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Old Nov 10, 2007, 04:32 PM // 16:32   #21
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Originally Posted by Calen The Civl
I haven't played a healing turret in a long time. I generally play my own rather quirky builds when I join the rare pug. However, a healing rit is the easiest way to join a group. This is likely even more true with the hit splinter weapon has taken. While it is still viable, splinter is likely to fall out of favor with most groups in favor to another ele in pve.

A nice "wintersday" gift from anet would include a complete overhaul of the ritualist class, its primary attribute, its spirit mechanics, its protection abilities, etc. Although, we all know this will not happen. Some of the skill as frojack has discussed are interesting mechanics but are simply too expensive or flawed to be truly viable.

Ideally, a ritualist would be equal to the monk in protection and healing abilities and have unique active party support through weapon spells and spirits. There are enough damage oriented classes in the game. Channeling should be relegated to smiting - on option for when you do want to do damage, but the class should be purely a unique alternative to the monk's role with offensive support abilities.
Too true, too true, but leave channeling as it is :P. I love the AoE damage from Spirit Rift, Splinter Weapon and Ancestors' rage even though Splinter was 'nerfed'.
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Old Nov 10, 2007, 09:54 PM // 21:54   #22
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Quote:
Originally Posted by Calen The Civl
I haven't played a healing turret in a long time. I generally play my own rather quirky builds when I join the rare pug. However, a healing rit is the easiest way to join a group. This is likely even more true with the hit splinter weapon has taken. While it is still viable, splinter is likely to fall out of favor with most groups in favor to another ele in pve.

A nice "wintersday" gift from anet would include a complete overhaul of the ritualist class, its primary attribute, its spirit mechanics, its protection abilities, etc. Although, we all know this will not happen. Some of the skill as frojack has discussed are interesting mechanics but are simply too expensive or flawed to be truly viable.

Ideally, a ritualist would be equal to the monk in protection and healing abilities and have unique active party support through weapon spells and spirits. There are enough damage oriented classes in the game. Channeling should be relegated to smiting - on option for when you do want to do damage, but the class should be purely a unique alternative to the monk's role with offensive support abilities.
Then it would just be a paragon without spear mastery, Id love to see it become truly versatile (melee, nuker, support, healer, whatever) all in one little package, but like you said, I don't see it happening either way in GW1.

Plus, Id really not like to see channeling ever become as bad as smiting, thats just wrong.
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Old Nov 11, 2007, 03:54 AM // 03:54   #23
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Originally Posted by Deftones_Korn_Unloco
So because of this update, I'm led to doubt the effectiveness of Ritualists healing capabilities in comparison with a Monk, though I don't doubt that Ritualists can heal as I've done so before, and relatively effective in it's own right. However I doubt it will be as effective now, on a personal note.
- The whole problem when you're asking this question on Ritualist forum springs from the fact that people who visit here answer from their own personal experiences (even when there's accurate numerical data available). In addition to this, there's a number of PvE players who develop emotional attachment to their characters, so it's a very bad place for accurate comparisons.

For example, a Rit player might say:
"I've finished all three campaigns with my Ritualist and gotten protector title. I can keep my allies alive and deal damage to enemies, so Ritualist profession is a good one."

I wouldn't doubt his word, but I'd have certain reservations about how vast knowledge the player has about other classes in the game. It may quite well be that any character can get protector title with multitude of builds and have easier time getting them. This is a PvE forum and we all know the easiness of normal mode never pushes players to find more effective ways to get things done. It's purely optional.

Quote:
Originally Posted by Deftones_Korn_Unloco
As you can probably tell, I'm still pondering over this profession and it's effectiveness.
In an earlier response, Pick Me questioned which form I would like guidance with, and my answer to that would be Channeling; the good and the bad of it's use. Also, how to make efficient use of and Spawning; whether it is worth investing in.
- First thing you should be asking yourself: why do you want to be Rit primary? If it's about cool-looking character model and beautiful dances, go ahead. I'm personally a bit vain person and often pondering if I should play professions that seem individualistic choices for PvE, even when I know their performance will be mediocre. Other reason could be that you wanted to use Ritualist skills. Then you have to think how much benefit those minor runes and primary attribute will yield to you and would something else like Soul Reaping be better choice for PvE.

