Primary Ritualist, why?

Arrogant Bastard

Arrogant Bastard

Lion's Arch Merchant

Join Date: Aug 2009

Your mom's house

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Quote:
Originally Posted by MasterSasori View Post
A 40/40 should place painful bond just as often as a rit. Aren't binding rituals unaffected by using a 40/40 set?

If so, doesn't it seem pointless to use a 40/40?

FoxBat

Furnace Stoker

Join Date: Apr 2006

Amazon Basin [AB]

Mo/Me

1) Painful Bond isn't a binding spell and

2) The point was a siphonless ranger wouldn't have as much energy to spam Bond (no comment on whether that's true)

Lord Chris Bravo

Lord Chris Bravo

Academy Page

Join Date: Sep 2007

Places o.O

Rt/

I use my rit for particully everything Vanquishing, PvP you name it .. it does it both effective and with some skill you can manage your energy really well eg. with an SoS .. i prefer to use Spirit siphon when i use it .. and after i have set down all my spirits .. i just have to cast Spirit siphon and BAM i can use painfull bond .. but that's just me

Oh btw ... i use a 40/40 channelling set at times and it works well with spirits ... especially when tackling a large mob in HM

Lanier

Lanier

Desert Nomad

Join Date: Jan 2010

[Pink]

P/

In response to the OP:

1. Ritualists armor looks pretty awesome

2. Spawning power really isnt that bad. Increased health for spirits is essential for builds centered around the defensive spirits (shelter, union, and displacement), and its usefull for offensive spirits as well as one of the purposes of a spirit spammer is to provide more units for body blocking. The additional length of weapon spells is a nice bonus as well, and there are several nice spells in the spawning power line.

Lord Chris Bravo

Lord Chris Bravo

Academy Page

Join Date: Sep 2007

Places o.O

Rt/

Quote:
Originally Posted by Voodoo Rage View Post
Now does the 40/40 effect spirits casts? I don't think it does.

To me it makes more sense to take a shield and spear set to compensate for my superior chan rune.
Quote:
40/40 only affects spells, which means Painful Bond is likely the only spell to benefit. In that case, it may be better to just Shield+Spear for +60 HP, armor, and IAS for AP-MoP activation. Obvisiously i was wrong .. in that case it's good for painfull bond .. especially when tackling large mobs

AndroBubbles

AndroBubbles

Lion's Arch Merchant

Join Date: Dec 2009

Mo/

Quote:
Originally Posted by MasterSasori View Post
I never said it was. My point was to address AndroBubble's post about a ritualist being able to place Painful Bond on enemies more often than a ranger. I wanted to point out that this comparison is pointless because ritualist being able to place Painful Bond on enemies is the result of a weapon effect and not the class itself.
My point is that when you crunch numbers, a ritualist with a 40/40 set will be able to place painful bond more frequently than a ranger with a 40/40 set because of energy management. If you want to take into account the fact that the damage the ritualist will pump out is superior, I don't see why we're bothering to compare a ranger to a ritualist primary in the first place.
Quote:
Originally Posted by Voodoo Rage
To me it makes more sense to take a shield and spear set to compensate for my superior chan rune. There's this fun little thing I like to do called weapon swapping.

khaderach19

Ascalonian Squire

Join Date: Sep 2007

Our Fun is you Dieing [fool]

Its been stated before but runes are your primary reason. Its pve and there is no reason not to run Superior headpieces all the time.

Spawning power's passive benefits for spirits and minions have been reiterated enough but the line itself has a lot of utility.

Feast of Souls: since quick recharge SS is meta now. Its an emergency heal for 7x90hp to all party members.

explosive growth: conditional damage but ridiculous if used correctly. animate bone minions = 112 aoe damage every 5 seconds, with boon of creation its basically spammable.

Rupture soul: correctly placed with destruction will do a nice aoe spike, + blind.

Voodoo Rage

Voodoo Rage

Desert Nomad

Join Date: Mar 2008

Sacramento, CA

Geezers

R/

Maintainable weapon spells too. I'm finding it pretty reasonable to keep Great Dwarf Weapon up on 3 characters during a battle.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

Quote:
Originally Posted by Lanier View Post
Spawning Power isnt useless at all. The increased health for spirits is really pretty good as spirits are also used for additional bodies for the enemy to target.
Spirits have a pretty quick cooldown and can be precasted before a fight (along with summon spirits). I don't really see a difference because if my spirit dies I can just pop another one up. Spirits are fragile anyway unless you use armor of unfeeling, a little extra health isn't going to go a long way when a boss can OHK them with a AoE or PbAoE (note: I play a lot more HM than nm).

