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Old Jun 23, 2009, 11:49 AM // 11:49   #81
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Originally Posted by Keira Nightgale View Post
So I wanted to laugh a bit and went in hard mode with my rit, of course I wanted to use spirits because everyone loves them.

I loaded 14 in communing and 13 in spawning, armor of unfeeling, shelter, union, displacement, reclaim essence, boon of creation, summon spirit and spirit gift. I added some heroes and henches, went in HM and exited TOA because I wanted to pawn some of the mesmer mobs outside. I put armor of unfeeling on, casted my spirits and aggroed because after having casted the spirits I didn't have anything else to do, no slot and a bad attribute spread. Spirits lasted about 3 seconds even despite the fact I casted summon spirits to heal them.
I logged on my paragon, same heroes and henches setup, same area in HM, save yourself and TNTF worked better, well spirits didn't work at all of course paragon was going to work better.
Then I said, let's try the offensive spirits but signet of spirits summons do not work, sadly .
Do the spirit buff justify the nerf on weapon spells? No, the tradeoff is bad, what is this shit, spirits suck.
Therefore at least for me the spirits are viable argument is nil.


End
Ahh, so THAT'S why I've been vanquishing the Jade Sea with little to no deaths, without consumables, without my spirits ever dying. (Unless you do something silly, like let 'em stand in an AoE-spell).
Even against a Warrior boss, Bloodsong with Armor of Unfeeling (@14 Channeling, 14 Communing & 4 Spawning Power) DIDN'T DIE.

You are just hellbent on making this update look as bad as possible, aren't you? But, why? Some people think this update has dumbed down the class, but nobody's been forcing you to play SpiritSpam.

Nobody's been forcing me, but I honestly LIKE spamming spirits .

(My build;
Channeling: 12+1+1
Communing: 12+2
Spawning Power: 3+1

Bloodsong - Pain - Vampirism (Sunspear @8) - Signet of Spirits [E] - Armor of Unfeeling - Painful Bond - Summon Spirits (Luxon @4) - Flesh of My Flesh)

PS. You're right about Signet of Spirits though. But that's a bug which 'Call to the Spirit Realm' (One of Togo's skills in the Bonus Mission Pack) had aswell, and I'm pretty sure they'll fix it soon. Even if they won't, you have 1 extra damaging spirit with no energy cost, and 2 non-active spirits for your Spiritwall. Works for me.
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Old Jun 23, 2009, 11:54 AM // 11:54   #82
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Originally Posted by Maneo Ranae View Post
Ahh, so THAT'S why I've been vanquishing the Jade Sea with little to no deaths, without consumables, without my spirits ever dying. (Unless you do something silly, like let 'em stand in an AoE-spell).
Even against a Warrior boss, Bloodsong with Armor of Unfeeling (@14 Channeling, 14 Communing & 4 Spawning Power) DIDN'T DIE.

You are just hellbent on making this update look as bad as possible, aren't you? But, why? Some people think this update has dumbed down the class, but nobody's been forcing you to play SpiritSpam.

Nobody's been forcing me, but I honestly LIKE spamming spirits .

(My build;
Channeling: 12+1+1
Communing: 12+2
Spawning Power: 3+1

Bloodsong - Pain - Vampirism (Sunspear @8) - Signet of Spirits [E] - Armor of Unfeeling - Painful Bond - Summon Spirits (Luxon @4) - Flesh of My Flesh)

PS. You're right about Signet of Spirits though. But that's a bug which 'Call to the Spirit Realm' (One of Togo's skills in the Bonus Mission Pack) had aswell, and I'm pretty sure they'll fix it soon. Even if they won't, you have 1 extra damaging spirit with no energy cost, and 2 non-active spirits for your Spiritwall. Works for me.
lol Jade Sea, snap I'm beaten. I'm glad you managed to vq without dying, for once.
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Old Jun 23, 2009, 11:54 AM // 11:54   #83
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Quote:
Originally Posted by Keira Nightgale View Post
So I wanted to laugh a bit and went in hard mode with my rit, of course I wanted to use spirits because everyone loves them.

I loaded 14 in communing and 13 in spawning, armor of unfeeling, shelter, union, displacement, reclaim essence, boon of creation, summon spirit and spirit gift. I added some heroes and henches, went in HM and exited TOA because I wanted to pawn some of the mesmer mobs outside. I put armor of unfeeling on, casted my spirits and aggroed because after having casted the spirits I didn't have anything else to do, no slot and a bad attribute spread. Spirits lasted about 3 seconds even despite the fact I casted summon spirits to heal them.
I logged on my paragon, same heroes and henches setup, same area in HM, save yourself and TNTF worked better, well spirits didn't work at all of course paragon was going to work better.
Then I said, let's try the offensive spirits but signet of spirits summons do not work, sadly .
Do the spirit buff justify the nerf on weapon spells? No, the tradeoff is bad, what is this shit, spirits suck.
Therefore at least for me the spirits are viable argument is nil.


