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Old May 20, 2006, 03:13 PM // 15:13   #21
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Quote:
Originally Posted by BaconSoda
well, the main point on MM's is that they can make the horrors and minions to tank, whereas the spirits take dmg indirectly. He's basically saying that the spirits take the place of a MM's minions and horrors.
I'd think the main appeal of MMs would be the 100-200 DPS. Not the Tanking ability.
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Old May 22, 2006, 07:23 PM // 19:23   #22
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I like this build.
Might I make a couple of suggestions. First of all, i think "The Lord Protector" would be a great name for the build ^__^ .

Secondly, a decent optional skill is the targetted allied spirit saccing skill (spirit made flesh, I beleive ti's called). it has less heal range, but only kills the target spirit ( shelter) and heals for almsot 250. it's probably not as useful in pvp, but in pve you can get away with siting on top of the spirit and right nexct to the other party casters, making it quite handy in the right circumstances.


also, do 50% reduction in casting speed/ recharge rate items even work on bindign rituals? if not, the ideal item is probably a staff with defensively oriented mods, enchantment length improvement, etc.

Last edited by Ellena; May 22, 2006 at 07:25 PM // 19:25..
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Old May 24, 2006, 04:58 AM // 04:58   #23
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Ghostly Haste Enchantment Spell. For 5...17 seconds, spells you cast while in the area of a Spirit recharge 5...17% faster.

Too bad rituals are not spells *rolls eyes*
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Old May 24, 2006, 05:19 PM // 17:19   #24
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This is alot like what I played during the Preview event, and it wasn't the most engaging build, but it was very solid.

http://www.guildwarsguru.com/forum/s....php?t=3018167

I'd make a couple of suggestions for skills to use in empty slots....

Spirit Boon Strike will allow you to deal some damage (you'd have to drop points into Channeling...) and heal your spirits as well.

I'd use Spirit to Flesh over Soul feast. It's a little more precise and you don't have to kill off all your spirits for one massive heal when you may not need a massive heal. It'd be good to use just before your spirit died anyway (Man I wish spirits had a timer like enchants and hexes!) to supplement the healing your monks are doing.

Draw Spirit is going to be important in PvE as the action may take you away from your spirits from time to time.
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Old May 24, 2006, 07:31 PM // 19:31   #25
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Quote:
Originally Posted by Eaimirth Etaivella
Too bad rituals are not spells *rolls eyes*
No way, I love that rituals are not spells. Why? Because Backfire isn't triggered when you cast them. Ritual Lord doesn't trigger it either. It's saved me a lot in RA.

EDIT: In fact, lots of Mesmer hexes don't work on rituals. A big one being Migraine...doesn't affect any of my spirit cast times.

Last edited by carbajac; Jun 12, 2006 at 07:20 PM // 19:20..
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Old May 25, 2006, 07:02 AM // 07:02   #26
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And for what it's worth, 100% faster would actually mean it recharges instantly, not half the original time. If it takes 10 seconds to recharge, and it's 100% faster, well, 100% of 10 seconds is 10 seconds.

Of course, 100% slower does mean twice as long (even though 100% faster isn't the same as twice as fast, or half as long). Math is silly. =-)
Hee hee, you confused yourself...

Like you said, if something takes 10 seconds and you make it 100% faster, then it's 10secs - 10 secs = 0secs.

So likewise, if something takes 10 seconds and you make it 100% slower, then it's 10secs + 10secs = 20secs -- which just happens to be twice as long.
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Old May 25, 2006, 08:42 AM // 08:42   #27
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u could try using doom its does 34 dmg for every recharging ritual so u should be able to have a couple still recharging when you want to use it. It tears chunks out of sins but doesnt work aswell against rangers and warriors. It takes 15 seconds to recharge so depending on your spirits could be recharged everytime ur finished laying new ones.

Cant remember the attribute line but dont think its channeling so shouldnt have to change any of your attributes to use it.
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Old May 25, 2006, 02:23 PM // 14:23   #28
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^^ Doom is spawning.
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Old May 25, 2006, 02:44 PM // 14:44   #29
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yea i found it after, @ 16 spawning it does 42 dmg per spirit!
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Old May 30, 2006, 02:24 AM // 02:24   #30
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ya want to spike? doom is nice but plant destruction wait 15 seconds run to target draw the spirit cast rupture soul at about 28seconds into its life result is 225-300 shocking dmg aoe.

I run this in place of displacement. sense it dies so fast.
quite nice when the team has the mob at 75% or less hp when it goes off.

leave the dmg evasion to the monks and necros.
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Old May 31, 2006, 06:59 AM // 06:59   #31
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I like this build quite a bit. I have a PVP version of this build exactly which got me a gladiator point on the first run.

I created a PVE version but before I can cap ritual lord, I am now using this build now that I quite like.... works well in PVE. Doubt it'll work in pvp.

Rit/Mo

16 Communing
12 Healing
rest in spawning

Do what u do with boon of creation and then shetler, union and displacement. but the next 4 slots for me are: Heal Party, Martyr (elite), purge condition, Chant of Ressurection

I stand in the back and put out the spirits... then I hit a bit with my staff/wand. Heal a little when I have to.. but most importatnly, while I wait.. if I see any member with any condition, I can cure them all with martyr and purge it. Then I wait till the stuff is recharged and do it all over again.

