Help me understand

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Mvtaylor
Pre-Searing Cadet
#1
Right, i've enver played a ritualist before so maybe I'm not understanding the mechanics when I say this but...

Why does ANYONE use displacement and shelter?

Displacement blocks 4-6 attacks before dying for 15 energy, 3 second cast and 45 second recharge?

Shelter is an awful PS. 25 energy, 5 second cast, 45 recharge for again stopping 4-6 attacks from doing over 10% damage?


To be honest I see shelter alot less but people seem to think displacement has a use. If i'm correct about the number of blocks it manages before dying then please tell me why anyone uses it? ever? And if i'm not correct then how does the mechanics work?
Tab
Tab
Jungle Guide
#2
Because they are bad.
M
Mvtaylor
Pre-Searing Cadet
#3
Hah, well atleast I wasn't getting it wrong. Maybe these skills could use a bit of a boost because although they're targetted and not party wide Weapon of Warding and (from monk) Aegis, Guardian and PS/SB make these spirits pointless.
zwei2stein
zwei2stein
Grotto Attendant
#4
Quote: Originally Posted by Mvtaylor
Right, i've enver played a ritualist before so maybe I'm not understanding the mechanics when I say this but...

Why does ANYONE use displacement and shelter?

Displacement blocks 4-6 attacks before dying for 15 energy, 3 second cast and 45 second recharge?

Shelter is an awful PS. 25 energy, 5 second cast, 45 recharge for again stopping 4-6 attacks from doing over 10% damage?


To be honest I see shelter alot less but people seem to think displacement has a use. If i'm correct about the number of blocks it manages before dying then please tell me why anyone uses it? ever? And if i'm not correct then how does the mechanics work? It depends on rest of your build.

Displacement can mean much needed break in enemy pressure, long enough to let monks catch breath.

It prevents other spirits (Shetler, Union) from triggering so its kind of buffer before them.

It can be used to fill in gaps in defence of more durable stuff like Wards/Aegis or complement Shaddowsong and turn 90% of miss to 0.98 miss.

Its worth it for N/Rts who would use it basically for free.

Its recharge can be fixed by variety of tools.

---

Bottom line is, if you use this skill alone and just for blocks, you are doing it wrong.
Tab
Tab
Jungle Guide
#5

4 srs?
m
martialis
Lion's Arch Merchant
#6
[skill]Ritual Lord[/skill][skill]Boon of Creation[/skill]
A
AlienFromBeyond
Jungle Guide
#7
Soul Twisting + Boon of Creation + Signet of Binding/Creation. Also, remember that these act as party-wide protection as well.
Z
Zahr Dalsk
Grotto Attendant
#8
Quote: Originally Posted by Mvtaylor
Why does ANYONE use displacement and shelter? For near complete damage reduction in RA or TA? (Combined with Union, Ritual Lord, Boon of Creation, Empowerment, and MwV)
street peddler
street peddler
Wilds Pathfinder
#9
mostly to take pressure off of the healers for a few seconds. and you use them with ritual lord.
Winterclaw
Winterclaw
Wark!!!
#10
Quote: Why does ANYONE use displacement and shelter? Rit Spike? Old FotM for those who don't know.
glountz
glountz
Jungle Guide
#11
Because while displacement is up you can't be interrupted by rangers while spamming spirits and this is good.
Because you always bring Shadowsong to shutdown melee so displacement will be triggered only by range.
Because it can live longer with signet of binding or recasted often with ritual lord.
Because it is passive defense and passive defense is overpowered.
A
Average Gai
Academy Page
#12
Not to mention it stop assassin's lead attack which pretty much render them useless for awhile untill they recharge.
Quicksilver Switch-Blade
Quicksilver Switch-Blade
Ascalonian Squire
#13
Quote: Originally Posted by Mvtaylor
Hah, well atleast I wasn't getting it wrong. Maybe these skills could use a bit of a boost because although they're targetted and not party wide Weapon of Warding and (from monk) Aegis, Guardian and PS/SB make these spirits pointless. Yea, pretty much a Prot Monk or a DA Paragon can do better things for a team than a communing rit can, communing has needed a change/revamp for over a year now, well that and spawning power.
So yea, you aren't getting it wrong, most communing binding rituals are useless outside of RA/TA, other professions do these jobs so much better.
Draginvry
Draginvry
Lion's Arch Merchant
#14
Quote: Originally Posted by Quicksilver Switch-Blade
Yea, pretty much a Prot Monk or a DA Paragon can do better things for a team than a communing rit can I have to disagree. If you mean better protection for a team, then I am inclined to agree. However, communing Rit has some things that the others decidedly lack. Spells such as Vital Weapon and Brutal Weapon can make a big difference as they can be reliably maintained on multiple targets. Spirits can be used to distract the enemy or deal extra damage. Also, Shadowsong should not be underrated.

