Ritualist Skill List

Inde

Site Contributor

Join Date: Dec 2004

Channeling Magic:

Ancestor's Rage - 5 en, 2 cast, 8 recharge
Spell. All foes adjacent to target ally are struck for 10-82 lightning damage.

Channeled Strike - 10 en, 2 cast, 12 recharge
Spell. Target foe is struck for 5-77 lightning damage. That foe takes an additional 5-29 lightning damage if you are holding an item.

Cruel Was Daoshen - 15 en, 2 cast, 45 recharge
Spell. Hold Daoshen's ashes for up to 15-51 seconds. When you drop his ashes, all nearby foes are struck for 40-112 lightning damage.

Destruction - 10 en, 3 cast, 20 recharge
Binding Ritual. Create a lvl 1-8 Spirit that dies after 30 seconds. When this spirit dies, all nearby foes take 1-4 damage for each second the spirit was alive.

Essence Strike - 5 en, 1 cast, 8 recharge
Spell. Target foe is struck for 5-41 lightning damage. If any spirits are in the area around you, you gain 1-6 energy.

Gaze from Beyond - 5 en, 1 cast, 10 recharge
Spell. Up to 5 Spirits in the area around you lose 10-18 Health. Target foe is struck for 10-18 lightning damage for each spirit that lost Health this way.

Grasping Was Kuurong - 15 en, 2 cast, 30 recharge
Elite Spell. Hold Kuurong's ashes for up to 15-51 seconds. When you drop his ashes, all nearby foes are struck for 5-41 damage and knocked down.

Nightmare Weapon - 5 en, 1 cast, 10 recharge
Weapon Spell. For 12 seconds, target ally has a Nightmare Weapon. Target ally's next successful attack steals up to 5-41 health.

Painful Bond - 15 en, 1 cast, 20 recharge
Hex Spell. For 5-17 seconds, target foe and all nearby foes take 5-17 damage whenever hit by a Spirit's attack.

Signet of Spirits - 0 en, 1 cast, 20 recharge
Elite Signet. You gain 1-6 Energy for each spirit in the area (maximum 5-17 Energy).

Spirit Boon Strike - 10 en, 2 cast, 20 recharge
Spell. Target foe is struck for 10-82 lightning damage, and all spirit near you gain 10-82 Health.

Spirit Burn - 5 en, 1cast, 5 recharge
Spell. Target foe is struck for 5-41 lightning damage. If any Spirits are in the area around you, Spirit Burn deals +15-27 damage.

Spirit Channeling - 5 en, 1 cast, 30 recharge
Elite Enchantment Spell. For 10 seconds, you gain +1-5 Energy regeneration but suffer -5 Health degeneration. When Spirit Channeling ends, you gain 5-17 Health for each ally in the area.

Spirit Rift - 15 en, 2 cast, 5 recharge
Spell. Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 94 lightning damage.

Spirit Siphon - 5 en, 1/4th cast, 3 recharge
Spell. Target spirit loses all Energy. You gain 15-27% of that Energy.

Splinter Weapon - 10 en, 1 cast, 10 recharge
Weapon Spell. For 15-51 seconds, target ally has a Splinter Weapon. Target ally's next successful attack deals 5-41 damage to all adjacent foes.

Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.

Wrath from Beyond - 10 en, 1 cast, 12 recharge
Elite Spell. For each nearby Spirit, one nearby foe is struck for 10- lightning damage. (The same foe cannot be struck more than once.)

===

Communing Magic:

Anguished Was Lingwah - 10 en, 5 cast, 60 recharge
Spell. Hold Lingwah's ashes for up to 30-126 seconds. Dropping her ashes summons a level 1-8 Spirit of Pain that does 5-17 damage.

Binding Chains - 15 en, 2 cast, 30 recharge
Hex Spell. For 5-17, target foe moves 90% slower and cannot attack. Binding Chains ends if that foe takes damage.

Blood Song - 15 en, 5 cast, 60 recharge
Binding Ritual. Create a level 1-7 Spirit who dies after 30-126 seconds. Attacks by that Spirit steal up to 5-17 Health.

Brutal Weapon - 10 en, 1 cast, 15 recharge
Weapon Spell. Give target ally a Brutal Weapon for 5- seconds. The bearer's weapon strikes for +5- damage as long as the bearer is under no Enchantments.

