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Old Jun 21, 2006, 02:27 AM // 02:27   #1
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Default Ritual Lord Guide

(WARNING: ArenaNet completely neutered the Ritual Lord build by reducing the effectiveness of Boon of Creation and increasing the cost of Shelter to 25e. This build is unplayable.)



Ritual Lord Guide
–by Zinger314 (GWGuru)


Have you ever wanted a permanent Protective Spirit on your entire party? Maybe with a permanent Shielding Hands? Maybe with Distortion? And maybe you want to cast a 109+ Heal Party instantly?

Well, then the Ritual Lord is for you.

--

Ritual Lord is an Elite aligned to Spawning Power, the primary attribute of the Ritualist (so don’t attempt to use Ritual Lord with any other class!)

Ritual Lord: For 30 seconds, your Rituals recharge 15-63% faster. 10e 30r

--

At 16 Spawning Power, Ritual Lord will give all your spirits a 79% reduction on their recharge.

Henceforth, with Ritual Lord active, Rituals with a normal 60 second recharge (the core Rituals have a 60 second recharge) have a 12.6 second recharge, and Rituals with a normal 45 second recharge have a 9.45 second recharge time.

As you can see, Ritual Lord is needed for casting spirits often. Very often.

--

There are 5 (including Ritual Lord) core skills in EVERY Ritual Lord build.

Boon of Creation (w/16 Spawning Power): For 63 seconds, whenever you create a creature, you gain 53 Health and 8 Energy. 10e 2c 45e

Boon of Creation is your Energy Management. You will NOT have enough Energy to keep casting 10 and 15 Energy spirits without it. Make sure it is ALWAYS active

Shelter (w/15 Communing): Create a level 8 spirit. Non-spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this spirit prevents damage, it loses 30 Health. This spirit lasts 60 seconds. 10e 5c 60r

Shelter is the infinite Protective Spirit. With it active, all your party members will see are 40s and 50s, not 80s and 100s.

Shelter at 15 Communing and 16 Spawning Power has 352 HP, which means it can proc 12 times before it dies from damage.

Union (w/15 Communing): Create a level 8 spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the spirit takes 15 damage. The spirit dies after 60 seconds. 15e 3c 60r

Union is the permanent Shielding Hands. It lessens the damage, which relives a lot of the pressure off the Monks in the long run.

Union at 15 Communing and 16 Spawning Power has 352 HP, which means that it can proc 24 times before it dies from damage.

Displacement (w/15 Communing): Create a level 10 spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded this way, this spirit takes 60 damage. This spirit dies after 60 seconds. 15e 3c 60r

Displacement is basically the middle finger towards Warriors, Assassins, and Rangers. Those classes can’t do much when their attacks don’t hit!

Displacement at 15 Communing and 16 Spawning Power has 442 HP, which allows it to proc 8 times before it dies from damage. (Which is very, very quickly.)

--

Other skills I will use in these builds are:

Feast of Souls (w/16 Spawning Power): Destroy all nearby allies' spirits. For each spirit destroyed in this way, all party members are healed for 103 Health. 10e .25c 10r

You might as well destroy your spirits for a quick, yet godly heal for your entire party!, right before you recast them. Or whenever your party is in trouble. It’s economically friendly! Usually, you’ll get Shelter, which is a quick 103 HP.

Signet of Creation (w/16 Spawning Power): All spirits and animated creatures in the area gain +7 Health regeneration. After 30 seconds, those spirits and creatures are destroyed. 2c 10r

Cast it after you finish your Spirit Combo. +7 regeneration equates to +14 HP per second, which gives Shelter and Union a LOT more procs before you recast them.

Mighty Was Vorizun (w/15 Communing): Hold Vorizun's ashes for up to 60 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy. 5e 2c 30r

If you have the space in your build, a little extra Armor and Energy is helpful.

Vital Weapon (w/14 Communing): For 30 seconds, target ally has a Vital Weapon and has +166 maximum health 5e 1c 20r

Extra life never hurts.

Rupture Soul (w/16 Spawning Power): Target allied spirit is destroyed. All nearby enemies are struck for 146 lightning damage and become blinded for 13 seconds 10e .75c 5r

Warrior or Assassin annoying you? This should take care of that problem...