Quote:
Originally Posted by Lanier View Post
The increase to weapon spells duration is the best reason to use spawning power, however, as there are many powerful weapon spells that have short durations and that benefit from it (weapon of warding, spirit light weapon, great dwarf weapon, resiliant weapon, warmongers weapon, etc.) True, however I don't find a few seconds especially important though with weapon skills (why would you use warmongers instead of GDW?). Prefrences are prefrences.

Quote:
Originally Posted by Lanier View Post
Finally, there are several good skills in the spawning power line. Unless you are doing minion bombing or AwS casting, most of it is redundant/weak.

Until Anet decides to give rits a bit of love redesigning SP, they can only push up numbers for non-SP skills. Again, it's all a matter of prefrence.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by The Drunkard View Post
Spirits have a pretty quick cooldown and can be precasted before a fight (along with summon spirits). I don't really see a difference because if my spirit dies I can just pop another one up. Spirits are fragile anyway unless you use armor of unfeeling, a little extra health isn't going to go a long way when a boss can OHK them with a AoE or PbAoE (note: I play a lot more HM than nm).
Running AoU means using a slot on the incredibly condensed SoS rit bar. Communing also has nothing else to offer other than Shadowsong.

Quote:
Originally Posted by The Drunkard View Post
True, however I don't find a few seconds especially important though with weapon skills (why would you use warmongers instead of GDW?). Prefrences are prefrences. The extra few do matter on players instead of heroes. With high spawning it is not too difficult to keep 4 GDW on your team. Yes I've done it and its awesome.

Unless you are doing minion bombing or AwS casting, most of it is redundant/weak.

Quote: If Anguish, being just a normal skill, can be equal in damage to an overpowered elite like SoS then Anguish is actually very good. But it only makes sense to bring Anguish with a hex like Painful Bond.

Quote:
Originally Posted by The Drunkard View Post
Until Anet decides to give rits a bit of love redesigning SP, they can only push up numbers for non-SP skills. Again, it's all a matter of prefrence. Spawning on a hero doesn't need to exceed 6 and with a rune, 7. That's enough for a bit of extra life and extra seconds. You are right that SP skills are near worthless. It's not SP thats a real problem anymore, it's the incredibly worthless skills.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by MasterSasori View Post
I don't like Anguish because its conditional, not particularly long lasting compared to other spirits, and at best, the damage equals a SoS spirit.
AoU on a hero is more acceptable because heroes have no sense of placement and no PvE skills. AoU makes sense for a human rit too because spirits are meant to form a protective wall for your casters, not the other way round. With AoU spirits tank very well in HM.

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

Quote:
Originally Posted by Daesu
AoU makes sense for a human rit too because spirits are meant to form a protective wall for your casters, not the other way round. Not when I play (mostly with pugs). I use summon spirits very often to avoid as much damage to the spirits as possible. That way the pugs become my meatshields on which I use lolVengeance every 15 or 30 seconds.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Daesu View Post
If Anguish, being just a normal skill, can be equal in damage to an overpowered elite like SoS then Anguish is actually very good. But it only makes sense to bring Anguish with a hex like Painful Bond.
It's hardly and equal. It's an equal for one spirit but has so many other drawbacks not to mention its in a totally different line. Anguish with Painful Hex is synergy but it doesn't mean its always going to attack the monster or the monster is not going to last long. Either way you'll need lots of hexes elsewhere because even with a 20/20 painful bond recharge is too slow to cater to anguish.

Quote:
Originally Posted by Daesu View Post
AoU makes sense for a human rit too because spirits are meant to form a protective wall for your casters, not the other way round. With AoU spirits tank very well in HM. That's what MMs are for and most teams have one already. With the minion wall there is no need for SoS to play a second role. Bloodsong and SoS are fast enough to recast after they go down and they are high level. And with decent spawning, they will last long enough. Bloodsong and Vampirism already self healing anyway. So its essentially AoU for crappy communing spirits.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by MasterSasori View Post
It's hardly and equal. It's an equal for one spirit but has so many other drawbacks not to mention its in a totally different line. Anguish with Painful Hex is synergy but it doesn't mean its always going to attack the monster or the monster is not going to last long. Either way you'll need lots of hexes elsewhere because even with a 20/20 painful bond recharge is too slow to cater to anguish.
Since Painful Bond is an AoE hex with a 12s recharge that is usually not a problem. Bringing other hexes from your team is also not difficult.

