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Old May 01, 2006, 04:31 PM // 16:31   #1
Krytan Explorer
 
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Guild: Rurik Is A Suicidal Maniac [ftw] - Recruiting people for HA
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Default My attempt at Ritualists spike

Perhaps ill do you guys a favour and ill cut with the talk and simply show you the build.

4 x channelers
2 x communers
2 x restorers

Channeler

Ritualist/Monk
Level: 20

Spawning Power: 13 (12+1)
Channeling Magic: 16 (12+4)

- Painful Bond (Channeling Magic)
For 21 seconds, target foe and all nearby foes take 21 damage whenever hit by a spirit's attack.
Energy:15 Cast:1 Recharge:20

- Spirit Burn (Channeling Magic)
Target foe is struck for 53 lightning damage. If any spirits are in the area around you, spirit Burn deals +31 damage.
Energy:5 Cast:1 Recharge:5

- Essence Strike (Channeling Magic)
Target foe is struck for 53 lightning damage. If any spirits are in the area around you, you gain 7 Energy.
Energy:5 Cast:1 Recharge:8

- Channeled Strike (Channeling Magic)
Target foe is struck for 101 lightning damage. That foe takes an additional 37 lightning damage if you are holding an item.
Energy:10 Cast:2 Recharge:12

- Spirit Rift (Channeling Magic)
Open a spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 121 lightning damage.
Energy:15 Cast:2 Recharge:5

- Destruction (Channeling Magic)
Create a level 11 spirit that dies after 30 seconds. When this Spirit dies, all nearby foes take 5 damage for each second the Spirit was alive.
Energy:10 Cast:3 Recharge:20

- Attuned Was Songkai [Elite] (Spawning Power)
Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells and Binding Rituals cost -44% of the base Energy to cast.
Energy:10 Cast:2 Recharge:60

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

Restorer

Ritualist/Monk
Level: 20

Spawning Power: 13 (12+1)
Restoration Magic: 16 (12+4)

- Boon of Creation (Spawning Power)
For 54 seconds, whenever you create a creature, you gain 44 Health and 7 Energy.
Energy:10 Cast:2 Recharge:45

- Feast of Souls (Spawning Power)
Destroy all nearby allies' Spirits. For each Spirit destroyed in this way, all party members are healed for 93 Health.
Energy:10 Cast:0.25 Recharge:10

- Mend Body and Soul (Restoration Magic)
Target ally is healed for 90 Health. That ally loses one Condition for each allied Spirit in your area.
Energy:5 Cast:0.75 Recharge:3

- Spirit Light (Restoration Magic)
Scrifice 10% Health. Target ally is healed for 162. If any Spirits are in the area around you, you don't sacrifice Health.
Energy:10 Cast:1 Recharge:4

- Life (Restoration Magic)
Create a level 11 spirit. When this Spirit dies, all allies within its range are healed for 5 Health for each second this Spirit was alive. This Spirit dies after 30 seconds.
Energy:10 Cast:3 Recharge:45

- Recuperation (Restoration Magic)
Create a level 11 spirit. Allies within its range gain +4 Health regeneration. This Spirit dies after 47 seconds.
Energy:15 Cast:3 Recharge:60

- Preservation [Elite] (Restoration Magic)
Create a level 11 spirit. Every 4 seconds, this Spirit heals one ally in the area for 122 Health. This spirit dies after 60 seconds.
Energy:5 Cast:3 Recharge:45

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0


Communer

Ritualist/Monk
Level: 20

Spawning Power: 13 (12+1)
Communing: 16 (12+4)

- Attuned Was Songkai [Elite] (Spawning Power)
Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells and Binding Rituals cost -44% of the base Energy to cast.
Energy:10 Cast:2 Recharge:60

- Boon of Creation (Spawning Power)
For 54 seconds, whenever you create a creature, you gain 44 Health and 7 Energy.
Energy:10 Cast:2 Recharge:45

