Mar 25, 2006, 08:34 PM // 20:34
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#1
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Frost Gate Guardian
Join Date: Dec 2005
Location: In a Distant Land Called Canada EH!
Guild: Blazing Dragons
Profession: Mo/Me
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Spirit Bonder
I first got this idea when i saw the Ritualist skill displacement.
Displacement
Binding Ritual. Create a level 1 - 8 Spirit. Attacks by foes within its range are "evaded". Every time an attack is evaded this way, this SPirit takes 70 - 54 damage. This Spirit dies after 30 - 54 seconds.
15 energy---3 second cast---60 second recharge
Well the basic idea of the build is to keep this spirit alive so that all attacks against your party are evaded. You would do this by bonding probably.
I was quite intrigued by this idea but then today I saw that you could also have Shelter and Union and keep them alive also.
Union
Binding Ritual. Create a level 1 - 7 Spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 30 - 54 seconds.
Shelter
Binding Ritual. create a level 1 - 8 Spirit. Allies within its range cannot lose more then 10% maximum Health from a single attack. When this SPirit prevents damage, it loses 60 - 36 Health. This Spirit lasts 30 - 54 seconds.
If you could keep those three spirits alive your team (thinking PvE but may work 4 PvP) would be quite unstoppable because, not only can they not take any damage from bows, swords, hammers, axes or staffs at all but all magical damage cannot do more than 10% of a characters max health - 15. Let's say that character gets hit with a fireball from a hydra, and has 500 health that character would take:
500 X 0.1 = 50 - 15 = 35dmg (usually does 109 against 60 AL)
This is in the end amazing damage reduction but the spirits would die in 10 seconds flat without the bonding. To make this work properly you will need 2 people. So without further ado i present the builds.
Character 1: The comunning Sprit-maker
Rt/Mo
Attributes:
Communing: 15 (11+3+1)
Spawning Power: 11 (10+1)
Healing Prayers: 10
Shelter
Union
Displacement
Healing Hands {Elite}
Healing Seed
Heal Area
Essence Bond
Rez
Character 2: The Spirit Nurse
Mo/X
Attributes:
Protection: 13 (10+3)
Healing: 15 (11+3+1)
Divine Favor: 13 (10+3)
Life Bond
Life Barrier
Healing Hands {Elite}
Healing Seed
Life Attunement
Heal Area
Blessed Signet
Essence bond/Balthazars Spirit
Well, its quite simple but here it goes...
Ritualist Cast spirits together and monk bonds them each with Life bond, Life Barrier, and life attunement. (also puts essence bond or balthazars spirit on himself)
Ritualist keeps up shelter with healing hands and healing seed. Monk keeps up Displacement in same way. Heal area if needed. Union lives because of Healing seed.
Have fun! All comments are welcome and tips also.
If this works as well as it shouldthen I think this could catch on...
PS: Sorry about the length of this post but I am a rambler and people that ramble do keep talking a lot and sometimes it never stops and just keeps going so... you see!
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Mar 26, 2006, 01:50 AM // 01:50
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#2
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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It soudns decent in theory, but, I do believe that normal healing spells can't heal spirits. At least, they couldn't in the PvP beta.
I would recommend testing this to try the validity.
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Mar 26, 2006, 04:19 AM // 04:19
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#3
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Perfectly Elocuted
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Bonders have a number of spells to heal spirits anyway. And i think that heal spells work...I'll test it when I'm on later.
Good Idea. I really like the idea. Even though it promotes camping.
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Mar 26, 2006, 09:12 AM // 09:12
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#4
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Academy Page
Join Date: Jan 2006
Location: London, England
Guild: I Guardian Angels I [Halo]
Profession: W/E
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Life Barrier is an elite.
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Mar 26, 2006, 12:53 PM // 12:53
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#5
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Frost Gate Guardian
Join Date: Dec 2005
Location: In a Distant Land Called Canada EH!
Guild: Blazing Dragons
Profession: Mo/Me
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Quote:
Originally Posted by GBoS
Life Barrier is an elite.
