Hilarious when used against enemy sins, dervishes, and warriors in RA; especially when you've pre-cast it and use it again once they get back up. It's one of the few times you'll see a melee character running from a lone rit. I am bobo 17:42, 15 May 2007 (CDT)
- From the massive 150 damage? 220.127.116.11 21:30, 21 November 2007 (UTC)
- I LOLLED AT THAT COMMENT
- It already says that... Entrea Sumatae [Talk] 03:56, 5 January 2008 (UTC)
- Agreed, this skill humiliates all those overconfident melee characters who think "ooh lets all target that defenceless ritualist" and shortly after get knocked over by this and blinded.--Grandmaster Chen 14:19, 16 July 2009 (UTC)
So it's been accepted that this and AS combo well, but has anyone actually made an effective working build based on that? Doing the math against a squishy with 16 Channeling and 12 Earth Magic would go as follows:
Pre-cast Grasping and let it recharge. Time Spirit Rift so it finishes casting just as the target(s) enter melee range. Re-cast Grasping to KD them and lock them into Rift. Use Ancestors' Rage as soon as yu make the recast, and drop the re-casted ashes just as they get up, and then hit Aftershock, dealing 540 damage to said squishies. The problem is that the damage isn't tight enough to be a successful spike unless there's not a healer minding the victims, and how often would this scenario pop up? Squishies aren't about to get up in melee range, and if yu run to them, chances are they'll run or significantly damage yu before the range is right.
So how would the GwK/AS combo actually work? And can someone take my math and translate it to damage against 70, 80, and 100 AL targets? I can't go test them myself currently. Kaze 17:52, 22 August 2009 (UTC)