Spirit Spammer reborn, the Ra/Rit

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Ranger/Ritualist
16 expertise
12 communion

skills:

oath shot {e}
rez sig
displacement
disenchantment
shadowsong
union
shelter
soothing

The basic premise of this guy is to spam spirits like mad. I haven't experimented with all of the spirits yet, so I'm not sure if those 6 are the best choices (in fact, I noticed disenchantment keeps hitting the same guy instead of hitting as many enchanted targets as possible, so it might not be a great choice). Spamming union, soothing, shelter and displacement is really helpful in defense, and this guy is an overall great character for altar holding and other defensive purposes. Grab your bows and button mash those spirit skills.

Boots

Ascalonian Squire

Join Date: Mar 2006

Mizzou

I'm not sure if expertise affects ritualist rituals or if it is only ranger rituals. Something to test out.

LaserLight

LaserLight

Wilds Pathfinder

Join Date: Nov 2005

La La Land

[NOVA]

A/

Good concept, but I'd say go with 12 Communing and 11 Channeling, get access to all sorts of juicy spirits, and have just enough attribute points left to get to the necessary 7 Expertise. After all, are you really going to run out of energy casting Binding Rituals? :-P

Oh, Boots? Expertise should affect Binding Rituals, yes. They're not Spells, Hexes, or Enchantments, and thus fall into Expertise's realm.

Kabale

Kabale

Wilds Pathfinder

Join Date: Jun 2005

UK

Portrayors of Valour [pV]

The reason for the high Expertise attribute is to reduce the cost of the spirits, not to meet the requirements of Oath Shot.

art_

art_

Jungle Guide

Join Date: Dec 2005

Yup i totally predict spirit-spamming to be big until they come up with a nerf.

phreakilla

phreakilla

Academy Page

Join Date: Dec 2005

napping some where in Snake Dance

The Alliance of the Dark Gate

W/Mo

and we all know anet likes to nerf..... they are evil. its the evil monks agian

Wretchman Drake

Wretchman Drake

Jungle Guide

Join Date: Sep 2005

Charr Carvings and [BeeR]

The Search Nazi?

Electric Death

Electric Death

Frost Gate Guardian

Join Date: Feb 2006

Ireland

[LS]

Mo/Me

Hey when spirit spamming was out first i was a pvp noob basically, so never understood how it worked, can anyone tell me?

Red Locust

Red Locust

Site Contributor

Join Date: May 2005

Quote:
Originally Posted by LaserLight
Good concept, but I'd say go with 12 Communing and 11 Channeling, get access to all sorts of juicy spirits, and have just enough attribute points left to get to the necessary 7 Expertise. After all, are you really going to run out of energy casting Binding Rituals? :-P

Oh, Boots? Expertise should affect Binding Rituals, yes. They're not Spells, Hexes, or Enchantments, and thus fall into Expertise's realm.
The high expertise is for the spirits - most of them cost 15e with some of them costing 25e. It's impossible to keep up a constant stream of 15e spirits for too long as a ranger with 3 pips of energy.
As for the channeling, I don't really see many skills that'd contribute to what this guy is trying to do.

Quote: Originally Posted by Electric Death Hey when spirit spamming was out first i was a pvp noob basically, so never understood how it worked, can anyone tell me? Spirit spamming was a bunch of rangers with oath shot, littering the entire battlefield with spirits (you could have tons of copies of one spirit). This build tries to do the same thing. Some of those spirits will kill themselves off quite quickly, so it eliminates some of the redundancy from casting pre-existing spirits.

Quote:
Originally Posted by Wretchman Drake
The Search Nazi? :O I guess you've never watched Seinfeld and the hilarious soup nazi episode

Vesital

Vesital

Academy Page

Join Date: Jul 2005

Canada

Servants of Fortuna

Hey Loc,

Seems like a solid build, and until ANET whips out the nerfing stick, could be a very strong build in HA. Like you said, it would be great for holding, but it does lack offense... but who cares! The defensive possibilities are great But could one afford to fit this in a build? Would the standard 3 monk build in HA be replaced by a 2 Mo 1 Ri team? Or would you have 3 Mo and a Ri?

DieInBasra

Lion's Arch Merchant

Join Date: Aug 2005

I prefer Ritual Lord with a rit primary to oath shot spam at 12 spawning I think it's 60% faster, which with most spirits is near 30-20 second recharge, similar oath shot. In the end you come out with stronger Rituals and you don't have to worry about missing, or having someone their to hit, and it allows you a differant secondary and allows you to carry rit spells.
However, you do have to drop one spirit in place of Spirit Boon, or whichever enchant gives you energy for making spirits. Just throwing the option out there.

Falrow

Frost Gate Guardian

Join Date: May 2005

definitly Ritual Lord, and I'd probably go for 16 spawn, 13 communing, cause you get 10 recharge of spirits as apposed to 20, and only a little bit less total hp on the spirits.

Plus some of the spawning power skills are great monk support. Feast of Souls anyone? Also, boon of creation will keep your mana flowing.

Can't wait to try this, looks to me like the key is staying out of the fight, far behind the monks.

Probably better in GvG then HA.

Siren

Siren

Wilds Pathfinder

Join Date: Mar 2005

Fifteen Over Fifty [Rare]

Problem with this idea is two-fold.

One, if the spirits don't already die when a new version of it is cast, expect that to change.

Two, as far as I can tell, the Rit spirits can still bodyblock. Expect that to change.

These aren't nerfs that will be coming. They're just making sure Rit spirits behave like Ranger spirits.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Would've thought bringing Pain into the build would be nice too? I never really checked them out though in that preview so i dunno what stats they all use.

Btw, is it just me who finds Disenchantment a little bit lame?