Quote: That's what MMs are for and most teams have one already. With the minion wall there is no need for SoS to play a second role. When it comes to minions, the more the merrier. Minions are overpowered in PvE right now, not only do they deal good damage, they also provide good defense at the same time so minion skills serve a dual purpose. Just because you have a MM does not imply that SoS becomes useless. The best 3-heroes team HM builds make use of both, unless you are playing the SoS rit of course.

Quote:
Bloodsong and SoS are fast enough to recast after they go down and they are high level. And with decent spawning, they will last long enough. Bloodsong and Vampirism already self healing anyway. So its essentially AoU for crappy communing spirits. Two spirits like Bloodsong and vampirism dont make an effective wall. Also monsters dont always target spirits. For one, spirits do not soak up hexes for you, necro minions do. Spirits also do not wall up their targets as well as necro minions do since they are immobile and ranged. This means, in general, they have a lower chance of being targeted than necro minions.

Think of them as ranged minions like fiends, with the help of the necro minion wall, they can attack more effectively and your casters now have 2 layers of wall protecting them in the toughest HM areas. This is also what makes spiritway very effective for HM.

http://pvx.wikia.com/wiki/Build:Team_-_Hero_Spiritway

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Daesu View Post
When it comes to minions, the more the merrier. Minions are overpowered in PvE right now, not only do they deal good damage, they also provide good defense at the same time so minion skills serve a dual purpose. Just because you have a MM does not imply that SoS becomes useless. The best 3-heroes team HM builds make use of both, unless you are playing the SoS rit of course.
You didn't see my post. I said that by secondary role, they don't need to tank not that they shouldn't be in a team. They don't need to do something that another member of the team can easily do.

Quote:
Originally Posted by Daesu View Post
Two spirits like Bloodsong and vampirism dont make an effective wall. Also monsters dont always target spirits. For one, spirits do not soak up hexes for you, necro minions do. Spirits also do not wall up their targets as well as necro minions do since they are immobile and ranged. This means, in general, they have a lower chance of being targeted than necro minions. When I wrote about longetivity I did not mean that spirits should function as a wall purpose. They only have more hp only to last longer in case a monster does get through the minion wall. You want the spirits to be a wall, but I don't.


Quote:
Originally Posted by Daesu View Post
Think of them as ranged minions like fiends, with the help of the necro minion wall, they can attack more effectively and your casters now have 2 layers of wall protecting them in the toughest HM areas. This is also what makes spiritway very effective for HM. If thats the case then why do you suggest them working as walls? Why make them into something that aren't as good at. That's my beef with AoU, it tries to turn spirits into something that isn't necessary and wastes a slot, not to mention its in a mediocre line. They don't need to function as a second line for your casters as the monsters should already be dead. If not its your offense that's the problem, not the defense.

The Drunkard

Wilds Pathfinder

Join Date: Nov 2007

Still looking

Rt/

I found spirits more useful as an AoE attracter than a wall. It's quite usefull since I can just teleport them around and prevent the rest of my team from getting pummeled by AoE.

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by MasterSasori View Post
That should be the job of your minion wall. If your minions are dying that fast, then I don't think the spirits will be lasting much longer.

They do make a nice little wall for emergencies and can do a ok tanking, but that isn't the spirit's purpose. Spawning power is to increase durability, not make them into walls.
I meant that they can be used as a secondary wall. If you say spirit tanking isn't necessary because you already have necro minions then you are making an assumption that necro minions will always be there to wall monsters up for you.

Necro minions, although good, does not always suvive high damage aoe attacks for long and they rely on fresh corpses. Furthermore, minion bombers use certain skills to detonate their minions so they tend to die faster.

AoU is not a wasted slot as you seem to imply because monsters do attack spirits and spirits with AoU tend to last longer than spirits without. No matter what you think their purpose is suppose to be, spirits are still extremely durable with the right build without sacrificing damage. Why go for damage only when I can get both?

Quote:
Originally Posted by MasterSasori View Post
That should be the job of your minion wall. If your minions are dying that fast, then I don't think the spirits will be lasting much longer. Spirits can last a lot longer than minions because of SP, AoU, and summon spirits.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Daesu View Post
I meant that they can be used as a secondary wall. If you say spirit tanking isn't necessary because you already have necro minions then you are making an assumption that necro minions will always be there to wall monsters up for you.

Necro minions, although good, does not always suvive high damage aoe attacks for long and they rely on fresh corpses. Furthermore, minion bombers use certain skills to detonate their minions so they tend to die faster.

AoU is not a wasted slot as you seem to imply because monsters do attack spirits and spirits with AoU tend to last longer than spirits without. No matter what you think their purpose is suppose to be, spirits are still extremely durable with the right build without sacrificing damage. Why go for damage only when I can get both?
I'm not interested in using a slot for something I don't need to. AoU is still good at low communing, but its the slot that I'm reluctant to give up.