Mantra of Resolve (w/ 6 Inspiration Magic): For 54 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 8 energy or Mantra of Resolve ends. 10e 20r

Ah, Interrupts. Rangers will love to spank you while you cast 3 second and 5 second Binding Rituals. Very important for PvP. Interrupted Rituals will NOT have their recharges reduced by Ritual Lord.

--


Location

Ritual Lord is found, unfortunately, very late into the Factions campaign; you can only find Ritual Lord after your factions’ respective mission (The Eternal Grove for Kurzicks, and Gyala Hatchery for Luxons.) Ritual Lord is found with Spiritroot Mossbeard in The Eternal Grove for Kurzicks, and with Whispering Ritual Lord in Silent Surf.

--

Armor

Halycon’s Armor (+7 energy) is the primary choice for a Ritual Lord, since a Ritual Lord should be staying out of combat completely. (More information below)

--

Weapons

Weapons are a bit of a tricky issue for Ritual Lords. Since “Halves casting time/recharge of spells” mods on weapons don’t affect Binding Rituals, those mods are useless. Henceforth, we go to our new friend introduced in Factions, the +5 Energy Weapon.

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)

(+5 Energy Katanas/Cleavers can be crafted at the Divine Path at the end of the game for 10k + Materials, the Communing Focus can be found on a collector outside the Molostrav Trail exit from Vasburg Armory for 5 Stone Horns)

You will almost always be enchanted with Boon of Creation, so this is the most effective set to use.

Set #2: Katana/Cleaver of Enchanting (+5 Energy, 20% longer enchantments)/Communing Focus (+5 Armor/+45 HP while Enchanted)

(The cheapest method to obtain the weapon is to buy a Totem Axe for 5k)

Switch to this weapon set when you cast Boon of Creation. It increases the duration by 12.6 seconds, which is pretty hefty.

--

Strategy

The trick to a Ritual Lord is to stand as far as you can away from combat and still have your spirits affect your party. The radius of the Spirits’ abilities is half the radar, which is double the radius of the aggro circle. Henceforth, Ritualists should be entering combat AT ALL in PvE, and rarely in PvP.

Note that Ritual Lord is a skill without a cast time. Skills without a cast time can be used while casting other skills. Hence, you should activate Ritual Lord near the end of the casting of a Ritual. Just make sure Ritual Lord is active before you finish casting!

The Spirit Combo (assuming Boon of Creation is active) is:

Shelter -> Union -> Displacement -> Signet of Creation (if applicable) -> Feast of Souls (if necessary) -> repeat

The order of casting Shelter and Union is important. Shelter must be cast before Union for the effects to work properly.

Use other skills (Mighty Was Vorizun, Mantra of Resolve, etc.) when appropriate.

The end result is that your party will ALMOST ALWAYS take no more than 30-38 Damage Per Hit and will avoid MANY ATTACKS.

(Ritual Lords also can super-charge Necromancers through their Soul Reaping. However, that’s relatively insignificant...)

--

The Builds

These builds are my own, but feel free to tweak them as you please.

Yes, I am using 2 Superior Runes. Deal with it.

--

The PvE Build (where Ritual Lords are King)

16 Spawning Power (12 + 1 + 3)
15 Communing (12 + 3)

Ritual Lord (e)
Boon of Creation
Shelter
Union
Displacement
Signet of Creation
Feast of Souls
Any Resurrection Skill/ Earthbind
(if you are playing in a group with Elementalist Nukers or Spike Trap Rangers, normally during Elite Missions)

The trick is to stay out of combat (learn to love your aggro circle!) and use the Spirit Combo when using Feast of Souls as appropriate.

Ritual Lords easily replace any Protection Monk in PvE. For 8 man groups, I recommend 2 Healers + Rit Lord, and for 12 man groups I recommend 3 Monks + Rit Lord.

Enemies who normally do melee damage for 200+ are a lot easier to manage when they only deal 30.

--

The Casual PvP Build (i.e. Fort Aspenwood, Alliance Battles, etc.)

