FINALLY!!! the Ritual Lord has come BACK to guild wars! Nightfall build!!!
Bellucci
Profession:
Rt/?
Attributes:
14 Commune
12 Resotore
14 Spawn
Staff:
Any +60HP Staff (preferable the Ritual Lord staff, for the benefits to Boon of Creation recharge times)
Skills:
1 - Boon of Creation
2 - Mighty Was Vorizun
3 - Essence [Nightfall skill]
4 - Reccuperation
5 - Union
6 - Shelter
7 - Ritual Lord [Elite]
8 - Res
Ok, i know you all are skeptical, for one, because of the Restoration having a 12, and the fact that there are two 25 energy Rituals in this build, your wondering there is no possible way that you can spam. But think again.
Mighty Was Vorizun - Item Spell. Hold Vorizun's ashes for up to 15...51 seconds. While you hold his ashes, you gain +15 armor, and +20 maximum Energy.
At 14 Commune, the Item spell will last for 57 seconds
Essence - Create a level 1...8 Spirit. All allies within its range holding an item gain 15...39 maximum health and 10 maximum Energy.
Ok, it may seem self explanitory at this point, but please let me explain the logic first. Displacement is a useful ritual, however it comes nowhere near as useful as Reccuperation, Shelter, and Union. At 12 Restore, Reccuperation lasts for a generous 39 seconds and gives you the maximum +3 regen to all party members. This is a huge plus. Especially since this spirit doesnt need to be spammed (however, with this build, i assure that all these rits will be spammable, even in a very lengthy battle).
So, your party will get a constant +3 regen with major defense buffs. Keep in mind, while your HP will be a little low, there is no reason why you should EVER encounter any enemy in your aggro bubble. Another bi-product of this is that your now 1 less person the monk will have to worry about. But Essence will boost your HP anyway by 43.
First you start by casting boon of creation, then Mighty Was Vorizun. Then you cast Essence, while its being casted, cast Ritual Lord... You will now have a bonus of 30 Energy, net gain will be +20 (no staff), plus you gain energy just by casting Essence in itself, as it only costs 5 energy to begin with. What you will notice, that with +20 energy, you can spam Shelter, Union, and Reccuperation... I know you all are skeptical, is +20 max energy enough to spam Rituals, 2 of which are 25 energy each? Oh yes it is, i've done serious stress simulation tests on this, with precise energy calculations under the assumption that i really did have essence at my disposal by substituting Pain. Dont worry, everything was accounted for, this build WILL work... for those running a 5 Spirit build under the pre-nerf, often consisting of Shelter, Union, Displacement, Life, and Reccuperation, keep in mind that the spamming will be easier as there are also 2 less spirits to drain your energy away... while this build is less effective as the pre-nerf build, i promise you, this Rit Lord will be a HUGE addition to any nightfall party. a constant +3 regen to all party members (NPC's and Minions included) plus the heavy defense bonuses from shelter and union.
For those of you who doubt this build for the obvious energy costs of shelter and reccuperation, well, give it a shot when Nightfall drops. You wont have any issues, even during the lengthy battles where you catch yourself having to recast Boon and Rit Lord along with all those costly spirits. It will also be a good idea to needlessly spam Essence, for the small energy gain you get just from casting it (with boon of creation, you actually would be gaining energy).
Rt/?
Attributes:
14 Commune
12 Resotore
14 Spawn
Staff:
Any +60HP Staff (preferable the Ritual Lord staff, for the benefits to Boon of Creation recharge times)
Skills:
1 - Boon of Creation
2 - Mighty Was Vorizun
3 - Essence [Nightfall skill]
4 - Reccuperation
5 - Union
6 - Shelter
7 - Ritual Lord [Elite]
8 - Res
Ok, i know you all are skeptical, for one, because of the Restoration having a 12, and the fact that there are two 25 energy Rituals in this build, your wondering there is no possible way that you can spam. But think again.
Mighty Was Vorizun - Item Spell. Hold Vorizun's ashes for up to 15...51 seconds. While you hold his ashes, you gain +15 armor, and +20 maximum Energy.