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Ya. I remembered that last night... Any help here would be greatly apreciated
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Apr 05, 2006, 05:23 AM // 05:23
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#6
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Ascalonian Squire
Join Date: Dec 2005
Guild: Peckers of Wood
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they're eventaully gonna die, why try to keepem alive?
Ritual Lord
Elite Skill. For 30 seconds, your Rituals recharge 5%...63% faster.
at 16 Spawning Power, it'll recharge 83% Faster. Union, Displacement and Shelter all have a recharge time of 60. if my math is right, .83 x 60= 49.8, round it up and thats 50 seconds. 60 - 50 = 10 seconds. they would all recahrge within 10 seconds, by the time they die off, you'll have them recharged. throw in Boon of Creation for eng management, add in Soothing to slow down enemy warriors and even throw in Explosive Growth and you could do some decent damage.
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Apr 05, 2006, 11:16 AM // 11:16
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#7
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Netherlands
Guild: Guidless :(
Profession: W/
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Quote:
Originally Posted by Sily Wabbit
they're eventaully gonna die, why try to keepem alive?
Ritual Lord
Elite Skill. For 30 seconds, your Rituals recharge 5%...63% faster.
at 16 Spawning Power, it'll recharge 83% Faster. Union, Displacement and Shelter all have a recharge time of 60. if my math is right, .83 x 60= 49.8, round it up and thats 50 seconds. 60 - 50 = 10 seconds. they would all recahrge within 10 seconds, by the time they die off, you'll have them recharged. throw in Boon of Creation for eng management, add in Soothing to slow down enemy warriors and even throw in Explosive Growth and you could do some decent damage.
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Sorry that I have to tell you this, but it is not the way it works in GW. Don't ask me why I am a crappy math student. But I know how this works:
60/1.83=32.8s, round it up and your skills recharge in 33 seconds.
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Apr 05, 2006, 08:49 PM // 20:49
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#8
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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Normal spells don't work on spirits. You can't heal them, and I've heard even Heal Area won't work on them. You can use Signet of Creation to further their lifespan a little bit (but it will end in 30 seconds). You can also use Spirit Boon Strike, but that's not going to help you a whole lot since it's only about a ~90 heal every 20 seconds. I think Ritual Lord is a great skill, but it may not be appropriate for your build. Keeping spirits alive and effective will be one of the primary hurdles to overcome for every Ritualist - especially when you can take out a level 10 spirit with a couple hits. (well worth an enemie's time if you're using these types of protective spirits).
__________________
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Apr 05, 2006, 10:48 PM // 22:48
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#9
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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You could just use Oath Shot instead of Ritual Lord.
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Apr 06, 2006, 04:11 AM // 04:11
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#10
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Ascalonian Squire
Join Date: Dec 2005
Guild: Peckers of Wood
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Quote:
Originally Posted by damocles
Sorry that I have to tell you this, but it is not the way it works in GW. Don't ask me why I am a crappy math student. But I know how this works:
60/1.83=32.8s, round it up and your skills recharge in 33 seconds.
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eh, if thats how you do it then Im a worse math student, but if its 83% faster recharge why is it under 50% of 60? I was doing a Ritual Lord Build and I didn't time it or anything but I coulda swore it recharged faster then just 33 seconds.
regardless, if it was 33 seconds recharge, my build worked pretty well.
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Apr 06, 2006, 04:21 AM // 04:21
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#11
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Banned
Join Date: Sep 2005
Location: /B/Chan
Guild: Looking for one
Profession: W/
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Ritual Lord @ 16 Spawning Power will recharge all Rituals in 10.2 seconds.
60*.83=49.8
60-49.8=10.2
Here's another way to prove it:
60 (Original recharge in seconds without Ritual Lord)/100 (The percent of the Original recharge)=x(recharge in seconds using Ritual Lord)/17(Percent left from subtracting 83 from 100)
Cross multiple...100*x and 60*17
100x=1020
Divide 100 from 1020 to get x alone.
x=10.2 seconds.