16 Spawning Power (12 + 1 + 3)
15 Communing (12 + 3)


Ritual Lord (e)
Boon of Creation
Shelter
Union
Displacement
Signet of Creation
Feast of Souls
(in Fort Aspenwood/Jade Quarry)/ (Vital Weapon or Mighty Was Vorizun) (Alliance Battles)
Rupture Soul

All the Spirits affect allies, which include every damn person within range!

You protect EVERYTHING! How does it feel to have that much power?

However, your spirits die in less than 3 seconds. But that can’t be helped.

You turn the tide of the inevitable Dragon Roost battle in Saltspray Beach. You protect all the Kurzicks from the Siege Turtles in Fort Aspenwood.

I don’t take Mantra of Resolve since you seldom run into an opponent who can interrupt. But it’s your choice.

--

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 (11 + 3)
7 Restoration Magic (6 + 1)
2 Inspiration Magic (2)

Ritual Lord (e)
Boon of Creation
Shelter
Union
Displacement
Mantra of Concentration
Feast of Souls
Lively Was Naomei


Learn how to exploit terrain so that the enemies cannot attack you easily. Height is a good example (i.e. Isle of the Dead map)

Spam your spirits and keep the damn Mantra of Concentration up if needed

Lively Was Naomei should be kept up constantlyly and used in emergencies (or against Frozen Soil)

And learn how to run to the Monks and/or use Feast of Souls if something goes wrong.

--

And that’s it. Show everyone the power of the Ritual Lord, and maybe people won’t regard us as “the new class which isn’t Assassin.”

Post questions or comments here, or message me in-game, Syria Metaphysical, if you have any questions (but PLEASE read the guide first!)

Last edited by Zinger314; Sep 24, 2006 at 05:02 PM // 17:02..
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Old Jun 21, 2006, 03:32 AM // 03:32   #2
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TY for the guide. Submit this to the build thread if you haven't yet; its a good one.

A former Resto Rit, I've been using Rit Lord since I got the skill. In terms of sheer damage reduction power, this build has ended prot monks for me (sans boon prot) in PvE. It's just that darn good.

A couple things about skills and use:

Mighty Was Vorizun& +AL while holding items armor. Since timing and Boon of Creation keep your mana under control for most of the fighting; added armor is preffereable in PvP situations. With Mighty was Vorizun you're as hard as most tanks for most if not all of the match. This is one reason why I prefer it over Vital Weapon and Signet of Creation.

Another is Shadowsong. True, in PvP and PvE a Rit should try to stay out of the fight, but that creed does little when Assassins decide to charge in and take you out (why wouldn't they want to? You've got Prot spirit, Shielding Hands and Distortion on your entire team and any GvG allies to boot!) so shadowsong shows effectivness as an anti-melle protector for the spirit spamming Rit Lords in PvP areas. Adding blind for 5 seconds every 2, shadowsong locks down a mellee atacker that breaks through into the backline, leaving castors and ganks as your only remaining threat (and if THEY can just run through your team to get to you, there's something seriously wrong!)

Specific to Aspenwood, Disenchant is a game killer for the Luxon team with a Rit Lord. The preffered Kurzick healers are Prot monks using Air of enchantment or Bonders to keep Luxon out of the base. Dropping Disenchant nearby renders both builds USELESS! You really wanna show what a Rit Lord can do? drop a little into restore to Mend Body and Soul the turtle while you walk your team into base with the aforementioned all ally (yes, that includes turtles and warrior NPCs) Prot Spirit/Shielding Hands/Distortion combo.

Also: move, Move MOVE! Very important to PvP, you don't want all of your spirts lumped up too close together. A well timed Firestorm will wipe out everything you've done and make you a wasted teamslot in the bargain. Many people seem to think that a Rit Lord is just pressing one buttion after another. These are probably the same people who think Prot Boon is nothing more than spamming RoF on everything they can.

Kiting saves lives. Specifically, it saves your life.

Last edited by Minus Sign; Jun 21, 2006 at 04:07 AM // 04:07..
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Old Jun 21, 2006, 07:44 AM // 07:44   #3
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Quote:
Originally Posted by Zinger314
Ritual Lords easily replace any Protection Monk in PvE. For 8 man groups, I recommend 2 Healers + Rit Lord, and for 12 man groups I recommend 3 Monks + Rit Lord.
(Emphasis added)

Note: My thinking is from a PvE perspective, keep that in mind.

