I think the Ritualist is almost dead.....

Alleji

Alleji

Forge Runner

Join Date: Jan 2006

Quote:
Originally Posted by Terra Xin
The only air elementalist that I've lost to was probrably one who used Lightning Shock - and that one only got the better of me because I couldn't even stand up to retaliate. Then again, I just had to sneak in a couple of castings of Mend Body and Soul, and I'd be fine. Other than that.... nope, can't think of a single 1 on 1 match that ive lost to an elementalist. Because 1v1 matches are obviously the best indication of how good a certain bar is?

I can use an ele with afterburners for 140 energy and just keep spamming gale/lightning strike/mind shock and you simply won't do anything the entire fight. Doesn't mean that this ele build is actually useful anywhere.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Quote:
Originally Posted by frojack
I don't know what's happening but it seems Rit's are everywhere I look now . In HA they swarm the place. I even saw a match between Necro Raiders [NR] and Mundane Fabulous Guards [MfG] where there were multiple rit's on both sides.

NR was running 4 (yes 4!) rit's. They were using Glaive, giving it to their Frenzied axe warrior to spike. Very interesting to watch. MfG played an interesting game with Weapon of Remedy. A good one if you ask me. Anyways it seems Rit's aren't as dead as people seem to think.

Make sure you check out the match. I haven't had much time to watch matches, but I think I should now. Azure and another person said that when the ladder was frozen there seemed to be rits in all kinds of places.

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

The fact that your dog could play a SR ele doesn't take away from the fact that the rit would still lose.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

I can't help but feel when anyone says 1 profession 1on1 will beat another that they don't know all the skills for each profession!
Seriously, Anet makes skills for every profession to make builds to go against the other professions.

Kais Unduli

Kais Unduli

Wilds Pathfinder

Join Date: Sep 2005

Room V

Quote:
Originally Posted by Carth`
1 melee 1 ranged One and the same in my eyes, but to the purists yes, Paragons are ranged. With 80 armor.


And all this 1 on 1 talk is nonsense. Beating a few people in a scrimmage does not mean one profession is better than the other. Give it a rest, please.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Fine. But theres no justification to say that the elementalist is better than a rit. None. Prove me wrong anyway you like.

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

This is getting old but...

There is a way to justify saying an Ele is 'better' at spell-spiking than a Rit. How? They are less conditional, can front-load damage far better (energy), and have a much easier time of achieving knockdown. They can also use armour and speed buffs to make themselves more durable and effective at killing.

Rit's can out-damage Elementalists, by a minute margin (Searing Flames aside) while in the proximity of a spirit (in fact one Mend Body would remove the burning of SF anyways). However when not, the opposite is true. While creating a spirit, the Rit could be half-dead already by the end. Even after creation, the spirit is comically easy to destroy. Then what? Back to square one again. Elementalists are just better at kill with spells than Ritualists. In the most basic of terms, simply because they find it easier. All of which is irrelevant simply because it's a 'team-game'.

If you can quantify all the variables and possibilities of a match between say 4 Ritualists and 4 Elementalists you'd probably find that it would all come down to each team's overall build and how easy it would be for it to go either way. That's just with 4...

Goldleader

Frost Gate Guardian

Join Date: Jun 2006

Mo/Me

I beat NF with my ritualist, and overall I am very disappointed with the new skills we rits picked up with NF.

I'm a resto rit, and the restoration line of skills were practically ignored with the NF. I don't like a single skill (including elites) in NF. Weapon of Remedy is nothing more than vengeful weapon + the removal of 1 condition. Talk about weak for an elite. In addition, resotration only picked up 3 regular skills with NightFall. Where's the love A-Net?

Channeling did a couple of interesting additions. Gaze of Fury is one of them...but it seems like the skill belongs under Communing, not channeling.

Communing picked up anguish which is fun for certain situations, but not a whole lot else.

Pain, Vengeful Weapon, Recuperation, Mend Body and Soul, Preservation and Painful Bond are all great skills that make the rit work. It's just too bad none of the NightFall skills made my list of "terrific skills." Perhaps when A-Net makes a rebalance in a few months, we rits will see some of these NightFall skills become amazing.

Saphon the Patient

Ascalonian Squire

Join Date: Jul 2006

Me/

Personally, I quite like certain of the new Elites and have been trying to find builds to make good use of them. Particularly Xinrae's Weapon and Caretaker's Charge. I do however agree that the ritualist has seen a relatively poor set of skills to add to its collection by comparison to other classes.

Dahnel

Dahnel

Wilds Pathfinder

Join Date: Oct 2005

Rt/Me

After much testing i'v come to the conclusion about the Nightfall Ritualist skills. We got screwed. Big Time.

The other classes got Metagame changing stuff when it comes to pvp and some extreamly nice things for pve, it seems Anet kind took a look at the Ritualist when they had about 5 mins left until release and said "Eh...throw a couple of those underpowered skill ideas in there, and lets call it a day".

After play testing, the skills i can bear are:

Wielders Zeal
Wielders Remedy
Ghostmirror light (even though its nothing amazing)

Xinraes is *OK* in HA (usually run it in my Rit spike build for altar situations), As is warmongers Weapon (great for interupting Claim Resource)

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Quote:
Originally Posted by Dahnel
After much testing i'v come to the conclusion about the Nightfall Ritualist skills. We got screwed. Big Time.

The other classes got Metagame changing stuff when it comes to pvp and some extreamly nice things for pve, it seems Anet kind took a look at the Ritualist when they had about 5 mins left until release and said "Eh...throw a couple of those underpowered skill ideas in there, and lets call it a day".

After play testing, the skills i can bear are:

Wielders Zeal
Wielders Remedy
Ghostmirror light (even though its nothing amazing)

Xinraes is *OK* in HA (usually run it in my Rit spike build for altar situations), As is warmongers Weapon (great for interupting Claim Resource) I wouldn't consider Wielder's Zeal an excellent spell for the ritualist.

Weapon of Remedy
Weapon of Fury
Spirit's Strength

Those three I would say are very useful for the rit.

Riceboi

Riceboi

Wilds Pathfinder

Join Date: May 2005

RITUALIST POWER!! WE WILL NEVER DIE!!

YOU WILL WORSHIP US!!

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by frojack
There is a way to justify saying an Ele is 'better' at spell-spiking than a Rit. How? They are less conditional, can front-load damage far better (energy), and have a much easier time of achieving knockdown. Nothing says frontloaded like having 6 spirits set up when someone arrives.

I get what you are saying, but rits excel at things eles simply can't do, and vice versa.