It's a short way from choosing your primary attribute to evaluating your skillbar effectiveness. In this case if you figured Soul Reaping is indeed more effective for PvE than spirit-buffing Spawning Power with one to zero spirits on your bar, perhaps Necro attributes (now with minor runes) will outshine those Rit lines. Hence we can pretty much conclude that Ritualist performance leaves much to be desired. Again normal mode PvE is no comparison point when enemies are total pushovers. Troubles start when you enter hard mode and you really start to think about what works and what doesn't. Then you will realize how easy time nearly every other profession has coming up with effective builds. Elementalist, for example, can counter melee, tank, deal damage and snare. Not on the same bar, but it's a possibility. Monk profession can pre-emptively protect tank and it's no longer flawed comparison "which is better skill Orison or Wielder's Boon?" Ranger has more powerful spirits, Broad Head Arrow, traps, Barrage, etc. you get the point.

Non-core professions are what the name implies. You will have less skills and thus options for builds, fewer armor and weapon skins, fewer spots in party. It's sad but true. Who wants to experience half of game what others are experiencing? I wouldn't. Only redeeming factor non-core classes have for themselves are few gimmicky builds (case in point: "There's Nothing To Fear!" and "Save Yourselves!" on Paragon) and always living in fear of being nerfed to oblivion when skill balancer gets into his head some PvE skill is too good.
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Old Nov 12, 2007, 01:13 PM // 13:13   #24
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Quote:
- First thing you should be asking yourself: why do you want to be Rit primary? If it's about cool-looking character model and beautiful dances, go ahead. I'm personally a bit vain person and often pondering if I should play professions that seem individualistic choices for PvE, even when I know their performance will be mediocre. Other reason could be that you wanted to use Ritualist skills. Then you have to think how much benefit those minor runes and primary attribute will yield to you and would something else like Soul Reaping be better choice for PvE.
Thank you for that advice, that helped put things into perspective a little better for me.

Quote:
- The whole problem when you're asking this question on Ritualist forum springs from the fact that people who visit here answer from their own personal experiences (even when there's accurate numerical data available). In addition to this, there's a number of PvE players who develop emotional attachment to their characters, so it's a very bad place for accurate comparisons.

For example, a Rit player might say:
"I've finished all three campaigns with my Ritualist and gotten protector title. I can keep my allies alive and deal damage to enemies, so Ritualist profession is a good one."

I wouldn't doubt his word, but I'd have certain reservations about how vast knowledge the player has about other classes in the game. It may quite well be that any character can get protector title with multitude of builds and have easier time getting them. This is a PvE forum and we all know the easiness of normal mode never pushes players to find more effective ways to get things done. It's purely optional.
I didn't think of that to be honest, so thank you for pointing that out, I'll know better next time. It's quite a good point you made there.

I really appreciate your views and opinions, it has helped clear the dust off the mirror much easier, thank you. And as well, to everyone else.
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Old Nov 12, 2007, 06:32 PM // 18:32   #25
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Originally Posted by Deftones_Korn_Unloco
Thank you for that advice, that helped put things into perspective a little better for me.



I didn't think of that to be honest, so thank you for pointing that out, I'll know better next time. It's quite a good point you made there.

I really appreciate your views and opinions, it has helped clear the dust off the mirror much easier, thank you. And as well, to everyone else.
While some people may say those things. When it comes to picking a Rit, I just say: Spirit's Strength. It's the one really fun elite to play with that Rits get, but it's in Spawning, so it's Rit only.

Otherwise, it's just a choice of runes and headgear. I personally have more fun playing my Rit than I did on my monk, ele, and necro. Ranger is almost as fun. But yeah, I'd say if you want a FUN profession that looks NEAT, and is a JACK OF ALL TRADES, that pretty much sums of the Rit. I believe their strength lies in versatility, but because of this there is a minor decrease in effectiveness versus certain builds of other professions.
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Old Nov 13, 2007, 12:11 AM // 00:11   #26
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If they haven't ruined Warmonger's Weapon then a Ritualist with a bow and an IAS (and maybe SS or OoS) is still a better interrupter than the Ranger, while allowing for support in the form of Ancestor's Rage or more weapon spells.

It doesn't matter either way, I will always play Ritualist except in PvP where I just roll (heh, how did that term get to Guild Wars anyways? There are no dice-determined stats in Guild Wars) a PvP character (usually assassin) and play with that, but in PvE, I will stay Ritualist, and if Anet continues nerfing us, I will try to go on as best I can. But I wish their hating would ease up a bit.
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