Well for starters, I enjoy running this style of build, and I acknowledge the extreme protective power of it, but ... with a few exceptions of some high-level PvE areas, is this type of build worth the use of a character slot in an 8-member team?

To my understanding, most PvE teams consist of just two monks. You advise two monks and a Ritual Lord. Devoting an entire slot to protection, while you already have 2 others devoted to healing and/or protection?

Am I wrong in assuming most teams consist of two healing/protecting monks?
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Old Jun 21, 2006, 04:06 PM // 16:06   #4
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Quote:
Originally Posted by Star Alfur
Am I wrong in assuming most teams consist of two healing/protecting monks?
Nope. But you can NEVER have too much protection, especially in difficult missions like Raisu Palace.
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Old Jun 21, 2006, 04:40 PM // 16:40   #5
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Rt/M

For added energy management try Shadow song or Rupture soul with Spirit of failure.
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Old Jun 21, 2006, 06:13 PM // 18:13   #6
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Quote:
Originally Posted by Brother Foon Sped
Rt/M

For added energy management try Shadow song or Rupture soul with Spirit of failure.
Boon of Creation is enough Energy management. (Unless you have TOO much fun with Feast of Souls)
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Old Jun 21, 2006, 06:20 PM // 18:20   #7
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Rather than a +5 energy melee weapon if you still want the energy boost, but would like to help chip away at enemies you can craft +5 energy while enchanted wands.

Sheco in Bukdek Byway has +5 Energy ^ 50%, 1/2 casting time.

Nago in Wajjun Bazaar has +5 Energy while enchanted, 1/2 casting time.

The reduced casting time could actually help depending on what your optional non-Ritual skills are.

For example bring Brutal Weapon to bump up your own damage, although when you're in a nasty situation you won't really be worried about doing damage other than maybe a Rupture Soul.

Although you could toss one or two off on allies using multiple target skills like Barrage, Cyclone Axe, Triple Chop, etc...

Order of Pain? Bah! Give my ranger Brutal Weapon. Longer duration and it doesn't matter if it's physical or not. No other enchantments of course, but hey.


Related note, Communing wands are Dark energy which if I remember right ignores armor, although damage isn't your main concern with this build.

Last edited by Jaek; Jun 21, 2006 at 06:38 PM // 18:38..
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Old Jun 21, 2006, 06:58 PM // 18:58   #8
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Quote:
Originally Posted by Jaek
Rather than a +5 energy melee weapon if you still want the energy boost, but would like to help chip away at enemies you can craft +5 energy while enchanted wands.
You need that second mod. (+5 AL or +20% Enchanting).

Quote:
Originally Posted by Jaek
Related note, Communing wands are Dark energy which if I remember right ignores armor, although damage isn't your main concern with this build.
Dark is migitated by Armor. Shadow isn't. Don't worry, I've made that mistake before.

The main point is to STAY OUT OF COMBAT. Spam your spirits, don't risk anything else!
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Old Jun 21, 2006, 09:28 PM // 21:28   #9
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I love the build, been running it eversince...

One thing I kinda don't like is that Displacement dies too soon after planting it...
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Old Jun 21, 2006, 10:10 PM // 22:10   #10
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Two Quick Notes:


1: Displacement is Bugged, and still loses 60 hp regardless of your point spread

2: Those Spirits arnt key to *Every* Ritual Lord build, only the more defensive ones, Rit Lord, and boon of creation are the only two *Truely* key Skills, i have a Rit Lord Build that Utilises no defensive spirits at all, and is highly effective, be careful making blanket statements, not all sprit spammers are defensive, or all defensive builds shelter-union-displacement
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Old Jun 22, 2006, 08:59 AM // 08:59   #11
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Nice guide. Ive been running Rit Lord ever since I capped it It works magic in PvE. Remember everyone, Use this build before ANet smacks it with the nerf stick
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Old Jun 22, 2006, 02:49 PM // 14:49   #12
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Uh, I don't get why a guide is needed. Ritual lord + boon of creation + 5 defensive spirits + button mashing = win. Ritual lord is for mindless spamming of spirits.
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Old Jun 22, 2006, 07:27 PM // 19:27   #13
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Quote:
Originally Posted by Tainek
1: Displacement is Bugged, and still loses 60 hp regardless of your point spread
I've heard. Even so, it dies just as fast.