As for the NF skills for rits, not that many great ones, true, but I have a longer list than that;

Weapon of Remedy (Vengeful by itself = ok, with this you can spam reversals and deal with conditions)
Renewing Memories (cheap weapon spells on a non-elite? Awesome. 3 energy for 5 cost skills is a bargain, 7 energy for a 10 cost is almost what the elite Wielder's Zeal gets)
Wielder's Strike (great damage, iffy recharge, but honestly, doing 126 damage with a 1 second casting time is nice for 5 energy)
Wielder's Remedy (paired with renewing memories and weapon of remedy/vengeful weapon you are able to remove conditions at a rate of about 1 per second with healing that reverses damage at 3 energy a cast... it's pretty powerful.)
Warmonger's weapon - interrupts on non-attackers are so much better than the wailing weapon.

A few others make for interesting niche builds and such, or as splash skills, but those are the principals.

Among the crappiest? Vocal Was Sogolon. Wow, a cross class skill, handy if you are a /W or a /P. Except that the vast majority of paragon skills don't beneift much, since they trigger on the next time someone does something, and if they haven't used a skill in 10 seconds the extension probably isn't going to help - so it's most useful for Shields Up or other shouts, which hardly makes sense - no warrior is going to wander around with ashes instead of a weapon, and few ritualists are going to invest that highly in tactics for a shout or two - especially since to benefit from the skill you give up your shield (and if I have tactics, I want a shield typically!) and the ability to gain adrenaline (bye any adrenaline based shouts with this handy little skill. What a piece of crap).

frojack

frojack

Wilds Pathfinder

Join Date: Nov 2005

London, UK

Rite Of Passage [RP]

E/Mo

Quote:
Originally Posted by Terra Xin
I wouldn't consider Wielder's Zeal an excellent spell for the ritualist.

Weapon of Remedy
Weapon of Fury
Spirit's Strength

Those three I would say are very useful for the rit. QFT (although I still feel Weapon of Fury is junk for full-time Ritualists)...


@Epinephrine:
I hear ya' about spirits. Come on, you must have read my posts about offensive spirits. I get it very well indeed. What I was referring to was 'killing with spells' not just killing in general.
I've been playing with Rt/P and have found some really great builds (I'll post em up later...). The thing that makes Vocal even more annoying is that increasing the length of some shouts and chants isn't always desired (can gimp Echo's), but more than that; How the hell do I build adrenaline while holding something? Getting hit? Great idea that is...

Edit: Glaive was also a good elite addition I think. Caretaker's could use some work, etc...

Patccmoi

Patccmoi

Wilds Pathfinder

Join Date: Mar 2006

Quebec

Pretty much stopped

Rt/

Caretaker's is an elite that i considered garbage at first glance (sort of a jack of all trade master of none skill) but it ends up being one of the skills i use the most on Rts now and i think it's an awesome addition.

The thing with this is that Channeling and Restoration Rt spells are REALLY energy efficient as a whole. Most are 5E for great effects, with things like Soothing Memories also giving you back energy, and channeling nukes doing over 100 damage costing only 5E, etc. Caretaker's Charge is weak emanagement if you want to run something like Heal Party or 25E spirits. If you compare it to something like EProdigy you're gonna think 'omg, that's aweful'. But in the end, Caretaker's provide just enough energy to use your Rt spells at will. And it's additional damage, which is nice for an emanagement. AND self-healing.

The stats on this skill makes it seem really worse than it is. I thought it was garbage till i played with it. Now, whenever i make a pure Channeling or Channeling/Resto build i'm seriously considering it for elite, because it's gonna allow me to spam. And the main advantage over something like Attuned was Songkai is that it's in Channeling, not Spawning. You can go 12 Channeling-12 Resto (and runes) and just ignore Spawning altogether if you're not using anything else.

We use a Caretaker's Charge flag runner in GvG and it's really good against ganks.

I actually think Rt got quite a bit of good skills in NF. My list:

Warmonger's Weapon (why aren't more people mentioning that? Not that useful on yourself, but throw that on a warrior or assassin and he's gonna make casters feel dazed).
Caretaker's Charge
Weapon of Fury
Spirit's Strength
Sight beyond Sight (that's awesome for Spirit Strength war and actually one of the few Rt skills you see used by /Rt, since even for a warrior it can be kept up 50% of the time with 0 investment)
Weapon of Remedy (This is basically a Vamp Touch for 5E that removes a condition. It's just great)
Renewing Memories (perfect combination with Weapon of Remedy/Vengeful)
Wielder's Remedy (perfect combination again with WoR/Vengeful, but useful with just Vengeful too and works great even with just ~5 spawning)
Anguish (little high on the energy cost, but another 3s cast spirit that can do pretty good damage is nice. Not saying it's awesome, but i use it often)
Gaze of Fury (that's one i use all the time. You can even use it to destroy a spirit out of range by casting it on an enemy that is in cast range of a spirit, allowing you to take down ranger rituals without overextending at all)

List of skills i consider -ok-

Xinrae's Weapon (mostly in PvE. Has potential in PvP, but kinda niche skill if you know what to expect)
Ghostmirror light (I'm not really a fan of those 'you heal other ally, if X you heal yourself too' skills. But another 3s recharge is pretty nice for Resto Rt)
Destructive was Glaive (AOE is awesome, recharge isn't bad, but running in there isn't always that good. Still, not a bad elite)
Wielder's Strike (recharge is too big imo. But damage and ecost are great)
Signet of Binding (really useful on Union and Shelter)
Recovery (it's actually a really good condition duration reduction to everyone, but i dunno, can't really justify taking it most of the time. Maybe it should be a fix 50% condition reduction with lower duration so you could run it with lower Resto but need to cast more often)
Offering of Spirit (it's not great, but at high Channeling it's actually good emanagement if you don't want to invest in another line)
Wielder's Zeal (not too sure in what build i would use that. Only time i find myself spamming weapon is with Vengeful, and if i go Vengeful and look for an elite i'll go for Remedy...)

List of skills i consider badly lacking:

Empowerement (what is the joke with that? Put it 10-15s recharge and 2s cast then it has a use...)
Death Pact Signet (is that a joke? Make something about the condition so that it's not THAT retarded. Like, for 30s if target die you die, i dunno)
Spirit's Gift (MAYBE for Rt/N MM, but really it's just kinda stupid. You can't really try to plant spirit near allies efficiently...)
Reclaim Essence (only good with a MM ally that doesn't care if you eat his minions all the time... has potential for huge energy gain but kinda bad without fast recharge spirits)

really niche skill :

Vocal was Sogolon. You can make something great with Command Shout on Rt/P with it (nearly permanent Godspeed, permanent Stand your Ground!, 15s duration 'Never Surrender', etc.) but that's about it. It was really nice when Incoming last 6s at 12 Command for 9s duration. Now you can reach 6s, which is nice but not sure it's worth the elite.


Honestly i think Rt got pretty great stuff overall. I rarely run a Rt without using some NF skills in their bar anymore.

AuraofMana

Wilds Pathfinder

Join Date: Jun 2005

Georgia, US

I don't play a Rit and I can tell you that Rit does his/her job well is unstoppable.
I tried to play Rit once and failed miserably (I hate supporting chars -.-), but the long casting time of spirits and the DEPENDENCY on spirits really catches a lot of the new players as a complicated, useless class.
And as you probably know, most people don't use their brains.

