Pyxis
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Registered: 04-2005
Posts: 2314

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Spirit Staff Spiker
More fun with Spirit's Strength:
Spirit Staff
Ritualist/Warrior
Level: 20
Skill:
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Equip:
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Spawning Power: 13 (12+1)
Channeling Magic: 15 (12+3)
- Spirit Burn (Channeling Magic)
Target foe is struck for 60 lightning damage. If any Spirits are in the area around you, spirit Burn deals +45 damage.
Energy:5 Cast:1 Recharge:8
- Wielder's Strike (Channeling Magic)
Target foe is struck for 60 lightning damage. If you are under the effects of a weapon Spell, you deal an additional 60 lightning damage.
Energy:5 Cast:1 Recharge:12
- Warmonger's Weapon (Channeling Magic)
For 15 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted.
Energy:10 Cast:1 Recharge:20
- Nightmare Weapon (Channeling Magic)
For 12 seconds, target ally has a Nightmare Weapon. Target ally's next successful attack is reduced by 50 damage and steals up to 50 Health.
Energy:5 Cast:1 Recharge:10
- Rupture Soul (Spawning Power)
Target allied Spirit is destroyed. All nearby enemies are struck for 128 lightning damage and become blinded for 11 seconds.
Energy:10 Cast:0.75 Recharge:5
- Bloodsong (Channeling Magic)
Create a level 8 spirit who dies after 150 seconds. Attacks by that Spirit steal up to 25 Health.
Energy:5 Cast:3 Recharge:30
- Flurry (Warrior other)
For 5 seconds, your attack rate is increased by 33%, but you deal 25% less damage.
Energy:5 Cast:0 Recharge:5
- Spirit's Strength [Elite] (Spawning Power)
For 54 seconds, your attacks deal 31 more damage while under the effects of a weapon Spell.
Energy:5 Cast:1 Recharge:30
+5 armor to staff and Ghostforge Insignias will give you 80 armor.
Spirit Burn and Wielder's Strike are for spiking low targets.
Weapon spells need to be up to keep build running.
Ruptured Soul and Bloodsong brought for extra Defense/Damage.
Last edited by Pyxis, 5/3/2007, 10:23 am
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5/2/2007, 3:00 pm
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Pyxis
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Posts: 2314

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Re: Spirit Staff Spiker
Swap Wailing Weapon out for Nightmare Weapon. Very slight downtime between weapon skills if flurry is active, if it isn't can seemlessly switch between them and just concentrate on non-attacking targets. Also adds a little self healing to the build.
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5/2/2007, 3:13 pm
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DamonIsa
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Registered: 08-2005
Posts: 1266
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Re: Spirit Staff Spiker
With Nightmare Weapon in there you gain the healing, sure, but it'll probably leave 4 seconds of Non-Weapon downtime in most situations. I suppose that's not a big deal though.
--- Niva Reikan: Warrior/Monk, Kurzick Champion
Arcturus Highwind: Paragon/Ranger
Pet: ROUS
Walker Tam: Warrior, Defender of Ascalon in Training
Nikolia Vasburg: Ritualist/Necromancer
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5/2/2007, 5:05 pm
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Pyxis
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Re: Spirit Staff Spiker
Nightmare should say next 3 attacks, which with a staff is just about right for the 5 second gap between Warmonger's when you consider casting time. Its actually good for 150hp not just 50hp.
Also I noticed spells don't count as attacking, you have to be physically attacking for this interrupt not to trigger, so works great on all but melee classes.
I'll have to go back and edit it, I haven't updated GWFreaks and it is off on some stuff. Like Spirit's Strength should be +31 damage not 27.
With Flurry runnings its an interrupt every 1.2s
on 60AL averages 48 per hit
on 100AL averages 39 per hit
I'll fix it up later, got to go eat.
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5/2/2007, 7:08 pm
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