Defiante Was Xinrae - 25 en, 1/4th cast, 25 recharge
Elite Spell. Hold Xinrae's ashes for up to 5-10 seconds. While you hold her ashes, enemy Spells that the caster and the caster's allie's use against you are disable for an additional 5-17 seconds.

Disenchantment - 25 en, 5 cast, 60 recharge
Binding Ritual. Create a level 1-8 Spirit. This Spirit deals 3-13 damage and anyone struck by its attack loses one Enchantment. This Spirit dies after 10-30 seconds.

Displacement - 15 en, 3 cast, 60 recharge
Binding Ritual. Create a level 1-8 Spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded in this way, this Spirit takes 70-54 damage. This Spirit dies after 30-54 seconds.

Dissonance - 25 en, 5 cast, 60 recharge
Binding Ritual. Create a level 1-8 Spirit. This Spirit deals 3-13 damage and anyone struck by its attack is interrupted. This Spirit dies after 10-22 seconds.

Dulled Weapon - 10 en, 1 cast, 20 recharge
Hex Spell. For 5-17 seconds, target foe [and] all nearby foes cannot achieve a critical hit.

Earthbind - 15 en, 5 cast, 60 recharge
Binding Ritual. Create a level 1-8 Spirit. All foes knocked down within its range are knocked down for at least 3 seconds. Whenever this happens, this Spirit loses 50-30 Health. This Spirit dies after 15-39 seconds.

Guided Weapon - 15 en, 2 cast, 45 recharge
Weapon Spell. For 5-10 seconds, target ally's attack skills ignore Blindness and cannot be "blocked" or "evaded".

Mighty Was Vorizun - 5 en, 2 cast, 30 recharge
Spell. Hold Vorizun's ashes for up to 15-51 seconds. While you hold his ashes, you gain +15 armor, and +20 maximum Energy.

Pain - 5 en, 3 cast, 45 recharge
Binding Ritual. Create a level 1-8 Spirit. This Spirit's attacks deal 5-17 damage. This Spirit dies after 30-126 seconds.

Restoration - 10 en, 5 cast, 45 recharge
Binding Ritual. Create a level 1-8 Spirit. When this Spirit dies, all Party members in the area are resurrected with 5-41% Health and zero Energy. This Spirit dies after 30 seconds.

Shadowsong - 10 en, 5 cast, 45 recharge
Binding Ritual. Create a level 1-7 Spirit. The Spirit's attacks cause Blindness for 1-5 second[s]. This Spirit dies after 30 seconds.

Shelter - 10 en, 5 cast, 60 recharge
Binding Ritual. Create a Level 1-8 Spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this Spirit prevents damage, it loses 60-36 Health. This spirit lasts 30-54 seconds.

Soothing - 10 en, 5 cast, 60 recharge
Binding Ritual. Create a level 1-8 Spirit. All foes within its range take twice as long to build adrenaline. This Spirit dies after 15-39 seconds.

Union - 15 en, 3 cast, 60 recharge
Binding Ritual. Create a level 1-7 Spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 30-54 seconds.

Vital Weapon - 5 en, 1 cast, 20 recharge
Weapon Spell. For 30 seconds, target ally has a Vital Weapon and has +40-168 maximum Health.

Wanderlust - 10 en, 5 cast, 60 recharge
Elite Binding Ritual. Create a level 1-8 Spirit. Whenever this Spirit's attack hits a stationary foe, that foe is knocked down and the Spirit loses 70-54 Health. This spirit dies after 30-54 seconds.

Weapon of Quickening - 10 en, 2 cast, 5 recharge
Elite Weapon Spell. For 5-13 seconds, target ally has a Weapon of Quickening, and spells and Binding Rituals recharge 15% faster.

===

Restoration Magic:

Blind Was Mingson - 10 en 2 cast 30 recharge
Spell. Hold Mingson's ashes for up to 15 seconds. When you drop her ashes, all adjacent foes are Blinded for 1 second.

Flesh of My Flesh - 5 en 5 cast
Spell. Lose half your Health. Ressurect target ally with your current Health and 5% energy.

Generous Was Tsungrai - 5 en 1 cast 15 recharge
Spell. Sacrifice 10% Health. Hold Tsungrai's Ashes for up to 15 seconds and gain +50 maximum Health. When you drop his ashes, you gain 50 Health.