However, I may consider the use the Soothing instead of Displacement in hard-core PvP. Stay tuned.

Quote:
Originally Posted by Tainek
2: Those Spirits arnt key to *Every* Ritual Lord build, only the more defensive ones, Rit Lord, and boon of creation are the only two *Truely* key Skills, i have a Rit Lord Build that Utilises no defensive spirits at all, and is highly effective, be careful making blanket statements, not all sprit spammers are defensive, or all defensive builds shelter-union-displacement
All Spirit Spammers (who want to have a significant effect on a battle) are defensive. Offensive Spirit Spammers are powerful, but not as game-altering as a Ritual Lord.

Quote:
Originally Posted by Greedy Gus
Uh, I don't get why a guide is needed. Ritual lord + boon of creation + 5 defensive spirits + button mashing = win. Ritual lord is for mindless spamming of spirits.
Someone asked on my Alliance chat what should be in a Spirit Spammer build. He thought a pet would be helpful.

Hence, this guide.

Last edited by Zinger314; Jun 22, 2006 at 07:37 PM // 19:37..
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Old Jun 22, 2006, 08:53 PM // 20:53   #14
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Quote:
Originally Posted by Zinger314
All Spirit Spammers (who want to have a significant effect on a battle) are defensive. Offensive Spirit Spammers are powerful, but not as game-altering as a Ritual Lord.
Now this just isnt true, an Offensive Spirit spammer allows for 100 DPS to be put on a target (assuming use of the channeling hex, and guiding the spirits via wand) , thats more than two warriors worth, with enchant removal, Blinding and intturupts thrown in, nothing to laugh at.

however i agree that *most* sprit spammers are defensive, but you stated that ALL are, and this is incorrect
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Old Jun 22, 2006, 09:33 PM // 21:33   #15
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@Tainek: good points, there are some good offensive spirit spammers out there rellying on doom and such for primary offense with attack spirits and Painful Bond or Commune weapon spells for boosts.

But I'd like to know what spirits you're using for a defense build that are not revolving around the stock shelter-union-displacement chain. Resto can use Life and Rejuvination, but that drops you one short without the healing power of more good monks in PvE. Please share.

Et al: I don't recommend bringing this build as an addition to a 2 monk backline in PvE. After using it in game for a while now, with Mend Body and Soul for condition removal and /Mesmer hex removers, I reccomend replacing the prot monk in several missions(ex: Gayla Hatchery is a joke with this, and its considered one of the hardest support missions in the game). Its worked better for me than a standard prot monk in Cantha for less mana issues over all....once i finally got the skill

@Gus...I don't know about you but I think its high time they made support roles easier. Monking is a hard and thankless job in many groups, and adding idiocy ontop of noobishness makes it worse.

There is a very easy way to control agro now open to Prots:

Whammo: I'm attacking Target #1!
Me: Run out of my spirits range and Target #1 will mop the floor with you.
Whammo: then get it over here already!
Monk: Didn't you idiots hear me pinging my energy??? You agroed 2 groups and now I'm drained you dumb@%*!
Me: I think I'll wait for the monk before I prot you again. You can do what you want tho; we both have rez...

Last edited by Minus Sign; Jun 22, 2006 at 10:22 PM // 22:22..
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Old Jun 22, 2006, 09:52 PM // 21:52   #16
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Quote:
Originally Posted by Minus Sign
@Tainek: good points, there are some good offensive spirit spammers out there rellying on doom and such for primary offense with attack spirits and Painful Bond for boosts.

But I'd like to know what spirits you're using for a defense build that are not revolving around the stock shelter-union-displacement chain. Resto can use Life and Rejuvination, but that drops you one short without the healing power of more good monks in PvE. Please share.

