This is not really a new build, but an attempt at merging all the other defensive spirits builds.--Grandmaster Chen 17:04, 6 August 2009 (UTC)

in that case i think you should just ask to merge all of the spirit builds instead of making one or maybe make a guide :s -mo0ter 17:54, 6 August 2009 (UTC)
Merge tags have been on the AP Spirit Spammer and the Defensive Spirit Lord (two builds using the exact same idea of the 3 protection spirits) build pages for a while now, but nothing much has been done about it. I decided to put them all together with a few more optional skills.--Grandmaster Chen 18:02, 6 August 2009 (UTC)
Thing is, who would want someone running this build on their team? It provides fragile protection whilst using up a party slot that could be filled by someone with a more useful build. Kracatoan 12:25, 9 August 2009 (UTC)
15 damage reduction, 75% chance to block and a 10% max health cap on enemy attacks is decent, especially when it works on every party member. The AP Spirit Spammer was rated 'Good' by several other players so I'm obviously not the only one who thinks this.--Grandmaster Chen 12:37, 9 August 2009 (UTC)
PvX is vetted by the community btw. Spirits in HM are just bad seeing as AI goes for them and tears them to shreds leaving you useless. Kracatoan 12:41, 9 August 2009 (UTC)
That's why Summon Spirits is an optional. And Spirits are not bad HM, I mean take a look at the Mobile Spirits build- I farm on HM with that!--Grandmaster Chen 12:43, 9 August 2009 (UTC)
Farming is entirely different to doing missions/VQ in HM Kracatoan 12:46, 9 August 2009 (UTC)
Farming was just an example actually, for I have completed HM missions and vanquished with the mobile spirits build- chuck in Signet of Spirits, Anguish, Vamp, Pain, Bloodsong, Painful Bond, Spirit Siphon, and of course summon spirits and you have one hell of a devastating build. This build can do pretty well HM too.--Grandmaster Chen 12:50, 9 August 2009 (UTC)
Spirit spamming is something which looks good, but isn't. SoS doesn't work properly, spirits change targets all the time and form pathetic blocking walls. I know spirit spamming is appealing because it is so easy, but if that is what you want just run some silly rit MM. Kracatoan 12:53, 9 August 2009 (UTC)

Well you obviously have little experience dealing with offensive spirit spamming. Only fools use spirits as blocking walls, good spirit spammers use their spirits for massive damage with painful bond and cast summon spirits if they are in trouble. Go on, run the build I just listed, if you still think Spirit wranglers are no good after that then you obviously are not playing them properly.--Grandmaster Chen 12:58, 9 August 2009 (UTC)

FYI, I only mentioned SPirit Walls because that had been suggested by someone on PvX not long ago. And anyway, there is a difference between what works and is 'good' and that which will play an active part in your party. Kracatoan 13:10, 9 August 2009 (UTC)
It is funny how people hate that build. You know what? 1 Monk, 1 Offensive Spirit Spammer, 1 of THIS, and 1 Spirit Spammer using Preservation, Restoration, Recovery and Rejuvanation (or WE is that spirit that heals over time). You have got the greatest Offensive / Defensive team core. Add 2 nuker, 1 Ranger and 1 Melee that actually dont suck and any HM mission becomes piece of cake. You mow them down and they cant hit all. That build is just great and please, please, stop comparing with Imbagon, sure Imbagon does +100 armor...but thats not pure damage reduction. And im pretty sure that this build + an imbagon is leet, but dont say it cant reach imbagon's efficiency because it can. And it is not limited to Earshot range.

Spirits should not be used as walls (especially the defensive one, given their range, you can keep em way out of the fight) the only moment spirits could be used as walls is when you have to retreat or really need a diversion. And whoever is saying that the offensive spirit spammers hardly do any damage, get some glasses, cause you need some. Its like having a constant AoE on whatever is in LONGBOW range, and it has some of the biggest spike capabilities AT ONCE (for a single slot i sure you would say that Discord blah blah blah...dont care). It's no wonder spirit spammers NEVER need time to find a group, its because they are efficient and needed, and what if they are easy to use? It's all for the best, you cant say a Cryer or a SS is hard to use anyway. ----Yun Deathbound---