Life - 10 en 3 cast 45 recharge
Binding Ritual. Create a level 1 Spirit. When this Spirit dies, all allies within its range are healed for 1 Health for each second this Spirit was alive. This Spirit dies after 30 seconds.

Lively Was Naomei - 15 en 6 cast 20 recharge
Spell. Hold Naomei's ashes for up to 60 seconds. When you drop her ashes, all party members in the area are resurrected with 15% Health and zero Energy.

Mend Body and Soul - 5 en 3/4 cast 3 recharge
Spell. Target ally is healed for 10 Health. That ally loses one Condition for each Spirit in your area.

Preservation - 5 en 3 cast 45 recharge
Elite Binding Ritual. Create a level 1 Spirit. Every 4 seconds, this Spirit heals one ally in the area for 10 Health. This Spirit dies after 60 seconds.

Protective Was Kaolai - 10 en 1 cast 20 recharge
Spell. Hold Kaolai's ashes for up to 10 seconds. While you hold his ashes, the next time damage brings your Health below 25% you are healed for 26 Health.

Recuperation - 15 en 3 cast 60 recharge
Binding Ritual. Create a level 1 Spirit. Allies within its range, gain +1 Health regeneration. This Spirit dies after 15 seconds.

Resilient Was Xiko - 5 en 1 cast 10 recharge
Spell. Hold Xiko's ashes for up to 5 seconds. For each Hex or Condition you are suffering from while holding her ashes, you gain +2 Health regeneration.

Resilient Weapon - 10 en 2 cast 30 recharge
Weapon Spell. For 5 seconds, target ally has a Resilient Weapon. While suffering from a Hex or Condition, that ally gains +1 Health regeneration and +24 armor.

Soothing Memories - 5 en 1 cast 5 recharge
Spell. Target ally is healed for 10 Health. If you are holding an item, you gain 3 Energy.

Spirit Light - 10 en 1 cast 4 recharge
Spell. Sacrifice 10% Health. Target ally is healed for 50. If any Spirits are in the area around you, you don't sacrafice Health.

Spirit Light Weapon - 5 en 1 cast 5 recharge
Elite Weapon Skill. For 10 seconds, target ally gains 3 Health each second. Spirit Light Weapon ends if that ally is not near a Spirit.

Spirit Transfer - 5 en 1/4 cast
Spell. Target ally steals up to 5 Health from all spirits in the area.

Tranquil Was Tanasen - 10 en 3 cast 30 recharge
Elite Spell. Hold Tanasen's ashes for up to 5 seconds. While you hold his ashes, you have +10 armor and cannot be interrupted.

Vengeful Was Khanhei - 5 en 3/4 cast 20 recharge
Elite Spell. Hold Khanhei's ashes for 5 seconds. Whenever a foe strikes you in combat while you are holding Khanhei's ashes, you steal 5 Health from that foe.

Vengeful Weapon - 5 en 1/4 cast 3 recharge
Weapon Spell. For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 20 Health from that foe.

Weapon of Shadow - 10 en 1 cast 25 recharge
Weapon Spell. For 4 seconds, target ally had a Weapon of Shadow. Whenever that ally is struck by an attack, that ally's attacker becomes Blinded for 3 seconds.

Weapon of Warding - 10 en 1 cast 5 recharge
Weapon Spell. For 5 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +1 Health regeneration.

Wielder's Boon - 5 en 1 cast 4 recharge
Spell. Heals target ally for 15 seconds. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 10 Health.

===

Spawning Power (Primary Attribute):

Attuned Was Songkai - 10 en, 2 cast, 60 recharge
Elite Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells cost 5% less Energy to cast.

Boon of Creation - 10 en, 2 cast, 45 recharge
Enchantment Spell. For 15 seconds, whenever you create a creature, you gain 5 Health and 3 Energy.

Consume Soul - 5 en, 3/4 cast, 4 recharge
Elite Spell. Target touched Spirit is destroyed. All allies in the area are healed for 30 Health.

Doom - 10 en, 1 cast, 15 recharge
Spell. Strike target foe for 4 lightning damage for every recharging Binding Ritual you have.

Explosive Growth - 15 en, 2 cast, 45 recharge
Enchantment Spell. For 15 seconds, whenever you create a creature, up to 5 foes near that creature are struck for 20 lightning damage.

Feast of Souls - 10 en, 1/4 cast, 10 recharge
Spell. Destroy all nearby allies' Spirits. For each Spirit destroyed in this way, all party members are healed for 50 Health.

