May 31, 2008, 07:15 AM // 07:15
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#2
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Grotto Attendant
Join Date: Mar 2006
Location: Done.
Guild: [JUNK]
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I LOVED this build.
It is the reason why I adore my ritualist as much as I do.
BUT if you look the the numbers provided by the skills - it makes me wonder if it's worth it.
Look at Shelter.
It has 200 hp and it loses 50 per hit.
A 25 energy, 5 secs casting skill will protect you from 4 hits!
Same thing with Displacement.
Union isn't that bad - but one skill out of 8 not being bad isn't what I'd call nice.
The problem is that [protective spirit] and [aegis] do what your WHOLE build does.
And sadly better.
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May 31, 2008, 07:15 AM // 07:15
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#3
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Furnace Stoker
Join Date: Aug 2007
Location: Sydney, Australia
Guild: Haze of Light [pure]
Profession: R/
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What is the purpose of GoLE? u have 2 spells, and u barely use them.
Otherwise looks good.
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May 31, 2008, 07:54 AM // 07:54
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#4
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Krytan Explorer
Join Date: Sep 2006
Guild: Lady Ainowa
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gole is a bit overkill imo u have plenty of energy imo,but i also have 1 hero bring blood ritual
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May 31, 2008, 08:59 AM // 08:59
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#5
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Ascalonian Squire
Join Date: May 2007
Profession: Rt/
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Or let GolE in and change [Boon of Creation] with [Spirit's Gift], that works to.
btw, sweet build, only you need to be careful how do you use the [Signet of Binding] skill.
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May 31, 2008, 01:49 PM // 13:49
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#6
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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I'd love to see the come back of [Ritual lord] builds in PvE but until they buff spirits to where they're more than just dust in the wind and lower the energy cost on [shelter], I just don't see much of a point atm.
Sorry.
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May 31, 2008, 02:17 PM // 14:17
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#7
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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The killer nerfs to the rit lord build were the reduction of energy return from boon, the increase in spirit energy cost, and the decrease in spirit effectiveness. Making rit lord better doesn't matter at all.
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May 31, 2008, 04:21 PM // 16:21
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#8
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Ascalonian Squire
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First off, thanks for your input. The only crit I can really fully agree with is Upier on the health level of Shelter, which is why I used [signet of binding]. I suppose you could also [signet of creation] instead since it would apply to all spirits instead of just the one. But i put that in there out of concern for the hp level of shelter. Prot spirit and aegis may have better numbers, however prot spirit doesn't affect your entire party, and w/ that recharge time your uptime for aegis is only roughly 1/3rd of the time (forgive me if i missed anything there, my monk became a mule ages ago).
Now, I fully understand that the heavy hit to the old build was energy due to nerfing [boon of creation] and e cost for [shelter] and not [ritual lord] itself, i simply said the new change sparked my memory of it. However, the e-management issues is precisely what this build addresses. It doesn't matter that boon was nerfed and [shelter] costs 25e, because this gives you enough constant energy gain to keep them all up indefinately. The longest you will ever have to wait to cast off a spirit due to energy is rough 1.5 seconds. For reiteration, high nrg costs are a moot point if you've got the energy pool to pull it off regardless, which is basically the whole point of this build.....to have enough energy to maintain the three spirits INDEFINATELY.
I know GoLE probably looks like overkill, and it may be, I havn't tried it yet w/o it. As for the reason for putting it there, just more e-mngmnt. But I'll try it out later w/o it & see how it goes.
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Jun 04, 2008, 10:13 PM // 22:13
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#9
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Desert Nomad
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"WTB good defensive spirits"
until than, sry but no...
*throws Rit Lord out the window*
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Jun 04, 2008, 10:29 PM // 22:29
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#10
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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Quote:
Originally Posted by zling
"WTB good defensive spirits"
until than, sry but no...
*throws Rit Lord out the window*
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Have to agree with this.
Woopdeedo, displacement is an aegis which costs more energy, takes longer to cast, longer to recharge, and goes away after it stops a mind boggleing 3 hits. Similar comparisons can be made about the other ones.
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Jun 05, 2008, 03:26 AM // 03:26
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#11
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Frost Gate Guardian
Join Date: Dec 2007
Location: In front of the computer
Guild: Shadow of the Betrayed [Nyth]
Profession: N/Rt
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[shelter][union][displacement]
All three of these spirits die mere seconds after being placed. [Ritual Lord] helps, but we really need a buff to the protective spirits before they will appear on my skillbar.
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Jun 05, 2008, 04:02 AM // 04:02
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#12
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Forge Runner
Join Date: Mar 2006
Location: Malta
Guild: [CuTe]
Profession: E/
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3 popular and very nice rituals ^ however as cosmic said they die very quickly, My suggestion would be to reduce the excessive damage the spirits take when the effect is triggered, Looking at displacement takes 60 DAMAGE!
A Party of 8 players against a bunch of melees and rangers will kill the spirit immediately, taking in consideration even normal wanding will kill it.
Definitely Big Buff needed.
