The problem with Mighty was Vorizun

1 pages Page 1
J
Jelly Doughnuts
Frost Gate Guardian
#1
As the title explains...

The item spell Mighty was Vorizun is good while it lasts, but there's a big problem at the end.

You gain +30 energy while using it, so if your energy is 1-25, then you will stay at 0 energy for a while. The problem is, if you gain +30 energy temporarily, then eventually it's got to go.

With any other ashes, you usually GAIN energy when you drop it if you have a +12 focus or a +5 caster weapon.

Please post your thoughts on the subject :P

Edit: Forgot to mention that when you lose that 30 energy you don't just go to 0 then start regenerating, you start regenerating in a negative number, it just doesn't show it, so it will stay at 0 for up to like 8 seconds.
The Meth
The Meth
Desert Nomad
#2
Have at least 6 in communing and you can then keep it up forever. Combined with the insignia's that give armor while you hold items, you have a permanent +30 energy and +25 armor (85 total). I think that's how its meant to be used.
Stormlord Alex
Stormlord Alex
Grotto Attendant
#3
The problem with Mighty Was Vorizun is that it does nothing for you that weapon switching doesn't already do.

And unlike weapon switching, Mighty wastes a skill slot and stops you holding better ashes, like Kaolai.
Dr Strangelove
Dr Strangelove
Furnace Stoker
#4
Remember, better energy management is superior to higher max energy. Essence strike or even the crappy energetic was lee sa will do a better job at keeping your energy high.
Cosmic Error
Cosmic Error
Frost Gate Guardian
#5
Eh, It's an okay spell. I like to use it sometimes, you just need to make sure you keep it up constantly. The extra armor is nice, too.
spirit of defeat
spirit of defeat
Krytan Explorer
#6
lets asume you use it in a channeling build. then you have to invest in communing just for that. it's better to invest those points in Resto, and take kaolai, you get armour also, and be a better supporter. And as told before having a lot of EN is not that great.

Then the question is is it worth it when you're a spirit spammer?
No as a spammer your goal is to place as much spirits as possible don't waste a slot on this.
J
Jelly Doughnuts
Frost Gate Guardian
#7
I'm not asking for suggestions or anything, I don't use it, but I have, so I'm just saying.
Antithesis
Antithesis
Desert Nomad
#8
[skill=text]Offering of Spirit[/skill], problem solved. There are much better options for an ashes slot.
MasterSasori
MasterSasori
Desert Nomad
#9
Lee Sa and Songkai are better.
Draginvry
Draginvry
Lion's Arch Merchant
#10
Quote: Originally Posted by Stormlord Alex
The problem with Mighty Was Vorizun is that it does nothing for you that weapon switching doesn't already do.

And unlike weapon switching, Mighty wastes a skill slot and stops you holding better ashes, like Kaolai. I agree with everything Stormlord posted. It looks good on paper, oh I have a perma energy and armor bonus. But consider that the armor bonus isn't really necessary, and you don't really get much more energy than just using a staff. If Vorizun was the only item spell, certainly people would be using it on every rit build. But there are many, many better item spells out there. For example, Kaolai has a superior armor bonus and a usefull drop effect, and Tsungrai is much better as a defensive tool. And these are just the more general purpose item spells, not even considering the ones used in more specialized builds.

I might consider using Vorizun on a non-rit primary if I had spare points to put in communing. But I've never found a need to do so.
lorazcyk
lorazcyk
Krytan Explorer
#11
Quote: Originally Posted by Dr Strangelove
Remember, better energy management is superior to higher max energy. Essence strike or even the crappy energetic was lee sa will do a better job at keeping your energy high. :/ How is energetic was lee sa a bad item spell? For my resto build, I bring that w/ a -5energy sword, and a shield (offhand doesnt matter because I carry lee sa's ashes 95% of the time.

I can spam spells like crazy, my energy never drops below 15.
Dr Strangelove
Dr Strangelove
Furnace Stoker
#12
Quote: Originally Posted by lorazcyk
:/ How is energetic was lee sa a bad item spell? For my resto build, I bring that w/ a -5energy sword, and a shield (offhand doesnt matter because I carry lee sa's ashes 95% of the time.

I can spam spells like crazy, my energy never drops below 15. It's in a sub-par skill line, it doesn't allow you to properly take advantage of your weapon sets, and the energy gain is actually fairly low.

