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Old May 02, 2006, 12:29 AM // 00:29   #1
Pre-Searing Cadet
 
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Default Spirit recharge timers?

Am I missing something regarding spirit recharge timers? Are Rits not intended to use their favorite spirits for every fight? Are Rits meant to fight and then chill till the timers come back? The Pain spirit seems OK but by no means devastating. I can't figure out when it should or shouldn't be used in run of the mill combat situations. If I can do well enough without it because 50% of the time I have too, then why have it at all? I find the Spirit aspect of Rits to be conflicted and poorly implemented. Just my opinion though.
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Old May 02, 2006, 01:47 AM // 01:47   #2
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I think that taken into consideration that you are one person out of the party, and you can still choose other skills as a rit, as well as attack w/ your weapon, the damage it does seems appropriate. If it did more damage, I'd expect that people would think it was unfair because a rit could do more damage than a warrior, for example.
As for timings, some of the spirits' attacks are much more powerful, and as such cost more and last less long, like any skill in the game. Think of a skill like dodge; if it ran for 60 seconds, recharged 60 sec, it would not be fair. The same goes for the spirit that interrupts; costs 25 energy, and lasts about 20-25 seconds or so.
If you find you're sitting around while spirits recharge, I'd suggest adding some other skills that you can use while they are recharging to help your party.
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Old May 02, 2006, 03:00 PM // 15:00   #3
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the recharge times for the spirits blow.

i often times find myself moving from one fight to another and my spirits have not recharged.

they also take too long to cast....5 secs in some cases. man, so much can happen in that time. by the time i get the spirit out, the battle can be pratically over.

then its time to move to the next battle and i have no spirits to contribute.
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Old May 02, 2006, 03:14 PM // 15:14   #4
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I've found Draw Spirit to be much more useful than I would've imagined.
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Old May 02, 2006, 03:18 PM // 15:18   #5
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As far as the cast time of a Spirit goes. You really shouldn't be casting them in battle. They should be cast as a preparation for battle outside of the aggro range of the monsters. At least that is how I see them being used.

I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle.
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Old May 02, 2006, 03:40 PM // 15:40   #6
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Or you could take that skill that lets you teleport your spirits to you, so you can keep them for the next fight...
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Old May 02, 2006, 04:06 PM // 16:06   #7
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yeah, but the distance you can use that skill is horrible. You have to be right outside of the "radar" for it to cast. Meaning that you would have to cast this around 4-5 times before reaching the next group of ppl. You can also only cast this on one spirit at a time.
while this is a subsitute to recasting, you will spend all of your mana and time carting these spirits around while your team has already ran ahead and killed everything.
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Old May 02, 2006, 04:52 PM // 16:52   #8
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Quote:
Originally Posted by Xenophon Ualtar
As far as the cast time of a Spirit goes. You really shouldn't be casting them in battle. They should be cast as a preparation for battle outside of the aggro range of the monsters. At least that is how I see them being used.

I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle.

OK, then what about the Pain Spirit that has limited level scaling and decent damage? Does it deserve a 45 second recharge? Spirit's also have hp so they can be killed by mobs or PCs. It just seems like a blanket 45 or 60 second recharge was assigned to Spirits regardless of effect.

The design decision that resulted in Rits not being able to count on any Spirit in successive combat situations is boggling. It seems like there are a lot of situations in which a Rit player just doesn't use the Spirit skills in their bar. Kind of ironic that Assasin's can teleport in and out to hit targets of opportunity. I suspect if any Rit drops a bunch of spirits the best tactic will be withdraw and comeback under recharge blackout....
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Old May 02, 2006, 11:38 PM // 23:38   #9
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N/Rit is cool, plenty of energy to lay down spirits in the beginning then when something dies start the minions up
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Old May 03, 2006, 08:13 AM // 08:13   #10
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I think there is a major point to the Spirits that isn't immediately obvious.

My Rt/R is lvl 19 now and I am just really geting to grips with the skill set.

The spirits act as a control on the battlefield, limiting Assassins and Warrior movement / access to your back line (as these can be too quick to use Spirit Rift and other AoE on).