Ghostly Haste - 10 en, 1 cast, 30 recharge
Enchantment Spell. For 5 seconds, spells you cast while in the area of a Spirit recharge 5% faster.

Ritual Lord - 10 en 30 recharge
Elite Skill. For 30 seconds, your Rituals recharge 15% faster.

Rupture Soul - 10 en, 1 cast, 20 recharge
Spell. Target allied Spirit is destroyed. All nearby enemies are struck for 50 lightning damage and become blinded for 3 seconds.

Signet of Creation - 2 cast, 10 recharge
Signet. All Spirits and animated creatures in the area gain +1 Health regeneration. After 30 seconds, those spirits and creatures are destroyed.

Spirit to Flesh - 10 en, 3/4 cast, 15 recharge
Spell. Target touched allied Spirit is destroyed. All nearby allies are healed for 30.

No Attribute:
Soul Twisting - 5 en, 1 cast, 10 recharge
Elite Enchantment Spell. Destroy target allied spirit. The next Binding Ritual you perform cast 66% faster and recharges instantly.

gabeybaby

gabeybaby

Ascalonian Squire

Join Date: May 2005

so how long is this going to take to integrate into the dynamic skill listing page on this site? I need those little picture icons, ya know?

Inde

Site Contributor

Join Date: Dec 2004

LOL! It takes time. We are working on it as well as gathering the picture icons

Narcissus

Narcissus

Lion's Arch Merchant

Join Date: May 2005

North Carolina, USA

Evolution

Me/A

Quote:
Originally Posted by Inde
LOL! It takes time. We are working on it as well as gathering the picture icons
I freaking love you. Marry me!

sumasage

Lion's Arch Merchant

Join Date: Apr 2005

Destruction seem very nice for UW trapper group. Cast it 30 seconds b4 pull and let it do 120 dmg when it is destroyed.... nice...

rii

Desert Nomad

Join Date: Mar 2005

UK

Are the numbers on those skills correct? e.g.

Attuned Was Songkai - 10 en, 2 cast, 60 recharge
Elite Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells cost 5% less Energy to cast.


That doesnt seem right. In the context of a ritualist, whos staple skills seem to be in the region of 10e staple, this reduces cost by 0.5 energy. Since Gw rounds up, a 10e cast under this spell still costs 10e. Even a 25e skill is reduced by only a couple of energy. Im missing something here aren't I?

Harth

Pre-Searing Cadet

Join Date: Jan 2006

[eVil]

Dude, if you stacked R nature spells with Ritualist spells, you could sit in the back and heal your party for tons of hp. all at once..... probably a pvp/gvg idea more then a pve.

For instance, you could create a bunch of spirits and just sit there..... then when your party gets in trouble....sacrifice them all for hp... heheh.... yum. no monk can do that.

It would take prep time, but it could save your butt. your entire teams butt.... and it only takes one person.... who can be sitting way in the back, avoiding attacks...

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.


Think Ranger. Think Barrage. Hmm....

flawless650

Ascalonian Squire

Join Date: Dec 2005

A quick note, Channeling Magic skills do not work with Air Attunement even though the damage states to be lightning.

ak347

Frost Gate Guardian

Join Date: Aug 2005

i think many of the spells listed here are missing extended duration based on skill level. 5% reduced cost probably goes up to 15 or 25 %. THat's my guess.

And yeah, theres massive potential as a background healer or as a powerful spiker.
O, and the one spirit that reduces dmg to 10%? Can you say new E/Ri UW farming? lol

Inde

Site Contributor

Join Date: Dec 2004

The numbers and descriptions on the skills are what is listed currently in the game. We have to remember that these skills are in a "beta" phase. These do not necessarily mean they will be the same when Chapter 2 comes out.

MSecorsky

MSecorsky

Furnace Stoker

Join Date: Jun 2005

So Cal

The Sinister Vanguard

Me/

Quote:
Originally Posted by Inde
The numbers and descriptions on the skills are what is listed currently in the game. We have to remember that these skills are in a "beta" phase. These do not necessarily mean they will be the same when Chapter 2 comes out.
Curse you and your words of wisdom forcing me to be grounded in reality again!

Lord Iowerth

Lord Iowerth

Wilds Pathfinder

Join Date: Sep 2005

Atlanta, GA (#guildwarsguru FTW!)

Biscuit Of Dewm [MEEP]

R/Mo

Quote:
Originally Posted by MSecorsky
Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.