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

rits do have a lot of great skills. Its just that in a up close fight there close to useless because they can't get their spirits up due to interrupts. Rits need spirits and items and weapon spells to fill in the conditional requirements for most of their spells. The problem is that all off these excepting weapon spells are easily interrupted shutting the rit down for 30 seconds with one interrupt. ON a monk if something gets diverted you can do without. If your items spell gets diverted your screwed too about 50-66% efficiency.

there isn't really any reason to have a rit. Although he can fill in for any class in PVE he can't the kind of efficiency that eles get, that monks get, that paragons get. And I don't think he realy should . Because he's only got one attributte devoted to being a sub for each one of those classes. If that one attribute could deliver the same efficiency it be imbalanced. But since he's designed to be a jack-of-all-trades, he inevitable falls into the category of "sucks at everything"

channeling rits IF all conditions are met can keep up with and eles DPS. however they can't kite very well haven’t any easy to implement self healing escape buffs or anything besides dmg. An ele can do with 3-4 spells what a rit has to do with 7. the rits has about 3 skills devoted to meeting the spirit/item/support to make item and spirit stay up 100% ,requirements. Those extra 3 skills on an ele allow t he ele to be a flag runner, warder, and quite alot of things because it doesn't have to meet pre requirements of spells. it can just use them. also they've one KD spell which isn't target able or ranged.
It's only real excelling use is when you've already equipped it ( once again a glorious 2 sec INTERRUPT ME! cast time) and spirits are regrettably easy to remove, shutting down rits for 20-45 seconds.

same thing with restoration. A rit can't remove hexes, and the only way it can remove conditions is to spam weapon spells. which is energy efficient at all because it takes (yet again) a pre-requisite enchant or spirit to remove conditions. The whole problem with rits is that as a versatile class they aren't very versatile. They have to spend half their build just meeting the conditions to actually make the skill be worth it. What’s worse they can't effectively preprot like monks. Monks can cast 2-3 prot enchants on a player at a time. Rits are stuck with one at a time. Most of which have LONGER cool downs that monk prot spells. Some of them really are good even by them selves. resilient weapon is excellent against condition degen pressure.( and only because is has the second lowest cool down of weapons) but since they can't stack you've got to have one only or waste a skill slot on a skill you can't use 80% of the time. the other thing that is frustrating is that monks can cast big heals such as ZB B-light, gift of health, infuse, not to mention various enchants that will nuke heal when triggered. The rit? he's got one. he has to be near a spirit to use it and it cant be followed up until 3/4 a second later which is often too late in a GvG or even RA.

So the rits inability to pre prot, spike heal, remove hexes, needing 2 slots to remove conditions, and having to rely purely on 5 mana 1 second heals to heal with (which isn't very energy efficient in the long run unless you've got AwS) makes the rit totally crippled compared toa monk. The onyl thing the rit can do better is heal party, although if he does go for feast of souls he won't be able to do much else.

I would really like it if spirits weren’t so damn easy to interrupt. their the only class in the game that has to constantly cast resurrection length spells of 5 seconds that a blind monkey could interrupt and yet they’ve no dependable way to stop interrupts.

If that wasn't bad enough Anet brilliantly decides to put spiritual pain in the game with huge aoe radius and 100 dps against spirit and everything in the vicinity. (still trying to figure that one out)

the rits have a lot of potential. I like using them but as much as I like them I have to admit their not as good as the classes they try to play. They've too many inefficacies, a huge weakness to interrupts, and item and weapon spells cancel each other out.

One thing that rits do well is spamming Offensive spirits. RA, TA, and HA use spirit spammers quite a bit. Some of them such as wanderlust and shadow song are almost imbalanced. And if they we’re aim-able would be.
They can, if set up before the other team can get there form a very powerful immobile offense. Unfortunately all the team has to do to beat them is bring along an interrupt ranger with a long bow. Simply interrupt as you try to put up spirits. And let your spirits die off.

They would be excellent if they’ve weren’t so wonderfully bugged. Anyone who’s used them knows if the spirits have a target outside their range. They will ignore an enemy that walks right through them as long as he isn’t attacking. Also sometimes when you die the will unexplainably stop attacking. They generally have a lot of problems retargeting. And they don’t attack lowest health but rather lowest armor. If a warrior is at 10% health and a monk comes in they’ll switch to the monk.(this doesn’t make much sense as spirits attacks ignore armor) Making spirits aim-able would be nice. Although it’d make any spirit with effects on attack much stronger.

Patccmoi

Patccmoi

Wilds Pathfinder

Join Date: Mar 2006

Quebec

Pretty much stopped

Rt/

Quote:
Originally Posted by unmatchedfury
snip I think you ignore the synergy part of Rts. Many Rts build are hard to use alone because of all the req but are very efficient in a team build along with other Rts. We use that often in GvG and it works extremely well. 2+ Rts together can easily meet all the spirit/weapon requisite and that usually makes them really efficient. While a Channeling Rt as sole Rt will have trouble doing much, you can easily have one along with a Communing Rt giving him the weapon spell and spirit req and all you need to do from there on is nuke AND you have room for utility. We often use 1 Channeling/Resto hybrid with 1 Channeling/Communing hybrid and both together provide very good focused nuking + spirits pressure + utility (Warmonger, WoQ, Gaze of Fury, MB&S for heal and condition removal...).

One of the strength of Rts is actually their ability to be hybrid. It gives them very good strength as part of gank teams for example or for counter gank. Remedy/Vengeful Rts are becoming popular there, and in GvG our current runner is a Rt/E with a mix of Channeling/Resto that can both heal and damage decently. He can't replace a monk or an ele on his own, but in skirmishes you rarely need as much healing power as a monk can provide or as much nuking power as an ele, but you need some of both and Rts do that much more efficiently than an E/Mo.

For offensive pressure, offensive spirits are honestly great, especially since Paragon (Crippling Anthem + Anthem of Flame + spirits and a bunch of melee is ridiculous. Some people are running it on obs, NUKE walked over every guild on obs in less than 5-10 min yesterday with it). Yes, they take a while to activate, but honestly the interrupt problem is really not frequent even in teams with rangers. I played offensive spirit often in GvG and spirits get off much more often than not with good positioning. And SP isn't the end of spirits either cause Mesmers don't have infinite energy for it. Oh, and for interrupts you have Song of Concentration on Paragon (or /P) that can help a lot. But one skill i would like to see buffed to handle that is Armor of Unfeeling. It would be really nice if it made it so you need 2 interrupts to be interrupted (like some bosses) or 50% chances to resist interrupts. Atm this skill is pretty garbage but a buff like this would allow it to fill some required utility on Rts and it seems like it'd fit with the skill name too.