They (afore mentioned professions) attack the sprits that you have put up prior to the Aggro, and maybe this is your opening gambit, hit with Cruel was Daoshen at this point, then you can fall back, moved behind (by some way) your spirits (out of the oposing teams artillary range) and that is your chance to spam Sprit Rift and Ancestor's Rage and Spirit boon,..seems to work quite well thus far

Channelling in my build is at 15 (12 +2 + 1) so the damaged caused by these attacks can be quite high.
Lots of experimentation still though
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Old May 03, 2006, 08:27 AM // 08:27   #11
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Spirits are mainly good for PvP where the battles last long and take place in one area for most of the time. Currently my PvE Ritualist uses no spirits and full Restoration with full heal skills.
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Old May 03, 2006, 08:44 AM // 08:44   #12
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Quote:
Originally Posted by Xenophon Ualtar
As far as the cast time of a Spirit goes. You really shouldn't be casting them in battle. They should be cast as a preparation for battle outside of the aggro range of the monsters. At least that is how I see them being used.

I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle.
I would rather see a hard cap on how many spirits you can have at one time, like minions, than I would these VERY long recharge times. Its very frustrating waiting for some of these recharges when going from one battle to another.
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Old May 03, 2006, 11:30 AM // 11:30   #13
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I know for me that the spirit recharge time doesn't effect me as much because I am adventuring with just my wife and 6 henchies so we move a little slower then a group of 8 real people.


However, I see the spirits as being more of a side ability in PvE. If you are relying on spirits only you are going to have problems. I pick a max of 3 spirits to take along and I do the rest channeling magic so I have some attack abilities.
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Old May 03, 2006, 12:28 PM // 12:28   #14
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Hi

This is the problem until you get the skill ritual lord. That cuts recharge by up to 75% (last tiem i checked), meaning you can really start apamming those spirits.

oljomo
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Old May 03, 2006, 02:26 PM // 14:26   #15
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Elite Skill. For 30 seconds, your Rituals recharge 15..63% faster is what i read

sounds like the skill they looking for, but still... maybe people should use some sence. i doubt your spirit will even help in 80% of the fights, so the only times you would really need it, it would have had plenty of time to recharge
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Old May 03, 2006, 08:33 PM // 20:33   #16
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Quote:
Originally Posted by Xenophon Ualtar
I know for me that the spirit recharge time doesn't effect me as much because I am adventuring with just my wife and 6 henchies so we move a little slower then a group of 8 real people.


However, I see the spirits as being more of a side ability in PvE. If you are relying on spirits only you are going to have problems. I pick a max of 3 spirits to take along and I do the rest channeling magic so I have some attack abilities.
A Rt was desgined to use spirits, that's the heart of his profession. Telling people that they are relying too much on them is not the answer. The answer is for Anet to fix the issue on the PvE side. It seems they made the Rt wih PvP in mind, but the PvE aspect sucks.
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Old May 03, 2006, 08:34 PM // 20:34   #17
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Quote:
Originally Posted by oljomo
Hi

This is the problem until you get the skill ritual lord. That cuts recharge by up to 75% (last tiem i checked), meaning you can really start apamming those spirits.

oljomo
Shouldn't have to rely on a single skill to make a profession effective.
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Old May 03, 2006, 09:26 PM // 21:26   #18
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not reading it all...
i think the high recharge time is ok to keep balance;
i believe this so cause ive seen my spirits do dmg ignoring armor >.> sure its only 17 dmg or so but thats like 1 extra person shooting at someone ! and almost nobody notices the spirit ! try putting in some hex on 1 person that spirit is attacking and the spirit could be doing twice taht dmg!
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Old May 03, 2006, 10:06 PM // 22:06   #19
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Some spirits are fairly useful, such as Union as a blanket Sheilding hands. If you were able to keep them up almost indefinitly, it would be quite evil O_o
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Old May 03, 2006, 11:52 PM // 23:52   #20
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I have no problem with the recharge times. Just like with energy on a Monk, you might have to plan ahead a little and let your energy regen and skills recharge. Don't see a problem. I hate groups that just run, run, run. Stop, smell the roses and actually pick up the drops. Let your healers, spell slingers and ritualists regen. NP. BTW if I'm a primary healer Monk ,those who run w/o allowing regen tend to die and not get resurrected. :-)
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