May 01, 2006, 06:55 PM // 18:55
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#2
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Its a little early to say, but I have a feeling that these spirits are going to see more PVE and HA/arenas play than they are high end GvG. The impression I have, which is admittedly an early impression, is that the spirits are very easy to interrupt, and very easy to kill, and even easier to just avoid. OK, so the ritualist can use draw spirit to move them around, but even so, I dont believe at this stage we'll see them much in GvG. Time will tell I guess.
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May 01, 2006, 07:25 PM // 19:25
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#3
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Lion's Arch Merchant
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I can see them being useful. and I can see that usefulness being like a house of cards where everything just comes tumbling down at the slightest disruption, leaving you SOL
Shadow song, looks great
put near the back of your back line and warriors running around there are not doing much, this spirit will out last any condition removal be cause it can put blind on virtually every second or so. Its a long cast time but you can run waaaay back, cast it then draw it forward to where you want it, even when you want it. However it is fragile and if its down you cant get it back up instantly
There are a lot of spirits like this, soothing, the evasion one, the 10% damage spirit. Its just that if you are depending on spirits to protect you from warriors you may be making a mistake. If your ritualist gets tripped up or stopped for whatever reason, you are gonna be unprotected until he can get his stuff working again. This is probably too great of a liability for GvG
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May 01, 2006, 07:26 PM // 19:26
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#4
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Ascalonian Squire
Join Date: Jan 2006
Guild: Imperial Fist
Profession: Mo/Me
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The damage spirits could be used in a preasure build, spirits will be like wards helpful but they sort of make you stay in one place to get the full advantage
and you can always just kill the enemy spirit
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May 01, 2006, 08:54 PM // 20:54
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#5
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Ascalonian Squire
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For the flag stand or to defend NPCs I think defensive spirits can be very helpful. There're several elite skills that enables the caster to spam spirits if they're killed. Ward of Stability and Mantra of Resolve will guarantee no interruption.
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May 01, 2006, 11:13 PM // 23:13
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#6
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Frost Gate Guardian
Join Date: Dec 2005
Location: In da islands mon
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Unnatural signet Target foe takes 15..63 damage. If that foe was a Spirit, this Signet recharges instantly. Several seconds to cast spirit and this will kill it pretty quick. i believe there are several other skills to counter spirits; as well as normal attacks, but this signet is just pure hate. Its tied to mesmer domination, if spirits become common this will too i think. If you get a bunch of defensive spirits up far enough back they might work for awhile; still its kinda iffy.
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May 01, 2006, 11:16 PM // 23:16
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#7
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Valerria
Ward of Stability and Mantra of Resolve will guarantee no interruption.
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Barring skills with a Blackout effect, which will interrupt through anything.
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May 01, 2006, 11:23 PM // 23:23
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#8
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Banned
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Gaze from Beyond (availability)
Description: The spirits nearest you loses 10-34 Health. Target foe is struck for 3 lightning damage for each point of Health lost.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 15 Seconds.
Linked Attribute: Channeling Magic. Increases health lost and damage dealt.
Skill Type: Spell.
+ the ritualist spirits with defensive/offensive effects + ranger spirits = deadly
Last edited by tomcruisejr; May 01, 2006 at 11:27 PM // 23:27..
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May 01, 2006, 11:44 PM // 23:44
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#9
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Lion's Arch Merchant
Join Date: Apr 2006
Guild: Runners of Fury
Profession: W/Mo
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well...
i personaly use my sprits as suicdie bombers.
i spam all my sprits and use doom+sprit rift to warm thins up and when i see a certin spirit is about to die smack rupterd soul (not sure if its actual name but it kills sprit+deals dmg+blinds foe) smack that on and whola! high damge ritualist baby!
i call it a atomic ritualist.... pritty good combo test it ur self and find out!
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May 02, 2006, 01:35 AM // 01:35
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#10
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Banned
Join Date: Mar 2006
Profession: W/E
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I think, rather I know, that ritualist's will be a HUGE bonus for HA. Not neccessarily up to Halls, but definately at halls. I'm actually considering making a holding build with a ritualist involved. Shelter+Union+Displacement, if the ritualist can keep these spirits up, nothing will be dying anytime soon. I've already been thinking about it, and it has some potential. Definately going to try it out as soon as I get 2-3 hours of spare time.
