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Old Jun 23, 2006, 08:44 PM // 20:44   #21
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Quote:
Originally Posted by Zinger314
Someone asked on my Alliance chat what should be in a Spirit Spammer build. He thought a pet would be helpful.

Hence, this guide.
Two things.

First, a pet? Say what?

Second, I'm mildly curious why you didn't point the unenlightened to your original thread on this on this that is still rolling along?

May want to have a mod lock and redirect one to the other.
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Old Jun 23, 2006, 08:55 PM // 20:55   #22
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Quote:
Originally Posted by Jaek
Two things.

First, a pet? Say what?

Second, I'm mildly curious why you didn't point the unenlightened to your original thread on this on this that is still rolling along?

May want to have a mod lock and redirect one to the other.
My thoughts exactly. More detail here, but still redundant to have a separate thread.
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Old Jul 31, 2006, 08:00 PM // 20:00   #23
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ArenaNet made a Ritual Lord premade. It sucks. (Recuperation sucks without 12 Restoration. And Displacement > Shadowsong, especially with the abundance of Boon/Prot)

I've also made some edits to the guide.
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Old Aug 01, 2006, 01:55 AM // 01:55   #24
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Just a bit of input from me:

The key skills I see for a defensive rit. lord are the first 4 you listed; RL >> Union. Other remaining, I find, are more up to personal taste.

If I'm to GvGing with a full communing rit, then it's usually then 16spawning/13communing and the remaining slots as soothing, displacement, shadowsong/resolve (depending on the others) and a res sig. The targetting AI for spirits is still a bit annoying to deal with, but the blinding from it can easily keep up with mend condition if it hits the right target.

For weapon, I find that a 20/20 spawning staff of enchanting is sufficient, since the only thing which can benefit from any of the bonuses is boon of creation. You will want to maximise the duration of it since it's your only active energy regen, although chances are, it'll be stripped sometime before it runs out, hence the 20/20. Still, I've had it lasting the full 60~70 secs on several occasions before. The prefix is again up to the individual; I prefer the hale mod there.

Also, I wouldn't recommend running two superiors, in either PvE or PvP. You can lay them down fast enough as long as you're moderately aware of positioning. That extra -75hp isn't worth what you gain from it imo.
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Old Aug 03, 2006, 05:16 PM // 17:16   #25
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Last night, I held Halls 6 times. With a Ritual Lord build, of course. (And no rank! OMGnub.)



Attribute spread was 16 Spawning, 14 Communing, 8 Restoration, 2 Inspiration. All Hail Lively Was Naiomei.

Oh, and there's no such thing as "laying your spirits fast enough." Shelter dies in 3 seconds, maybe less, even with 14 Communing. You need all time time you can get.
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Old Aug 07, 2006, 02:52 PM // 14:52   #26
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For PvE be careful of using Signet of Creation with a MM around. Was going through a mission last night and our MM was near when I finished the chain and hit signet before blowing them up. 30 seconds later all of a sudden all his minion went poof. We couldn't figure it out at first. Was pretty funny actually.
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Old Aug 07, 2006, 07:44 PM // 19:44   #27
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Quote:
Originally Posted by Cherno
For PvE be careful of using Signet of Creation with a MM around. Was going through a mission last night and our MM was near when I finished the chain and hit signet before blowing them up. 30 seconds later all of a sudden all his minion went poof. We couldn't figure it out at first. Was pretty funny actually.
True.

However, you can use Signet of Creation offensively. Enemy MM annoying you? Cast Signet of Creation!
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Old Aug 07, 2006, 07:58 PM // 19:58   #28
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Hmm, will have to check that out. Thought the skill said allied. Of course when you want to use it offensively 30 seconds sure seems like a long time.
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Old Aug 07, 2006, 08:55 PM // 20:55   #29
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Quote:
Originally Posted by Cherno
Hmm, will have to check that out. Thought the skill said allied. Of course when you want to use it offensively 30 seconds sure seems like a long time.
Definitely works on enemy minions as well...

http://gw.gamewikis.org/wiki/Signet_of_Creation

"Keep in mind this works on enemy minions and spirits as well as allied.

