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Old Sep 09, 2006, 01:24 AM // 01:24   #41
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The leaked skill balance indicates that Ritual Lord will take a nerf. I'll update this guide at that time.
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Old Sep 09, 2006, 01:35 AM // 01:35   #42
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The nerf seems bad, reduction of ritual lord effect AS WELL AS increasing damage taken per prot on spirit, so, spirit die faster and RL effect is less, but the spirit recharge time are reduce also, so, it might not be that bad, its still a nerf.

The buff to channeling seems ok tho^^
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Old Sep 09, 2006, 06:38 AM // 06:38   #43
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Anyone got a link to the "leaked" ballance?
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Old Sep 09, 2006, 09:53 AM // 09:53   #44
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not allowed to post.
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Old Sep 09, 2006, 12:22 PM // 12:22   #45
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Just as I was starting to have fun with a rit lord build, they're gonna nerf it? Damn, that really sucks.

If the nerf really hampers rit lord builds, my rit will be reduced to the second class restore monk I had to play before I capped rit lord. I might as well just play my monk if this happens.
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Old Sep 09, 2006, 01:48 PM // 13:48   #46
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Quote:
Originally Posted by Kais Unduli
Just as I was starting to have fun with a rit lord build, they're gonna nerf it? Damn, that really sucks.

If the nerf really hampers rit lord builds, my rit will be reduced to the second class restore monk I had to play before I capped rit lord. I might as well just play my monk if this happens.
few points to remember

*This is a 'leaked' change list, it might not be true.

*Although Ritual Lord effect is reduced, the overall spirit recharge time is reduced as well, from 60 - > 45

*BUT, the damage taken per prot is 5 or 10 more.

So, we still don't know is it reallly a nerf, even if it is a nerf, Ritual Lord is still viable, It is good at PvE and it is extremely good at RA and 8v8.

There is a buff to channeling line on damage and recharge. So a channeling rit might be a viable option after the change.

Restoration line got a buff too.
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Old Sep 09, 2006, 05:18 PM // 17:18   #47
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Yeah... I am not loosing any sleep over this reported skill changes. In fact I consider the Ritualist as having recieved a much needed buff. While Shelter may have been toned down a bit, its still a freakin great skill.
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Old Sep 09, 2006, 09:42 PM // 21:42   #48
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I didn't say it was a nerf. (However, if you do the math, Spirits will recharge SLIGHTLY slower).

I just said the guide will need a revamp.
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Old Sep 10, 2006, 10:54 AM // 10:54   #49
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Will Ritual Lord still be viable in pve. Just when i was thinking about dusting off my rit, anet dust off the nerf bat :/
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Old Sep 10, 2006, 02:45 PM // 14:45   #50
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Quote:
Originally Posted by Silver_Fang
not allowed to post.
The control of information can be frustrating. Especially when people make posts about things we are 'not allowed' to know about. Thanks for the 'protection'...
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Old Sep 10, 2006, 09:38 PM // 21:38   #51
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Quote:
Originally Posted by Zinger314
The leaked skill balance indicates that Ritual Lord will take a nerf. I'll update this guide at that time.
Quote:
Originally Posted by Zinger314
I didn't say it was a nerf. (However, if you do the math, Spirits will recharge SLIGHTLY slower).

I just said the guide will need a revamp.
Um, yeah. Blatant self-contradiction FTW.

Last edited by Syklone Xaos; Sep 10, 2006 at 09:52 PM // 21:52..
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Old Sep 11, 2006, 11:29 AM // 11:29   #52
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rit lord doesnt need a nerf. it gets owned by one fire storm as it is. the only thing it is strong at is defending off solo warriors attacks due to blind displacemetn spirits.

union dies far too fast as it is. shelter i understand nerfing a little because it never seems to die during the reduced cooldown like union and certiantly displacement do.

but channeling does need a buff badly. and restorationm doesnt need a buff so much as better designed weapon spellls and ways to reduce dmg instead of pure heal. Also a way to get cool downs on resto spirits would be nice as most of them have longer cool downs than they should . i mean 45 seconds for a 150 heal, ouch...

Last edited by unmatchedfury; Sep 11, 2006 at 11:32 AM // 11:32..
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Old Sep 13, 2006, 02:05 PM // 14:05   #53
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Quote:
Originally Posted by Syklone Xaos
Um, yeah. Blatant self-contradiction FTW.
He said that Ritual Lord, the skill, will take a nerf. Which, if the list is legit, it will.

The second comment refered to someone lamenting that Ritual Lord, the build, would be nerfed, which Zinger didn't say. The nerf of the skill looks to be balanced pretty well with the buff of the spirits in the build.

That's all.
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Old Sep 13, 2006, 02:19 PM // 14:19   #54
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Quote:
Originally Posted by Syklone Xaos
Um, yeah. Blatant self-contradiction FTW.
He said that Ritual Lord, the skill, will take a nerf. Which, if the list is legit, it will.

The second comment refered to someone lamenting that Ritual Lord, the build, would be nerfed, which Zinger didn't say. The nerf of the skill looks to be balanced pretty well with the buff of the spirits in the build.