At 14 Commune, the Item spell will last for 57 seconds
Essence - Create a level 1...8 Spirit. All allies within its range holding an item gain 15...39 maximum health and 10 maximum Energy.
Ok, it may seem self explanitory at this point, but please let me explain the logic first. Displacement is a useful ritual, however it comes nowhere near as useful as Reccuperation, Shelter, and Union. At 12 Restore, Reccuperation lasts for a generous 39 seconds and gives you the maximum +3 regen to all party members. This is a huge plus. Especially since this spirit doesnt need to be spammed (however, with this build, i assure that all these rits will be spammable, even in a very lengthy battle).
So, your party will get a constant +3 regen with major defense buffs. Keep in mind, while your HP will be a little low, there is no reason why you should EVER encounter any enemy in your aggro bubble. Another bi-product of this is that your now 1 less person the monk will have to worry about. But Essence will boost your HP anyway by 43.
First you start by casting boon of creation, then Mighty Was Vorizun. Then you cast Essence, while its being casted, cast Ritual Lord... You will now have a bonus of 30 Energy, net gain will be +20 (no staff), plus you gain energy just by casting Essence in itself, as it only costs 5 energy to begin with. What you will notice, that with +20 energy, you can spam Shelter, Union, and Reccuperation... I know you all are skeptical, is +20 max energy enough to spam Rituals, 2 of which are 25 energy each? Oh yes it is, i've done serious stress simulation tests on this, with precise energy calculations under the assumption that i really did have essence at my disposal by substituting Pain. Dont worry, everything was accounted for, this build WILL work... for those running a 5 Spirit build under the pre-nerf, often consisting of Shelter, Union, Displacement, Life, and Reccuperation, keep in mind that the spamming will be easier as there are also 2 less spirits to drain your energy away... while this build is less effective as the pre-nerf build, i promise you, this Rit Lord will be a HUGE addition to any nightfall party. a constant +3 regen to all party members (NPC's and Minions included) plus the heavy defense bonuses from shelter and union.
For those of you who doubt this build for the obvious energy costs of shelter and reccuperation, well, give it a shot when Nightfall drops. You wont have any issues, even during the lengthy battles where you catch yourself having to recast Boon and Rit Lord along with all those costly spirits. It will also be a good idea to needlessly spam Essence, for the small energy gain you get just from casting it (with boon of creation, you actually would be gaining energy).
ReVel4tion
i wonder though, how many runes are u using? and of what kind
Bellucci
2 superiors (commune and spawn) 1 major restore... you need 12 restore to get the 3rd pip in reccuperation... at that point, your a defensive rit lord with the recupperation capabilities of a full restoration ritualist!! works wonders man.... and since reccuperation doesnt take damage, you dont need to worry about spamming it as much... but even then, energy wont be much of an issue
Arkantos
2 sups + 1 major = Please, keep this away from PvP. Even the RA noobs will laugh at this.
arcanemacabre
That is a huge chunk of health missing. Would the armor be +health or +energy? Which did you factor in with your energy calculations?
BTW: This is Campfire (PvE builds), right? Why would you even consider this for PvP?
BTW: This is Campfire (PvE builds), right? Why would you even consider this for PvP?
Arkantos
Quote:
Originally Posted by arcanemacabre
BTW: This is Campfire (PvE builds), right? Why would you even consider this for PvP?
Because not everybody knows not to use these builds in PvP. Even in PvE, missing 185 health is a no no.
Bellucci
oops... this is a pvp forum?
this build was meant for PVE... and no... this build is not a nono.. i was using this build forever, even before the nerf.... but even then consider this.... you will get an HP boost from essence and then an armor boost from the item spell... with that said, you will go through an entire mission without encountering an enemy.... you will stay back and spirit spam... also, at lower HP, Shelter becomes far more beneficial...
trust me guys, i was using this build for a long time before the nerf, except instead of the item spell and essence, i was using LIFE and DISPLACEMENT... to be honest, you dont need any HP for this build.... the party will be more than greatful for you keeping all 3 of these buffs up
this build was meant for PVE... and no... this build is not a nono.. i was using this build forever, even before the nerf.... but even then consider this.... you will get an HP boost from essence and then an armor boost from the item spell... with that said, you will go through an entire mission without encountering an enemy.... you will stay back and spirit spam... also, at lower HP, Shelter becomes far more beneficial...
trust me guys, i was using this build for a long time before the nerf, except instead of the item spell and essence, i was using LIFE and DISPLACEMENT... to be honest, you dont need any HP for this build.... the party will be more than greatful for you keeping all 3 of these buffs up
Jetdoc
Quote:
Originally Posted by Bellucci
You will now have a bonus of 30 Energy, net gain will be +20 (no staff).
