Apr 25, 2006, 02:02 AM // 02:02
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#1
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Perfectly Elocuted
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Protective Ritualist
Okay, I for one, am really excited about playing a Ritualist. I'm not planning on playing one for awhile, aside from experimenting with them...cause just about everyone and their dog will have a character from one of the new classes...but I thought I'd play around with the skill set and see what I could come up with. This isn't real far from what I used during the Preview event.
Attributes:
Two ways...
16 Spawning
13 Communion
or
13 Spawning
16 Communion
(most likely the later)
1. Ritual Lord {E}
2. Sig of Creation
3. Spirit to Flesh
4. Boon of Creation
5. Union
6. Shelter
7. Displacement
8. Flesh of my Flesh
Okay general Idea is to get up the three spirits, and keep them healthy with sig of creation. All the spirits have a 60 sec recharge but with Ritual Lord that time is cut down to at least (about) 22 seconds. Sig of creation gives your spirits (at least) +6 regen for thirty seconds, then kills them. So you'll be able to summon a new spirit everytime Sig of Creation wipes them out. Boon of Creation is a must as Displacement and Union both cost 15 energy, and Shelter is 10. Keeping them up indefinately will require energy from BoC.
Of course a major weakness of this build is interrupts.... and if the battle moves too far away from your spirits then you're pretty much ineffective. It also doesn't have much in the way of offense.... This is a PvE build for now. I'm planning on tweaking it, to see if I can get it worthy to play PvP, but as it is now, its just a RP build.
<EDIT> Switched out Spirit to Flesh for Boon of Creation. Thanks to Xasew for pointing that out.
<EDITv2.0> Switched out Spirit Boon Strike, I don't have any points in channeling, and I thought it was a communing spell, so I switched it out for Spirit to Flesh, which is a great supplementary heal spell! (Thanks to Carbajac!)
Last edited by SnipiousMax; May 24, 2006 at 08:05 PM // 20:05..
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Apr 25, 2006, 10:32 AM // 10:32
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#2
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Jungle Guide
Join Date: Mar 2006
Guild: Lost Haven
Profession: A/Mo
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I thought I would like ritualists, but frankly i didnt find them to be a lot of fun, i hope you find them enjoyable, assassins ftw lol
a lot of people use soul twisting * i think that is it's name*
soul twisting:
Destroy target allied spirit. The next Binding ritual you perform casts 66% faster and recharges instantly. This is an elite skill.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 10 Seconds.
Linked Attribute: None.
Skill Type: Enchantment Spell.
it helps for a lot of spirits that you need out quickly, altough it doesn't recharge them all quickly as ritual lord does, but it makes one cast quickly and recharge intantly, a much needed addition when you use union to protect your team.
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Apr 25, 2006, 03:31 PM // 15:31
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#3
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Desert Nomad
Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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Quote:
Originally Posted by SnipiousMax
Of course a major weakness of this build is interrupts.... and if the battle moves too far away from your spirits then you're pretty much ineffective. It also doesn't have much in the way of offense....as you will not be able to spam the one attack spell. This is a PvE build for now. I'm planning on tweaking it, to see if I can get it worthy to play PvP, but as it is now, its just a RP build.
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Bring that spell to bring your spirit at your location.
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Apr 25, 2006, 09:41 PM // 21:41
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#4
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Perfectly Elocuted
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Quote:
Originally Posted by Francis Demeules
Bring that spell to bring your spirit at your location.
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I was actually thinking of dropping Spirt to flesh in favor of that skill. It recharges quick enough that you can drag all three in a short time.
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Apr 26, 2006, 12:10 AM // 00:10
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#5
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Krytan Explorer
Join Date: Apr 2006
Location: *Somewhere Under The Rainbow*
Guild: Leo
Profession: Me/
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Wouldn't bringing signet of creation be kind of useless considering that Anet nerfed the aggros on monsters to generally avoid spirits? also you can only have 1 of a certain type of spirit alove at one time, so when they recharge with spirit lord then u can spirit-->flesh them giving you aproximately 18-->33-->48 seconds (depending on recharge time) to depend on that luxury as opposed to 8seconds if u use signet of creation immediately after you spawn them? With ritual lord your recharge should be low enough t re-spawn a spirit within a short time if it dies anyway. with a drop of this skill you could bring another attack skill like doom, or use the only skill that allows more than 1 "Pain" spirit (i forgot the name, it's an ashes spell) along.
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Apr 26, 2006, 12:16 AM // 00:16
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#6
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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Quote:
Originally Posted by SnipiousMax
I was actually thinking of dropping Spirt to flesh in favor of that skill. It recharges quick enough that you can drag all three in a short time.
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I would think said skill would be a given with spirit Ritualists.