For resto, i don't see how you can say their 5E spells aren't energy efficient. Spirit Light is as energy efficient as Gift of Health which is the basis of most monk builds these days. MB&S is incredible as a base heal (and it's .75s cast) AND it can remove conditions, you don't absolutely need the enchant for that. Spirit Transfer is a good spike heal (and you just need a spirit in cast range for this one which isn't bad), and GwT is the best self-spike heal in the game. Yes, you need spirits for most, i'm conscious of that, but if you have more than 1 Rt that's usually easily accomplished. I agree that some cast time on Resto could be lowered to allow for more reactive healing though. Something like Holy Haste in Spawning Power could've been interesting. I wonder why ANet didn't notice that if Heal Monk need help, Resto Rt need it too cause it's very similar to heal monks in terms of cast/recharge.

I agree that offensive spirits AI need some help, but it's bearable atm. But an improvement would be very nice indeed.

And Rt/W with spirit strength are very usable in competitive play in a build designed to support them. It's what we're working on currently and the pressure they can apply is really amazing and it's hard to shutdown with blind immunity and good constant cover enchants.

Rts are viable options to many of the core classes, but you have to adapt the builds for them. You can't take out an Ele and put a Rt there or take out a Monk and put a Rt there. But i don't see why you should either.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Terra Xin
Fine. But theres no justification to say that the elementalist is better than a rit. None. Prove me wrong anyway you like. Channeling vs. Air magic
20% armor penetration (100% of the time) begs to differ.

EDIT: also, Blind and weakness cannot be applied by Rits without blowing up spirits.

Spirits rock but Spiritual Pain laid down the hurt. Weapon spells rock but you cannot stack them. Wards stack.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

Quote:
Originally Posted by LifeInfusion
Channeling vs. Air magic
20% armor penetration (100% of the time) begs to differ.

EDIT: also, Blind and weakness cannot be applied by Rits without blowing up spirits.

Spirits rock but Spiritual Pain laid down the hurt. Weapon spells rock but you cannot stack them. Wards stack. I mean no insult by this, but aren't there many more facets to the game than highest damage, highest healing, highest armour, fastest condition spreading. This is a profession that can create a wide variety of builds to adapt to the ebb and flow of PVP battles and the variety of battles in a PVE zone.
A ritualist is very capable of creating a build that can quickly switch to decent sustained healing, dps as the flow of battle requires. And with good anticipation can do an above average job of spike healing, dps with experience.
Ritualists can't be the best in any one thing, but a well played ritualist is easily very good at stabilizing group dps, healing when it is needed. I still don't understand why a PVE PUG would want 2 monks instead of a monk and ritualist, when they know full well that the 2nd monk is going to be a bump on the log 90% of the time.
Maybe it's because many ritualist players try to specialize in only 1 area, rather than playing the regulator role I believe was 1 of the main roles Anet originally intended.

To everyone out there who hasn't tried, it is a good idea to make a resto/channeling rit sometime. There are many skills that allow the ritualist to make a build that can focus on 1 or the other or both in a heartbeat while being very energy efficient overall. It will help to fill whatever role the group needs help with most during the course of battle. It's almost like a dance. Sadly a dance, that if done well, the group will not pause to give notice.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Quote:
Originally Posted by Redfeather1975
Maybe it's because many ritualist players try to specialize in only 1 area, rather than playing the regulator role I believe was 1 of the main roles Anet originally intended.
Good statement. A regulator would be the best way to describe the Ritualist. It's their unmatched ability to work with more than one profession, that is overlooked by many, simply because of the reasoning: That if a party member can master a single role, what's the point of having a profession who can't master in any role? Answer: The ritualist is the master of Coordination between other professions. Its simple to see why they are so, half of their skills are more usefull towards other classes, and that is where they should get their rcognition.

Quote:
Originally Posted by Life Infusion
Channeling vs. Air magic
20% armor penetration (100% of the time) begs to differ.

EDIT: also, Blind and weakness cannot be applied by Rits without blowing up spirits.

Spirits rock but Spiritual Pain laid down the hurt. Weapon spells rock but you cannot stack them. Wards stack. I've already had this argument. Channeling Magic has a Higher DPS than Air Magic - even with Air Magic's 25% Armour Penetration. Air Magic is accompanied by blind and weakness (and fyi to the EDIT. there's only one Ritualist skill that "blows" up spirits)

Spiritual Pain is nothing compared to Meteor Shower. Both do the same things, but one of them completely drains your energy. Can you guess which one? I've said this before, but if a Mesmer has a skill that costs 10 Energy and is spammable, do NOT spam it all at once and use up all of your energy!!

Wards stack, but they don't move. It would be better if you compared wards to spirits... except having a spirit is both useful and a burden. Wards are just "cast" as someone said. You can't really do anything with a ward, nor can you influence it to your advantage while its in effect - there's your comparative difference.

Batou of Nine

Batou of Nine

Desert Nomad

Join Date: Aug 2005

California, USA

Angel Sharks [AS] (RiP [KaiZ] T__T")

Mo/E

I love my ritualist.

^^
I just wanted to say that... LOL!
Cheers.

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

Quote:
Originally Posted by Redfeather1975
I mean no insult by this, but aren't there many more facets to the game than highest damage, highest healing, highest armour, fastest condition spreading. This is a profession that can create a wide variety of builds to adapt to the ebb and flow of PVP battles and the variety of battles in a PVE zone.
A ritualist is very capable of creating a build that can quickly switch to decent sustained healing, dps as the flow of battle requires. And with good anticipation can do an above average job of spike healing, dps with experience.
Ritualists can't be the best in any one thing, but a well played ritualist is easily very good at stabilizing group dps, healing when it is needed. I still don't understand why a PVE PUG would want 2 monks instead of a monk and ritualist, when they know full well that the 2nd monk is going to be a bump on the log 90% of the time.
Maybe it's because many ritualist players try to specialize in only 1 area, rather than playing the regulator role I believe was 1 of the main roles Anet originally intended.

To everyone out there who hasn't tried, it is a good idea to make a resto/channeling rit sometime. There are many skills that allow the ritualist to make a build that can focus on 1 or the other or both in a heartbeat while being very energy efficient overall. It will help to fill whatever role the group needs help with most during the course of battle. It's almost like a dance. Sadly a dance, that if done well, the group will not pause to give notice. theres only so much versitilty that can have in game though. You've got to have more than one rit if your gonna be "adaptive"

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by Terra Xin
Spiritual Pain is nothing compared to Meteor Shower. Both do the same things, but one of them completely drains your energy. Can you guess which one? I've said this before, but if a Mesmer has a skill that costs 10 Energy and is spammable, do NOT spam it all at once and use up all of your energy!! Disagree - the fact that in GvG you'll often see builds with as many as 3 copies of Spiritual Pain means that for 20 energy per mesmer they can put nearly 500 AoE damage (armour ignoring) in less than 2 seconds into an area. You don't need to target a spirit to get the instant recharge, just have one get damaged.

