Jun 11, 2006, 06:26 PM // 18:26
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#41
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Frost Gate Guardian
Join Date: Nov 2005
Profession: N/Mo
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again, im having a blast here and the more i play it, the more i see how it helps. especially when the group im in aggros a huge mob.
as soon as displacement is up, its dead before i can even toss a sig of creation on it.
when playing with the group i try to tell them to not take on a whole fleet (when not under pressure for masters) but half the time, that gets ignored unless im with friends.
so im wondering what could be done to make displacement go a little farther? Could I ask another partymember to bring a skill that heals spirits?
thanks again for the great build Zing. if you have a Damaging spirit spamming build, im all eyes
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Jun 11, 2006, 08:56 PM // 20:56
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#42
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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This is how I see Displacement. It does die pretty quick. A lot of that is due to the bug on it that people have found (takes 60 damage no matter what your attributes are at). The thing about it is that a spirit Ritualist is expected to be as fast as the team. Because of the long cast times for the spirits, a lot of teams are not comfortable taking a spirit Ritualist all the time. A group runs in and aggros a whole large group before you've had time to set up all your spirits. You put up Displacement while they run in, keeping them from taking any damage aside from some spells. While this is happening, you have time at least to put up Shelter then Union to be your major damage reduction. With Ritual Lord around, Displacement will likely recharge in the middle of battle giving your monk some breathing time. I see Displacement not as a major damage reduction spirit. Shelter and Union are your major way to keep damage off the team. Displacement is there as a buffer for you to get your spirits up, it helps to kind of shave off the time it takes to cast Shelter. Ritual Lord and Displacement are how you keep up with a fast team.
As for using Signet of Creation on Displacement. Sure it will help, but it dies so fast, I wouldn't really bother with trying to heal it.
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Jun 12, 2006, 07:21 AM // 07:21
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#43
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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Quote:
Originally Posted by carbajac
This is how I see Displacement. It does die pretty quick. A lot of that is due to the bug on it that people have found (takes 60 damage no matter what your attributes are at). The thing about it is that a spirit Ritualist is expected to be as fast as the team. Because of the long cast times for the spirits, a lot of teams are not comfortable taking a spirit Ritualist all the time. A group runs in and aggros a whole large group before you've had time to set up all your spirits. You put up Displacement while they run in, keeping them from taking any damage aside from some spells. While this is happening, you have time at least to put up Shelter then Union to be your major damage reduction. With Ritual Lord around, Displacement will likely recharge in the middle of battle giving your monk some breathing time. I see Displacement not as a major damage reduction spirit. Shelter and Union are your major way to keep damage off the team. Displacement is there as a buffer for you to get your spirits up, it helps to kind of shave off the time it takes to cast Shelter. Ritual Lord and Displacement are how you keep up with a fast team.
As for using Signet of Creation on Displacement. Sure it will help, but it dies so fast, I wouldn't really bother with trying to heal it.
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Really Displacement (Like a very large chunk on ritualist skills) depends on smart use.
at the moment, it lasts at best 5 hits because of the bug with its HP, however assuming the bug is fixed, lets say it lasts 10 uses.
Standard Situation: Two tanks are up front tanking a large group of Enemys, Suddenly for any random reason the aggro is broken, and half a dozen melee mobs spread into the nice soft caster lines.
until the aggro is gathered again, half or more of the squishys could be taking some nasty damage, this is a monks (Or Restoration Rits) nightmare.
If Displacement lasts for 10 Hits, it might only last for 4 or 5 seconds (as any smart team will be kiting and re-gathering the tanks aggro) this takes pressure off the monks (especially if they are kiting themselves)
TBH, Displacement is much more of a PvP skill
As a team will almost never have more than two melee units, displacement spamming ritualists can stop a third or more of they're attacks from hitting, seriosuly slowing down adrenaline gain, and messing up adrenaline spikes.
Still, i would find Soothing more useful for this purpose, especcially combined with shelter (shelter+soothing= Laugh at warriors)
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Jun 12, 2006, 07:53 PM // 19:53
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#44
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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I know this is getting off topic, but I agree. Soothing is an amazing spirit. I use it in PvP and those hammer warriors and rangers have a good time trying to build up their adrenaline. Since everyone is completely familiar with the spirits right now, once they realize why their adrenaline is building so slow and are fed up enough with it, they start attacking it. By that time, I've got Shadowsong up to protect my spirits (it usually protects the spirits if they're being attacked, at least it tries to protect itself). Displacement has gone up to protect my team. If the warrior decides to kill Soothing, at a high enough Communing and Spawning, it takes a few hits to kill it. By that time, with Ritual Lord (back on topic) Soothing is reset to be recast and by the time the warrior has killed it, I have it back up in a different spot.