Agreed, with the June update Spirit Spammers are more than viable. Offensive Spirit Spammers= great damage and defensive ones pack some juicy buffs (plus survivability is better with Armor of Unfeeling). Should be Meta when run with an Imbagon and an MM (for a minion wall).--Mandez 14:28, September 26, 2009 (UTC)

already exists

Ritual Lord lol...know your builds

I'm aware of the AP Spirit Spammer and other Defensive Spirit builds: This is an attempted merge of all the defensive spirits builds with more elite optionals added such as Reclaim Essence.--Grandmaster Chen 22:22, 18 August 2009 (UTC)

already exists + waaay less effective than imbagon

As I've said multiple times this is a 'merge' page of the other defensive spirit builds which are limited in choice. Please read the discussion page, and if you want to bitch about the build why not bitch about it on the original pages such as Build:Rt/A AP Spirit Spammer, cause I really can't be assed tbh. Oh and please sign your comments with the four '~'--Grandmaster Chen 01:49, 1 September 2009 (UTC)
Less effective than an Imbagon, but, it can be run with an Imbagon for extra defense.--Mandez 01:55, 1 September 2009 (UTC)
a new meta? Teambagon? -- 09:49, September 5, 2009 (UTC)

Put merge tags up on the existing builds, i cbf to hunt around for them. AthrunAthrun Sig.gifFeya 15:02, September 30, 2009 (UTC)

Thursday, February 25, 2010

The current mains setup is officially the most perfected build to date. ^_^ -- 11:21, February 26, 2010 (UTC)

I disagree. I suggest 12+1+3 Communing, 9+3 Channeling, 9+3 Spawning. Adding Spirit Siphon to the build. You enough enough energy up keep to spam the spirits as long as you keep the enchant up. The spirits have a long protection range so you can stay back since you will have low health. You should bring Union, Displacement and Shelter. When the enemy is melee or physical use only displacement. Replace it three times then use Twisting. Sometimes the Twisting will not recharge fast enough to spam all three spirits and it would be a waste if you use shelter and the enemy only does 15% damage. If the enemy is an elementalist use only Shelter and keep that up. If the enemy does a lot of small hits like minions or spirits, use only Union. The extra skills can be Armor of unfeeling, a hard rez and another skill of the user's choice, but the user should always stay far back.--UnwokenSpirit 6:16, February 28, 2010 (UTC)
Did some cleaning up, don't know if the attributes should stay that way -- tÜrae£xy 18:51, February 28, 2010 (UTC)
This build is way too generic. even for pve. All the elites you have listed make entirely different builds. ··· Danny So Cute 19:15, 28 February 2010 (UTC)
They were listed in the original(vetted) build so I didnt want to change them --tÜrae£xy 20:02, February 28, 2010 (UTC)
I just nuked them and gave it two similar variants which work the best. --Chaos? -- 20:09, February 28, 2010 (UTC)
You should definetely use Soul Twisting. Insta recharge, cheaper spirits > + few lvls on spirits. Also wanted to make this xD. Also works fine on a heroSebv2727 20:26, February 28, 2010 (UTC)
Ritual Lord allows for strong specs. --Chaos? -- 20:33, February 28, 2010 (UTC)
Can we all agree on these two? Ive tested UnwokenSpirit's Soul Twisting-version and the optimized Ritual Lord version. There is enough of a distinct trade off maximum protection/+/infinite-durational recharge/+/hex support vs. maximum energy/+/limited-instant recharge/+/bar compression. -- 20:25, February 28, 2010 (UTC)
Twisting is definitely better. The spirits protect the same amount no matter what level. The trick is how long you can keep on up. Higher level will stay alive just a bit longer but you can't replace them fast enough. Twisting will help manage the energy and instant recharge which is what you really need--UnwokenSpirit 5:20, February 28, 2010 (EST)


Did some cleaning up, don't know if the attributes should stay that way -- tÜrae£xy 18:51, February 28, 2010 (UTC)


this build is way too generic. even for pve. all the elites you have listed make entirely different builds. ··· Danny So Cute 19:15, 28 February 2010 (UTC)

They were listed in the original(vetted) build so I didnt want to change them --tÜrae£xy 20:02, February 28, 2010 (UTC)
I just nuked them and gave it two similar variants which work the best. --Chaos? -- 20:09, February 28, 2010 (UTC)


You should definetely use Soul Twisting. Insta recharge, cheaper spirits > + few lvls on spirits. Also wanted to make this xD. Also works fine on a heroSebv2727 20:26, February 28, 2010 (UTC)