Even playing in RA/TA, if you hit a spirit using team when runninng a Spiritual Pain using mesmer you can crank out enough damage to make it worthwhile - I'll burn 30 energy happily, knowing that I've easily gotten my money's worth - 300+ damage on the ritualist (in <4 seconds) and 240 ish on the spirts and 1-3 teammates. Honestly, if I deal 1000 damage for 30 energy in 4 seconds, it's a good bargain, and the other team generally can't recover fast enough from that initial flurry of damage.

SPiritual Pain is too powerful as a spiking spell, even without the intstant recharge, but with it it is just nasty. I don't think I've lost to a team with spirits while running a dom memser latley.

Plushie Penguin

Plushie Penguin

Krytan Explorer

Join Date: Apr 2006

That plushie penguin on a shelf in your bed room

Rt/E

I play my ritualist the most out of any character, but that's the problem, once I get her through the chapter, there isn't much replay value[for any of my characters really].... She has up to thunderhead keep, finished factions and she's up to the nightfallen garden mission[I forget the name]

maybe it's because most of us have already burned through most of the chapters....

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Quote:
Originally Posted by Redfeather1975
I mean no insult by this, but aren't there many more facets to the game than highest damage, highest healing, highest armour, fastest condition spreading. This is a profession that can create a wide variety of builds to adapt to the ebb and flow of PVP battles and the variety of battles in a PVE zone.
A ritualist is very capable of creating a build that can quickly switch to decent sustained healing, dps as the flow of battle requires. And with good anticipation can do an above average job of spike healing, dps with experience.
Ritualists can't be the best in any one thing, but a well played ritualist is easily very good at stabilizing group dps, healing when it is needed. I still don't understand why a PVE PUG would want 2 monks instead of a monk and ritualist, when they know full well that the 2nd monk is going to be a bump on the log 90% of the time.
Maybe it's because many ritualist players try to specialize in only 1 area, rather than playing the regulator role I believe was 1 of the main roles Anet originally intended.

To everyone out there who hasn't tried, it is a good idea to make a resto/channeling rit sometime. There are many skills that allow the ritualist to make a build that can focus on 1 or the other or both in a heartbeat while being very energy efficient overall. It will help to fill whatever role the group needs help with most during the course of battle. It's almost like a dance. Sadly a dance, that if done well, the group will not pause to give notice.
You ask if there many more facets to the game than highest damage, highest healing, highest armour, fastest condition spreading...that's a cynical comment. You know the obvious answer would be there is much more: damage mitigation, movement, snaring, evasion/blocking, enchantment removal, shutdown, interrupts, among other things. There's a reason why you choose a class as your primary, it is the predominant usage of the character. For a Ritualist it is Spawning Power, the ability to pump Restoration/Channeling/Communing to 16. (Don't say you made a Ritualist because the armor looks nice or the armor level is good because it is only 60 armor.) Let's compare this primary attribute to say, Divine Favor or Expertise. If you want to run a protection prayers build, you're likely to have high Divine Favor. Whatever skills you use, Expertise still has an effect so long as they are Ranger skills. That is not so with the Ritualist. Why? It is more or less a given that the only reason to pump Spawning Power up is for skills like Attuned was Songkai, etc when not using spirits. Spirits are the core of the Ritualist's existence.

That said, I am a firm believer in flexibility as much as you are. However, mobility when using spirits is minimal (you basically need draw spirit or recharge time reducers like Rit Lord or Soul Twisting) and interrupts will screw you over terribly. You say Ritualists can run "a build that can quickly switch to decent sustained healing, dps as the flow of battle requires" but then you neglect support for this. One can claim a cliche E/Mo with Ether Prodigy can do the same: damage, healing, *blinding* support, snares, and whatnot.

If you were to split up into multiple roles on one Rit build, as you say, that would decrease your potency. When running spirits, if they die in 2 hits they aren't very useful, are they? When running Restoration Magic, the heals aren't very efficient if they are low Restoration because just any old Orison of Healing with Divine Favor outheals it. (Mend Body and Soul gets a shout out after it got buffed. At 16 Restoration it heals 121 and has 3/4 cast and 3 recharge. Soothing Memories is 106 but has 5 second recharge time. Thus only when at high Restoration do they hold a candle to 9 Divine and 12+ Healing prayers. Orison of Healing which is by far not an efficient heal, is 89 at 12 Healing Prayers and 9 Divine Favor. Compare this to a typical BL Monk with 9 Healing Prayers, or 96 every 5 seconds not including Divine Favor.) That is why people run only one or two attributes high on Ritualists. The spawning Power is useless without spirits, unless you use Spawning Power skills. In that same sense, "a resto/channeling rit" would not be favorable, you would have to take points out of restoration just to do okay damage with channeling. Not investing in Spawning means no access to the Attuned was Songkai that "Professor Gai" loves.

On a somewhat offtopic note, this is very similar to the primary vs. secondary issue of the Critical barrage ranger. It sacrifices the damage of the bow for more critical chance. Since a weapon critical chance raises faster than the points in Critical strikes, the secondary effects of the critical barrager are really what make it (critical eye). The difference here is, the ritualist heals are not as effective in all respects, but they are also conditional (need item spells/spirits/etc. for full potency). The one exception is the usage of Attuned was Songkai with Soothing Memories. There is greater efficiency here, but the heals are still less than a well used Gift of Health or other potent heal. Note, a healer henchman with 12 Divine and 12 Healing Prayers will heal for 98 with Orison of Healing while a 12 Restoration Ritualist heals 96 with Mend Body and Soul. The disparity therefore is when it is a human player. A human player will tend not to use Orison and use an elite like Word of Healing, Blessed Light with Gift of Health, Glimmer of Light, etc which have greater efficiency.

We had a discussion on guild chat about Ritualists the other day. The concensus was that the Ritualist is good for spirits, not as a replacement monk. A monk has the upper hand in the power of heals, flexibility due to not having to rely on spirits and/or item spells. Air Elementalists can pack other things as utility, whereas Channeling is pigeon holed into conditional damage that is not as high. Communing basically is the king here, it has no substitute. Why else would the primary attribute be so concentrated on spirits?

Quote: Originally Posted by Terra Xin
Good statement. A regulator would be the best way to describe the Ritualist. It's their unmatched ability to work with more than one profession, that is overlooked by many, simply because of the reasoning: That if a party member can master a single role, what's the point of having a profession who can't master in any role? Answer: The ritualist is the master of Coordination between other professions. Its simple to see why they are so, half of their skills are more usefull towards other classes, and that is where they should get their rcognition.



I've already had this argument. Channeling Magic has a Higher DPS than Air Magic - even with Air Magic's 25% Armour Penetration. Air Magic is accompanied by blind and weakness (and fyi to the EDIT. there's only one Ritualist skill that "blows" up spirits)

Spiritual Pain is nothing compared to Meteor Shower. Both do the same things, but one of them completely drains your energy. Can you guess which one? I've said this before, but if a Mesmer has a skill that costs 10 Energy and is spammable, do NOT spam it all at once and use up all of your energy!!