Last edited by Murder In China; Apr 06, 2006 at 04:36 AM // 04:36..
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Apr 06, 2006, 11:30 AM // 11:30
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#12
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Frost Gate Guardian
Join Date: Oct 2005
Location: The Netherlands
Guild: Guidless :(
Profession: W/
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Hmm I tried this with Mantra of Recovery and PP you guys are right... Did they change this or so? Because I was sure the recharge of PP was 10s under MoR.
Anyway my fault... go on with discussing the build... I should think before I post
Last edited by damocles; Apr 06, 2006 at 11:39 AM // 11:39..
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Apr 06, 2006, 05:23 PM // 17:23
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#13
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Perfectly Elocuted
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Murder beat me to it.
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Apr 10, 2006, 08:44 AM // 08:44
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#14
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Ascalonian Squire
Join Date: Feb 2006
Guild: Knight Crusaders
Profession: Mo/
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I wonder if casting spirits work the same way as casting enchantments. With enchantments if you first cast Protective spirit and then shielding hands then when that person gets damged it is 10% of the health and then that is -xx.
If shielding hands is cast first and then protective spirit then it is first the -xx damage and then the 10%.
So my question is if the order in which the spirits is cast matters like enchantments. Has anyone tested anything with this?
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Apr 12, 2006, 06:08 AM // 06:08
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#15
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Forge Runner
Join Date: May 2005
Guild: The Etereal Guard
Profession: Me/Mo
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Sorry to burst your bubbles, but spirits can't be enchanted or hexed.
They can be healed however
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Apr 12, 2006, 08:53 AM // 08:53
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#16
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Jungle Guide
Join Date: Aug 2005
Profession: Mo/
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Yes they cant be enchanted, thats what I know, also they cant effect each other...
ranger spirits that boost hp are out of the question
what sucks about displacement is...
http://gw.gamewikis.org/wiki/Displacement
if you have 12 into communing it will take 54 dmg a hit... at lv 8(12 into the att) it has 240hp... thats 4.44444 hits, you need to unload some Spirit Light on that thing alot...
if we cant enchant it, we cant prot spirit/healing breeze it that would be too easy now wouldnt it? or on purpose summon a very low hp spirit and prot spirit it, also I saw a healing seed/healing hands idea in there
also I bet spirits wont be able to have a "Weapon Spell" casted on em... like vital weapon.
Last edited by D.E.V.i.A.N.C.E; Apr 12, 2006 at 09:00 AM // 09:00..
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Apr 13, 2006, 03:00 AM // 03:00
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#17
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Ascalonian Squire
Join Date: Dec 2005
Guild: Peckers of Wood
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actually, I'm almost sure that weapon spells work on spirits. I used Weapon of Warding once on one of my spirits during a Allaince Battle, and it regened health back. although, I can say for certain that no one used a Signet of Creation at the same time.
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Apr 13, 2006, 04:42 AM // 04:42
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#18
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Perfectly Elocuted
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I think there were still some bugs to work out. Heal spells took, and sometimes they didn't. Same for enchants.
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Apr 13, 2006, 04:44 AM // 04:44
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#19
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Banned
Join Date: Sep 2005
Location: /B/Chan
Guild: Looking for one
Profession: W/
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Enchantments and hexes aren't suppose to affect spirits.
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Apr 13, 2006, 07:16 PM // 19:16
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#20
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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Weapon Spells definitely stick. One nice thing you can do to your spirits is slap on Vital Weapon to extend their lifespan marginally.
As for Displacement, you're not keeping it alive. Even with just 8 PvP enemies, all wanding, it'll die in about 2 seconds. Even with all of them NOT wanding, it'll still die in about that long.
Considering the effect, causing all attacks to be 'evaded', I can understand their desire to avoid it being over-powered. But it does so very little no matter what you do, it's mostly a nuisance to try and run.
At least it casts quickly for a binding ritual.
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