That's all.
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Old Sep 13, 2006, 04:05 PM // 16:05   #55
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Quote:
Originally Posted by frojack
The control of information can be frustrating. Especially when people make posts about things we are 'not allowed' to know about. Thanks for the 'protection'...
The control of information is needed because said information are under the NDA.
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Old Sep 14, 2006, 10:55 AM // 10:55   #56
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Shelter was increased to 25e in the update, and Boon of creation was nerfed. That's too much. Ritual Lords are now impossible to play.
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Old Sep 14, 2006, 12:00 PM // 12:00   #57
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Quote:
Originally Posted by Zinger314
Shelter was increased to 25e in the update, and Boon of creation was nerfed. That's too much. Ritual Lords are now impossible to play.
Somehow this seems like a hasty jump to conclusion. I do believe that some sort of energy management skill other than Boon of Creation will need to be added to be able to work as it did before, but I'm a bit hesitant to say that the whole legitamacy of the build has been nullified by an extra 10 energy cost on one skill and slightly less regen from boon.
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Old Sep 14, 2006, 12:12 PM // 12:12   #58
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Quote:
Originally Posted by Zinger314
Shelter was increased to 25e in the update, and Boon of creation was nerfed. That's too much. Ritual Lords are now impossible to play.
not so. ive been testing a few things with my rit this morning, and while yes the effectiveness of spirit spam has been greatly reduced, it is not dead by any means. the shelter union displacement chain can still be maintained so its not dead yet.

Heres what ive been testing this morning:

Rt/any
16 Communing 12+1+3
15 Spawning 12+3
have also run:
16 Spawning 12+1+3
13 and 15 Communing 12+1 and 12+3

Boon of Creation
Ritual Lord
Shelter
Union
Displacement
Signet of Creation
Pain
Flesh of my Flesh

Equipped: Ritual Lord Staff
Energy +10
Lightning Damage: 11-22 (req. 9 Spawning Power)
Halves casting time of Spawning Power spells (Chance: 20%)
Halves skill recharge of Spawning Power spells (Chance: 20%)
Health +30
Health +30

just keep casting the chain as it is on the bar, subbing in boon and rit lord when needed, and pain pretty much whenever it comes up. While this isnt as effective as before the balance, the chain can still be kept up 3-5 times without much trouble. the longer you try and keep the chain going though, the tougher things do become. the trick is just give yourself about a 2-5 second or so break between casting of your next spirit.

shadowsong is much bettter than pain, i know, but pain is there for almost a form of energy managment. with rit lord up, its back in less than 15 seconds, and when you factor in the casting time plus boon, you end up with a net gain of energy, plus a nice dmg dealing spirit. whenever in a pinch, just cast pain to get that little extra bit of energy you need to keep the chain going.

rit lords: nerfed, but not dead yet...
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Old Sep 14, 2006, 03:16 PM // 15:16   #59
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ss - how on earth are you keeping your energy up though?

Shelter + Union + Displacement is a whopping 55 energy cost. When you net the 6 energy gotten from Boon, you're talking about a net energy cost per series of 37 energy. There is no way (that I'm aware of) that you can recover that amount of energy without an elite energy management skill (which you can't have with Ritual Lord) and/or breaking the chain.

I don't understand the Pain gaining energy concept - Pain costs 5 energy to cast, so you're gaining 1 energy per cast.

A possibility is to allocate some points to Channeling and utilize Spirit Siphon...Siphon will return 3 energy every 4 seconds or so.
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Old Sep 14, 2006, 03:49 PM // 15:49   #60
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Quote:
Originally Posted by Jetdoc
ss - how on earth are you keeping your energy up though?

I don't understand the Pain gaining energy concept - Pain costs 5 energy to cast, so you're gaining 1 energy per cast.
ok, upkeep first, pain will be answered later on:

the key to energy upkeep is not just the +6 from boon, but your normal energy regen. remember to keep a few seconds before dropping the next spirit. lets look at the chain:

shelter + rit lord during cast:
25 eng to cast, 10 eng for rit lord, 5 second cast, at 4 pips of regen you gain 1.33 eng a sec, that makes 6.65 eng gained, added to the 6 from boon, gain of 12.65 eng.

now we are at a net of -22.35 eng
wait 3 seconds before next spirit, 4 eng gained, net is -18.35 eng

union:
15 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of -5 eng.

now we are at -23.35 eng.
wait 3 seconds before next spirit, 4 eng gained, net is -19.35 eng.

displacement:
15 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of - 5 eng.

now we are at -24.35 eng.
wait 3 seconds before next spirit, 4 eng gained, net is -20.35 eng.

sig of creation:
0 eng to cast, to second cast, and for the sake of easy math, we will only wait 1 second before next cast, 4 eng gained.

now we are at -20.35 eng.

pain
5 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of + 5 eng.
(a net gain of anything is better than a loss, plus you get a newly buffed dmg dealer!)

now we are at -15.35 eng.

note: one rit lord should be enough to make it once through the chain.

so in the end we are down about 15 engergy after one chain. with 47 total eng, the recasts of boon, pauses when you can afford too, and a watchful eye, i can keep the chain up at least 3 times, which should be enough for your average pve battle.

you can also wait longer when you can afford it, remember just 3 seconds of waiting will net you 4 eng. spread that out 2 seconds here, 1 second there, 3 seconds there, and you can almost negate that -15 eng. get it down to a net of -7 eng and then the chain can be kept up for as many as 6 or 7 times.

is it even close to what it was before? not even. before i could cast recup, shelter, union, soothing, and dispalcement almost non stop and never have any problems. but does this chain still work, yes it does.

oh, and plz check my math if you want, i did it off the top of my head and could have easily messed up along the way.
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