Wards stack, but they don't move. It would be better if you compared wards to spirits... except having a spirit is both useful and a burden. Wards are just "cast" as someone said. You can't really do anything with a ward, nor can you influence it to your advantage while its in effect - there's your comparative difference. There is no point in getting a car that can do anything else another one can, for the same price. That's what you're missing here. A ritualist can do a variety things, but it cannot do them as well unless it specializes, so therefore it is a waste of a party slot unless the ritualist specializes and tells his or her team beforehand.

You say "the ritualist is the master of Coordination between other professions" but there is no consequential evidence to back this up. Meanwhile "Channeling Magic has a Higher DPS than Air Magic - even with Air Magic's 25% Armour Penetration" is another assumption you make without any real numbers.
A 16 Channeling Spirit Burn : 110
A 16 Channeling Spirit Rift: 142, assuming foes stand in it for 3 seconds
A 16 Channeling Ancestor's Rage: 106 assuming foes are beating on an ally
A 16 Channeling Spirit Boon Strike/Lamentation (armor ignoring): 106
A 16 Channeling Essence Strike/Caretaker's Charge/Renewing Surge: 63
A 16 Channeling Cruel was Daoshen: 122

Assuming 60 armor, 25% armor penetration is -15 armor. That's effectively 129% of the listed damage. Anything in air magic gets ~3/10 of the damage. A person spamming the mediocre Lightning Javelin for 52 damage at 16 air magic would do 67 to 60 armor targets. But wait, it gets better at higher armor levels. Against 80 armor targets it does 100% listed, against 100 armor targets it is effectively 75 armor. By neglecting armor penetration, you overlook the very idea of the air magic line.

A 16 Air Shock Arrow does 48 and has 1sec recharge
A 16 Air Blinding Surge does 53, has 4 second recharge and blind
A 16 Air Enervating Charge does 53, weakens
A 16 Air Lightning Strike does 53
A 16 Air Lightning orb/Lightning hammer/Invoke Lightning does 106
A 16 Air Chain Lightning/Lightning Bolt does 90

If we're talking PvE, that's like comparing Flare to Shock Arrow: One has higher damage to compensate for lack of Armor penetration. But 57 compared to 48 doesn't make up for 25% armor penetration. Sorry.

Meteor Shower has a 60 second recharge, a 5 second cast time...how does this compare to spiritual pain in any way?
Wards can have a 100% upkeep without use of an elite like Soul Twisting or Ritual Lord. They cannot be removed by someone beating on them either. Not to mention the wards don't take 3-5 seconds to cast. Don't get me wrong, damage spirits are nice for pressure and utility (Shadowsong, anyone?), provided they don't get killed in like 2 hits by the opposition...which is why we have Spawning Power.

P.S. when I said blows up spirits I meant the Rupture Soul skill that blinds. Blind was Mingson; Weapon of Shadow are more conditional than Elementalist blinds.

Swame Rain

Frost Gate Guardian

Join Date: Aug 2006

Washington

Lazy

Mo/

Simply put..Rits aren't dead and I'm not gonna post a 4 page document on why..just go play one through NF and you will find they are still very potent helpers of a battle..spirits seem to be the way to go...or just go as a spirit/channeling damage dealer...works sweet.

unmatchedfury

unmatchedfury

Krytan Explorer

Join Date: Jul 2006

Cookie Cutter [FTW]

Quote:
Originally Posted by Terra Xin
Wards stack, but they don't move. It would be better if you compared wards to spirits... except having a spirit is both useful and a burden. Wards are just "cast" as someone said. You can't really do anything with a ward, nor can you influence it to your advantage while its in effect - there's your comparative difference. YOu can't compare wards to spirits. Eles don't have to have wards to function. Ritulists do. As for influencing a Spirit to your advatage.. you have to do this to make them as effective as a ward.

The point being ritulists just aren't that great right now. AS for Ele dps being better than a rits.. Its true,for air magic, over a minute. Fire magic however has burning, adding another +14 dps. Against warriors or armored targets rits do about 40 dps (if left alone and un harassed, which isn't very likely but for theory crafting reasons we'll ignore this..) against soft casters they(rits) excel mainly because the caster can't really kite OR go behind walls so its only defense is shelter or prot spirit. but against armored targets rits can't doo a whole lot. BUt guess what? eles are good agaist soft targets too, in fact their just as good as rits. You use air magic as an example. THe truth is fire magic is the real dmg dealer because 14 of its 50 somethign dps verses targets is garanteed, its can't be outarmored (like a rits attack can) its just there and another annoyance. This is why rits aren't as good as eles. They have to stay in the same place, can't chase down targets, and basicly act as defense.

Who cares if rits can pick off soft targets, so can every other class. rits can outdmg an lighting orb lighting hammer ele after a minute OH NOES the problem is that all rits can do is pure dps. The ele can do a bit more than that and its mobile, WHile the fire ele can equal the dps of the rit while hitting multiple targets. Rits just can't compare.. sorry.

P.S. mostly I play the devils advocate so try and get the rit buffed this next patch. I'm really tired of not being able to use my 100% unlocked rit skills and gear in GvG. SImply because my guild goes "well their not an build I'VE seen." Damn uninventive guys. following the all holy "build" sure hasn't helped them win..

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

Quote:
Originally Posted by unmatchedfury
YOu can't compare wards to spirits. Eles don't have to have wards to function. Ritulists do. Ritualists don't need spirits, anymore than a ranger needs a bow. Many good rit builds don't use a spirit.

Agreed that there are aspects of ritualists that are weak though. There are also strong bits.

As for saying that Air has utility, but channeling doesn't, not fair.
Air has: Blind, Weakness, Knockdown and speed buffs
Channeling has: energy management (self), interruption (both vs casters and non casters), adrenaline and energy fueling (anyone), a self-healing energy management attack, a life steal, and a knockdown.

I think that knockdowns are very powerful however, as is blind; frankly, that interruption stuff is powerful, but isn't as maintainable - it needs buffing. I think Wailing Weapon could use a buff (interrupting attackers) - it's a defensive option and requires you to be attacking, and to be hitting. Warmonger's is about right though. The energy management is spirit dependent really, which is too bad, and Weapon of Fury could be useful, but can only really be used on 2 players, and using an elite slot to double adrenaline for two payers just doesn't seem handy with Dark Fury and other skills in the game.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

LifeInfusion, try this build. It's not the highest damage dealer or best healer, but it is very good at both bumping up the group's healing or damage and can be adjusted to be more offensive or defensive at any point in a battle.
It's fun to play although I'm spending a lot of time other builds right now.
Hopefully you grow to love the ritualist.

