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Old Jun 06, 2006, 11:44 PM // 23:44   #1
Jungle Guide
 
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Default Perma-Shelter Builds

Profession: Rit/anything

Name: Perma-Shelter Restorer

Type: PvE/CompetitivePvP/GeneralPvP

Category: Support

Attributes: Restoration 16 (12 + 1 + 3), Communing 13 (12 + 1), Spawning 4 (3 = 1)

Skills Set:
Shelter
Union
Sooting memories
Mend body and soul
Recuperation OR Vengeful Weapon
Life OR Weapon of Warding
Soul Twisting {Elite}
Flesh of My Flesh

Summary: The point of this build is to keep Shelter up at all times so dmg to your party is limited. Put up Life, Union, Recuperation and then kill off Union (which should be close to dead anyway) with Soul Twisting. Then cast Shelter.

When Shelter is about to die, kill it off with Soul Twisting and cast it again.

If Shelter dies too fast for this, kill off Life or Recuperation and then cast Shelter.

Shelter should always be recharged and Soul Twisting should always be active (in your list of 'effects on you' bar) before you cast shelter.

Notes & Concerns:

Secondary Mes with Mantra of Resolve might be better suited for PvP.

Credit: Some guilds I have watched. Can't remember which ones, sry.



ALTERNATE BUILD

Profession: Rit/anything

Name: Perma-Shelter with offense

Type: PvE/CompetitivePvP/GeneralPvP

Category: Support

Attributes: Communing 16 (12 + 1 + 3), Channeling 13 (12 + 1), Spawning 4 (3 + 1)

Skills Set:
Shelter
Pain
Bloodsong
Destruction or Shadowsong
Spirit Rift
Painful Bond
Soul Twisting {Elite}
Flesh of my Flesh

Summary: Again, purpose is to keep shelter up at all times. Destruction therefore is good not because of dmg (you're unlikely to be able to cast it in the middle of enemies and then have them hang around it until 30 secs are gone) but because of its 20 sec recharge. Thus, Destruction followed by Soul Twisting followed by Shelter is your ideal setup.

Spirit rift will give you some aoe dmg. You can do good dmg with this build against high level enemies because of Painful bond.

Notes & Concerns:

Credit: Other posters on Guru and myself.
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Old Jun 06, 2006, 11:53 PM // 23:53   #2
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Not much to say here...you're full of spirits, which is what Rt suppose to be doing.
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Old Jun 07, 2006, 12:02 AM // 00:02   #3
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You'd want to think about the atts on the defensive rit, you'd want spawning power for the +hp to the spirits. Soothing Memories with nothing to hold to abuse it with? Strange to say the least.
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Old Jun 07, 2006, 12:05 AM // 00:05   #4
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Quote:
Originally Posted by lightblade
Not much to say here...you're full of spirits, which is what Rt suppose to be doing.
not much to say here..... you dont know much about the ritualist class though
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Old Jun 07, 2006, 12:14 AM // 00:14   #5
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Quote:
Originally Posted by imaginary friend
not much to say here..... you dont know much about the ritualist class though
Think what you want, but my Rt with spirit(s) is better than your spiritless Rt
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Old Jun 07, 2006, 12:39 AM // 00:39   #6
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Quote:
Originally Posted by lightblade
Think what you want, but my Rt with spirit(s) is better than your spiritless Rt
there are more types of rits then your stereotypical spirit rit. Think about channeling and rit tanks....
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Old Jun 07, 2006, 01:23 AM // 01:23   #7
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Quote:
Originally Posted by Iraqalypse Now
You'd want to think about the atts on the defensive rit, you'd want spawning power for the +hp to the spirits. Soothing Memories with nothing to hold to abuse it with? Strange to say the least.
I guess I could drop Life for Generous Was, or Mighty Was to help gain energy back from Soothing Memories, though I'd almost prefer Spirit Light instead since there are spirits around anyway.

Also, I guess I could drop Restoration down to 13 or so and put those points into Spawning.

You want to kill off a spirit every now and then anyway (with Soul Twisting), so points in spawning isn't that important. But more than what I've got would probably help.

Side note: I too have seen a lot of good rit builds without spirits. I don't see the logic to the argument that they MUST have spirits with them at all times.

Last edited by JoeKnowMo; Jun 07, 2006 at 01:26 AM // 01:26..
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Old Jun 07, 2006, 10:31 AM // 10:31   #8
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Hi

Why not just use rit lord to keep shelter up?

You can get it so shelter has a ~12 second recharge, which means youll be able to keep it up for roughy the same length of time as you cn with this build, and you can spam ohther spirits as well.

oljomo
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Old Jun 07, 2006, 05:49 PM // 17:49   #9
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spirits are the way to go with any rit build
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Old Jun 07, 2006, 07:04 PM // 19:04   #10
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Quote:
Originally Posted by morimoto
spirits are the way to go with any rit build
wrong...

i dont need to repeat myself
scroll up
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Old Jun 07, 2006, 07:11 PM // 19:11   #11
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dude, did someone eat your last cookie or something?

I agree that ritualists dont need spirits to be good, but that doesnt mean i get to stab at people very chance i get when i feel their wrong..
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Old Jun 07, 2006, 07:14 PM // 19:14   #12
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Post-Soul Twisting nerf, Ritual Lord is MUCH MUCH effectve for keeping Shelter up. Plus you can also keep Union and Displacement up.
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Old Jun 07, 2006, 07:51 PM // 19:51   #13
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Default Spirit or not

Okay people, let's not have this discussion again. I think morimoto had already posted something about Spawing is king for all Rits (I could be wrong), but I know someone did.