- Doom (Spawning Power)
Strike target foe for 36 lightning (maximum 135) damage for every recharging Binding Ritual you have.
Energy:10 Cast:1 Recharge:15

- Spirit Boon Strike (Communing)
Target foe is struck for 106 lightning damage, and all spirits near you gain 106 Health.
Energy:10 Cast:2 Recharge:20

- Anguished Was Lingwah (Communing)
Hold Lingwah's ashes for up to 158 seconds. Dropping her ashes summons a level 11 Spirit of Pain that does 21 damage. This Spirit dies after 158 seconds.
Energy:10 Cast:5 Recharge:60

- Pain (Communing)
Create a level 11 spirit. This Spirit's attacks deal 21 damage. This Spirit dies after 158 seconds.
Energy:5 Cast:3 Recharge:45

- Bloodsong (Communing)
Create a level 10 spirit who dies after 158 seconds. Attacks by that spirit steal up to 21 Health.
Energy:15 Cast:5 Recharge:60

- Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0





A few things im not sure about, main of them does destruction hurts your allies. If it doesn't , then i think this should be fine.
Let me tell you shortly how it works -
1 ) Go In.
2) Take your position.
3a) Cast Attuned Was Songkai or/and Boon of Creaton.
3b) This ones for communers. Before you cast attuned, first cast and drop Anguished Was Lingwah. You do so as theyre both ashes you need to hold. The time you cast boon of creation doesnt matter , either first or last, because it doesnt have an influence on those spells.
4) and Cast Your spirits. (1 or 3 of them)
5) What do you need to do -
Restorers Heal
Channelers do most of the damage, direct damage.
Communers make as a sort of an artillery, they do damage by spirits.
6) Important
Channelers are given the hex of Painful bond to improve the damage of Pain and blood song spirits casted by communers.
Restorers , if you need a mass heal party, and you just have lots of spirits near you, feel free to cast Feast of souls. Use it carefully, though.


Damage Check -
Channelers -
Spirit burn 53 + 31 if there are any spirits in the area
Essence Strike - 53 + 7 energy gained, if there are any spirits in the area
Channelled Strike - 101 + 37 if youre holding an item (youre holding Attuned)
Spirit Rift - 121 dmg to foes adjacent to target foes location, good for groups that need to stick together.
+ Destruction that does a total of 150 dmg to nearby foes when it ends, and noone will dare to touch it.( 4 x of it)

Communers
Doom - 36 x each recharging spirit u have (ull have 3, 108 dmg in total)
Spirit of Pain - 21 normal damage
Spirit of Blood song - 21 dmg steal
Anguished Was Lingwah - ashes that animate a Spirit of pain where you drop it, another 21 normal damage.
Channelers makes this damage quite impressive, as targets hexed with it take a another 21 dmg. so 63 + another 63 like each second(if we say the spirits attack same target , and the speed they attack is 1 attack per second) a total of 126 damage per second. Impressive ?



Comments are welcome.

Last edited by Spoony; May 02, 2006 at 10:02 AM // 10:02..
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Old May 01, 2006, 04:52 PM // 16:52   #2
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Awesome, this is exactly the kind of information I was looking for. I'm a lvl 13 Rt/Mo so far and struggling a bit now. So far it's been smooth sailing, though.

I'm not that great at healing or very familiar with the monk skills, do you have any suggestions on some of the better skills for monk secondary?

Also, what is the distance on the "nearby" range? Is that about the same as the elementalist skill Fire Storm?

Thanks, this looks like a good resource!
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Old May 01, 2006, 06:12 PM // 18:12   #3
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The secondaries here arent a part of the build, just wanted to give them all secondaries so that if you find a full team 8 r/mo's , it would be quite confusing.

You asked what distance is nearby , i know that answer might not help you too much, but, its more than adjacent but less than in the area. You might see how much is it by visiting Isle of nameless in the pvp Isle.