Restoration 12+2+1
Channeling 11+2
Spawning 6+1

[skill]Ancestors' Rage[/skill][skill]Splinter Weapon[/skill][skill]Vengeful Weapon[/skill][skill]Weapon of Remedy[/skill][skill]Soothing Memories[/skill][skill]Renewing Memories[/skill][skill]Generous Was Tsungrai[/skill][skill]Flesh of My Flesh[/skill]

I found it to be energy efficient and very good at helping to heal and add damage. The monk might hardly have to touch the tank if you alternate between soothing, vengeful, and weapon of remedy. Searing Flames is less of a threat when you just alternate vengeful and weapon of remedy on the person being attacked.
Even though it will be the other player seeing the damage and healing numbers for those weapon spells, they do help a lot. Essentially you have healing, damage and healing+damage in there. Just concentrate more on the left side of the bar for offensive and the right for more defense. It's very versatile. This is a good example of not only how a ritualist can heal and damage well in the same build, but also what Terra Xin said about how they are very group friendly. This build uses your teammates for everything. You will not have to target any enemies while using this.

Edit: If you want to use a secondary, try using a mesmer with inspiration and Inspired/Revealed hex instead of Renewing Memories, and Drain Enchantment instead of Vengeful Weapon for a more varied role while maintaining some energy management.

LifeInfusion

LifeInfusion

Grotto Attendant

Join Date: May 2005

in the midline

E/Mo

Redfeather1975, I still think builds like "Professor Gai" and the rit henches use are more preferable because they don't try to split into channeling.

IMO, Pumping spawning for Renewing Memories and/or Attuned was Songkai is more useful than points in for Channeling ancestors rage/nightmare weapon and it makes you more efficient energy wise. Also since Attuned is an item spell, it synergizes with renewing memories.

And yes, I have tried builds like that. I just don't like them as much as an attuned healer. I would use Mend Body and Soul and Wielder's Boon instead of trying to pull off Ancestor's Rage and Nightmare weapon for damage, since weapon spells don't stack (meaning you cannot use Nightmare weapon very often anyway) and the damage of Ancestor's Rage is so conditional very much like Balthazar's Aura. You also have to wait for weapon spells to come off before putting a new one because you effectively waste energy when you overwrite.

EDIT: PS. I want to see the rit buffed also, specifically after spiritual pain.

LightningHell

LightningHell

(????????????)???

Join Date: Aug 2005

Hong Kong

Guildless

Mo/

Quote:
Originally Posted by Terra Xin
I've already had this argument. Channeling Magic has a Higher DPS than Air Magic - even with Air Magic's 25% Armour Penetration. Air Magic is accompanied by blind and weakness (and fyi to the EDIT. there's only one Ritualist skill that "blows" up spirits) Air Magic is not known for its DPS.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

The reason why I don't use Weilder's Boon is because all those weapon spells are spammers. They can be recast every 3-5 seconds and realistically will only last 1-2 seconds.
Attuned is a good energy management spell, but generous is for my own survival and rezzing with flesh of my flesh. Weapon of Remedy is not a bad spell in the slightest!
Alternating Vengeful and WoR on someone is quite evil.
Oh, also I don't have Nightmare weapon. It's splinter weapon because I don't want to negate doing damage for that heal.
Edit: I also forget, I really wanted to make it so you don't target any monsters. It's all about using your teammates as vessels. And since my first character was a mesmer, I get so nervous using skills that take a while to cast and have long recharges.

Calen The Civl

Frost Gate Guardian

Join Date: Nov 2006

Rt/

I have been playing my rit for quite a long time now (she's my main character) and have often been welcomed warmly into parties. I just ask what roles they want filled, and if they don't have one I spec to do whatever I feel like at the time. There have been many times when my rit has single handedly changed the outcome of a battle or mission. (Had all the party but me wipe. Spirits cleaned up the aggro mess until it was safe for me to rez)

If I would like to see anything change about the rit are the weapon spells. As the durations stand currently on them, they are extremely high maintenance when you run a weapon only build. A handful of seconds is just too long unless all you like to do is keep track of timers for each party member. It is not like a proper rit build has energy problems, so why not up the duration of some of the spells to 60secs max?

I agree the rit is a party player. Most of their skill line requires party cooperation for them to be effective. The much stated example is a rit creating a spirit artillery platform- the party needs to draw the mobs in range of the platform. Parties that do this, however, often notice how much easier things go. Its a matter of making other players aware of what the rit can do in order to increase their effectiveness.

Iscana

Frost Gate Guardian

Join Date: Sep 2006

When factions came out, Ritualists were a little banned from the gameplay. No one was kind to accept a Ritualist in its party because everyone was blaiming every attribute of them. Channeling wasn't like Ele lightning, healing wasn't like a monk, spirits were too weak and lon recast and spawning was like pink elephants in a sky, something nobody understand what it did.

Right now I notice more and more that Ritualists are going to be more popular rather then die. I see more and more Rits going into Arena's and actually win with good teamwork. Also these days Ritualists are really a helping hand in Missions + bonus goals. I still remember when I ws in factions I had problems finding a party who accepted me, but now when I join an area people almost directly want to accept me, and that's quite good.

Today I did for the first time ever run a spirit build for the complete day, and man how many people were happy about it. I even got a few times people saying, go spirit spammer plz, they rock and are in certain ways even better then minnions. (not my oppinion )

Anyways, there's still 1 thing that bothers me about spirits. I know that you can only cast 1 the same spirit per team per area, but why did I had 2 bloodsongs, 2 Union spirits in my area afther I was spamming them. Or can this only be done in PvE or has it to do that you can only cast the same spirit if it's out of range from the other? I made a screenshot, and yes I was quite suprised about it. An no there wasn't a 2nd Rit

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Quote:
Originally Posted by unmatchedfury
YOu can't compare wards to spirits. Eles don't have to have wards to function. Ritulists do. As for influencing a Spirit to your advatage.. you have to do this to make them as effective as a ward.
As effective as a ward? You see that's funny, you just told me not to make comparisons between other classes. Could you tell me what you're doing? I think we can move past the fact that types of skills are not naturally superior to others, but function in different ways. That was the point I was trying to make.

Quote: The point being ritulists just aren't that great right now. AS for Ele dps being better than a rits.. Its true,for air magic, over a minute. *sigh* Its not true, it hasn't been tested. Please stop stating rumours as fact. *sighs again* I'll do a test myself. I'll go and get Fraps and spend hours uploading a testing demonstration...

Quote: Fire magic however has burning, adding another +14 dps. Against warriors or armored targets rits do about 40 dps (if left alone and un harassed, which isn't very likely but for theory crafting reasons we'll ignore this..) against soft casters they(rits) excel mainly because the caster can't really kite OR go behind walls so its only defense is shelter or prot spirit. but against armored targets rits can't doo a whole lot. BUt guess what? eles are good agaist soft targets too, in fact their just as good as rits. You use air magic as an example. THe truth is fire magic is the real dmg dealer because 14 of its 50 somethign dps verses targets is garanteed, its can't be outarmored (like a rits attack can) its just there and another annoyance. Just because burning causes +14 damage per second is not the same thing as saying that they have +14DPS over a minute. Elementalists cannot keep burning on their targets on a constant basis. You need to follow through with your examples, and not stop at air magic.

