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Old Feb 23, 2007, 10:51 PM // 22:51   #1
Frost Gate Guardian
 
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Default E/Rt help, please

I have just bought Factions and changed my secondary profession to Ritualist, so I need some good advice on what to do. Here is my current build:



Tai Kratos 20 E/Rt

Fire Magic 12
Communing 12
Energy Storage 6-9 (Can't remember)

Fire Attunment (To help with energy costs)
Fire Ball
Inferno
Meteor
Meteor Shower
Pain
Union
Restoration

Fire Wand 11-22
Halves recharge of Fire Magic (20%)

Wolves Favor
Energy +12
Halves recharge of Fire Magic (20%)
Halves recharge of Air Magic (20%)


Please don't outright insult, this is new for me, and please give constructive criticism.
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Old Feb 23, 2007, 11:42 PM // 23:42   #2
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Meh... E/Rt isn't something I've done much... But one skill that's screaming to be used is [skill]Earthbind[/skill].
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Old Feb 24, 2007, 11:32 AM // 11:32   #3
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[skill]Mend Body and Soul[/skill] is a really effective self heal for secondary ritualists, it's basically as powerful as a Primary Monks [skill]Orison of Healing[/skill] (the ~30 from divine favor bonus built in). Another good one if you're going to take MBaS is [skill]Resilient Weapon[/skill], which is wonderful for countering hexes and conditions.

In terms of Offensive rit skills? well theres none really. Elementalist offensive skills wtfpwn rit offensive skills. And yeah as the guy above me mentioned, earthbind would work with meteor shower... might be a bit of a pain to keep setting up though..
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Old Feb 24, 2007, 12:00 PM // 12:00   #4
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The offensive spirits want a really high attribute spec to really shine, and the defensive spirits want Spawning Power to be worth the investment. I wouldn't get too excited about either. The Channeling DDs really have no synergy with Ele primes. Really the skills you're going to benefit most from are the weapons. Weapon of Warding is rather strong on a secondary and scales nicely, or you could do alright buffing with Brutal Weapon or Warmonger's Weapon (though I'm not too excited by those latter options). Generous was Tsungrai and Protective was Kaolai are pretty decent skills as well, though I wouldn't stick with a Ritualist secondary just for one of those two.

I can't say that I've thought of everything, but those are the only really attractive options I've seen from Rt secondary.

Peace,
-CxE
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Old Feb 24, 2007, 04:46 PM // 16:46   #5
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There was a post here that had a decent healing build with master of magic and a some weapon spells I'll go look for it.
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Old Feb 25, 2007, 11:56 PM // 23:56   #6
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I don't know why you'd bother with a master of magic weapon spammer when [wiki]wielder's zeal[/wiki] exists. Buffing physicals is really best left to primary rits, as they have all the energy they could ever want and more att points to throw in.

Weapon of warding and resilient weapon are pretty farking awesome though. I'm actually surprised I haven't seen resilient weapon floating around more in GvG, since it soaks up condition and hex pressure like a sponge.

Last edited by Dr Strangelove; Feb 26, 2007 at 12:00 AM // 00:00..
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Old Feb 26, 2007, 12:46 AM // 00:46   #7
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1. your missing a rez
2. your just begging for interrupts
3. Earthbind + Mshower is a great idea.
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Old Feb 26, 2007, 02:46 AM // 02:46   #8
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Earthbind if anything, makes Meteor Shower even more awkward, because you'd have a spirit to cast before your unwieldy 5s MS cast. All it does is guaranteed the mobs will be hit by the second meteor, provided they get hit by the first, and still happen to be alive. By still happen to be alive, I'm not implying that MS is so great that they'll be killed outright, but that in the time it takes to cast earthbind+MS, and then for meteors to land, your team should have killed them.

Last edited by Katari; Feb 26, 2007 at 02:49 AM // 02:49..
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Old Feb 26, 2007, 03:04 AM // 03:04   #9
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I can't think of anything, but maybe this may work...?

E/Rt
Energy Storage: 10 +1 +1
Fire Magic: 10 +1
Restoration Magic: 11

Master of Magic
Glyph of Sacrifice
Meteor
Rodgort's Invocation
(Insert Fire Spell here)
Vital Weapon
Wielder's Boon
Flesh of my Flesh

Probably won't work. Cast Fire spells for fun, cast Vital on everyone, and spam Wielder's Boon.

Lower cost fire spells with longer recharges would be good.
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Old Feb 26, 2007, 03:10 AM // 03:10   #10
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Quote:
Originally Posted by Dr Strangelove
I'm actually surprised I haven't seen resilient weapon floating around more in GvG, since it soaks up condition and hex pressure like a sponge.
You might think it would, but it really doesn't. Compare directly to Healing Breeze: 16 spec Resilient Weapon gives 6 pips for 21 seconds or 252 healing (10 energy, 1 cast). Breeze at 14/13 spec with enchanting part is 9 pips for 12 seconds plus 42 divine for 258 healing. 25 health returned per energy isn't bad, but it's nothing to get excited about either. Practically, it doesn't counteract degen, it just makes the bar go down a bit slower. As degen tends to be spread all over the place, Resilient Weapon really ends up just slowing it down on a couple of people while you still need LoD / Heal Party, or some other party heal to move the bars back up.

The armor part isn't worthless but it's wasted or insufficient most of the time. Against degen you're dealing with a lot of armor ignoring damage and probably only a couple of real damage dealers moving around to get kills. Similarly if someone gets jumped and starts getting focused down 24 armor isn't worthless, but it won't save someone either - unlike, say, Weapon of Warding.

The lack of synergy with condition removal (you do want to pull conditions, only a single degen condition is really ideal to leave when someone has resilient weapon, and communicating that is not a good use of vent traffic) is really a nail the coffin for this skill in large scale combat.

My experience with Resilient Weapon is that it's reasonably powerful for the cost and can be pretty useful in small scale, skirmish situations where you can really benefit from both parts of the skill - but the need to be able to pull cripples steps on the skill even there. Outside of those situations, it never really shines and just feels like a filler skill, which I simply can't justify when it prevents you from using much stronger weapons instead (Weapon of Warding, for instance).


Quote:
Originally Posted by Coloneh
3. Earthbind + Mshower is a great idea.
It's an idea that has some merit, but as everyone else who has tried it has discovered it doesn't work the way you want it to in practice. The knockdowns from Meteor Shower land 3s apart and last for 2s normally. Earthbind makes the knockdowns 3s, but as a result the second knockdown from MS misses - the victim is still technically on the ground when it checks. So instead of getting 3 2s knockdowns with 1s in between, you get 2 3s knockdowns with 3s in between - not a very good trade, in my experience, and certainly not worth a skill slot.

Peace,
-CxE
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Old Feb 26, 2007, 05:15 AM // 05:15   #11
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I often do a E/Rt just for [skill]Flesh of my Flesh[/skill] as it's a fairly quick, decent health return rez for PvE that can be used on high armor frontline fighters and they still have a chance to live long enough for it to count in PvE. I haven't had the guts to try it in PvP yet, but I doubt it will replace [skill]Resurrection Signet[/skill] in PvP any time soon. The changes to [skill]Death Pact Signet[/skill] might have some value in both PvE/PvP, with a good team that understands the risks.
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