End
If you think spirits suck, you're using them wrong. If they sucked, then the builds I've been using suck. Which is funny, because in hard mode I take zero deaths in most areas while having great offense.
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Old Jun 23, 2009, 11:58 AM // 11:58   #84
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Laugh all you want, but there are some areas in per example Rhea's Crater that are quite compact with alot of enemies inside (per example, at Focus of Hanaku, a boss-like foe). Even there, none of my spirits died, the just shredded through 'em all.
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Old Jun 23, 2009, 12:22 PM // 12:22   #85
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Originally Posted by Arkantos View Post
If you think spirits suck, you're using them wrong. If they sucked, then the builds I've been using suck. Which is funny, because in hard mode I take zero deaths in most areas while having great offense.
Arkantos I take 0 deaths as well and guess what, I don't rely on more than 2 spirits (2 spirits max in a whole build). The point is simple, you might like setting inefficient turrets, I prefer doing it faster and be more involved with the overall pve scenario.

About builds, my point was simple. Someone was claiming that shelter-union-displacement were viable in pve. I went in with these spirits, used armor of unfeeling and spread attributes so that they could have max hp, I did even spam my summon spirits, they didn't last more than 5 seconds. Now compare that with a paragon, you don't need to be a rocket scientist to notice how inferior they are, they cost more energy, have longer recharge etc etc.

As for offensive spirits. You're happy with casting around 10-12 spirits, I see them as a waste because I could be more efficient with a hybrid, of course because I have a different play style.
My play style revolves around buffing a melee and have it shoot things down while casters give support/adding offensive while taking remnant groups, compared to spirits I find my style more efficient.
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Old Jun 23, 2009, 12:58 PM // 12:58   #86
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people fgs, stop whining. I'm pretty sure half of you didn't even read the other comments on this page. I doubt that this comment will ever be read actually.

the thing is, they made Rit's more balanced now. they buffed the spirits, because no1 ever used them for an "army" purpose, but they nerfed the weapon spells because they were way overpowered, there was simply no reason to run a Ritualist because the breaking point of Resto Magic is @ 12. therefore, E/Rt with prism did the job just as good, with much energy to spare.

finally, people have a reason to go Rit, how many warriors have you seen that ran 12 swordmanship and 12 axe mastery, none, because without strength or a damage booster Warriors aren't that impressive.

how mant rangers you've met that ran a decent build without expertise? ( and without Markman's wager ) probably none.

how many monks you've seen running 12 prot, 12 healing prayers?

how many para's run a build without leadership?
which assasin's don't use critical strikes?
what mesmers don't use fast casting?
what necro's dont use Soul Reaping?


that's right. ofcourse there were some exceptions to those, but the point is

RITUALIST NEVER USED THEIR PRIMAIRY PROFESSION.

it's a fact that these builds:
http://pvx.wikia.com/wiki/Build:R/Rt_Oath_Spirit_Spam

were used once says enough.


so let's make myself completely clear.

pve: spirits can now be cast within a second. this owns. stop whining about some crappy channeling magic, you can have an ally on your side within a second that deals 20 dmg / attack. now if you'd just grab some other rits that's quite some damage.

pvp: ah, whine, whine. your precious weapon spells got nerfed, don't you see they were overpowered anyways? nearly every build relies on conditions. relilent weapon, and you got yourself a 30% dmg reduction. doesnt that seem a little unfair? even Melandru's resilence doesn't do that, and that a removable elite skill. resilent weapon was never removable. just like WoW, come on guys. you gotta realise that WoW >>>>> Guardian.

now they balanced the rit more, we finally can get back to some really pvp, where you're not safe from a spiking assasin in AB, or GvG whatever because you got your sissy 50% block on.
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Old Jun 23, 2009, 02:17 PM // 14:17   #87
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Quote:
Originally Posted by Arkantos View Post
If you think spirits suck, you're using them wrong. If they sucked, then the builds I've been using suck. Which is funny, because in hard mode I take zero deaths in most areas while having great offense.
Despite my insane love for spirits - I need to go with Kiera on this.
Spirits are currently far from being bad. The problem is that they aren't as obscenely overpowered as certain other things in this game.
If the game had unlimited party and skill slots - then there would be nothing wrong with them. But in an 8-man, 8 skill slot party - there are better things you can bring.
But then again - the way we play PvE is one man + 3 heroes and 4 hench (or 2 man + 6 heroes) - and that's sub-par by default. So ... meh.

