echovald Forrest tended to slow to a crawl when the Wardens pull out Splinter Weapon. I, for one, am hoping that this change stays. tongue

AND we got Weapon of Warding back! 8)
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