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Old Jan 22, 2006, 07:34 PM // 19:34   #21
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i like my 200 dmg spike with my ritualist though...
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Old Jan 22, 2006, 08:00 PM // 20:00   #22
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The ritualist nukers are ok if you have a spirit spammer on your team. Channeling has a lot of spammables and most of them are comparable to elementalist nukes. He's probably better than an Air guy for straight nuking if you have that spirit guy on your team, since you'd have better strike/orb replacements and a deeper nuke line.

Offensive spirit spammers aren't terrible. The damage or disruption a spirit causes can be pretty effective for the time investment. Pain is a great investment, Bloodsong and Shadowsong are similarly cheap effects that pay for themselves, and Dissonance/Disenchantment are spendy but can be incredibly disruptive. Just keep kicking 'em out faster than your opponent can knock 'em down and go nuts.

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Old Jan 22, 2006, 08:09 PM // 20:09   #23
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I tried a ri/n SM (Sprit master)/MM (minion Master).

Boon of creatation will activate if you summon minions and the ritualist primary attruibute will affect Minion Health.

Ritualist are basically the caster of all trades. They can do direct damage, heal and summon.
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Old Jan 22, 2006, 09:06 PM // 21:06   #24
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Ritualists are good for nearly everything, the only downside is that they are relatively immobile in terms of their spirits, seeing as a number of their spells, especially healing, are less efficient out or range of spirits, and the fact that a lot of the damage and healing comes from the spirits themselves.

They are good for long lasting battles, maybe in Tombs or something, but especially in PvE they won't be as effective for the quick short term stuff.
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Old Jan 22, 2006, 09:49 PM // 21:49   #25
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As far as Ritualists in pve, they may have some potential there. In larger fights it would provide solid control of an area to strengthen the team considerably. Monking often gets a bit tricky in the higher levels, even with 2 monks on a team, in some spots. It depends on when the rt skills become available, so it's a bit early to say for the lower levels.
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Old Jan 22, 2006, 09:57 PM // 21:57   #26
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Ritualists aren't meant as damage builds. If you look at the skills, they are basically the spirits of the ranger (with some more usefulness) and support spells.
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Old Jan 22, 2006, 10:46 PM // 22:46   #27
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The ritualist is not lacking the offense department at all. The premades are the only thing i see lacking.

Look at spirits like doom that can cause some massive dmg on an huge aoe scale. Rupture spirit and rapant growth can cause some massive dmg as well.

Weapon spells are going to be the "new" thing. I've already tested brutal weapon on a ranger spiker in CA. You can get around a 300-350 dmg spike from dual>quick>savage under kindle, brutal, and favorable from 1 ranger. Add that to the teams that use 2 rangers and you can have a split spike like we have never seen before.

Another thing about spirits is look at their duration times. Some of them last for nearly 3 minutes. This is perfect for guild base defenses to add to the npcs.

Biggest weakness I have seen so far is that the spirits CANNOT KILL YOU. They will reduce your life to 1 but then deal you 0 dmg. I don't know if that is a bug or if its intended.
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Old Jan 23, 2006, 12:21 AM // 00:21   #28
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ritualist primary still seems to lack a full on anything, every attribute seems to be a halfass version of other classes, but Rt is an awsome secondary, no more Mo/Me
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Old Jan 23, 2006, 12:26 AM // 00:26   #29
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If anyone use channeling, they will know that a ritualist can do a solo spike of 350+ AoE damage (on 60 armor) all within 1 or 2 sec during the execution after setting everything. You can go higher, but it would require someone to deal your energy for you (if you do... It is about a 595 AoE damge spike). There is also another spike which is also AoE and can do up to around 445 AoE, but is alot harder to time and setup.

Soon enough, this spike probably would be harder to pull off just like lightning surge.

They are far from being offensively underpowered. Ritualist have the most variety of ways to do damage in a single class.

Last edited by Vermilion Okeanos; Jan 23, 2006 at 12:31 AM // 00:31..
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Old Jan 23, 2006, 01:36 AM // 01:36   #30
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Quote:
Originally Posted by BBoy_Manchild
ritualist primary still seems to lack a full on anything, every attribute seems to be a halfass version of other classes, but Rt is an awsome secondary, no more Mo/Me
I honestly disagree. I think that my ritualist works well at what he does. I'm fond of their weapon skills, and their new mechanics.
I think that the more you play them, the more they grow on you.

And they are offensively more difficult to use, but NOT underpowered.
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Old Jan 23, 2006, 01:55 AM // 01:55   #31
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Quote:
Originally Posted by TGgold
I honestly disagree. I think that my ritualist works well at what he does. I'm fond of their weapon skills, and their new mechanics.
I think that the more you play them, the more they grow on you.

And they are offensively more difficult to use, but NOT underpowered.
After taking the time and really messing around with all sorts of ritualist damage builds (and revising my opinion as stated eariler) their damage is very good against casters (60 armor), but there effectivness is reduced when attack rangers and warriors due to heavier armor. Basically i agree 100% with wat TGgold is saying here. Except i think the spirits are still too weak.
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Old Jan 23, 2006, 02:34 AM // 02:34   #32
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Quote:
Originally Posted by Pyrii
They also need to tweak the NPCs to stop them from ONLY attacking Ritualists, in the learning PvP matches I was prime target, I spent most of the time healing myself and therefore got almost no faction. If I died and then revived, less than a second before I saw 5 damage indictators above my character and half my health gone.