Think Ranger. Think Barrage. Hmm....
oh wow ... wow ... that's, erm ... not nice! I love it!

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Anybody thinks Ritualist fits well with Ranger's pet? I was hoping maybe they can create another class that can make use of pet (besides that stupid IWAY).

I didn't read everything but Ritualist doesn't seem to fit well with Beast Masters (the same for Assassin). A lot of enchantments are weapon enchantment and I don't think it affects pets since they don't hold a weapon.

The spirits are neat but I have a feeling too many spirits will block your pet's path. No good.

Two April Mornings

Two April Mornings

No Luck No Time No Money

Join Date: Nov 2005

Amherst College, MA

Scars Meadows [SMS]

Me/

fell in love with ritualist, cant wait for chapt 2 so i can make my mes a ritualist secondary

jibikao

jibikao

Krytan Explorer

Join Date: Jun 2005

R/

Ok, I have this dumb question.

Why do they let us play the 2 new classes now? For what reasons? Aren't we supposed to wait for Chap to play these two new classes?

And these skills are not "final" yet right? More like "trying out" the new skill sets and see what needs to be changed/improved?

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

Yes, the point is for us all to play them into the ground over the next 2 days, see if there are exploits/changes that need to be made. Then the team will tweak them before game. It's called the beta-phase ^_^

The ritualist, sounds, so, cool. Like, *rawr* I'm into this now.
Does fast casting effect the Binding Rituals. If not, do these count as non-spell skills, effect by expertise?

chris_nin00

chris_nin00

Dun dun dun

Join Date: Aug 2005

Reddit Guild

R/

I like summoning with the ritualist...
It's like final fantasy all over again!
-cool pretty lights
-sound effects
-Cool spirits coming down from the sky!

Summoning something has been made a lot more cooler

Jesters Court

Jesters Court

Ascalonian Squire

Join Date: Nov 2005

Mine-Bathazars Hell Knights

W/Mo

i love it, when is the second chapter coming, this is gonna be my fav char. I tested him alredy and its awesome

Banebow

Banebow

Krytan Explorer

Join Date: Aug 2005

[KoA] Knights of the Alliance

Me/

Quote:
Originally Posted by Inde
Union - 15 en, 3 cast, 60 recharge
Binding Ritual. Create a level 1-7 Spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the Spirit takes 15 damage. This Spirit dies after 30-54 seconds.
So, if you put this down and cast shielding hands on it, anyone care to wager a guess as to what happens to ranger spike groups? Sounds like a very powerful spirit against pressure builds and spike builds that do lots of little hits.

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

I have to recomend 'Vengeful was Khanhei'. With 12 R.Magic, it lasts for 10 seconds and steals 30 health from any foe that causes damage to you. Good for using either defencively or offensively.

D'Arcangelo

D'Arcangelo

Academy Page

Join Date: Jan 2006

Me/

I've found my new class... Channeling magic is awesome. I tried a channeling build in the Pvp arenas and it works pretty well. My attributes arent so good but only because I havent got any runes.. Spirit Siphon works really well on a Destruction spirit. Since ive found they use no energy.

Hella Good

Hella Good

Desert Nomad

Join Date: Oct 2005

None, free and clear

I know these are still at a working stage but some of those skills are... well, over the top. Like that skill that gives interrupt on every attack... that thing with barrage or other similar aoe attack is clearly imbalanced. I love the ritualist, not too fond on the assassin but yea, i think they need to tune him down quite some for him to be balanced.

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by MSecorsky
Wailing Weapon - 10 en, 1 cast, 30 recharge
Weapon Spell. For 5-10 seconds, target ally has a Wailing Weapon. Whenever the Wailing Weapon strikes an attacking foe, that foe is interrupted.


Think Ranger. Think Barrage. Hmm....
That is akin to cry of frustration, but a little better i think.

I have found that monk like ritualists are rather annoying to fight against. Im getting kinda tired of having to wipe out misc spirits before i can start killing people.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Quote:
Originally Posted by Hella Good
I know these are still at a working stage but some of those skills are... well, over the top. Like that skill that gives interrupt on every attack... that thing with barrage or other similar aoe attack is clearly imbalanced. I love the ritualist, not too fond on the assassin but yea, i think they need to tune him down quite some for him to be balanced.
Rangers have had a skill that interupts every hit since game release...TWO skills actually.