Et al: I don't recommend bringing this build as an addition to a 2 monk backline in PvE. After using it in game for a while now, with Mend Body and Soul for condition removal and /Mesmer hex removers, I reccomend replacing the prot monk in several missions(ex: Gayla Hatchery is a joke with this, and its considered one of the hardest support missions in the game). Its worked better for me than a standard prot monk in Cantha for less mana issues over all.
Ah no, i dont mean Doom Dealers (they suffer with ritual lord) , im reffering to Pain, Bloodsong, Dissonance, Shadow Song, And the other i cant remember

say 20 + 20 (hex Damage a hit, assuming an attack speed of every 2 seconds, thats 100DPS overall, all in small hard to mitigate packets


And i agree, Ritualists are best used replacing the standard prot monk, 3 defensive characters is overkill for an 8 man *Pve* party
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Old Jun 22, 2006, 11:02 PM // 23:02   #17
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Quote:
Originally Posted by Minus Sign
@Gus...I don't know about you but I think its high time they made support roles easier. Monking is a hard and thankless job in many groups, and adding idiocy ontop of noobishness makes it worse.
Uh, didn't know difficulty was a problem. Guess you're talking about PvE where people want to be handed everything on a silver platter?
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Old Jun 23, 2006, 02:04 AM // 02:04   #18
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Quote:
Originally Posted by Tainek
Snip!
But what about that alternate support build? I'd like to hear other suggestions revolving around Rit Lord; its a great skill.

My best Resto builds don't have Rit Lord, relying on Preservation or Attuned was Songai for added heals/spammability. Spirits don't factor into my role beyond their required pressence for added skill procs (Example: Mend Body requires I be "Nearby" range to a spirit to heal AND remove a condition, effectivly chaining me there, a second restriction on the skill and part of the reason I think Rest needs a buf, but I digress). I still lose to a Heal Party Spammer or a 5 mana Monk on dmg to heal returns.

Last edited by Minus Sign; Jun 23, 2006 at 02:14 AM // 02:14..
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Old Jun 23, 2006, 12:29 PM // 12:29   #19
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Quote:
Originally Posted by Minus Sign
But what about that alternate support build? I'd like to hear other suggestions revolving around Rit Lord; its a great skill.

My best Resto builds don't have Rit Lord, relying on Preservation or Attuned was Songai for added heals/spammability. Spirits don't factor into my role beyond their required pressence for added skill procs (Example: Mend Body requires I be "Nearby" range to a spirit to heal AND remove a condition, effectivly chaining me there, a second restriction on the skill and part of the reason I think Rest needs a buf, but I digress). I still lose to a Heal Party Spammer or a 5 mana Monk on dmg to heal returns.

So Far i Find that shelter and union are for a defensive support pretty much the best option to take, as far as defensive skills go for spirit spamming, they have a clear lead. i have found restoration to be a very nice one to take instead of a Standard Rez, as while as a rez it might not be as strong, it is excellent Feast of souls fuel (109 Point heal party+ Rez any nearby dead Allys)

But if you want a decent restoration Healing build, search for threads ive created, ive put mine there, used correctly ive had no problems being the only healer in a party going for all the masters missions.


my point wasnt that not all Defensive Rits use Shelter and union, its that not all Rit Lord Spirit Spammers are Defensive
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Old Jun 23, 2006, 08:21 PM // 20:21   #20
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Quote:
Originally Posted by Zinger314
You need that second mod. (+5 AL or +20% Enchanting).
You don't need that second mod. Maintaining Boon certainly doesn't require the Enchanting mod.

As far +5 AL, yeah it's nice, but it isn't a deal breaker by any means. Especially considering how little damage everyone takes per hit with this build and if the Rit stays out of combat as you say it's a non-issue. It's a far cry from a must have or "need" at any rate.


I actually prefer the fast recharge mods so I always have a Rupture ready if any melees start feeling frisky and want to come to the backline to play with me.

Plus if Boon gets stripped I want the recharge on that to be as low as possible because I want it back up ASAP.

This isn't really one of those more touchy builds where if a mod is off or your attributes aren't set perfectly it doesn't function as needed.

Just four essential skills + a Res. I don't consider Displacement to be an essential on this one.

The remaining three can be tailored to the situation and any mods should actually focus on enhancing those remaining skills.

Last edited by Jaek; Jun 23, 2006 at 08:54 PM // 20:54..
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