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Synergizes with Soul Twist, Fury, and any other skill which kills off spirts...I'll add that Once Great King 03:55, 9 April 2008 (UTC)

Perhaps the latter two are unnecessary, but I'd rather have too much than too little information.Once Great King 03:59, 9 April 2008 (UTC)

Destruction + Rupture Soul anyone? --Eyekwah 14:47, 10 June 2008 (UTC)

Destruction + summon spirits? you can get him up to almost full time, and send him in at the last moment, giving a nice bit of damage... 10:50, 19 March 2009 (UTC)

Destruction + Swap maybe? At the last moment, Swap out with it, and then use something to destroy it from range. Gaze of Fury maybe. Or, better yet... Rupture Soul. Blind them AND add in some extra damage. 14:17, 18 October 2009 (UTC)

Swap is so hard to target with though when ur in a party

I always run Grasping Was Kuurong, Swap, Spirit Rift, and Rupture Soul with this in RA. With Kuurong pre-charge, all you have to do is run into some enemies and use Swap on Destruction, this auto-drops Kuurong, locking them into the spike of Rupture Soul and Destruction. Spirit Rift takes a little more timing with it, but it altogether hits for 488 damage in less than a second if you can manage to get it out. PowerGamer 02:33, 27 February 2011 (UTC)

Funny build idea[edit]

Team build: A/Rt or Rt/A, 3-8 Channeling, ca. 5 Shadow Arts, rest optional

Deadly Paradox.jpg
Deadly Paradox
Shadow Form.jpg
Shadow Form
Shadow Sanctuary.jpg
Shadow Sanctuary
Shadow Walk.jpg
Shadow Walk
Summon Spirits.jpg
Summon Spirits
"You Move Like a Dwarf!".jpg
"You Move Like a Dwarf!"
Dark Escape.jpg
Dark Escape

Usage: Team members spread out so everybody can cast Destruction. Depending on the Channeling rank, wait 8-15 seconds for full damage. Activate DP, SF, shadow sanctuary. Shadow walk to the targeted group, Summon Spirits, all spirits but one die instantly and probably the group of foes as well. YMLAD to kill lone stragglers. Cancel with Dark Escape if failed. Drawback of the build is, of course, that the group needs room to set up the spirits, and coordination, preferrably over voice chat. Other than that, the only counter I can think of is physical interrupts or quick knockdowns to prevent Summon Spirits from casting. SF and Sanctuary should provide all the necessary survivability for 2-3 seconds of being in the hot zone, Dark escape to cancel and run from survivors after a failed attack.

I have tested and confirmed that yesterday's SF nerf does not reduce the damage dealt by Destruction. Not a serious build btw, just tossing ideas around, maybe it has niche applications. RolandOfGilead 11:33, 26 February 2010 (UTC)

Destruction is definetly possible to build around now, I love this update. I don't know about your build, I'd have to try it first, but this is one nasty spirit now, I tried running around in archapelago and my entire team was getting bombarded by the 150 damage constantly (it seems to be armor ignoring, I was hit 150 with 90+ armor as an assasin). I think a simple rit lord or soul twisting build would work really well (the later being better but more gimicky). Add rupture soul for a massive AoE spike with extremely effective anti-melee capability. Explosive growth with these would make some serious dps. I do like your idea with SF though, assuming it really doesn't reduce destruction damage.-- 04:25, 13 March 2010 (UTC)


Bug states it does no damge when not in compass range but discription mentions "in the area" range... What exactly is the bug? 20:04, 5 May 2010 (UTC)

When the caster isn't in compass range, I think. --Kyoshi (Talk) User Kyoshi sig.png 20:17, 5 May 2010 (UTC)
ohh, fair enough tho trivial bug because there would be no need for you to plan to damage enemys outside of compass range... 20:39, 5 May 2010 (UTC)
A bug nonetheless. --Kyoshi (Talk) User Kyoshi sig.png 02:54, 6 May 2010 (UTC)

Lightning Damage[edit]

This, like Ancestors' Rage seems to deal armor-ignoring lightning damage. It dealt less than 80 damage against a Mergoyle using Mantra of Lightning at max charge. This happened multiple times for me as well. PowerGamer 03:09, 12 February 2011 (UTC)

Consider this if you will...[edit]

At only 3 points in Channeling, this skill can be spammed on recharge for a dependable 150 Damage every time. If, like most SoS rits, you're running 16 in Channeling, you could use every applicable recharge modifier available to you and still be doing max damage every cast with no fear of not hitting your damage cap.
Interesting, no? --BriarUser Briar Sig 3.jpgThe Spider 07:08, 19 June 2011 (UTC)