Plus read it again: "strikes an attacking foe" - It interupts people attacking - It is useless against people that are in the middle of casting spells.

----------------------

Also note that for his Restoration/Spawning Magic Listings he doesn't give the ranges...The numbers you see are for ZERO in that attribute. They get better. Some people have commented saying they suck..well..yea..at 0 in that attribute I guess the skill really isnt that good..but that goes for most things.

Also note for some people - Those "[whatever] was [whoever]" spells actually make you hold an urn, much like you'd hold a flag as a flag runner- meaning you cant use your weapon or any skills linked to it.

---------------------

Also - SOme of the skills have ALREADY been buffed/nerfed since this listing.

My favorite holding item spell was buffed - the Elite "Tranquil Was Tanasen". Its Recharge is 20 sec not the 30 sec listed - meaning at high restoration you have little downtime with it (Its 17sec at 12 Restoration, so is probably 21-22 at 16). You lose the energy off your weapons and cant use weapon attacks - but you gain alot of armor (its like +24 at 12) and cannot be interupted (and thats cannot be interupted with NO PENALTY - like Resolve's energy taking).

EDIT IN: Also a small "hic-up" in graphics: When the time runs out on your Ashes and their taken away - Until you move your character or cast something - they'll remain in that "arms out like I'm holding something" emote.

DieInBasra

Lion's Arch Merchant

Join Date: Aug 2005

I'd have to say that the spirits need definite buffing. a 60 seconds recharge with a 5 second casting time that can get killed by an assasin with spirit walk in one combo? This wouldn't be too much of a problem except for the fact that I haven't been able to heal my spirits, at least with Rit. skills

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

"Lively Was Naomei" is another Light of Dwayna for EoE Bomb (Mo/Rit). Except it works better.

These item holder spells are probably my second favorite of the tpye types of spells.

The drop to get its effect ones are great minus the long recharges on some. Its sort of liek a "pay now, and use the effect at your own convinance (within time limits of course)" kind of spells. YOu can summon up the urn and let it be recharging while you wait for the best time to use the effect by dropping the urn.

The hold to get the effect ones bring strategy into it - theres bad and good. Bad because you get no weapon usage, but good in the fact that noone can stop it once its summoned into your hands. Its not an enchantment or anything.

Agild Greenfinger

Academy Page

Join Date: May 2005

does binding rituals counts as spells or as the description says a ritual?

as in will spell specific interupts effect these? powerspike etc.

Famtouse

Ascalonian Squire

Join Date: May 2005

Mighty Was Vorizun - 5 en, 2 cast, 30 recharge
Spell. Hold Vorizun's ashes for up to 15-51 seconds. While you hold his ashes, you gain +15 armor, and +20 maximum Energy.


This is an instant nerf I tell you...

Narcissus

Narcissus

Lion's Arch Merchant

Join Date: May 2005

North Carolina, USA

Evolution

Me/A

Quote:
Originally Posted by Famtouse
Mighty Was Vorizun - 5 en, 2 cast, 30 recharge
Spell. Hold Vorizun's ashes for up to 15-51 seconds. While you hold his ashes, you gain +15 armor, and +20 maximum Energy.


This is an instant nerf I tell you...
Howso? When you are holding the item you lose the benefit of your weapon and offhand items. So let's see: you are A) unable to attack, B) since most people carry a focus that's +12 energy out the window and C) all the while losing every benefit of your weapon mods and bonuses.

So you have a 5 energy buff that gives you +8 max energy, +15 armor, while removing all of your weapon mods, offhand mods, and prevents you from attacking. Woot! /sarcasmoff

QuixotesGhost

QuixotesGhost

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by TGgold
Yes, the point is for us all to play them into the ground over the next 2 days, see if there are exploits/changes that need to be made. Then the team will tweak them before game. It's called the beta-phase ^_^

The ritualist, sounds, so, cool. Like, *rawr* I'm into this now.
Does fast casting effect the Binding Rituals. If not, do these count as non-spell skills, effect by expertise?
Binding Rituals do not set off Backfire, so I'm wagering that they are indeed skills.

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

Problem is that I've experienced interupts from power spike on my Rit. If they are non-spell skills then why does power spike work (and why doesn't backfire)?