Quote:
Originally Posted by Yuna Matsumarui View Post
snip
From calling the new spirits balanced, to comparing Strength to Spawning and up to looking past the fact that one kinda needs some insane skills to keep up spamming 10 energy skills, and that those skills MIGHT actually be the bigger problem ... lovely.
Just lovely.
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Old Jun 23, 2009, 02:22 PM // 14:22   #88
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Originally Posted by Jarus View Post
QFT.

12characters.
What does that mean?
o.O¿
I hate to derail the topic at hand, but my internet lingo is below average.
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Old Jun 23, 2009, 02:31 PM // 14:31   #89
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Originally Posted by AngeliqueSynner View Post
What does that mean?
o.O¿
I hate to derail the topic at hand, but my internet lingo is below average.
That's backwards for:

"Time For QQQQUUUAAAAKEEEE!!!"

qft - quoted for truth. Or tricycle. Whichever suits you.
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Old Jun 23, 2009, 03:32 PM // 15:32   #90
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Originally Posted by Yuna Matsumarui View Post
now they balanced the rit more, we finally can get back to some really pvp, where you're not safe from a spiking assasin in AB, or GvG whatever because you got your sissy 50% block on.
So wait, Rits were OP?
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Old Jun 23, 2009, 04:50 PM // 16:50   #91
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their weaponspells ........, there is no counter for em once they are up
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Old Jun 23, 2009, 09:27 PM // 21:27   #92
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their weaponspells
>their weaponspells
>Weapon of Warding and Resilient Weapon

I see what you did there.
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Old Jun 24, 2009, 08:16 AM // 08:16   #93
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Quote:
Originally Posted by AngeliqueSynner View Post
What does that mean?
o.O¿
I hate to derail the topic at hand, but my internet lingo is below average.
QFT = Quoted For Truth.
12characters = GuildWarsGuru requires everyone to put at least 12 characters into their posts, so it's just a filler.
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Old Jul 05, 2009, 09:51 AM // 09:51   #94
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Originally Posted by Einherj3r View Post
>their weaponspells
>Weapon of Warding and Resilient Weapon

I see what you did there.
and many other w spells , but I'm lazy and won't type em out
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Old Jul 05, 2009, 10:00 AM // 10:00   #95
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I hope rits are buffed a bit more this month....
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Old Jul 06, 2009, 10:05 PM // 22:05   #96
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SO there are basically 2 way to look at that update.

1) They nerfed the only worthy part of the rit, making the situation of an already-struggling class even more dangerous

or 2) they buffed the unique (and underpowered) part of the ritualist to a more playable level (at long last). Making the class take its righful place in PvE at least.

Allow me to choose the second interpretation.
(I hope they do a bit more for the protective spirits tought. Have a Nice Day!)
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Old Jul 07, 2009, 06:04 AM // 06:04   #97
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In summary;


BAWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW I CAN'T ADAPT TO SKILL CHANGES.


The ONLY reason to run a Rit when factions was released was spirit spamming. Now you can spirit spam again. Who cares if WoW was changed, it's dumb anyway.
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Old Jul 07, 2009, 06:12 AM // 06:12   #98
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Originally Posted by fenix View Post
In summary;


BAWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW I CAN'T ADAPT TO SKILL CHANGES.


The ONLY reason to run a Rit when factions was released was spirit spamming. Now you can spirit spam again. Who cares if WoW was changed, it's dumb anyway.
This.

So what if WoW got a tiny duration nerf, it's still useful.
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Old Jul 07, 2009, 02:04 PM // 14:04   #99
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Originally Posted by Steps_Descending View Post
SO there are basically 2 way to look at that update.

1) They nerfed the only worthy part of the rit, making the situation of an already-struggling class even more dangerous

or 2) they buffed the unique (and underpowered) part of the ritualist to a more playable level (at long last). Making the class take its righful place in PvE at least.

Allow me to choose the second interpretation.
(I hope they do a bit more for the protective spirits tought. Have a Nice Day!)
You apparently didn't read the OP.
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Old Jul 07, 2009, 02:22 PM // 14:22   #100
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Ive had no spirit probs with my 3 heros set as n/rt and rt/n - even been vq mq and had no probs .... maybe your suffering what some of us have - heros with ai amnesia .
I did dragon fest quest with an old mule and his ogden cudnt heal anything - i had to force him to heal me.Id suggest giving heros a kick up the jacksie - some work fine with some builds an fail at other builds - dunno why that is.
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