If there are any minion masters in your party, it's generally a bad idea to bring this skill without discussing it with them."

The "in the area" portion of this is the key. A ritual lord should be placed very far behind the lines, where the minion master should be in the front with his army. That should cause enough separation to minimize the number of minions that are affected.

Using Signet of Creation offensively is generally a really bad idea, unless you have a ritualist that can rush into the frey, use the signet, and rush out and you have a very low amount in spawning power (to minimize regeneration). Using it when you're being attacked is terrible, as it improves the resiliency of your attackers, unless you can kite like hell for 30 seconds.
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Old Aug 07, 2006, 11:15 PM // 23:15   #30
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PvE:
I usually go with:
1 Boon of Creation
2 Ritual Lord
3 Shelter
4 Union
5 Recuperation
6 Life
7 Feast of Souls
8 Rez (FomF)

It's highly recommended to have Restoration on 12 for the +3 Health regen.

I seperate the spirits from the ones I want/can blow up, and the ones I dont want to blow up. I also set the spirits just as close to eachother they if I need the full heal from al 4 spirits I can still blow them all up.
If I want t blow up one pair of spirits, I go to that side.

Blow up: Recuperation, Life
Never blow up: Shelter, Union

Exceptions to the never blow up rule:
* When the spirits are almost died out, and you need a fast party heal
* At the end of the battle so henchies (or whoever) doesn't waste too much energy on healing the wounded


The reason why I prefer this build over the first builds in the post is because:
* I have 2 spirits which can be cast in no-time and has multiple purposes.
1) Life can be cast either at the end of the chain, or before it. If the first damage is taken in the party then Life kicks in very soon because it only lasts for 30 seconds.
2) Recuperation gives a +3 health regen for the whole party. It's basicly a Mending that can't be stripped/shattered.
3) The spirits work as a buff when it gets nasty. It grants a, IMO much better and effective party heal then blowing up spirits you really do need (shelter, union, etc.). The longer Life is around, the more it'll heal. You don't need recuperation much with multiple big spike hits. So you can easily blow them up and grand the party with a 'spike heal'.
4) Life has a very low recharge with Ritual Lord. As well as Recuperation which has the same recharge as Shelter and Union.


* Using Feast of Souls on spirits like Shelter or Union isn't very smart I think, because you really need those spirits to keep your party members alive.
Most likely, when fighting either in the Kurzick or Luxon side you meet dragon's and such with high spike damage. It makes it almost impossible to keep the spirits alive that long. Any (multiple) Double Dragon/Dragon Stomp/Breath of Fire/etc will destroy the spirits in seconds. The whole party is vulnerable again. With Life and Recuperation as a 'trick you hold behind' can get your party full in notime and gives you time to re-cast Shelter and Union. And right after that Life and Recuperation.
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Old Aug 08, 2006, 01:10 AM // 01:10   #31
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Quote:
Originally Posted by Zinger314
Ritual Lords will use two sets of Weapons. (The second set is optional, but recommended)

Set #1: Katana/Cleaver of Defense (+5 Energy, +5 Armor)/Communing Focus (+5 Armor/+45 HP while Enchanted)

Set #2: Katana/Cleaver of Enchanting (+5 Energy, 20% longer enchantments)/Communing Focus (+5 Armor/+45 HP while Enchanted)
Quansong's Focus is better than the +5 armor/+45 HP while enchanted focus cuz you will rarely be attacked and the +1 Communing can make some spirits last longer.

Quote:
Originally Posted by Zinger314
The Spirit Combo (assuming Boon of Creation is active) is:

Shelter -> Union -> Displacement -> Signet of Creation (if applicable) -> Feast of Souls (if necessary) -> repeat
I find that Displacement -> Shelter -> Union is a better casting order for spirits. Since your group will usually allow you to lay your spirits before you aggro, casting Displacement first means that it will recharge first. And since Displacement dies incredibly fast, you can get to re-cast it again sooner.