Ritual Lord allows for strong specs. --Chaos? -- 20:33, February 28, 2010 (UTC)
But the 45 secs recharge on not spirits doesn't make it worth. With ST you also won't need Summon spirits, cause you can just make em again:D.Sebv2727 20:48, February 28, 2010 (UTC)
Ritual Lord shortens recharge. --Chaos? -- 20:49, February 28, 2010 (UTC)
Somebody is vandalising the page and removing viable energy managment skills from the variants and speccing 9+3 in channeling for SS wtf? --tÜrae£xy 21:43, February 28, 2010 (UTC)
This terrible IP is involved in a cute RV1. --Chaos? -- 21:48, February 28, 2010 (UTC)
I don't know who is changing the page but I added another energy management build, but it was taken off with the rest of the page and instructions. I will try putting it back up. I did put a 9+3 for channeling so that you gain 43% of the spirits energy. Thats means you get 13 energy, so an 8 energy gain each time you use it. As long as you stay far back and don't the hits, your HP shouldn't matter. In the variant I put up I took out Armor of Unfeeling because of how fast the spirits die and the new Spirits will not gain the advatange of Armor of Unfeeling until they wait for the skill to recharge again. I found it faster and simplier to just maintain energy, spam Summon Spirits and quicky replace the spirts when they go down. On HM and on AoE spikes, the spirits go down so fast that by the time you use Armor of Unfeeling and Summon Spirits just once, the spirits are dead. Your energy won't last at that rate. But with the variant you will be able to put it back up continously.UnwokenSpirit 15:59, March 3, 2010 (UTC)

Dulled Weapon and Armor of Unfeeling

Is it really necessary to mainbar both? I think one should be in the variants, as they both have their pros and cons, but I don't think they are both needed together. Justing6 Justing6 siggypic.png 04:38, March 3, 2010 (UTC)

The Most Effective Build

I will put up the build I found most effective in keeping the spirits up as mentioned before. I was thinking about just completely replacing the current build but I haven't tested how effect dull weapon is so I will not replace it just yet. UnwokenSpirit 15:57, March 3, 2010 (UTC)

Tbh I don't really see the point of dulled weapon. If you want to make the most effective spirits, you'll take superior runes and have low health - so you'll want to stay as far away from combat as possible. The effect of DW has always been lost on me. ST is definitely the best elite for this build because (a lot of people overlook this) it allows you to cast the same spirit 3 times in 15 seconds. It doesn't matter whether it could have a little more health with RL, ST allows you to totally adapt to any situation. Come across a group of lots of casters? Spam shelter every 5 seconds. Lots of melee? Displacement. Ritual lord will summon a spirit with slightly more health (currently it's 'bugged' so it won't give the extra health gain from +4 spawning power) but if you come under heavy fire and it dies, it's gone for about 20 seconds. Not to mention you need extra energy management for those costly rituals - requiring you to spec into channeling and effectively losing the bonus you get form RL. 18:47, March 3, 2010 (UTC)
I see someone above me has already said this. I feel fairly stupid. 18:52, March 3, 2010 (UTC)

By the way, running 1 super rune is bearable, 2 is verging on stupid and 3 is just ridiculous. - AthrunFeya Lau bfly.gif - 18:55, March 3, 2010 (UTC)

Why not? The Ritualist can stay even further back then BiPs, HP wont matter. Every time I run this I never get hit because you are even behind the healers. Even if they get hit by a random arrow or spell Shelter will cover for them. You will still have around 350 HP so if you have union up also your only getting hit 20. It will take a good number of hits to kill you and its easier on the monk to heal you also. Sometimes some assassin or warrior monsters get past and attack the spirits but with this build you can replace them with no problem.UnwokenSpirit 19:37, March 3, 2010 (UTC)


Even if you don't really like the variant althrun, it should probably be listed here. <pvxbig> [build prof=ritua/any spawning=9+3 communing=12+1+3 channeling=9+3][Soul Twisting][Shelter][Union][Displacement][Boon of Creation][spirit siphon][Summon Spirits (luxon)][Armor of Unfeeling][/build] </pvxbig>

  • The main obejective of this variant is to stay far back since the spirits have long range protection. With Boon of Creation and Spirit Siphon you are continously able to put the spirits back up no matter how fast they die.
(As taken from Rt/Any Defensive Spirits) - --Alex ! 20:22, March 3, 2010 (UTC)
Why on earth take spirit siphon? Just take 16 in communing and 15 in spawning power. This way, BoC + ST will make your binding rituals have a net cost of 4 - totally manageable. Then you can spam Summon Spirits to your heart's content. Take a hard res instead for 'just in case'. 20:52, March 3, 2010 (UTC)
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