Oct 07, 2007, 12:18 PM // 12:18
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#1
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Pre-Searing Cadet
Join Date: Sep 2007
Profession: E/Mo
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Help me understand
Right, i've enver played a ritualist before so maybe I'm not understanding the mechanics when I say this but...
Why does ANYONE use displacement and shelter?
Displacement blocks 4-6 attacks before dying for 15 energy, 3 second cast and 45 second recharge?
Shelter is an awful PS. 25 energy, 5 second cast, 45 recharge for again stopping 4-6 attacks from doing over 10% damage?
To be honest I see shelter alot less but people seem to think displacement has a use. If i'm correct about the number of blocks it manages before dying then please tell me why anyone uses it? ever? And if i'm not correct then how does the mechanics work?
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Oct 07, 2007, 12:29 PM // 12:29
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#2
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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Because they are bad.
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Oct 07, 2007, 12:32 PM // 12:32
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#3
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Pre-Searing Cadet
Join Date: Sep 2007
Profession: E/Mo
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Hah, well atleast I wasn't getting it wrong. Maybe these skills could use a bit of a boost because although they're targetted and not party wide Weapon of Warding and (from monk) Aegis, Guardian and PS/SB make these spirits pointless.
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Oct 07, 2007, 12:37 PM // 12:37
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#4
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Grotto Attendant
Join Date: Jun 2006
Location: Europe
Guild: The German Order [GER]
Profession: N/
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Quote:
Originally Posted by Mvtaylor
Right, i've enver played a ritualist before so maybe I'm not understanding the mechanics when I say this but...
Why does ANYONE use displacement and shelter?
Displacement blocks 4-6 attacks before dying for 15 energy, 3 second cast and 45 second recharge?
Shelter is an awful PS. 25 energy, 5 second cast, 45 recharge for again stopping 4-6 attacks from doing over 10% damage?
To be honest I see shelter alot less but people seem to think displacement has a use. If i'm correct about the number of blocks it manages before dying then please tell me why anyone uses it? ever? And if i'm not correct then how does the mechanics work?
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It depends on rest of your build.
Displacement can mean much needed break in enemy pressure, long enough to let monks catch breath.
It prevents other spirits (Shetler, Union) from triggering so its kind of buffer before them.
It can be used to fill in gaps in defence of more durable stuff like Wards/Aegis or complement Shaddowsong and turn 90% of miss to 0.98 miss.
Its worth it for N/Rts who would use it basically for free.
Its recharge can be fixed by variety of tools.
---
Bottom line is, if you use this skill alone and just for blocks, you are doing it wrong.
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Oct 07, 2007, 01:05 PM // 13:05
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#5
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Jungle Guide
Join Date: Oct 2006
Location: Under a bridge
Guild: Team Quitter [QQ]
Profession: Mo/
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4 srs?
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Oct 07, 2007, 04:32 PM // 16:32
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#6
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Lion's Arch Merchant
Join Date: Jun 2006
Location: RA, reporting you
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[skill]Ritual Lord[/skill][skill]Boon of Creation[/skill]
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Oct 07, 2007, 04:44 PM // 16:44
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#7
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Jungle Guide
Join Date: Dec 2005
Guild: Heros of Titans Realm [HotR]
Profession: W/
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Soul Twisting + Boon of Creation + Signet of Binding/Creation. Also, remember that these act as party-wide protection as well.
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Oct 07, 2007, 06:26 PM // 18:26
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#8
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Mvtaylor
Why does ANYONE use displacement and shelter?
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For near complete damage reduction in RA or TA? (Combined with Union, Ritual Lord, Boon of Creation, Empowerment, and MwV)
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Oct 07, 2007, 06:44 PM // 18:44
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#9
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Wilds Pathfinder
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mostly to take pressure off of the healers for a few seconds. and you use them with ritual lord.
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Oct 08, 2007, 12:58 AM // 00:58
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#10
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
Why does ANYONE use displacement and shelter?
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Rit Spike? Old FotM for those who don't know.
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Oct 08, 2007, 03:50 PM // 15:50
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#11
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Jungle Guide
Join Date: Nov 2005
Profession: W/Mo
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Because while displacement is up you can't be interrupted by rangers while spamming spirits and this is good.
Because you always bring Shadowsong to shutdown melee so displacement will be triggered only by range.
Because it can live longer with signet of binding or recasted often with ritual lord.
Because it is passive defense and passive defense is overpowered.
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Oct 28, 2007, 11:37 PM // 23:37
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#12
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Academy Page
Join Date: Mar 2007
Profession: A/
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Not to mention it stop assassin's lead attack which pretty much render them useless for awhile untill they recharge.