The ritualists shouldnt be too close to each other as 93 x 3 healing is quite enough. ( by feast of spirits). You need to be careful as you might then not have enough energy to renew the spirits then.

But personally, not counting the build, i think that for ritualists and assasins there ISNT much skills to have for secondary skills. Its because they themself are sort of unique, and its to hard mix the skills of both secondaries and primary rit or assasin to get a good synergy.


Comments are welcome. cmon , you can do better, like 35+ views and only 1 reply, you can do much better
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Old May 01, 2006, 08:39 PM // 20:39   #4
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Ill make a comment then

Overall the build looks very good. Exceptional even. So good job for creativity and good choice of skills.

However, the biggest flaw I can see is the fact that you don't have any real beef there at all. Bringing all squishies could be dangerous in some situations, especially given how a lot of missions in Cantha is tough. For PVP I have no idea how this would work. My gut tells me it would be quite good, like an Ob. Flame spike only better (IMO). Honestly I really think Ritualists have better spike skills than Ele's do. I may get flamed for that but really, there are so many things you can do. Like Spirit Rift, cast strong lighting skill and both will hit at the same time (since the rift basically has a 3 second delay). I do think a Warrior or two would be good benefit here if you plan to bring a full group of 8 ritualists. All the same, I've never really tested this out so maybe Im wrong.

When it comes to the complete build it is really quite good. The only thing is, if you were to look at them each seperately I could pick out some flaws. For example the channelling don't have enough spirits to justify some of your choices. But as a whole I think the build is exceptionally well done.

Full props for doing up something very quickly, given how factions is all of 3 days old.
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Old May 01, 2006, 09:46 PM // 21:46   #5
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Can two ritualists have the same spirit alive at the same time? I was led to believe that's not possible, if so then you only really need one communer...or perhaps one offensive and one defensive (union, dissonance, etc.) if the spirits run low...which they prolly will
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Old May 02, 2006, 10:01 AM // 10:01   #6
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As far as im concerned, you can have a few spirits of the same kind , as long as they belong to the same caster, that is , 1 kind of spirit per caster, meaning that its like placing ranger spirits, you can have a few of the same kind on, but you must remember that its only a kind per caster.

About the beef Valkyries, You can consider the spirits as the beef:P. Theres like 1 or 3 per caster. Enemies will be too busy killing the spirits than the ritualists as they do lots of damage, especially with the hex. Personally though, i was trying to make this do as much damage as possible(which effects you see for yourself). If you want more defenses though, you might consider taking 1-2 spirits like Union and Displacement, instead of Pain and Lingwah ashes, which would really help against warriors and rangers, though it would cut ur damage a bit and make the hex on channelers quite useless.(or maybe just displacement, if that would be enough?)
And as far as i know, Channeling only has ONE binding ritual to use in total(i used it, its Destruction)

Oh sorry, and i needed to give an edit, gwfreaks tool haven't changed the damage of Doom. Its 36 per each recharging spirit(at this attribute)

Comments , changes etc are really welcome as ill need them for my future ritualist builds.
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Old May 02, 2006, 02:11 PM // 14:11   #7
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I am at work right now so I cannot confirm this. However, I think that I remember from the FPE that only one of a certain type of Spirit could be used at a given time. For instance there could be only 1 pain at a time. Now this could have had to do with the fact that I was playing in the 12 v 12s.


Also I think that having Draw Spirit may be useful. Some of the recharge times on the spirits are so long that it would be good to be able to move them a bit to keep up with a moving battle.

A Channeling skill that I noticed that looks pretty good is Ancestor's Rage. It does 10-82 damage ,at 12 channeling, on all foes adjacent to target ally. The only problem with it is the 15 second recharge. However, if a few people had the spell it could be a pretty nasty spike over most of a team. I know from playing a monk some in GvG that would be pretty much my worst nightmare. You have 4 channelers in your team so if the hit a common target with this spell it would do 328 damage. The big payoff would be all of the secondary targets that also get 82-328 damage.
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