The bonus is only +13 energy over a +5 energy sword/+12 energy focus combo. Even the staff you mention, if it has an insightful staff head, is only a +15 energy difference.
JoeKnowMo
With Halcyon armor (the + energy one), Vorizun, and Essence you'll have 67e. From my limited testing (while accounting for not having all those sup runes and Essence) it seems that it may actually be enough to keep those spirits up for a long time since Recup doesn't need to be cast that often.
Now for the math, which we all love. I'll caculate energy cost of spirits as their actual cost minus the gain from Boon.
Re-cast Shelter every 27s = 19e
Union every 27s = 9e
Ritual Lord every 30s = 10e
Recup every 39s = 19e
Boon every 57s = 10e
Essence (let's assume every 60s) = +1e
Energy pool started with = 67e
E-regen per min = 80e
If you want to keep spamming, you need to keep energy expenditure per min around 95e, which will allow you to spam for about 4 mins straight (impressive!).
Total e-cost over 5 mins (if you spam):
209 + 99 + 100 + 133 + 50 = 591
Minus energy gain, starting energy pool and e-regen:
591 - 5 - 67 - 400 = 119 (This is the extra energy being spent that you don't have)
Energy spent per min:
591/5 = 118 e
Energy available to you over 2 mins = 227e
Energy spent per 2 mins is you spend 118e per min = 236e
2 mins is a pretty long pve fight. It's also unlikely you'll need to spam spirits like crazy. So this should work quite well.
Ooops, I forgot to add 5e per min for Vorizun... But I think you get the general feasibility of this build from the above.
Now for the math, which we all love. I'll caculate energy cost of spirits as their actual cost minus the gain from Boon.
Re-cast Shelter every 27s = 19e
Union every 27s = 9e
Ritual Lord every 30s = 10e
Recup every 39s = 19e
Boon every 57s = 10e
Essence (let's assume every 60s) = +1e
Energy pool started with = 67e
E-regen per min = 80e
If you want to keep spamming, you need to keep energy expenditure per min around 95e, which will allow you to spam for about 4 mins straight (impressive!).
Total e-cost over 5 mins (if you spam):
209 + 99 + 100 + 133 + 50 = 591
Minus energy gain, starting energy pool and e-regen:
591 - 5 - 67 - 400 = 119 (This is the extra energy being spent that you don't have)
Energy spent per min:
591/5 = 118 e
Energy available to you over 2 mins = 227e
Energy spent per 2 mins is you spend 118e per min = 236e
2 mins is a pretty long pve fight. It's also unlikely you'll need to spam spirits like crazy. So this should work quite well.
Ooops, I forgot to add 5e per min for Vorizun... But I think you get the general feasibility of this build from the above.
Jetdoc
Excellent analysis Joe!
Given that, it sounds like this truly can be the build that reinstates Recuperation (one of the more valuable skills, IMO) into the Ritual Lord build.
I still am a bit leery of the dual superior/major rune concept (even in PvE), but there are 105 HP BiP necros that seem to do well, even in Urgoz's Warren.
Definitely not for the faint-hearted in PvP, however, as one warrior would likely take down this Ritual Lord in less than 5 seconds.
You can also factor in a 20% enchanting mod into the above calculations for the initial cast of Boon, as you will still have the weapon effect until you get up your first Mighty.
Given that, it sounds like this truly can be the build that reinstates Recuperation (one of the more valuable skills, IMO) into the Ritual Lord build.
I still am a bit leery of the dual superior/major rune concept (even in PvE), but there are 105 HP BiP necros that seem to do well, even in Urgoz's Warren.