Quote: This is why rits aren't as good as eles. They have to stay in the same place, can't chase down targets, and basicly act as defense. True, but while they are in the same place, they can deal a constant stream of wonderful channeling towards their targets. You don't play a channelers in the same way as an Elementalist play their own class, know that their are differences to each class, and master them. Know, firstly that a Channeler can set up a vantage point, and anything within range will be hurt. Know that Channelers can simultaneously provide support towards their team while they are in their vantage point, and know that Channelers have excellent energy management, so they can last through the night.
Quote: Originally Posted by Life Infusion There is no point in getting a car that can do anything else another one can, for the same price. That's what you're missing here. A ritualist can do a variety things, but it cannot do them as well unless it specializes, so therefore it is a waste of a party slot unless the ritualist specializes and tells his or her team beforehand. You're going around in circles. I've already said that the Rit does not do things better than a particular class, but they can do many more things at once that no other class can do as effectively.

Quote: You say "the ritualist is the master of Coordination between other professions" but there is no consequential evidence to back this up. Meanwhile "Channeling Magic has a Higher DPS than Air Magic - even with Air Magic's 25% Armour Penetration" is another assumption you make without any real numbers. Consequential? Re-read this entire post. Every single post, then evaluate the pros with the cons, and then make a reply. Start with this quote following:

Quote: Originally Posted by Calen The Civil Its a matter of making other players aware of what the rit can do in order to increase their effectiveness. Yes. There are so many positive testimonies in this thread, you'd be surprised if someone, somehow invented a multiplier between members who posted in this thread, compared to the entire GW population. Increasing the overall effectiveness of a party is the effectiveness that specialization brings. Increasing the overall effectiveness of each party member is what the ritualist has. The mesmer was fabled to not specialise in anything. Look at them now^^.

There's no evidence that states that Lightning Magic deals more damage than Channeling. People just assumed that the whole line is useless. That's what happens when people are too lazy to test things out.

If you want to get into detail, here's how you can do it:

Your calculations have gaps in them. When you are testing Damage Per Second, you are calculating the average amount of damage a subject can do over a period of time, not the amount of damage that single particular skills can do. (By the way, you didn't really prove anything with the numbers you submitted by the skills listed.... and the numbers are wrong... and the information supplied is biased.)

Quote:
If we're talking PvE, that's like comparing Flare to Shock Arrow: One has higher damage to compensate for lack of Armor penetration. But 57 compared to 48 doesn't make up for 25% armor penetration. Sorry. ...Wrong. It's 49 by Shock Arrow and 48 by Flare, sorry. At rank 16, its 57 By Flare and 63 by Shock Arrow. And before saying so, Shock arrow doesn't have a higher DPS, thanks to its 1 sec recharge.

Quote:
Meteor Shower has a 60 second recharge, a 5 second cast time...how does this compare to spiritual pain in any way? Please read my post more carefully - I did make comparisons. The reference was made to a skils ability to kill spirits. Again, please read more carefully.

Quote:
Wards can have a 100% upkeep without use of an elite like Soul Twisting or Ritual Lord. They cannot be removed by someone beating on them either. Not to mention the wards don't take 3-5 seconds to cast. Don't get me wrong, damage spirits are nice for pressure and utility (Shadowsong, anyone?), provided they don't get killed in like 2 hits by the opposition...which is why we have Spawning Power. Wards also have a shorter range than any other defensive spirit, and do not attack. And it takes an average of 6-8 hits without Spawning Power to kill a spirit at rank 12... not 2. Ritual Lord is used in the most boring of builds, so I wont go into that.

Quote:
P.S. when I said blows up spirits I meant the Rupture Soul skill that blinds. Blind was Mingson; Weapon of Shadow are more conditional than Elementalist blinds. Weapon of Shadow has great utility use - where the point is to stop a target from hitting another, that particular weapon does a perfect job of it. Blind essentially does nothing for you if they aren't attacking in the first place. Blind them and have the condition in effect when they attack, not when they are running around chasing, that's the essence of the Shadow Weapon.

Quote:
Originally Posted by Lightning Hell
Air Magic is not known for its DPS. And yet, people somehow think that "Air Magic deals more damage than Channeling" while assuming that DPS has nothing to do with it? O...K. Let me make a correction: Air Magic is known for its high damage and high damage over time (which is "coincidentally" known as DPS), and indirectly assumed to deal more damage than Channeling - the first is true, the second is false.

(Rant: God, I don't know why I'm defending rits so much. If I deliver the results, they're just gonna get nerfed. )

Epinephrine

Epinephrine

Master of Beasts

Join Date: Mar 2005

Ottawa, Canada

Servants of Fortuna [SoF]

I don't think Weapon of Shadow is a good example - it's likely the crappiest skill for defending a team.

With a maximum uptime of about 38% (10 out of 26 seconds) it pales beside skills like Guardian; it provides only about 45% miss rate against hammers, scythes and bows, and about 60% miss rate versus axes, daggers and swords. Not sure how the 3 second blindness interacts with the 1.5 second attack speed of a spear, it'll either be 45% or 60%, depending on whether the second attack is also blinded.

It costs more to run than a Guardian costs (as guardian can have enchantment duration +20%), and doesn't stack with the ritualist's other weapon spells.

Overall, given that it is up 38% of the time, maximum, on a single target, it provides a paltry 17% miss rate vs hammers, scythes, and bows and a 23% miss rate versus the other weapons. Pretty lousy in my mind. Yeah, it has slight advantages in some settings, but not nearly enough to make up for its weaknesses.

Sihaya Syme

Sihaya Syme

Lion's Arch Merchant

Join Date: Jan 2007

Belgium, Europe

Grenth's Rejects [GR]

N/Me

I started playing a ritualist two weeks ago and I am in love <3

I don't understand what everyone finds so bad about them... They're perfect, especially considering my tendencies to go tank with low armour classes (I also have a N/Me and Me/Mo...)
I love weapon spells ^_^

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

It probably started when people didn't see ritualists in GVG play due to the skill restrictions for the 2006 Winterday tournament. Guilds probably didn't want to use a profession before the tournament and of course during, in that they couldn't use most of it's skills in the actual tournament, lest they'd forfeit the match or be disqualified as per the tournamanet rules.

I'm sure a lot of people knew about the tournamanet restrictions that greatly influenced ritualist play in the last quarter of 2006, but some people may not have and thought that the profession itself was being considered poor by high end PVPers.

black_mamba

black_mamba

Academy Page

Join Date: Feb 2006

uhh yea.. i just wanted to say that i dont think rits are dead, because well.. they arent! i beat NF with my rit for the first time. and found many appealing skills like anguish for example to be very usefull