Also, I have to agree that bringing Signet of Creation is somewhat of a wasted slot. There are lots of other things to bring, but for me, I bring Shadowsong because while not just to blind attackers, it also really protects my spirits. Kind of in the spirit (get it?) of Ritualists, spirit protection can be as good or better than healing. Instead of giving +7 health regen, Shadowsong, will often attack (often for me anyway) those who are attacking my spirits or itself. That is my biggest worry for my spirits, them getting killed by someone else instead of the damage they take. Because normally, Ritual Lord should have your spirits recharged before they die, if they die before that, any kind of healing for them will most likely not be enough to keep them alive much longer. I realize that bringing Signet of Creation is to give them a couple more protections before they die, but Ritual Lord should be all you need.
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Jun 14, 2006, 01:51 PM // 13:51
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#45
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Ascalonian Squire
Join Date: Mar 2006
Location: Texas
Guild: Seize The Morning [Wood]
Profession: Mo/
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on topic of a spirit spammer, which do you think would be a best primary weapon/weapon set:
1) 20/20 staff w/ enchantments 20% and +5 energy
2) +5 energy sword w/ enchantments 20% w/ 20/20 focus
3) 20 HSR/+5^50 wand w/ 20/20 focus
*the 20/5 wand would be either the end game wand (for communing) or the Vengeance Seeker - both greens
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Jun 15, 2006, 01:41 AM // 01:41
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#46
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Academy Page
Join Date: Mar 2006
Guild: Leather Rebels [LR]
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Quote:
Originally Posted by Renown Glory
on topic of a spirit spammer, which do you think would be a best primary weapon/weapon set:
1) 20/20 staff w/ enchantments 20% and +5 energy
2) +5 energy sword w/ enchantments 20% w/ 20/20 focus
3) 20 HSR/+5^50 wand w/ 20/20 focus
*the 20/5 wand would be either the end game wand (for communing) or the Vengeance Seeker - both greens
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I would use none of those.
20/20 affects very few skills. Binding Rituals are not spells. The non-spirit skills that I carry don't have really any problems in terms of cast time or recharge time as it is. They don't get the benefit from 20/20.
Enchanting mod isn't that necessary, since Boon lasts a good 15 or so more than the recharge time already.
I actually got myself the +5 armor +45 health while enchanted focus. Since you're under an enchantment all the time, at least it's in effect and maybe protects you somewhat from some random warrior that decides that you should be killed.
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Jun 15, 2006, 03:37 AM // 03:37
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#47
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Jungle Guide
Join Date: Jul 2005
Guild: ******************* Refuge From Exile [RFE]
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Quote:
Originally Posted by Veron
I would use none of those.
20/20 affects very few skills. Binding Rituals are not spells. The non-spirit skills that I carry don't have really any problems in terms of cast time or recharge time as it is. They don't get the benefit from 20/20.
Enchanting mod isn't that necessary, since Boon lasts a good 15 or so more than the recharge time already.
I actually got myself the +5 armor +45 health while enchanted focus. Since you're under an enchantment all the time, at least it's in effect and maybe protects you somewhat from some random warrior that decides that you should be killed.
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Yeah Im using a spirit binder, for now. I plan to get the bonus armor and health stuff ASAP, and then 2x 20/20 restoration on the switch... for good old FOMF. Its fun popping someone back up in 1.25 seconds... even if it only happens 4% of the time.
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Jun 15, 2006, 07:55 AM // 07:55
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#48
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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Quote:
Originally Posted by Renown Glory
on topic of a spirit spammer, which do you think would be a best primary weapon/weapon set:
1) 20/20 staff w/ enchantments 20% and +5 energy
2) +5 energy sword w/ enchantments 20% w/ 20/20 focus
3) 20 HSR/+5^50 wand w/ 20/20 focus
*the 20/5 wand would be either the end game wand (for communing) or the Vengeance Seeker - both greens
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For Sprit Spamming i tend to use:
Set One:
+5 Energy Katana
20% Enchant
Set Two
+5 Energy Katana
+5AL
Both with the +5AL,+45 hp Enchanted Offhand
When doing general Spamming, i use the +5AL Katana, and when Recasting boon i quickly Switch to my Enchant Katana
When using the +10AL set thats:
85 Base (assuming 3 spirits up)
95 With Weapon Set
and then -10 Damage reduction if using unfeeling armour
Last edited by Tainek; Jun 15, 2006 at 08:00 AM // 08:00..
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Jun 15, 2006, 01:18 PM // 13:18
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#49
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Ascalonian Squire
Join Date: Mar 2006
Location: Texas
Guild: Seize The Morning [Wood]
Profession: Mo/
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Yea, Tainek:
since that is the case, that is exactly what i was thinking about using.
Last edited by Renown Glory; Jun 15, 2006 at 01:43 PM // 13:43..