Even if the minions die, its not as if the spirits will keel over without AoU. Besides summoning Bloodsong/SoS isn't difficult or time costly.

Quote:
Originally Posted by Daesu View Post
Spirits can last a lot longer than minions because of SP, AoU, and summon spirits. I'm referring to hero rits but if you are talking about human rits, then there is even a less of a reason to use AoU because of summon spirits. Besides you're going to have to fit AoU into a cramped bar where certain spells such as splinter or GDW are more important

Daesu

Daesu

Furnace Stoker

Join Date: Oct 2008

Quote:
Originally Posted by MasterSasori View Post
I'm not interested in using a slot for something I don't need to. AoU is still good at low communing, but its the slot that I'm reluctant to give up.

Even if the minions die, its not as if the spirits will keel over without AoU. Besides summoning Bloodsong/SoS isn't difficult or time costly. There are not many skills worth bringing in the channeling line to replace AoU. There is SoS, Splinter, BloodSong, Painful Bond, Spirit Siphon, I don't find AR to be effective in HM. That leaves 3 slots for a secondary attribute. If you are a human rit, you can easily fill them up with PvE skills, but if you are a hero rit then most SoS build would use skills from another attribute line, most typically communing for spirit spammers.

Anyway, take at look at this to illustrate what I am talking about:

http://pvx.wikia.com/wiki/Build:Rt/a...Channeling_Rit

SoulKEEPER

Pre-Searing Cadet

Join Date: Apr 2005

Lincoln, NE

Murder Death Kill

Rt/

Why Rit pri.. because the different kinds of builds you can play. My spike builds in AB drove the Kuz nuts. And then maybe its because the rit is so much fun to play!

HigherMinion

HigherMinion

Forge Runner

Join Date: May 2008

East Anglia, UK

Order of [Thay]

N/

Armour of Unfeeling is quite necessary in areas like UW, where you may be asked to tank one side of Four Horsemen quest; although, I've not tested it with anything other than a Ritualist, I think the lack of extra health/armour will affect the outcome.

And yes, there's no real argument about it- spirits ARE minions. Immobile minions, unless you have Summon Spirits. They make a wall to protect the team and absorb damage. You have about 5-6 spirits on your bar, and 11 minions on your MM/MB; and you will overpower anything in your way.

Ancestor's Rage is pretty terrible in HM, don't use it. Nor Spirit Rift or anything that deals "lightning" damage.

MasterSasori

MasterSasori

Desert Nomad

Join Date: Dec 2007

USA

[Thay]

R/Mo

Quote:
Originally Posted by Daesu View Post
There are not many skills worth bringing in the channeling line to replace AoU. There is SoS, Splinter, BloodSong, Painful Bond, Spirit Siphon, I don't find AR to be effective in HM. That leaves 3 slots for a secondary attribute. If you are a human rit, you can easily fill them up with PvE skills, but if you are a hero rit then most SoS build would use skills from another attribute line, most typically communing for spirit spammers.

Anyway, take at look at this to illustrate what I am talking about:

http://pvx.wikia.com/wiki/Build:Rt/a...Channeling_Rit
You are right that AR sucks. I don't know why that's on the build recommendation.

However, I rather have that 3 extra slots dedicated to the SOS being a support healer using MBAS, Spirit Light, and Life. If you have to have communing, then a low 6 att points can get you a AoU but otherwise, communing is a waste other than Shadowsong which is pretty decent.

Anguish and Pain are overrated. They aren't bad but they aren't worth the heals that a SoS rit can give.

Humans can get away with GDW/Summon Spirits to fill two slots and perhaps a rez if pugging, Splinter weapon, or in some minor cases, low communing for AoU.

Quote:
Originally Posted by HigherMinion View Post
Armour of Unfeeling is quite necessary in areas like UW, where you may be asked to tank one side of Four Horsemen quest...

And yes, there's no real argument about it- spirits ARE minions. Immobile minions, unless you have Summon Spirits. They make a wall to protect the team and absorb damage. You have about 5-6 spirits on your bar, and 11 minions on your MM/MB; and you will overpower anything in your way... AoU is necessary for a small amount of areas like some UW and Forgewight; areas where Spirits need more than high lvl/spawning. But for the vast majority of HM, AoU isn't necessary unless you are having real problems with your MM or lack of corpses.

5-6 Spirits on the bar will help tank monsters, but that only is their secondary purpose. If you expect that you will be tanking, then AoU is more appropriate. However when dealing with humans, if the spirit is taking damage, the rit will simply summon it away.