User talk:PanSola/The Spirit Challenge

How about a simple team of Assassin/Ritualists with Spirit Walk and Consume Soul? --  Apprentice  (talk)|(contribs) 06:24, 29 December 2007 (UTC)

Strategy
I know you prolly didn't even look at this page for over a year, but I got really interested.

It's with a 12-man team, right? This can't be a problem if the spirits follow the normal rules about range and attack speed (1 attack every 2 seconds). Here's my team:

Mesmers: Optionals could be Cry of Frustration, Spiritual Pain, Signet of Creation, Arcane Echo, etc. (with redestribution of attributes). X2 with 12+1+3 FC. X6 with 12+1+3 FC.

Monks: X4 with 12+1+3 Healing Prayers. Optionals could be Aegis, Life Attunement, Watchful Spirit, etc. (with redestribution of attributes).

Possible variant on the Monks are paragons with somthing like this:

Paragons: X4 with 12+1+3 Motivation, 12 Leadership. Optionals could be Signet of Synergy, "Fall Back!", etc. (with redestribution of attributes).

Since skills are disabled anyway, it's pointless to bring interrupt counters, and spreading is advised against most of the spirits. In order of importance of killing: Nr 3, 1, 5, 2, 4, 7, 9, 12, 13, 8, 6, 11, 10. The 2 GoF mesmers should always stay within casting range of Nr 1 and kill it from the moment it starts ressurecting. Healer monks should remain outside of as many spirits as possible while still staying within compass range. Paragons should ofcource remain within earshot of as many allies as possible at all times. Perhaps a combination of monks and paragons would be best (2-2).

Well, that's my take on the whole thing.--El_Nazgir 13:19, 25 March 2009 (UTC)
 * Updated, especially with the knowledge that Consume soul works on sp 1-12.--[[Image:El Nazgir sig.png|Talkpage]]El_Nazgir 10:28, 5 April 2009 (UTC)


 * 13 spirits, 12 man team? Get 12 people with Consume Soul, one AEchos. Done :P --- [[Image:VipermagiSig.JPG|Ohaider!]] -- (contribs) &emsp;(talk)  11:55, 5 April 2009 (UTC)


 * No, some of them deal big domages/provide serious irritation. And spirit nr 1 can't be killed by consume soul (see pansola's own talk for that).--[[Image:El Nazgir sig.png|Talkpage]]El_Nazgir 12:03, 5 April 2009 (UTC)


 * Consume Soul has a 1sec cast time, FC reduces that to .5, meaning it doesn't really matter. Then just wand Spirit 1 or use Unnatural Signet or whatever. Also, after reading Pan's talk; he doesn't say it's immune to Consume Soul. Rather, it just respawns itself after a while, meaning if you kill all spirits within 10 seconds, you're done (assuming the rezzing stops when all spirits are dead; otherwise there's no possibility of making it through this since Spirit one cannot die, ever). --- [[Image:VipermagiSig.JPG|Ohaider!]] -- (contribs) &emsp;(talk)  12:09, 5 April 2009 (UTC)


 * "It'll work on spirits 2~12, but will not work on spirit 1" <--about consume soul. And not everybody will get a chance to steal health from spirits, so I'd say you need at least 2 healers. incoming para's or charge warriors could be good too to get to the spirits faster too.--[[Image:El Nazgir sig.png|Talkpage]]El_Nazgir 12:59, 5 April 2009 (UTC)


 * Still, there's 12 spirits to kill with Consume Soul, and 12 Me/Rts with Consume Soul. Everyone kills one spirit, and just Cry of Frust the res skill of Spirit 1, and commence wanding. --- [[Image:VipermagiSig.JPG|Ohaider!]] -- (contribs) &emsp;(talk)  13:38, 5 April 2009 (UTC)
 * I'd try Consume Soul on #11, then 4x glyph-sac Earthquake 7, 3, 5, then follow up to kill 1 (probably Obsidian Flame). --JonTheMon 14:29, 5 April 2009 (UTC)


 * Well, using instant destruction/life steal skill removes the need to kill 11 before anything else, and allows you to go to more damaging/irritating spirits first (like nr 3 and 1).--[[Image:El Nazgir sig.png|Talkpage]]El_Nazgir 05:44, 7 April 2009 (UTC)


 * General comment: do remember there is one spirit that reduces casting speed (increases activation time). I'll also welcome ideas to buff the challenge if ppl think it's too easy, like tossing in Dazed or rearranging the positions of the spirits or something. -User:PanSola (talk to the [[Image:follower of Lyssa.png]]) 21:34, 7 April 2009 (UTC)


 * General comment 2: Chaotic Toes - Remember that if you bring Mesmers, party-wide healing is less effective. If you bring ritualists, there will likely be more sources of interrupts.

Spirit 11 (Lifeloss reduction)
Baltharzian Spirit of Spiritual Bond  - alter functionality to "All spirits in range cannot lose more than 5% maximum Health from a single source. When this Spirit reduce life loss, it loses 3 Energy. If this spirit does not have enough energy, the life loss is not reduced by is split with this spirit."

Basically this serves as a counter to the cheap Consume Soul, without completely making Consume Soul useless for this challenge. Please comment on this buff. -User:PanSola (talk to the ) 21:40, 7 April 2009 (UTC)
 * Health steal is not life loss. They'll still just die. [[Image:Felix_Omni_Signature.png]] 22:43, 7 April 2009 (UTC)
 * Doh! -User:PanSola (talk to the [[Image:follower of Lyssa.png]]) 22:52, 7 April 2009 (UTC)

Spirit 2 (Chaotic Toes)
Abaddonian Spirit of Chaotic Toes - alter effects on specific professions:
 * Non-spirit creatures without secondary profession - Explodes (dies) and deals 50 damage to target's nearby allies.
 * Assassin - teleports to random ally's location
 * Rangers - Cannot block this attack.
 * Necromancer - Hexed with "Chaotic Necro" for 3 seconds. Chaotic Necro's effect is: "You lose half of your current health.  For 3 seconds, your maximum health is doubled."

Basically the buff makes it so there is no easy "null effect" choices for Secondary Professions (for builds that don't use skills from secondary profession). Elementalist and Dervishes are still more or less "safe secondary" professions though, so I'll have to think about it some more.

-User:PanSola (talk to the ) 22:24, 7 April 2009 (UTC)