I know about intelligent AI attacking healers first, but well, this is silly.
Hah I only wish real players were as good at focusing on one target like the henchies do. That's exactly what you're suppose to do, take out the healer first then the artillery, though the ranger is my 2nd choice over an ele, because of those dang interupts.

It's rare I find a good team as good as the henchies are. Long live henchies and their perfect focus abilities.
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Old Jan 23, 2006, 02:41 AM // 02:41   #33
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lol IMHO Ritualist are not underpowered, in fact if someone was to say they considered them overpowered, I might agree with them.

I think the problems Pyrii is perhaps having is that Rt/Mo aren't healers, they are support healers. They will never have the same healing power as a monk and really are hopeless at looking after themselves. Of couse this does partially have to do with the skill unlocks, and yes it does make it difficult in the arena. Unfair though? IMO, no.
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Old Jan 23, 2006, 01:59 PM // 13:59   #34
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Quote:
Originally Posted by jaibas17
rit/r + oath shot = gg
Haha, you are correct sir!

After farming tons of faction from my N/Me killing assassins, I wanted to try Rit.

Ranger/Rit with high expertise and oath shot and I was able to keep spirits up easily.

My big issue is that for PvE, Rits are going to blow, HARD. Cast times are horrible and recharge is just ass. Even with some of the skills that improve cast times (rit skill imrpoving cast times by 15% for UP TO 30 SECONDS, that's WEAK).

In my opinion a lot of Rit skills need tweaking. Their AI should be a little imrpoved (at least for the healing spirits, they should always want to heal the person with least health who is closest). It's also annoying to bring up a spirit (like the one that blinds) and have it NOT target the warrior right on top of you (the reason you brought it up in the first place).
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Old Jan 23, 2006, 03:16 PM // 15:16   #35
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One thing I can see right now they are going to have to nerf on Ritualists is spirit spamming. I counted no less than 20 spirits of pain while watching on HoH battle. And this after someone told me that only one type of spirit could be out no matter how many ritualists. This will become as much of a pain as ranger spirit spamming and will definitely need a nerf to be like the ranger spirits. Only 1 type per team.
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Old Jan 23, 2006, 05:37 PM // 17:37   #36
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Quote:
Originally Posted by Deathqueen
One thing I can see right now they are going to have to nerf on Ritualists is spirit spamming. I counted no less than 20 spirits of pain while watching on HoH battle. And this after someone told me that only one type of spirit could be out no matter how many ritualists. This will become as much of a pain as ranger spirit spamming and will definitely need a nerf to be like the ranger spirits. Only 1 type per team.
So you bring an AoE nuker and eoe bomb the spirits. Drop the first few and the rest go down fast.
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Old Jan 23, 2006, 05:47 PM // 17:47   #37
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Quote:
Originally Posted by toastgodsupreme
My big issue is that for PvE, Rits are going to blow, HARD. Cast times are horrible and recharge is just ass. Even with some of the skills that improve cast times (rit skill imrpoving cast times by 15% for UP TO 30 SECONDS, that's WEAK).
Use soul twisting and serpents quickness. Those skills is designed to pickup and move. If you are using oath shot and expertise, i dont know why you are complaining.
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Old Jan 23, 2006, 05:50 PM // 17:50   #38
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Quote:
Originally Posted by Phades
Use soul twisting and serpents quickness. Those skills is designed to pickup and move. If you are using oath shot and expertise, i dont know why you are complaining.
It's the fact that I HAD to use oath shot + expertise. Granted, it was fun as hell and I laughed as my spirits wreaked havoc (rangers are targeted far less than Rits I noticed).

Cast and recharge times are just going to hurt in PvE for say, a Rit/non-ranger.
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Old Jan 23, 2006, 06:20 PM // 18:20   #39
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Quote:
Originally Posted by toastgodsupreme
It's the fact that I HAD to use oath shot + expertise. Granted, it was fun as hell and I laughed as my spirits wreaked havoc (rangers are targeted far less than Rits I noticed).

Cast and recharge times are just going to hurt in PvE for say, a Rit/non-ranger.
Well it seems anguished was linwah with glyph of renewal is also another work around, depending on the goal of the build.
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Old Jan 23, 2006, 07:23 PM // 19:23   #40
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The ritualist I believe was designed to be a support class, but what it does it does well.. With powerful spirits that can give entire team mending, constant 100+ healing, plus blinding and disruption and also damage reduction; Along side a good monk a Ritualist is an amazing ally and a welcome addition to the game.

I tested this class thoroughly this weekend and I actually succeeded with it, especially in the team arenas. A few teams that I was in even won 5 or 6 flawless wins in a row, and I haven’t really pvp’ed that much in the past. The teams that we usually got flawless with consisted of 1 or 2 Ritualist’s, a Monk, Warrior or Ranger, and an Elementalist.

I found that spirit placement and timing is everything, its best to lay down the healing and mending spirits first behind the scenes, best behind a wall or rock; out of sight and also not in one location. Then lay down the blinding and disruption spirits up in the fight. I found the spirit “Shadowsong” to be particularly effective against warrior based teams and this also helps to protect your healing spirits.

I was also acting as an active healer during the weekend, the Ritualist isn’t a half bad healer with neat new spells like the new vital weapon spells along others.

The Ritualist is actually a very powerful class when played correctly; With allot to bring to the table. Give people a break when they play them, they are just learning the class and like one of you said, they can only really play the templates at first. With a little practice I think this will be an unstoppable class.
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