There's a minor energy problem if I try to heal a lot but I mostly use this to protect and take away all conditions. I don't mind being blinded, crippled and so on.. I'm standing in the back anyhow..
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Old Jun 02, 2006, 02:10 AM // 02:10   #32
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what are the usual items and armor you have running this build? ...rune placement..

hehe, i still need some work playing my rt/me to the best possible build. ty.
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Old Jun 06, 2006, 03:48 PM // 15:48   #33
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I dont have Rit Lord yet, but I do bring Draw Spirit with me. The only thing I dont like about spititing, is that by the time i have all the spirits up, everything is dead, hence waisting myself. even if i launch first before the fight, you cant always have that option. so during battle i tend to draw spirit if they are getting attacked. Im looking forward to trying this build, As an MM which is my main char, the only beef i have with mm'ing is that i tend to trail behind due to having to stop and use BOM.

Does this build keep you up with that pack? would Draw spirit be an good addition to this build?
Also I was curious why you are using a sgnet rather than a skill for rez.

tia. I know putting these builds take time to work on so much appreciated.

Last edited by VampiricuS; Jun 06, 2006 at 04:08 PM // 16:08..
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Old Jun 07, 2006, 01:34 AM // 01:34   #34
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This is a great build. I have been playing this in GvG since the release of Factions. With your spawning set at 16, you don't have to worry about how quick your spirits die. The slowest recharge on a ritual will be 13 seconds. One mesmer skill you do have to worry about though is diversion. That could put a quick damper on your spirit spamming!
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Old Jun 07, 2006, 06:11 AM // 06:11   #35
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wow, so if what you are all saying is correct about recharge times...

"At 16 Spawning Power, the percentage is 79%. This causes your 60 Second Rituals to recharge in 12 Seconds, and your 45 second Ritualist to recharge in 9 seconds."

So theoretically, one could use ritual lord, and have another ritualist party member bring Weapon of Quickening and use it on you,

Weapon of Quickening - Elite Weapon Spell. For [ 5 - 13 ] seconds, target ally has a Weapon of Quickening, and Spells and Binding Rituals recharge 15% faster.

So would your rituals recharge 94% faster? This would mean your 60 second recharge would be reduced to 3.6 seconds and you could pretty much spam displacement and keep all ur peeps alive forever !!!

Not saying this is a good idea, or that it would even work, but it seems like something to consider. I just can't believe that anet would let the numbers work that way.
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Old Jun 07, 2006, 12:38 PM // 12:38   #36
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Well, for one you have to have a worthy group to work with, which isnt ALWAYS the case. yesterday I tried it doing Raisu Palace FOUR TIMES and still didnt make it. but i know I kept them alive a long ass time otherwise.
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Old Jun 07, 2006, 12:55 PM // 12:55   #37
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This build is one of ,if not THE, best and most fun there is for a Ritualist in my opinion.

I'm loving it!
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Old Jun 07, 2006, 03:11 PM // 15:11   #38
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i have to agree, I have been having a lot of fun, and since i got a green drop from the rit boss i got Rit lord from, its ade it that much more. I just always get kind of stumped on what to fil those two spots with (during pve)

ill bring mend ailment if there is a lot of poison
maybe even remove hex. it all depends
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Old Jun 08, 2006, 04:35 PM // 16:35   #39
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Quote:
Originally Posted by VampiricuS
i have to agree, I have been having a lot of fun, and since i got a green drop from the rit boss i got Rit lord from, its ade it that much more. I just always get kind of stumped on what to fil those two spots with (during pve)

ill bring mend ailment if there is a lot of poison
maybe even remove hex. it all depends
I tend to bring one of two combos.

The first is Rupture Soul + Spirit Siphon if I'm feeling a little more aggressive.

This allows you to drop some damage and a long duration Blind on any warriors or assassins that get too close, for example Dredge Cutters and Guardians.

Sure you're nuking a spirit, but you can get a replacement back up in no time.

Plus if the opportunity arises and you're feeling salty you can charge up to some low armor casters and drop a spirit bomb on em for some solid damage.

I bring Spirit Siphon in this case because I do tend to feel a bit salty. I need the energy. Basically I'll summon all my spirits to help mitigate the damage from the initial attack. If things seem to be under control, once my skills are about to recharge I'll run up behind the melees and start alternating spirit summoning and Rupture Spirit to speed the killing process.

If things start looking a little rough I can just take a few steps back and start building up my spirits again for full defense.



The other combo I bring is one suggested in the original post, Signet of Creation and Feast of Souls.

Signet to get the most out of the spirits and Feast of Souls as a massive emergency party heal. All the spirits are destroyed, but again you can get them back up in no time. Make a sandwich or something before running this build because it's a no brainer despite it's usefulness.
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Old Jun 08, 2006, 05:18 PM // 17:18   #40
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Quote:
Originally Posted by fatogreboy
wow, so if what you are all saying is correct about recharge times...

"At 16 Spawning Power, the percentage is 79%. This causes your 60 Second Rituals to recharge in 12 Seconds, and your 45 second Ritualist to recharge in 9 seconds."

So theoretically, one could use ritual lord, and have another ritualist party member bring Weapon of Quickening and use it on you,

Weapon of Quickening - Elite Weapon Spell. For [ 5 - 13 ] seconds, target ally has a Weapon of Quickening, and Spells and Binding Rituals recharge 15% faster.

So would your rituals recharge 94% faster? This would mean your 60 second recharge would be reduced to 3.6 seconds and you could pretty much spam displacement and keep all ur peeps alive forever !!!

Not saying this is a good idea, or that it would even work, but it seems like something to consider. I just can't believe that anet would let the numbers work that way.
There wouldn't be much point, because it takes 11 seconds to cast Shelter/Union/Displacment anyways.
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