Definitely not for the faint-hearted in PvP, however, as one warrior would likely take down this Ritual Lord in less than 5 seconds.
You can also factor in a 20% enchanting mod into the above calculations for the initial cast of Boon, as you will still have the weapon effect until you get up your first Mighty.
Bellucci
trust me it works.... i used to take the old ritual lord through every mission for fun... everyone wondered how my commune and spawn ritual skills could be so effective while having a reccuperation with 3 regen... i used to have a few random people add me for friends so i can help them ever.... i did the ring of fire missions repeatedly with this build, thunderhead, all the hard ones you name it... the HP will never be an issue in PVE... you will never encounter the enemy... and incase you have those tough RES situations, you should have rebirth... in all honesty, your better disputing my build with concerns over energy as opposed to health... im telling you, health wont be an issue.... but to the guy that said a tank will take us down quick, well... not that quick.... remember, lower HP = better shelter protections... and then there is union... and with lower HP, and factoring the defense rits, that actually adds more value to the regen of reccuperation... those 3 pips would be like the equivelant of like 6 under normal conditions
edit: i agree though that this is a doomed build in PvP... i never had any intentions of this being a pvp build... i felt that the ritualist was hit hard in PvE... in my opinion, better to go ELE if you want to channel; in my opinion, better to go monk if you want to heal; in my opinion, artillery is useless in PVE :/
but now we can buff our whole god damn party like we used to... we just sacrificed displacement, which is not too big a sacrifice, considering it died before you could even select the next ritual skill to cast :/
edit: i agree though that this is a doomed build in PvP... i never had any intentions of this being a pvp build... i felt that the ritualist was hit hard in PvE... in my opinion, better to go ELE if you want to channel; in my opinion, better to go monk if you want to heal; in my opinion, artillery is useless in PVE :/
but now we can buff our whole god damn party like we used to... we just sacrificed displacement, which is not too big a sacrifice, considering it died before you could even select the next ritual skill to cast :/
Bellucci
"You can also factor in a 20% enchanting mod into the above calculations for the initial cast of Boon, as you will still have the weapon effect until you get up your first Mighty."
wow extremely good call... never thought of that
wow extremely good call... never thought of that
Minus Sign
Rit lord is still viable in PvE. Rt/R with Energizing Wind lets you drop some surprising stuff on the table for your team and you don't have to put much into BM to make it effective. It also gives you the ability to use Serphant's Quickness for some downright nasty spirit spaming when you need it. Keep in mind, displacment keeps dropping like a stone because its preventing attacks. So...60% from Rit Lord and 33% from SQ will let you keep reapplying that skill so often you'll wonder why Rit Lord hasn't been nerfed...again...
The nice thing about the old Rit Lord wasn't the size of its energy pool but its ability to manage energy over time. I won't disagree with Joe's analysis but I worry about prot over time. Recup will be up for its duration, but Union and Shelter--naked without Displacment--will probably fall quickly. So since you can fit (and effectivly spam) Displacment now, why not do it?
Dual superiors is a bit overkill for a solid Rit Lord since most of the spirits you are spamming should be back up near the time they die or slightly before. Commune doesn't need to be that high to achieve this; its more about recycle than uptime. Try it with just 1 Srune in Spawning. It won't limit you to areas where you can stay well out of the fight. You can't do that in some places (like Gayla).
Suggested PvE Rit Lord
Rit Lord{E}
Boon of Creation
Displacment
Union
Shelter
Energizing Wind
Serphent's Quickness
Restoration/other Rez
9+1 Commune=10
11+4 (hat) spawn=15
8 Wilderness
8 Beast Mastery
1 remaining.
Atts are variable (you don't need that much in BM, closer to 4 or so actually) but the build is still surprisingly sturdy over the long haul and energy managment is extremly solid. Though I've moved away from Rit Lord, I hope this gives you some ideas.
EDIT: removed disinformation.
The nice thing about the old Rit Lord wasn't the size of its energy pool but its ability to manage energy over time. I won't disagree with Joe's analysis but I worry about prot over time. Recup will be up for its duration, but Union and Shelter--naked without Displacment--will probably fall quickly. So since you can fit (and effectivly spam) Displacment now, why not do it?