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May 02, 2006, 01:58 AM // 01:58
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#11
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Jungle Guide
Join Date: Jan 2006
Guild: [Here] | CKOD
Profession: E/R
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Wanderlust {E}
Dissonence
BloodSong
Pain
ShadowSong
Doom
Painful Bond
Rez
this is my build i use for PVP rit, usually works well as a single foe will come into range adn be smacked with 4 spirits doing 17 damage and one doing 0. 17*4 = 68 spike damage. Painful Bond ~ 16*5 = 80 Spike Damage = 148 spike every 1.5 seconds approx. with KD. Need i say more?
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May 02, 2006, 03:36 AM // 03:36
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#12
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Forge Runner
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spiking build get destroy by shelter, an AoE protective spirit, just spam that and spike group is done cooking.
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May 02, 2006, 07:35 AM // 07:35
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#13
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Trylo
Wanderlust {E}
Dissonence
BloodSong
Pain
ShadowSong
Doom
Painful Bond
Rez
this is my build i use for PVP rit, usually works well as a single foe will come into range adn be smacked with 4 spirits doing 17 damage and one doing 0. 17*4 = 68 spike damage. Painful Bond ~ 16*5 = 80 Spike Damage = 148 spike every 1.5 seconds approx. with KD. Need i say more?
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How is that in any way a spike? Please get your terminology right.
Spike: Killing an opponent as close to instantly as possible, to negate healing or protection.
What you are describing would be "pressure".
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May 02, 2006, 08:40 AM // 08:40
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#14
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Char was running a dedicated spirit spammer tonight that was highly effective. I'd say the power lies in shadowsong, which basically makes it very difficult for one of our warriors to go drop union/shelter. If it wasn't there, these spirits drop in 2-3 swings and the spirit spammer would be practically a wasted character against a team who can spare a warrior to go kill spirits for a few seconds.
Last edited by Greedy Gus; May 02, 2006 at 08:45 AM // 08:45..
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May 03, 2006, 06:17 AM // 06:17
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#15
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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iB were running a communing rit last night: shelter, union, pain, rupture, boon of creation, doom, ritual Lord (elite). Its all in the positioning of course.
mind you, iB like to run alot of experimental builds :-)
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May 03, 2006, 07:35 PM // 19:35
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#16
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Rest En Pieces [RIP]
Profession: Me/W
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Ritualist spirit spammers can go two ways:
Pressure or control.
You can use soothing/shadowsong to control warriors, union/shelter to control spikes, recup to control degen etc.
On the other hand, you can spam pain/blood song to do direct damage or mask a spike.
I haven't seen a good ritualist build that's not gimmicky (i.e. feeding a necrospike with soul reap) that revolves around spirit spamming though.
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May 04, 2006, 12:50 AM // 00:50
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#17
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Ascalonian Squire
Join Date: May 2006
Profession: Mo/Me
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Shelter
Union
Shadowsong
Mend body and soul
Spirit transfer (maybe Displacement, or Spirit light)
Mantra of resolve
Inspired hex
Energy drain
Last edited by Viade; May 04, 2006 at 01:12 AM // 01:12..
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May 04, 2006, 03:32 AM // 03:32
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#18
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Rest En Pieces [RIP]
Profession: Me/W
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Quote:
Originally Posted by Viade
Shelter
Union
Shadowsong
Mend body and soul
Spirit transfer (maybe Displacement, or Spirit light)
Mantra of resolve
Inspired hex
Energy drain
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I would run Ritual Lord over Energy Drain for my elite, and split some off inspiration to put into spawning.
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May 04, 2006, 04:40 AM // 04:40
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#19
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Ascalonian Squire
Join Date: May 2006
Profession: Mo/Me
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He is supposed to be working with quickening zephyr
For a ritual lord healer, I'd do something more like:
Ritual lord
Boon of creation
Shadowsong
Shelter
Union
Spirit light
Mend body and soul
... no clue
11+1 communing
11+4 restoration
8+1 spawning power
Last edited by Viade; May 04, 2006 at 05:02 AM // 05:02..
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May 04, 2006, 01:51 PM // 13:51
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#20
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Lion's Arch Merchant
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ok after playing a ritualist for a while, and watching some people run them in GvG, i have discovered that gaze from beyond is either broken, or mislabled. It says foe is struck with 3 lightening damage per health lost, well they are not struck they jsut take. This spell ignores armor, garuntee you a huge damage for merely 5 energy and ~30 life from a spirit you don't even care about. I hope it stays like this, armor ignoring, because this skill really pulls the ritualist together to make him viable on a regular balanced build. Without a cheap high damage spell like this, ritualist may be more likely to only show up in gimmick builds/FOTM builds.
also, skip restoration, its pretty much garbage.
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