Defensive Ritualist??

Tartarus Gatekeeper

Tartarus Gatekeeper

Pre-Searing Cadet

Join Date: Nov 2009

Eternal Shadow Guardians

Rt/

A lot of the notes on the skills Shelter, Union, and Displacement with Armor Of Unfeeling say that they synergize well together. How useful are they though... they might go well together but it doesn't mean that they are good in comparison to other skills

It testing it out... It seems to be very good conditionally... for short battles you are probably better off with some other build but for long battles this can provide heavy defense... What do the rest of you think?

Moonlit Azure

Moonlit Azure

Krytan Explorer

Join Date: Nov 2007

R/

Its energy intensive.

Tartarus Gatekeeper

Tartarus Gatekeeper

Pre-Searing Cadet

Join Date: Nov 2009

Eternal Shadow Guardians

Rt/

I used it with Mighty Was V..... and Boon Of Creation when i did the quick test.... i mean the build isnt done thats 4 skills i was seeing if they provided a well enough defense to even think of making a build for it

Breakfast Mc Rit

Breakfast Mc Rit

Krytan Explorer

Join Date: Apr 2008

[Sin]

Me/

Might as well take Weapon of Warding and Resilient Weapon if you want defense, as there aren't too many instances where the entire party is taking damage. Shelter loses life, though, it doesn't take damage. So Armor of Unfeeling wont do much good with it.

With some points in Channeling, though, there's nothing to stop you from using the spirits along with Spirit Siphon for e-management. It could be fun to mess with these skills in PvE, but when a good team build is wiping mobs in a few seconds, a 45 second recharge time is kinda meh.

Kitor

Academy Page

Join Date: Mar 2009

Dominion Of The Shattered Sun [Sun]

Rt/

Assassin's Promise and Energetic was Lee Sa with the Communing spirits can work fairly well, assuming you can guarantee a target will die pretty regularly.

majikmajikmajik

Wilds Pathfinder

Join Date: Aug 2007

SATown~Tx

Guild Hopper!

R/

i feel it would be better ran on a ranger, but that my main so its just my $.02

Tartarus Gatekeeper

Tartarus Gatekeeper

Pre-Searing Cadet

Join Date: Nov 2009

Eternal Shadow Guardians

Rt/

Hmm it very well could for energy but then for elite what would u use as Ritual Lord is spawning and communing lacks many choices in elites

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

The best part of the defensive ritualist is that you can get a SY!-like effect on a guy that doesn't have access to PvE skills. You do end up wasting your whole bar for it, but ...
If on the other hand we are dealing with a human - this slot is better filled with a SY! spammer.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Actually, my rit uses an offensive/defensive spirit spam hybrid that works very well.

upier

upier

Grotto Attendant

Join Date: Mar 2006

Done.

[JUNK]

AP is going to be a BIT tricky.
If you are playing a physical - you should have SY! up and running. No need for the defensive spirit spammer.
If you are playing a caster - then AP is going to be one of the best elites you can bring. And the AI does not stack hexes with the same effect which means that they won't throw AP on the targets you WANT them to throw it on.
(Plus AP means having to invest into a third line which given the vulnerability of the spirits is a bit iffy.)

Benderama

Benderama

Krytan Explorer

Join Date: Jul 2008

UK

[Rage]

Rt/

for me shelter dies way too quickly, recharge takes too long (if you don't bring ritual lord) costs too much energy e.t.c still use it and it's effective for the brief period it's alive but then for the rest of the time im in an area/mission its kinda worthless unless its a hard hitting foe.

Dre

Krytan Explorer

Join Date: Nov 2007

Belgium

Dutch Doom Brigade

W/

Reclaim Essence, maybe?

dark3

Academy Page

Join Date: Jul 2008

Bad Wolf Alliance

Rt/

This makes me remeber the early NF days when rits used to run Shelter+Union with Rit Lord for uber dmg reduction.. seems like it's kinda viable again lol

Anyways, I'd ditch Rit Lord in favor of AP honestly. Either that or invest in channelling for SoS + Spirit Siphon so you also deal some damage, altho that doesn't solve the problem of slow recharge. Uhm, maybe fit in also displacement as a way to reduce a bit the pressure on shelter? Not sure how fast Displacement might die tho.. I'm pretty sure there's a way to work out a good build out of this, gonna test some options asap.

And to whoever suggests SY, why not this plus SY?? Uberdmgredftw!
Because the Imba alone gets the job done - so by taking this guy also you are wasting a slot that could otherwise be used on something better - like damage.