~ Ganni ~
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Jun 05, 2008, 09:10 AM // 09:10
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#13
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Krytan Explorer
Join Date: Nov 2007
Location: Holland
Profession: Rt/
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It can work if you use this:
[build protect;OACiAyk84MRuBTrX48xZNnnA]
usage:- keep up enchantments and [[ritual lord]
- cast [[shelter].
- cast [[displacement].
- use [[signet of creation].
- Cast [[union].
- By now displacement probably died, so recast and so on.
notes:- Cast weapon when you have time, can be replaced by GDW.
- [[displacement] will die first and fastest.
- always cast [[shelter] before [[union] because it will reduce 7 more damage in this order.
- [[spirit's gift] will also heal spirit's.
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Jun 05, 2008, 09:29 AM // 09:29
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#14
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Wilds Pathfinder
Join Date: Oct 2007
Location: :D:D
Profession: D/W
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The thing is...using AP is better than ritual lord imo.
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Jun 05, 2008, 09:57 AM // 09:57
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#15
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Yeah. Btw, in Spirit's build Shelter dies after 5 attacks over 10% hp to ANYONE (so if 8 people get hit by an AoE attack, 5 are protected, 3 take full damage), including MINIONS (so even normal wanding can hit them for more than 10%). So even a god damn Reversal of Fortune is better - it no only prevents, but also heals up to a certain level, can be spammed on people (not minions) and for 5 casts it's total energy cost, recharge and cast time is superior to Shelter.
Also Union will die after 14 hits. So if someone gets hit by an AoE (8 people again), after 2nd party-wide damage Union dies. And let's not forget Displacement that dies after like 5 seconds because of wanding.
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Jun 05, 2008, 11:32 AM // 11:32
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#16
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Krytan Explorer
Join Date: Nov 2007
Location: Holland
Profession: Rt/
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Quote:
Originally Posted by Turtle222
The thing is...using AP is better than ritual lord imo.
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It's less reliable IMO
Quote:
Originally Posted by Abedeus
Yeah. Btw, in Spirit's build Shelter dies after 5 attacks over 10% hp to ANYONE (so if 8 people get hit by an AoE attack, 5 are protected, 3 take full damage), including MINIONS (so even normal wanding can hit them for more than 10%). So even a god damn Reversal of Fortune is better - it no only prevents, but also heals up to a certain level, can be spammed on people (not minions) and for 5 casts it's total energy cost, recharge and cast time is superior to Shelter.
Also Union will die after 14 hits. So if someone gets hit by an AoE (8 people again), after 2nd party-wide damage Union dies. And let's not forget Displacement that dies after like 5 seconds because of wanding.
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I'm not sure if you mean my build.
But the spirit's who dies first is [[displacement], just try to keep it up,
it IS possible most of the time.
It will prevent damage, and the damage that is done will be lowered by [[shelter] and [[union].
And simply don't use it with minions.
Last edited by spirit of defeat; Jun 05, 2008 at 11:34 AM // 11:34..
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Jun 05, 2008, 01:23 PM // 13:23
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#17
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Forge Runner
Join Date: Feb 2006
Guild: Kindred Order of Souls [KOS]
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Nothing against the OP but I don't understand, why do people insist on trying to run Communing/Spawning builds like this? The two attributes are shit. Sure, maybe ritualists were originally designed to be mainly spirit wranglers but they're now soo much better as front/midline melee buffers and secondary healers. It's almost a waste of a party member slot if you're running a spirit heavy build.
Like i said before, spirits atm are nothing more than dust in the wind and until or unless Anet decides to buff them, there's very little use for them outside of a few like [life], [bloodsong] and [vampirism].
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Jun 05, 2008, 03:28 PM // 15:28
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#18
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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Quote:
Originally Posted by spirit of defeat
And simply don't use it with minions.
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Because not using what is probably the second best damage source for pve (first best being splinter weapon, which all ritualists SHOULD be using) so that you can use a fairly mediocre spirit build that is far inferior to both monk and even paragon versions of protection is a great idea.
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Jun 05, 2008, 04:44 PM // 16:44
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#19
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Krytan Explorer
Join Date: Nov 2007
Location: Holland
Profession: Rt/
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Then take mobile spirit's.
[build=OACjAqiLpSDg+gfTlTRbHXVTeTA]
Maybe off topic but it works well.
I usually run it on HM HH.
[[ancestors' rage] can be replaced by [[splinter weapon] or GDW
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Jun 06, 2008, 01:31 AM // 01:31
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#20
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Jungle Guide
Join Date: May 2007
Guild: Nice But Deadly[nice]
Profession: N/
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If you're trying to keep stuff like shelter or displacement up, soul twisting is the better option. Just bring a cheap quick casting and recharging spirit, destruction, life are good candidates, twist that before the fight starts(it lasts indefinitely), then throw down your shelter or whatever, watch it, try and catch it with soul twist before it dies. You need some good E management or some external BR/BiP but necro heroes manage that sort of thing well. Rit lord is more for spamming the cheap offensive spirits.
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