User talk:Warrior Nation/Rt/R Wanderlust Lord

Rate-a-build
''Please test and vote on new builds. Please do not vote on a build until you have actually tested it.''

Favoured:
 * 1) Works well, watch the wars who take out your spirits though.
 * 2) Serpent's quickness was a great choice for spirit spammers wanting Wanderlust. I recommend Doom for the optional spell (just spam it after you've planted your spirits). Either way, it works well.Planeforger 05:51, 26 October 2006 (CDT)
 * 3) strong build, in team arena this build is very very powerfull
 * 4) Pretty straightforward build. Works well for me, although I prefer to at least bring Brambles, especially if I already have points in Wilderness for Troll Unguent. I also find I usually have a ton of energy with this build, so Dissonance can be effective too. -- BrianG 19:26, 16 November 2006 (CST)

Unfavoured:
 * 1) (your vote here)

Discussion
Please state the designated gameplay categories (PvE, AB, TA/RA, HA) an insert them inside the comment brackets at the bottom of the page. For a PvE build, the source code should then look like this: ~ Nilles

Heh, this should be named lusty lord :P you'll get more people to see it lol (Not a fifty five 23:44, 14 October 2006 (CDT))

As a note, to maximize the benefit of Serpent's Quickness, you might want to invoke just as you're getting done placing down your first spirit. Invoking it before you put down Wanderlust wastes two precious seconds of aln already short interval. --Karlos 10:49, 18 October 2006 (CDT)
 * Why would you not want to reduce the recharge time of your Elite spirit? Serpent's Quickness does not work on skills that are already recharging when you activate the stance. -- BrianG 18:10, 18 October 2006 (CDT)
 * Also, with Wilderness Survival at 8, Serpent's Quickness will last 23 seconds, while it will only take 16 seconds to place all spirits in this build. I've personally used Serpent's Quickness with a Ritualist at even much lower levels of Wilderness Survival, the main purpose is to reduce the recharge time of spirits, so you only need it to last until all spirits are cast. -- BrianG 18:14, 18 October 2006 (CDT)
 * Oops, sorry Karlos, I just re-read Serpent's Quickness and I see what you mean now. As long as you activate SQ before your ritual is complete, it still takes effect, so ideally it should be activated just before the completion of your first ritual. -- BrianG 09:48, 26 October 2006 (CDT)

Tested this a bit and here is some feedback. I don't think Troll Unguent's cast time is as much of a problem as usual, since once your spirits are down you don't have a lot to do, so you can retreat under cover of your spirits and cast it if needed. Also, I think if you have an optional slot you should make more than one suggestion, otherwise Troll should be in the skill bar. I don't really think Pain is much of a fit here though, since the idea is defense. You could consider Displacement, or a great idea would be Earthbind and/or Brambles (you've already got the points in Wilderness Survival). These 2 could at least be listed as optionals but I think they might be strong enough to consider in the main build. I'm going to test this out some more. -- BrianG 01:23, 22 October 2006 (CDT)

The reason I put Pain in there is because it's a cheap spirit that does some damage and normally stays down for awhile because opponents don't target it as much as others. When I originally started this build I had both brambles and earthbind in, but I found it didn't work quite as well in RA. In TA with a dedicated healer it wouldn't be a problem. I've added that build to the variations. Thank you all for your input.

With Nightfall out, would Ghostly Haste be a good choice as a possible replacement of Serpent's Quickness?--Nyc Elite 12:15, 23 December 2006 (CST)
 * Ghostly Haste is a Factions skill. And it won't work to replace Serpent's Quickness with Ghostly Haste, because Ghostly Haste only works on spells, and Wanderlust is a binding ritual, which does not count as a spell. -- BrianG 13:50, 23 December 2006 (CST)
 * Ah sorry, my head was somewhere else. Midnight on Christmas Eve... ya. I must've confused it with something else. --Nyc Elite 19:32, 25 December 2006 (CST)


 * No problem, I've made similar mistakes many times. Including confusion about the timing of Serpent's Quickness in the discussion above.  :)  -- BrianG 00:55, 26 December 2006 (CST)

This would be a much better build without Serpent's Quickness. it may work better better with Quickening Zephyr mainly because it is a core skill. Also, I don't get how this is better than the Build:Rt/any_No_mercy_build. That build does way more damage. Charger Xd 13:38 14 January 2007
 * I disagree, Serpent's Quickness is essential to make sure Wanderlust is up as often as possible. There aren't many skills that reduce recharge time of other skills so serpent's quickness seems to be the best choice.  The other build you mentioned may do more damage but the main purpose of this build is disruption and defense.  I do like Dissonance that is used in the other build though, I usually equip that in my bar when I run this build.  If your main concern is damage, try running a build that uses Doom and/or Painful Bond and maybe even Anguish. -- BrianG 15:22, 14 January 2007 (CST)


 * I like it alot. I think since you already have the wilderness survival and spawning power, throwing in a muddy terrain to discourage enemies from moving and making it harder for warriors to take out your other spirits would further increase the deadlyness of this build. Assailant of mordor


 * I suspect this works well vs certain groups (I used to run something like this in Factions), but you should be careful - every one of these I faced in TA with an elementalist (3 so far) died to a Savannah Heat spike while summoning, and the AoE damage took out any spirits they summoned because they always cast them close together. When they had a monk (1 group didn't) the tanking dervish kept the monk busy while I spiked the Rt. --Falseprophet 18:30, 5 March 2007 (CST)