Quote:
Originally Posted by Tartarus Gatekeeper View Post
Also i do not favor AP it takes points away from other attributes and it has a 45 sec cooldown ... AP only has a 45 sec cooldown is you miss with killing the foe.
Otherwise it recharges itself.

dark3

Academy Page

Join Date: Jul 2008

Bad Wolf Alliance

Rt/

Actually about SY I merely meant bringing SY (As in, putting it in your W or P or even A build, as opposed to bringing a dedicated imbagon).. but whatever mine was more of a joke than a real suggestion.

As for AP, I played an AP + spirits and then AP in Discord build pretty intensively when getting Guardian (when SoS wasn't OP) and I can assure you that even in HM you'll likely pull off AP most of the times, with practice. Thus, imho it seems a nice choice for a build like this, and gives you far superior energy managment to Reclaim Essence. Now, SoS+Siphon is still better in terms of energy and added damage but it doesn't recharge Shelter, which was kinda the main point, meh.

Dace Hunters

Dace Hunters

Ascalonian Squire

Join Date: Jul 2008

UK

:o

D/

This reminds me of an old defensive rit build that i used to run ages ago, its a high energy build that managed pretty decent e-managed...least i thought it was decent back then.
If anybody wants to give it a try it was something like this:

Communing 12 + 1
Spawning power 12 + 1 + 1

Ritual Lord [E]
Boon of creation
Shelter
Union
Displacement
Empowerment
Mighty was Vorizun
Flesh of my flesh

Think its on pvx somewhere.
I'd drop rez for Armour of Unfeeling now its been buffed. Oh and i'd advise not bringing an MM if your going to be running this else you'l find that your spirits often die the second you put them up.

Axel Zinfandel

Axel Zinfandel

Desert Nomad

Join Date: Sep 2007

Northeastern Ohio

LaZy

P/W

Also, +energy is not energy management. Boon of Creation helps, but I'd think you would still need some other sort of energy management, which is why most go with Spirit Siphon.

Frankly, I'd use this build:

Communing- 13 (12+1)
Channeling- 9 (8+1)
Spawning Power- 14 (10+4)

-Ritual Lord
-Boon of Creation
-Signet of Creation / Summon Spirits (or optional)
-Shelter
-Displacement
-Union
-Armor of Unfeeling
-Spirit Siphon

Or if you can multitask with it well, go /A and invest in Deadly Arts instead of Channeling and take Assassin's Promise. This would be a better option seeing as Armor of Unfeeling places a buff on your spirits, therefor is tricky when you are recasting spirits a lot.

Ultimately, it's all in preference. Frankly, I like Ritual Lord for it's unconditional recharge lowering. even if your spirits die quickly, they'll be recharged in like... 11 seconds.

For Heroes, I would use Assassin's Promise and stay away from Spirit Siphon. Players can use it well (using if between casting spirits, or moving around to target different spirits), but heroes not so much.

By personal preference, I like to leave Shelter out of it and slap a few healing skills on the bar instead.

Hugh Manatee

Hugh Manatee

Jungle Guide

Join Date: May 2007

Nice But Deadly[nice]

N/

Rit Lord/Reclaim/SoS/Offering of Spirit/Wanderlust/Soul Twisting/Spirit Challeling/AP or whatever you need really, the real elite skills are siphon and summon.
Shelter
Union
Displacement
Summon Spirits
Armor of Unfeeling
Spirit's Gift
Siphon Spirit

16 communing
11 channeling or spawning
9 channeling or spawning(i forget which worked better, one's better for energy, one for if you need the spirits with the most HP if you can get a battery or better depending on your elite)

^that works, though it works best in a party with a channeler or resto who doesn't mind you eating his spirits constantly with siphon(or if you can keep your guys alive take SoS yourself just to have a big AoE burst heal, condition removal, and 3 guys you can siphon yourself). It also adds to the healing and condition removal of the party(spirit's gift is freaking awesome especially with SoS), and unlike SY! works really well VS E-Burn and other mesmer stuff in Vabbi or VS mursaat.

Keep spirit's gift up, it's one of the best skills to use with spirit spamming(it will heal spirits and allies, so new spirits heal the older ones as you summon them),
cast shelter,
siphon it immediately,
side step(so you can siphon the new spirit, dropping them all in the same place only lets you siphon the original),
cast union,
siphon,
use summon if need be(try and set up before combat, but, you may have to summon spam during set up, just be sure to position yourself in a place to siphon a fresh spirit)
side step,
cast displacement,
siphon,
armor of unfeeling,
summon, then siphon+summon spam till they die and need to be replaced(this is actually the most energy intensive part, spamming summon that is. Make sure to use a staff or something like a kaolin wand, the mallyx rit greens or Stygian scepter so you get HCT/HSR bonuses for generic spells like summon spirits).

I've used this in a few HM missions where there were already offensive channelers or communers but no SY! and generally people were impressed with the damage reduction and healing. I got whacked by a boss spike hit once in a mission, and we almost wiped, but they got me back up and the damage stopped again.