At 12 spawning, you gain 8 + 13/3 = 12.3 energy, at a cost of 10 energy, for a net gain of 2.3 energy every 20 second, or 0.115 energy/second

At 16 spawning, which I'm not sure why you'd want anyway, it gives a net of 6.3 energy every 20 seconds, or 0.315 energy/second.

By contrast, essence strike provides 2 energy every 8 seconds at 12 channeling, or 0.25 energy/second.

At 16, you gain 5 every 8, for 0.625 energy/second.

For fun, big poppa offering of spirit provides 0.67 e/s at 12, and 0.87 e/s at 16.
lorazcyk
lorazcyk
Krytan Explorer
#13
Quote: Originally Posted by Dr Strangelove It's in a sub-par skill line, it doesn't allow you to properly take advantage of your weapon sets, and the energy gain is actually fairly low.

At 12 spawning, you gain 8 + 13/3 = 12.3 energy, at a cost of 10 energy, for a net gain of 2.3 energy every 20 second, or 0.115 energy/second
(...) I use 11 spawning. (Edit: I use ONE spirit, so Im not using Spawning power solely for Lee Sa). You get roughly 1 energy per second, plus 8 energy when ashes are dropped (after 12 seconds), and I use serpents quickness for it, so I can keep Lee Sa up almost non stop. So I gain ~20 energy in 12s, in addition to my normal energy regen. Not bad. The 10 energy cost for LeeSa isnt too bad for me because I use a -5e weapon and no energy offhand. To me it doesnt matter really, because as I said, I can be the only healer on a 8 man party, and my energy never drops under 15.

Quote:
Originally Posted by Dr Strangelove
For fun, big poppa offering of spirit provides 0.67 e/s at 12, and 0.87 e/s at 16. Good to know, but Id like to use my elite slot for something more useful, such as Spirit Light weapon. If I'm really gonna have a bunch of spirits, id rather spend my elite slot on Tranquil was Tanasen (or I guess that mesmer mantra which does suck)
OAKjgZhM5OIHwf0UamOncjzkLA
Marverick
Marverick
Forge Runner
#14
Spirit Light Weapon is...... useful?
Dr Strangelove
Dr Strangelove
Furnace Stoker
#15
I apologize, my math on the above post was slightly off, as I forgot lee sa gives 2 pips, not one. At 12 spawning, you gain 0.33 energy/second, at 16 you gain 0.58 energy/second.

I just found this open after a few hours, so I'm posting it.
Cebe
Cebe
The 5th Celestial Boss
#16
Quote: Originally Posted by MasterSasori
Lee Sa and Songkai are better. Except they force you to put points into Spawning Power. Those points have to come from somewhere...and in any typical Rit Hybrid build it's either Channeling or Restoration.

In my view, Kaolai is better than Vorizun. Vorizun is in a less useful attribute line, and has been said before, stops you from holding more useful items. Kaolai also gives you more armor, as well as a party support ability.

Mostly, the problem with Vorizun is it's effect is out-done by most other item spells.
Lhim
Lhim
Krytan Explorer
#17
As a Ritualist you don't need the mini Energy Storage which Mighty Was Vorizun provides. Ritualists have good e-management, so there are better alternatives as pointed out before when it comes to energy. And if you're keen on the armor bonus, you AND your team are better of when you use Kaolai.
Hugh Manatee
Hugh Manatee
Jungle Guide
#18
The 'trick' to Mighty was Vorizun is to be using a set of weapons with the +15-1 inscriptions, like the spirit eater, Churham's wand ect.

This way, you get extra armor from the item, a little more energy then a staff or wand/offhand would give, the natural 4 pip regen, and when you drop it your energy goes up, you can cast it immediately, and start generating at 4 pips with armor. Only real problem is you lose the 'casting' benefits of wands or staves and the extra health of a sword/spear and shield. The health isn't as big a deal if you have either hearalds or survivor insignias, maybe a couple vitaes. And the casting benefits don't affect binding rituals.

Basically the thing is to give you extra protection and energy while setting up communing spirits I think. Take this and armor of unfealing, some sort of anti interrupt and you can set spirits up just about anywhere without worrying much about getting the crap beat out of you. I've always planned on trying a soul twist build set up like that, spamming shelter or union with a cheapo like pain to start the chain, but never got around to it.