Also, you may want to discuss Dulled Weapon as an option for a Rit Lord. At high Communing, it recharges just as it expires, allowing for continuous use. Works great on mobs that are at a higher level than you, which is common in PvE and also negates Wild Blow, Primal Rage, etc.
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Old Aug 08, 2006, 01:12 PM // 13:12   #32
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signet of creation if awesome dude, tats like +15 - +17 hp per second everytime dude
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Old Aug 08, 2006, 02:42 PM // 14:42   #33
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Quote:
Originally Posted by moenbase
PvE:
I usually go with:
1 Boon of Creation
2 Ritual Lord
3 Shelter
4 Union
5 Recuperation
6 Life
7 Feast of Souls
8 Rez (FomF)

It's highly recommended to have Restoration on 12 for the +3 Health regen.
Only problem here is splitting out your attirbutes along three lines. I use the basic union, shelter, displacement, but have been trying to find a good combo sticking in the spawning and communing set. Many of the offensive spirits are nice, but require you to get closer so that they are in range.
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Old Aug 08, 2006, 02:49 PM // 14:49   #34
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Quote:
Originally Posted by Zinger314
The Hardcore PvP Build (GvG, Heroes’ Ascent, i.e. “u must be r9 2 spam 3 spirits, n00b.”)

16 Spawning Power (12 + 1 + 3)
14 Communing (12 + 3)
6 Inspiration Magic (6)
Zing - you may want to edit communing above to say (11+3)...
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Old Aug 08, 2006, 06:47 PM // 18:47   #35
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Quote:
Originally Posted by Jetdoc
Zing - you may want to edit communing above to say (11+3)...
Revamped that section to include the build I won HoH with.
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Old Aug 11, 2006, 09:53 PM // 21:53   #36
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This is a great build for mitigating damage. It makes your team almost invincible when properly planned. I don't think there is too much need to make a ritualist for using anything other than this(and vengeful farming).

Here's to hoping Ritual Lord wont be given 45 recharge time.

-neptune storm.
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Old Aug 14, 2006, 06:55 AM // 06:55   #37
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Bumping to say I plan to abuse this for Faction battles and stuff.

And I got a question, for HA and Alliance Battles is the Mesmer secondary absolutly necessairy? I am running a Monk second, and the Heal Area skill works very nicely at healing my spirits and boosting their effectiveness, but it does isolate me at the worst times.
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Old Aug 14, 2006, 01:24 PM // 13:24   #38
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Quote:
Originally Posted by Jeff Highwind
Bumping to say I plan to abuse this for Faction battles and stuff.

And I got a question, for HA and Alliance Battles is the Mesmer secondary absolutly necessairy? I am running a Monk second, and the Heal Area skill works very nicely at healing my spirits and boosting their effectiveness, but it does isolate me at the worst times.
You dont have to be /Me, its just there to help with interupts.
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Old Aug 14, 2006, 04:53 PM // 16:53   #39
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Quote:
Originally Posted by Jeff Highwind
Bumping to say I plan to abuse this for Faction battles and stuff.

And I got a question, for HA and Alliance Battles is the Mesmer secondary absolutly necessairy? I am running a Monk second, and the Heal Area skill works very nicely at healing my spirits and boosting their effectiveness, but it does isolate me at the worst times.
Heal Area doesn't (or shouldn't) affect spirits, so that's pretty much a waste...
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Old Aug 15, 2006, 07:43 AM // 07:43   #40
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Quote:
Originally Posted by Zinger314
Heal Area doesn't (or shouldn't) affect spirits, so that's pretty much a waste...
Yep, you are right.
As soon as I kill Shiro again (hopefully in less than 1 minute again), I'll have to make the switch and head for Battle Islands.
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