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Jun 15, 2006, 05:51 PM // 17:51
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#50
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Hmm, I'll need to try out those item combos, Tainek.
Although, +5e Katanas and the 5/45 foci aren't very cheap to make...
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Jun 15, 2006, 06:36 PM // 18:36
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#51
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Ascalonian Squire
Join Date: Mar 2006
Location: Texas
Guild: Seize The Morning [Wood]
Profession: Mo/
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Quote:
Originally Posted by Zinger314
Hmm, I'll need to try out those item combos, Tainek.
Although, +5e Katanas and the 5/45 foci aren't very cheap to make...
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ehh, the katana, no.. it costs what 10k + materials + a trip to the end game
but the 5/45 offhand is really cheap and easy
5 Stone Horns, talk to Jonn Tertehl in Morostav Trail right outside of Vasburg Armory.
if you dont have the patience to get the horns then just run around the towns and offer 100g each, im sure youll get them within a short time
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Jun 15, 2006, 06:54 PM // 18:54
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#52
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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Quote:
Originally Posted by Renown Glory
ehh, the katana, no.. it costs what 10k + materials + a trip to the end game
but the 5/45 offhand is really cheap and easy
5 Stone Horns, talk to Jonn Tertehl in Morostav Trail right outside of Vasburg Armory.
if you dont have the patience to get the horns then just run around the towns and offer 100g each, im sure youll get them within a short time
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hit the nail on the head there, collectors the way to go
and its 10K , 40 iron, and 6 steel for the Katana
10K 50 Iron, 10 Wood, 5 Steel if you prefer Axe's
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Jun 19, 2006, 11:12 PM // 23:12
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#53
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Frost Gate Guardian
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Nice, this build looks pretty sweet. Really sparked my interest in the ritualist class again. A question though, would it be possible to solo farm anything worth while with this build with a few tweaks? Seems like the protection is covered, so maybe just needs an area affect damage spell or something?
Also, what is so special about the skill Generous Was Tsungrai? It seems everyone loves this, and I do understand that it is a big self heal, but you basically have to wait a minute for the self heal. How is that effective when you really need to self heal?
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Jun 19, 2006, 11:20 PM // 23:20
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#54
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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Quote:
Originally Posted by joncoish
Also, what is so special about the skill Generous Was Tsungrai? It seems everyone loves this, and I do understand that it is a big self heal, but you basically have to wait a minute for the self heal. How is that effective when you really need to self heal?
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Tsungrai recharges every 15 seconds (faster if u use the right staff or wand/offhand combo). Just cast another item spell, which makes you drop Tsungrai, for a huge heal. If it's recharged, you can recast for the heal. You can also click on the "Drop Item" button for the heal.
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Jun 20, 2006, 12:16 AM // 00:16
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#55
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Quote:
Originally Posted by joncoish
Nice, this build looks pretty sweet. Really sparked my interest in the ritualist class again. A question though, would it be possible to solo farm anything worth while with this build with a few tweaks? Seems like the protection is covered, so maybe just needs an area affect damage spell or something?
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It protects, but does NOT heal.
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Jun 20, 2006, 01:28 AM // 01:28
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#56
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Frost Gate Guardian
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Well, technically it does, with boon of creation.
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Jun 23, 2006, 08:16 PM // 20:16
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#57
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Belgium
Guild: Dynasty Warriors [DW]
Profession: A/W
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I just played a GvG as a Rit lord spirit spammer. We faced a spike team, but there spike became pretty useless with Shelter ^^ I really like this build, I think I'm gonna make a PvE ritualist and then go pwning in Tyria
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Jul 02, 2006, 01:49 AM // 01:49
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#58
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Academy Page
Join Date: Jun 2006
Profession: Rt/Me
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Confused on attributes..
The Build:
16 Spawning Power (12 + 1 + 3)
13 Communing (12 + 1)
What runes you used?
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Jul 02, 2006, 05:44 PM // 17:44
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#60
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Debbie Downer
Join Date: May 2006
Profession: N/Me
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Quote:
Originally Posted by appoc
hmm, you say "Ritual Lord is found after your Faction's Mission (i.e. VERY LATE into the Factions campaign. Sadly.)"
Without RL the spirit's recharge isnt the best so how does this build work Before you get RL? I am asking since you say it's Ultimate PvE and PvP Power, and in the same time saying you get RL very late of the campaign...
I mean, you kill mobs faster than 45-60 sec and then keep walking and bumps into next group of mobs, what are you going to do when your spirits havnt recharged? Cuz spirits cant follow you, then just stand still where you spawned them, or are they able to move around after X points in spawning or something? :O
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You can't use this build without Ritual Lord. It's impossible without sacrificing massive efficiency.
The "PvE" I was refering to includes Raisu Palace, the Elite Missions, and FoW/UW. Using Ritual Lord before those missions would be a waste anyways.
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