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Oct 29, 2007, 01:16 AM // 01:16
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#13
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Ascalonian Squire
Join Date: Jan 2007
Location: Columbia, Missouri
Guild: Looking for one
Profession: Rt/
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Quote:
Originally Posted by Mvtaylor
Hah, well atleast I wasn't getting it wrong. Maybe these skills could use a bit of a boost because although they're targetted and not party wide Weapon of Warding and (from monk) Aegis, Guardian and PS/SB make these spirits pointless.
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Yea, pretty much a Prot Monk or a DA Paragon can do better things for a team than a communing rit can, communing has needed a change/revamp for over a year now, well that and spawning power.
So yea, you aren't getting it wrong, most communing binding rituals are useless outside of RA/TA, other professions do these jobs so much better.
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Oct 29, 2007, 05:06 AM // 05:06
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#14
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: The Underground PvP Society (PVPS)
Profession: N/Mo
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Quote:
Originally Posted by Quicksilver Switch-Blade
Yea, pretty much a Prot Monk or a DA Paragon can do better things for a team than a communing rit can
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I have to disagree. If you mean better protection for a team, then I am inclined to agree. However, communing Rit has some things that the others decidedly lack. Spells such as Vital Weapon and Brutal Weapon can make a big difference as they can be reliably maintained on multiple targets. Spirits can be used to distract the enemy or deal extra damage. Also, Shadowsong should not be underrated.
Communing Rit is a lot more than just reducing damage by big numbers. Someone who thinks they are doing something for the team by spamming Union and Shelter, probably need to rethink their strategy.
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Oct 29, 2007, 05:55 AM // 05:55
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#15
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Ascalonian Squire
Join Date: Jan 2007
Location: Columbia, Missouri
Guild: Looking for one
Profession: Rt/
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Quote:
Originally Posted by Draginvry
I have to disagree. If you mean better protection for a team, then I am inclined to agree. However, communing Rit has some things that the others decidedly lack. Spells such as Vital Weapon and Brutal Weapon can make a big difference as they can be reliably maintained on multiple targets. Spirits can be used to distract the enemy or deal extra damage. Also, Shadowsong should not be underrated.
Communing Rit is a lot more than just reducing damage by big numbers. Someone who thinks they are doing something for the team by spamming Union and Shelter, probably need to rethink their strategy.
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Vital Weapon is overated, there are better weapon spells to put on ppl (unless youre facing some spike team in PvP, in PvE, it wont matter much), brutal weapon is useful in ranger spikes, but generally splinter and nightmare are better. Shadowsong can't be kept up indefinitely (without extra skills), and falls prey to blinding bad targets (spellcasters), an ele blindbot is usually better, especially since he has a chance of blinding multiple targets. Now, if you are talking about the norn tourny, RA, or TA, then a communing rit is good, combined with painful bond and a bunch of attacking spirits, other than that, there are professions that do a much better job.
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Oct 29, 2007, 08:56 AM // 08:56
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#16
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Since spirits burn I wouldn't bother anymore at all with pure spiritspam in arenas, BA rangers will poo in your face with ease.
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Oct 29, 2007, 09:28 AM // 09:28
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#17
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Quote:
Originally Posted by Mvtaylor
Displacement blocks 4-6 attacks before dying for 15 energy, 3 second cast and 45 second recharge?
Shelter is an awful PS. 25 energy, 5 second cast, 45 recharge for again stopping 4-6 attacks from doing over 10% damage?
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A typical spiritspammer runs ~15 communing and 13 spawning. At those levels, shelter has 319 health and loses 45 health per hit. That means it stops 8 attacks from doing over 10% damage, which is pretty nice against hard hitting stuff (bosses and HM monsters). Displacement has 380 health and loses 60 heal per hit, meaning it'll stop 7 attacks from hitting completely. Against sins, it could be huge. In PvE (especially HM), it greatly helps the monks in preventing damage.
In practicality, the spirits will soak up and prevent ~300-500 damage, making it just as effective as trying to heal with restoration magic.
Last edited by Div; Oct 29, 2007 at 09:31 AM // 09:31..
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Oct 29, 2007, 01:49 PM // 13:49
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#18
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Wilds Pathfinder
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i always run 16 spawning and 13 communing, and then i also take [skill]signet of binding[/skill] plus [skill]ritual lord[/skill]. these spirits are alot more effective then they appear, especially when combined with ritual lord.
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Oct 30, 2007, 07:40 AM // 07:40
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#19
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: The Underground PvP Society (PVPS)
Profession: N/Mo
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Quote:
Originally Posted by street peddler
and then i also take [skill]signet of binding[/skill] plus [skill]ritual lord[/skill].
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Those are so awesome for protective spirits. [skill]signet of creation[/skill] can be usefull in a lot of cases, as well. Even better in some situations.
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Nov 02, 2007, 05:27 AM // 05:27
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#20
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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They used to be pretty good skill back with faction release but the nerfs have pretty much made them like balth pend. Just bad overall
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