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Apr 26, 2006, 05:02 AM // 05:02
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#7
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Perfectly Elocuted
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Quote:
Originally Posted by BaconSoda
Wouldn't bringing signet of creation be kind of useless considering that Anet nerfed the aggros on monsters to generally avoid spirits? also you can only have 1 of a certain type of spirit alove at one time, so when they recharge with spirit lord then u can spirit-->flesh them giving you aproximately 18-->33-->48 seconds (depending on recharge time) to depend on that luxury as opposed to 8seconds if u use signet of creation immediately after you spawn them? With ritual lord your recharge should be low enough t re-spawn a spirit within a short time if it dies anyway. with a drop of this skill you could bring another attack skill like doom, or use the only skill that allows more than 1 "Pain" spirit (i forgot the name, it's an ashes spell) along.
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The spirits are constantly taking damage as a result of the skill descriptions. Every time they 'prevent' damage, they themselves take damage. So Sig of Creation is meant to allow them to prevent damage longer. How well it work remains to be tested. It may be that the additional time is negligible, than it would only stand to bring other skills along. That is something I plan on testing once factions is out.
Quote:
Originally Posted by Vahn Roi
I would think said skill would be a given with spirit Ritualists.
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Yea the more I think about it....it is needed in pretty much any spirit build.
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Apr 26, 2006, 12:28 PM // 12:28
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#8
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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You're gonna run into energy problems without Boon of Creation.
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Apr 26, 2006, 01:09 PM // 13:09
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#9
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Krytan Explorer
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@Vahn roi, in the FPE dropping the ashes destroyed pain (bug fix...)
@franic demeleus, draw spirit > twisting if you want to move a spirit (non-elite, better recharge and cast time)
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Apr 27, 2006, 05:20 AM // 05:20
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#10
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Perfectly Elocuted
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Quote:
Originally Posted by Xasew
You're gonna run into energy problems without Boon of Creation.
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Egads...you're right. The costs are higher than I thought. I've revamped the build above.
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May 24, 2006, 07:50 PM // 19:50
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#11
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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This build is pretty good. I would take out Spirit Boon Strike since you don't have points in Channeling. I know it's a spirit heal, but with Ritual Lord, except for Displacement, your spirits will usually be still be up by the time they recharge. If they're not, the heal they get from Spirit Boon Strike won't be much to keep them alive anyway. I would put in Shadowsong because with the few enemies it blinds, it seriously helps keep all spirits alive, especially Displacement, because they won't be negating damage. Plus it attacks for you while you are sitting on the ground casting spirits and you can kind of think of it as a spirit protector. You can use Signet of Creation if you want, I suppose it couldn't hurt and all of your spirits should be recharged anyway by the time it kills them off.
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May 24, 2006, 07:59 PM // 19:59
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#12
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Perfectly Elocuted
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Quote:
Originally Posted by carbajac
This build is pretty good. I would take out Spirit Boon Strike since you don't have points in Channeling.
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Yea, for some reason I thought it was a communing spell.... See edit above ^
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May 29, 2006, 08:57 AM // 08:57
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#13
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Frost Gate Guardian
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Quote:
Originally Posted by Vahn Roi
I would think said skill would be a given with spirit Ritualists.
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With Rit Lord, why bother? Just keep making new ones as you go. Draw Spirit would be a waste of time and a slot imo. Only really useful in builds not using Rit Lord.
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May 29, 2006, 09:53 AM // 09:53
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#14
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Mina Sucks [Blz]
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when i go Prot. Spirit Spammer i usually take something like this:
Boon of Creation
Rit. Lord
Doom
Union
Shelter
Life
Recuparation
Flesh of my Flesh
depending on how big the fight is most of the spirits are alive by the time they recharge and if not its only a couple seconds, i also use 20/20 staffs for restoration and communing skills for an added bonus jus switch them around depending which spirits im casting.
I find displacement useless because they die so quick for a couple evades if anything i would prefer to use the skill that destroys spirits in the area for a heal (forgot the name entirely!), or bring a damage dealing or support spirit (shadowsong, bloodsong, pain or disenchant) , or in some situations a weapon skill.
Personally i think signet of creation would be useless in a big fight because it will lose hp from dmg a lot quicker then a +6 regen is going to fix.
as absoulute minimum for my spirits
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May 30, 2006, 05:43 PM // 17:43
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#15
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Perfectly Elocuted
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Quote:
Originally Posted by TheYellowKid
I find displacement useless because they die so quick for a couple evades ...
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That's a couple evades worth of damage that you don't have to heal.
Quote:
Originally Posted by TheYellowKid
Personally i think signet of creation would be useless in a big fight because it will lose hp from dmg a lot quicker then a +6 regen is going to fix.
as absoulute minimum for my spirits
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If you can squeeze just a little bit more out of them, than its worth it. Idea isn't to make up competely for damage, just slow it down a little bit.
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