Feb 03, 2006, 10:23 PM // 22:23
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#21
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Wilds Pathfinder
Join Date: Nov 2005
Location: La La Land
Guild: [NOVA]
Profession: A/
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Then leave the Ritualist there Twicky. The dude's not meant to be anywhere Spirits aren't anyways. And even if Spirits could kill people you couldn't leave them there since Spirits have a set life span before they croak anyways. So even if they could kill a character unaided, they're not reliable guards.
Remember, the Ritualist wasn't meant as a fire-n-forget sort of caster. The word 'micromanage' was used many times in their description, and it does tend to hold true. The Rit needs to stay near his small, immobile army to maintain and take advantage of it.
So yeah, no leaving hoards of Spirits and nothing else to guard the Lord. Human beings are still required :-P
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Feb 04, 2006, 01:15 AM // 01:15
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#22
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Wilds Pathfinder
Join Date: May 2005
Location: Worthing, UK
Guild: (Don't fear) The Beaver
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Hmmm, pretty awful skill names in my opinion. Awkward and a bit forced sounding.
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Feb 04, 2006, 02:10 AM // 02:10
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#23
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Desert Nomad
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Quote:
Originally Posted by tafy69
You are forgetting a spirit can be killed with 2-3 hits from a warrior.
You will slow down the other team but they will soon be on top of you. Even wanding the spirits gets them down pretty fast.
Personally I will be running a ritualist healer in GvG, they are very hard to kill indeed
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Dunno about you, but it takes awhile to wand down a level 11 favorable winds "spirit", never mind a rit primary that boosts all spirits hp count on top of that or gives them pips of regeneration.
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Feb 04, 2006, 03:38 AM // 03:38
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#24
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Lion's Arch Merchant
Join Date: Nov 2005
Location: Salt Lake City, Utah.... no im not mormon
Guild: Radicals Against Tyrants [RAT]
Profession: R/Me
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Destruction is actually quite good. i had a secret, really good build that incorporated it during the factions event. I won't tell the build though because it worked insanely well in gvg and I don't want others copying it.
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Feb 04, 2006, 04:10 AM // 04:10
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#25
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by master_ranger_matt
Destruction is actually quite good. i had a secret, really good build that incorporated it during the factions event. I won't tell the build though because it worked insanely well in gvg and I don't want others copying it.
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That's useless we have observer mode it will be seen eventually.
The wheels in my head are turning. Its looking quite nice the builds that are going to be coming.
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Feb 07, 2006, 08:02 PM // 20:02
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#26
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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I would like to point out that Destruction does a certain amount of damage for every second it was alive. Thus skills that kill it off quicker (such as Rupture Soul) don't bring about its true potential. The key would be to find a way to keep it alive longer than the normal 30 seconds. 30x4 (would it be 5 at lvl16?) isn't all too much, but if you could keep it alive for say, 50 seconds? 200 damage AoE. Having the ability to sacrifice it whenever you want to thereafter is merely strategic benifit. And if that were to add 112+ damage to the total, your allies wouldn't complain. Follow that up by dropping Daoshen's ashes for a total of 424 AoE damage in the space of 1/4 second, and let their monk decide which one they want to save.
The same of course would go for Life. A moderate heal while doing 224 damage. Keep them both up, and decide which one to sacrifice when the moment comes.
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Feb 07, 2006, 10:22 PM // 22:22
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#27
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Desert Nomad
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I dont see anything that extends the uptime duration of spirits, only downtime reduction of timers. The idea with using rupture soul and doom, is that you can trigger doom with rupture soul when someone is in range. Remeber, someone actually has to be near the spirit for it to affect them. I didnt get a chance to play with these two skills, but destruction is a 3s cast time and needs to be stationary for awhile to cause some damage and the AOE listings are not always accurate. Many "nearby" listings are actually "adjacent" in actual effect meaning melee range. Personally i wouldnt rely on either even if it said the AOE was in the area, being roughly ward size.
It is 1-5 on the 1-15 scale, but i doubt it changes at 16. Rupture deals 50-140 and blinds for 3-12 on the same scale. Between the both of them, even at the 20s mark is 240 damage all at once. This would be similar to EQ/AS combos, but more akward to pull off. Personally i think destruction is supposed to be some kind of warrior deturant from just chopping down stacks of spirits in one location, while allowing the ritualist a tool like rupture to make him pay for it with some damage and blindness. Doubling that damage would put the sting on any war using frenzy to cut through them quickly. The idea of using destruction like that is rather gimicy and just using rupture with ritual lord to blind the war(s) cutting down spirits and replacing the one sacrificed seems to be alot more reasonable though.
Last edited by Phades; Feb 08, 2006 at 12:52 AM // 00:52..
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Feb 08, 2006, 12:27 AM // 00:27
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#28
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Forge Runner
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Doom (Spell) Strike target foe for 4..16 [20] lightning damage for every recharging Binding Ritual you have.
Unless the skill changed... or Phades is talking about another skill.
Even if one have 7 recharging ritual, it still only strike for 140 non-armor ignoring lightning damage. 15 sec recharge, 10 energy cost, utter crap to me.
Also, destruction's AoE is nearby alright... but that still is a pain to hit someone with. Putting it next to your other spirit would be the only way to hit something, and melee only too.
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Feb 08, 2006, 12:48 AM // 00:48
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#29
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Desert Nomad
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Quote:
Originally Posted by Vermilion Okeanos
Doom (Spell) Strike target foe for 4..16 [20] lightning damage for every recharging Binding Ritual you have.
Unless the skill changed... or Phades is talking about another skill.
Even if one have 7 recharging ritual, it still only strike for 140 non-armor ignoring lightning damage. 15 sec recharge, 10 energy cost, utter crap to me.
Also, destruction's AoE is nearby alright... but that still is a pain to hit someone with. Putting it next to your other spirit would be the only way to hit something, and melee only too.
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Yeah i meant destruction. Doom, death, destruction ... whatever.
Speaking about doom, the skill you mentioned, i think its a nice attempt to create a skill that works with the drawback of the other skills on the bar. Unfortunatly, or fortunatly depending on your prespective, it doesnt scale up very fast and you are only looking at 5-6 rituals to amplify the damage with.
Last edited by Phades; Feb 08, 2006 at 12:51 AM // 00:51..
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