Phades

Phades

Desert Nomad

Join Date: Jun 2005

Quote:
Originally Posted by Narcissus
Howso? When you are holding the item you lose the benefit of your weapon and offhand items. So let's see: you are A) unable to attack, B) since most people carry a focus that's +12 energy out the window and C) all the while losing every benefit of your weapon mods and bonuses.

So you have a 5 energy buff that gives you +8 max energy, +15 armor, while removing all of your weapon mods, offhand mods, and prevents you from attacking. Woot! /sarcasmoff
Some of hte item carrying stuff is kinda blah, but there are other spells that work in conjunction with them that are pretty good. One that returns energy for every casting of the spell and heals someone if you are holding an item. Basically they are like rangers, because they get bonuses from many different sources, but they are casters instead of physical damage dealers.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Assassins are simple: beat dude in face until he falls over. These guys are complex and messy and really freakin' scary...

*Runs back to Ranger and hides behind tree until mean nasty blind guys go away*

Mommy!!

XP

Lady Lozza

Lady Lozza

Forge Runner

Join Date: Dec 2005

Oz

Angel Sharks

Me/N

lol! I'm loving the Ritualist. I'm a caster at heart and this class is so versitile. I don't think you would ever want more than one in an 8 player team, but I think in the future players will be wanting one, unlike some of the other caster classes (N & Me).

NOTE: I'm not saying that N and Me are useless, actually I rather like them and they really DO have a place in the team, my point is that a lot of PvE players don't seem to want them in teams because they don't really have a "pre-defined" roll in PvE. So despite their usefulness, players seem to forget about them completely. Ritualist can, and do, do the same amount of dmg as a nuker, and can - and do - have the healing powers of a monk. Once players get over their initial reaction to the new classes I think ritualists will become the new monks - limited in supply, but in high demand.

Narcissus

Narcissus

Lion's Arch Merchant

Join Date: May 2005

North Carolina, USA

Evolution

Me/A

Quote:
Originally Posted by Phades
Some of hte item carrying stuff is kinda blah, but there are other spells that work in conjunction with them that are pretty good. One that returns energy for every casting of the spell and heals someone if you are holding an item. Basically they are like rangers, because they get bonuses from many different sources, but they are casters instead of physical damage dealers.
Oh I know that some of them are good. Was just referring to another poster that said that "Mighty Was Vorizun" was nerfbait when it clearly is not.

Bale_Shadowscar

Bale_Shadowscar

Wilds Pathfinder

Join Date: Sep 2005

Manchester, England

New Dragons [NDR]

Just a question, "Spirit Siphon" says that target spirit loses all energy,and you gain some, but it does not say 'allied' spirit. Can anyone confirm for me whether you can use this on hostile spirits?

rabidcentipede

rabidcentipede

Ascalonian Squire

Join Date: Dec 2005

Internet

Grenths Forgotten Ones

Mo/N

Quote:
Originally Posted by LaserLight
Assassins are simple: beat dude in face until he falls over. These guys are complex and messy and really freakin' scary...

*Runs back to Ranger and hides behind tree until mean nasty blind guys go away*

Mommy!!

XP
lol... it was sad for the first part of friday as everyone and their mother ran as a Ritualist, and noone knew how to use it. Half of the ritualists on mym PVP teams cast all of their spirits IN THE HOLDING AREA and then, once the gates opens, they were stuck in their uber-long recharge time... sigh.

Former Ruling

Grotto Attendant

Join Date: Oct 2005

Cedartown, Georgia

R/

Quote:
Originally Posted by Agild Greenfinger
does binding rituals counts as spells or as the description says a ritual?

as in will spell specific interupts effect these? powerspike etc.
Tested this - They are NOT spells. The "Dazed" condition has no effect on their casting.

Lady Lozza - Are you sure Powerspike was the one interupting you? If so report the bug to Anet.

Famtouse

Ascalonian Squire

Join Date: May 2005

Quote:
Originally Posted by Narcissus
Howso? When you are holding the item you lose the benefit of your weapon and offhand items. So let's see: you are A) unable to attack, B) since most people carry a focus that's +12 energy out the window and C) all the while losing every benefit of your weapon mods and bonuses.

So you have a 5 energy buff that gives you +8 max energy, +15 armor, while removing all of your weapon mods, offhand mods, and prevents you from attacking. Woot! /sarcasmoff
While I see your point, just because you are holding something doesn't mean you can't still cast, that along with the skills that return energy will always provide you with ample energy. Not only that, but this skill is recharged before it is over, so if anything they would change that.