Communing Rit is a lot more than just reducing damage by big numbers. Someone who thinks they are doing something for the team by spamming Union and Shelter, probably need to rethink their strategy.
Quicksilver Switch-Blade
Quicksilver Switch-Blade
Ascalonian Squire
#15
Quote: Originally Posted by Draginvry
I have to disagree. If you mean better protection for a team, then I am inclined to agree. However, communing Rit has some things that the others decidedly lack. Spells such as Vital Weapon and Brutal Weapon can make a big difference as they can be reliably maintained on multiple targets. Spirits can be used to distract the enemy or deal extra damage. Also, Shadowsong should not be underrated.

Communing Rit is a lot more than just reducing damage by big numbers. Someone who thinks they are doing something for the team by spamming Union and Shelter, probably need to rethink their strategy. Vital Weapon is overated, there are better weapon spells to put on ppl (unless youre facing some spike team in PvP, in PvE, it wont matter much), brutal weapon is useful in ranger spikes, but generally splinter and nightmare are better. Shadowsong can't be kept up indefinitely (without extra skills), and falls prey to blinding bad targets (spellcasters), an ele blindbot is usually better, especially since he has a chance of blinding multiple targets. Now, if you are talking about the norn tourny, RA, or TA, then a communing rit is good, combined with painful bond and a bunch of attacking spirits, other than that, there are professions that do a much better job.
bungusmaximus
bungusmaximus
Forge Runner
#16
Since spirits burn I wouldn't bother anymore at all with pure spiritspam in arenas, BA rangers will poo in your face with ease.
Div
Div
I like yumy food!
#17
Quote: Originally Posted by Mvtaylor
Displacement blocks 4-6 attacks before dying for 15 energy, 3 second cast and 45 second recharge?

Shelter is an awful PS. 25 energy, 5 second cast, 45 recharge for again stopping 4-6 attacks from doing over 10% damage? A typical spiritspammer runs ~15 communing and 13 spawning. At those levels, shelter has 319 health and loses 45 health per hit. That means it stops 8 attacks from doing over 10% damage, which is pretty nice against hard hitting stuff (bosses and HM monsters). Displacement has 380 health and loses 60 heal per hit, meaning it'll stop 7 attacks from hitting completely. Against sins, it could be huge. In PvE (especially HM), it greatly helps the monks in preventing damage.

In practicality, the spirits will soak up and prevent ~300-500 damage, making it just as effective as trying to heal with restoration magic.
street peddler
street peddler
Wilds Pathfinder
#18
i always run 16 spawning and 13 communing, and then i also take [skill]signet of binding[/skill] plus [skill]ritual lord[/skill]. these spirits are alot more effective then they appear, especially when combined with ritual lord.
Draginvry
Draginvry
Lion's Arch Merchant
#19
Quote: Originally Posted by street peddler
and then i also take [skill]signet of binding[/skill] plus [skill]ritual lord[/skill]. Those are so awesome for protective spirits. [skill]signet of creation[/skill] can be usefull in a lot of cases, as well. Even better in some situations.
Sir Pandra Pierva
Sir Pandra Pierva
Forge Runner
#20
They used to be pretty good skill back with faction release but the nerfs have pretty much made them like balth pend. Just bad overall