I'm just glad someone didn't say, you have spirits, why so low to Spawning? I think the build is pretty good. I've never been one to like protection spells (monk or rit), so I won't say anything negative about Shelter. I don't want to spat things about spells I never use because of my own personnal tastes.

Soul Twist seems to be better than Ritual Lord. Its cheaper, and has a faster recharge time, next ritual is cast 66% faster, and recharges instantly.

If you do put more points into Spawning, may I suggest you drop Soothing Memories for Boon of Creation.

Overall, nice build.
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Old Jun 07, 2006, 09:09 PM // 21:09   #14
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Quote:
Originally Posted by oljomo
Hi

Why not just use rit lord to keep shelter up?

You can get it so shelter has a ~12 second recharge, which means youll be able to keep it up for roughy the same length of time as you cn with this build, and you can spam ohther spirits as well.

oljomo
I agree that rit lord is good if u put points into spawning and then you might as well use boon of creation too. The rit lord build is out there, this is just an alternative, which allows for different things. Rit lord has to typically do 16 (or 13) Spawning and 13 (or 16 Communing), but these builds have low spawning as you can see. Just an alternative. That's all.

The first build heals better than a rit lord and the second does more dmg than a rit lord. I've seen some guilds run these builds, and thought I'd post them for all to see.

Thanks for the comments everyone.
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Old Jun 07, 2006, 10:24 PM // 22:24   #15
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There's a big issue with trying to keep a spirit up permanently while trying to do something else, especially something big like healing the party. With Soul Twisting, you're always going to want to keep an eye on your spirits. You've alleviated some of that with having other spirits available for sacrifice, but still the main idea is to kill Shelter before it dies so you can put it back up, right? Which is what makes Ritual Lord so nice, because you just have to wait for the recharge.

Between putting up Shelter and Union and Soul Twisting (and your other spirits for the Channeling build) the whole fight, when you do get time out to heal the party, your heals will clear your energy (which has already been lessened by casting your spirits) pretty quick since you'll be spamming 5 and 10 point heals. And as far as energy management is concerned, you're going to want to fit that in somewhere. What happens if you get enough energy to cast Shelter but not enough for Soul Twisting and Shelter is being eaten up by an Esurger or nuker on the MM's minions? You only have a level 7 spirit up and with only 4 points in Spawning, your spirit doesn’t have that much health. If your not quick on the draw, you'll be Shelterless for around 5-8 seconds while you cast and sacrifice and recast Shelter. Not a lot of time, but enough for an adrenaline spike or even fast cast spike to kill someone if the timing came around like that.

Interrupts will also be an issue. If a team...that's working together, finds out what your doing, they just attack Shelter and interrupt your sacrificial spirit once you start casting it. And where this build can shine is against a fast cast air spike. But then they Gale you, kill Shelter, and your out long enough to spike someone out. Granted that in a team build all of these issues are for the team to work out, but since you are a support class, some of that may fall to you.

Edit: Added a question mark and corrected the attribute levels' affect on spirit health, not energy.

Last edited by carbajac; Jun 07, 2006 at 10:47 PM // 22:47..
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Old Jun 07, 2006, 10:38 PM // 22:38   #16
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Quote:
Originally Posted by carbajac
There's a big issue with trying to keep a spirit up permanently while trying to do something else, especially something big like healing the party. With Soul Twisting, you're always going to want to keep an eye on your spirits. You've alleviated some of that with having other spirits available for sacrifice, but still the main idea is to kill Shelter before it dies so you can put it back up, right? Which is what makes Ritual Lord so nice, because you just have to wait for the recharge.

Between putting up Shelter and Union and Soul Twisting (and your other spirits for the Channeling build) the whole fight, when you do get time out to heal the party, your heals will clear your energy (which has already been lessened by casting your spirits) pretty quick since you'll be spamming 5 and 10 point heals. And as far as energy management is concerned, you're going to want to fit that in somewhere. What happens if you get enough energy to cast Shelter but not enough for Soul Twisting and Shelter is being eaten up by an Esurger or nuker on the MM's minions. You only have a level 7 spirit up and with only 4 points in Spawning, your spirit doesn’t have that much energy. If your not quick on the draw, you'll be Shelterless for around 5-8 seconds while you cast and sacrifice and recast Shelter. Not a lot of time, but enough for an adrenaline spike or even fast cast spike to kill someone if the timing came around like that.

Interrupts will also be an issue. If a team...that's working together, finds out what your doing, they just attack Shelter and interrupt your sacrificial spirit once you start casting it. And where this build can shine is against a fast cast air spike. But then they Gale you, kill Shelter, and your out long enough to spike someone out. Granted that in a team build all of these issues are for the team to work out, but since you are a support class, some of that may fall to you.
Good points. For PvP, you probably have to go Mes secondary and take Mantra of Resolve or Concentration. Due to the large area effect of spirits you can stay well behind the backline so the other team has to get through the rest of your team to get to you. Also, if you're interrupted during casting Shelter you're screwed, even if you're using Ritual Lord. Rit Lord only works on rituals you successfully cast.

The issue with Shelter dying off before you get to use Soul Twisting on it is why I recommend Destruction (20 sec recharge), even if you have no points in Channeling.

Perhaps dropping a skill for Draw Spirit so you can cast Shelter from afar and then pull it within range of your team might help.

I've seen guilds use builds like this with success early in Factions when people didn't know much about Rits. Things have changed mucho since then
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Old Jun 13, 2006, 06:57 PM // 18:57   #17
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Quote:
Originally Posted by imaginary friend
wrong...

i dont need to repeat myself
scroll up
You haven't actually said anything...

You said, "you are wrong." And then you repeated, "you are wrong."

Sorry, kid, but that doesn't count as an argument.
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