Dual superiors is a bit overkill for a solid Rit Lord since most of the spirits you are spamming should be back up near the time they die or slightly before. Commune doesn't need to be that high to achieve this; its more about recycle than uptime. Try it with just 1 Srune in Spawning. It won't limit you to areas where you can stay well out of the fight. You can't do that in some places (like Gayla).
Suggested PvE Rit Lord
Rit Lord{E}
Boon of Creation
Displacment
Union
Shelter
Energizing Wind
Serphent's Quickness
Restoration/other Rez
9+1 Commune=10
11+4 (hat) spawn=15
8 Wilderness
8 Beast Mastery
1 remaining.
Atts are variable (you don't need that much in BM, closer to 4 or so actually) but the build is still surprisingly sturdy over the long haul and energy managment is extremly solid. Though I've moved away from Rit Lord, I hope this gives you some ideas.
EDIT: removed disinformation.
arcanemacabre
Quote:
Originally Posted by Minus Sign
I agree that there is still just too many -health runes in your build, Bellucci. Although, thanks to JoeKnowMo, I can see where it might be viable. I'll try this out.
Quote:
Originally Posted by Minus Sign
Rit lord is still viable in PvE. Rt/R with Energizing Wind lets you drop some surprising stuff on the table for your team and you don't have to put much into BM to make it effective. It also gives you the ability to use Serphant's Quickness for some downright nasty spirit spaming when you need it. Keep in mind, displacment keeps dropping like a stone because its preventing attacks. So...60% from Rit Lord and 33% from SQ will let you keep reapplying that skill so often you'll wonder why Rit Lord hasn't been nerfed...again...
The nice thing about the old Rit Lord wasn't the size of its energy pool but its ability to manage energy over time. I won't disagree with Joe's analysis but I worry about prot over time. Recup will be up for its duration, but Union and Shelter--naked without Displacment--will probably fall quickly. So since you can fit (and effectivly spam) Displacment now, why not do it? You make some good points, here. I was running a Rt/R spirit spammer for a while before I capped Rit Lord, thanks to Serpent's Quickness, and it worked decently. The two combined along with Displacement could be pretty nice. Minus Sign
Quote:
Originally Posted by arcanemacabre
unmatchedfury
I dunno why you guys think its all so complex. I even see someof you useing serpents quickness, pretty rediculious. All you need to do is add in a certian signet that adds +7 regen to all summoned creatures. The 30 destruction mark for the spirits matters little, as you'll be able to put the spirits up again in 20 seconds. its kina funny all the complexity you guys are going to, expecially when the answer is simple.
Bellucci
Quote:
Originally Posted by unmatchedfury
I dunno why you guys think its all so complex. I even see someof you useing serpents quickness, pretty rediculious. All you need to do is add in a certian signet that adds +7 regen to all summoned creatures. The 30 destruction mark for the spirits matters little, as you'll be able to put the spirits up again in 20 seconds. its kina funny all the complexity you guys are going to, expecially when the answer is simple.
exactly, so why i didnt understand the Rt/R build... might as well save the slots for something useful...
with that said, i been using this build (different skill set before the nerf, but the same attribute point set up with all those runes) and i never had an issue... is anyone acknowledging that you wont encounter any enemies? and even if you did, you wont be easy to kill... like i said, shelter is far more protective to lower HP characters... i never had an issue with any single mission.... the only 1 mission i can think of is the hatchery mission on luxon side.... but i've done that mission with my rit pre-nerf, with 2 superior runes and 1 major rune.... nobody died, and i was inside the turtle sqaud the whole time... we didnt use the "glitch" method arcanemacabre
Quote:
Originally Posted by unmatchedfury
I dunno why you guys think its all so complex. I even see someof you useing serpents quickness, pretty rediculious. All you need to do is add in a certian signet that adds +7 regen to all summoned creatures. The 30 destruction mark for the spirits matters little, as you'll be able to put the spirits up again in 20 seconds. its kina funny all the complexity you guys are going to, expecially when the answer is simple.
Not feasible if you have an MM on the team. And get this: Recuperation works amazingly well with minions.
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