Rit Spirit Question

DrGamer

DrGamer

Ascalonian Squire

Join Date: Feb 2006

W/N

I guess this question didn't post cause I can't see it either...
Let's try again
I made my 1st Ritualist when I bought 2 new slots in the store Friday nite and I have a question:
If you are a ranger you have a pet that follows or attacks for you...same with a Necro and his/her Minions.
My question is...since the Spirts a Ritualist conjures are stationary, what is the advantage of them since you are pretty much continually moving in a quest, mission, or exploring??? Do you just have to recast them? I would think that would not be energy efficient.
Any comments appreciated!
Thanks!

Hidden in the Mist

Hidden in the Mist

Banned

Join Date: May 2006

Ritual Lord or Draw Spirit.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Hidden in the Mist's advice (Ritual Lord & Draw Spirit), Soul Twisting, Boon of Creation are your other possibilities

samcobra

samcobra

Krytan Explorer

Join Date: Jan 2006

USA

Mo/Me

Boon of Creation does nothing to move a spirit. But yes, you do have to recast them or draw them for the spirits to move with you. They are similar to ranger nature rituals, not necromancer minions.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

You normally stop moving to fight your enemies, which is when you'd want to cast spirits anyways.

Under this logic, ranger traps would be useless as well.

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Quote:
Originally Posted by samcobra
Boon of Creation does nothing to move a spirit. But yes, you do have to recast them or draw them for the spirits to move with you. They are similar to ranger nature rituals, not necromancer minions. That is correct. Boon of Creation is there to give you back some energy that is used to create the original spirit. With this spell you are not simply waisting energy in creating a new spirit (where ever you go), you are at least getting some back, with a little healing as well.

Cherno

Forge Runner

Join Date: Jan 2006

Stars of Destiny

E/

Quote:
Originally Posted by Jetdoc
You normally stop moving to fight your enemies, which is when you'd want to cast spirits anyways.

Under this logic, ranger traps would be useless as well. Except that most of the time small groups die fairly quickly, and when done your spirts are still recharging. By the time you actually get a good number of spirits up, the fight is nearly over, or the earlier spirits are already dead.

Rit lord is a long way away before it can be capped. Draw spirit among others are a bit of a pain in the butt to use, especially if you want to move multiple spirits due to poor interface and need to target.

Boon helps you not have to wait on energy to recast assuming you have the skill recharged.

Yobz

Frost Gate Guardian

Join Date: Feb 2006

N/Me

Yes spirits remain stationary. You will have to recast them or use draw spirit for better positioning. They may also die during combat and need recasting.

The thing about spirits is mainly not their energy cost but the recharge time. With 60 second recharge time there is ample time to build energy back up.
Now you aren't going to be able to recast those spirits for better positioning with a recharge time that long.

If you get around the recast problem then you can worry about energy management. Boon of creation is like the opposite of soul reaping, you get the energy everytime you create something (ie every spirit cast).

You can cap Weapon of Quickening at Vizunah Sqaure mission. If you cast this on yourself it will at least help speed up the recharge of your spirits a bit. You can also cast it on other players.

The other option it to make your secondary class a ranger. Use Oath shot or use Serpents Quickness to lower recharge times.

Ritual Lord can be captured in the Eternal Grove explorable area for the ultimate in spirit spamming.

Carth`

Carth`

Desert Nomad

Join Date: Apr 2006

In my experience the spirits last less than a whole battle (the ones that take damage when they do something anyway). A spirit being stationary isn't a problem at all.

samcobra

samcobra

Krytan Explorer

Join Date: Jan 2006

USA

Mo/Me

Try going with offensive communing if you want your spirits to last longer. Several offensive spirits have long durations with regard to their recharges.
And without ritual lord, DO NOT BRING DISPLACEMENT. it will be useless without rit lord. Union, although not as useless, will also die soon without rit lord.

or, you could always copy the henchie's build (professor gai) and go with attuned was songkai.

Termil

Ascalonian Squire

Join Date: Aug 2005

Protectors Of Peace (PoP)

N/

I'm new to the Ritualist (just getting her off of newb isle) but not to GW. I play alot of AB with my necro/mesmer/ele/ranger and have noticed one aggravating "problem" with Rits on the other side. They plant spirits near shrines and then leave them unattended to kill me on their own, backed up by the normal shrine guards, when I try to cap. I mean, an advantage to a non-moving army? ( grumbles while waitng to res "I need to get my Rit in here")

Silver_Fang

Lion's Arch Merchant

Join Date: Aug 2006

Manchester UK

Rt/

Quote:
Originally Posted by Termil
I'm new to the Ritualist (just getting her off of newb isle) but not to GW. I play alot of AB with my necro/mesmer/ele/ranger and have noticed one aggravating "problem" with Rits on the other side. They plant spirits near shrines and then leave them unattended to kill me on their own, backed up by the normal shrine guards, when I try to cap. I mean, an advantage to a non-moving army? ( grumbles while waitng to res "I need to get my Rit in here") there are only few damaging spirit that stay around 2 min, the other mostly die after 30sec. Im not suprise that the spirit can kill you, you can solo some boss with Offensive spirit build, well, solo boss require continue summon those offensive spirit.