Rend Enchantments, remove upto 9 i think and take damage for monk ones (the main enchantments you remove)
Disenchantment, spams remove enchantment every other second removing about 4 enchantments by the time anyones even realized its there.

Talk about the end of bonding but this spirit really is lame. Its almost as bad as Wanderlust where the moment you stop to do something your on your arse.

audioaxes

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by Evilsod
Would've thought bringing Pain into the build would be nice too? I never really checked them out though in that preview so i dunno what stats they all use.

Btw, is it just me who finds Disenchantment a little bit lame?

Rend Enchantments, remove upto 9 i think and take damage for monk ones (the main enchantments you remove)
Disenchantment, spams remove enchantment every other second removing about 4 enchantments by the time anyones even realized its there.

Talk about the end of bonding but this spirit really is lame. Its almost as bad as Wanderlust where the moment you stop to do something your on your arse. rend enchant ments is a one time skill for a single target with 30 sec recharge

disenchant is much better as a constant source of enchant stripping

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

Thats my point. Rend strips plenty (basically all) enchantments once every 30 seconds. Disenchantment is just pure spamming remove enchantment. It really does make skills like Rend, Strip, Shatter, Drain etc useless as enchantment removals techniques. (i relize that isnt the main use for half of them)

It just seems too overpowered for a non-elite skill.

As i said, the only thing that ends bonding quicker than this spirit would be Natures Renewal (and killing the bonder of course :P)

zoozoc

zoozoc

Krytan Explorer

Join Date: May 2005

Beaverton/OR

Disciples of Birkler [BIR]

im still a little hesitent to run builds with spirits, what with all of the new spirit killing skills (unnatural sig and spirit walk come to mind) will make short work of any harmful spirits, sure it buys time making it so the other team pretty much has to kill your spirits, but it still seems pretty ify, im sure it will be great for hoh, but for gvg, against a flexable build, you wont be doing so hot.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by zoozoc
im still a little hesitent to run builds with spirits, what with all of the new spirit killing skills (unnatural sig and spirit walk come to mind) will make short work of any harmful spirits, sure it buys time making it so the other team pretty much has to kill your spirits, but it still seems pretty ify, im sure it will be great for hoh, but for gvg, against a flexable build, you wont be doing so hot. General mesmer opinion (at least at this site) of Unnatural sig is pretty low...

I think a spirit build is much more flexible than people give it credit for. Course with the little exp I did have, I can't really say. But I imagine that GvG and HoH will be mixed up for a bit while people settle into a new metagame.

Evilsod

Evilsod

Banned

Join Date: Mar 2006

England

Lievs Death Squad [LDS]

It would depend what spirits you were using, i could see there been a new wave of IWAY noobs with an W/Rit or a N/Rit in there.

Spam disenchantment or Wanderlust (now they cant really use Tainted+order of vamp so they lose an elite) and you've pretty much wasted all bonding attempts and all casting attempts.

It seems Unnatural Signet is much worse than i first thought too, read it takes 5-6 casts to kill a single spirit which really is a waste of time,

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Evilsod
It seems Unnatural Signet is much worse than i first thought too, read it takes 5-6 casts to kill a single spirit which really is a waste of time, That's the general opinion....Not to mention that you have to be standing still that whole time.

DieInBasra

Lion's Arch Merchant

Join Date: Aug 2005

Um, it takes about 5 seconds to make a ritual for about 10-25 energy. You're saying it's not worth it to put a a time investment of 6-7 seconds to kill that thing for only a single skillslot? It's not like most domination mesmer are constantly doing stuff either, almost the whole line is long recharge spells. But w/e, this really ins't the place to be debating it.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by DieInBasra
Um, it takes about 5 seconds to make a ritual for about 10-25 energy. You're saying it's not worth it to put a a time investment of 6-7 seconds to kill that thing for only a single skillslot? It's not like most domination mesmer are constantly doing stuff either, almost the whole line is long recharge spells. But w/e, this really ins't the place to be debating it. Well, you're right, this is a debate that was taking place in the Mesmer forum, so I'll leave it at that.


But as a future Rit player... If I was running a build using spirits, I would have a 'cover' skill for when my spirits are being killed. I can actually think of a couple of things a Ritualist would do when faced with unnatural sig. For instance. Mesmer is happily plugging away with Unnatural sig, and suddenly the Rit pulls the spirit out of range with Draw Spirit. IF the mesmer made the decision to invest his time in killing this particular spirit, then it follows that it must be a spirit that is cause of some concern to the mesmer/team, so the mesmer might then make the decision to get back into range and continue killing it. This would be an opportunity for the Rit to 'bait' the mesmer into overextending. Most experienced Mesmer's will not take the bait, but you kept a potentially vital spirit alive.

Another thing is that a good number of potential Rit builds will let you take advantage of your dying spirits. Spells that deal damage, or heal the team, recharge a spirit skill at the cost of sacrificing a spirit. The Ritualist could potentially keep a mesmer busy 'killing' his spirits for naught.

zoozoc

zoozoc

Krytan Explorer

Join Date: May 2005

Beaverton/OR

Disciples of Birkler [BIR]

hm...yes unnatural sig isnt what you would want to use most of the time to kill spirits, normal wanding and warriors attacking them will do most the time, but when the spirit is out of sight or in a hard toget location, using unnatural sig might be prefferable, plus spirit walk is always an option, if spirits ever get really popular and you builds runs spirits, ythe warriors or assasins cold be warping all over the place taking out spirits or getting into your backline via your very spiritsand warping right back out when in trouble.

ellemnist

Ascalonian Squire

Join Date: Apr 2005

i dotn think you can spam spirits, i had the impression you could only cast 1 kind of spirit at a time... cause i tried casting pain twice and the first one died immedietly
buuuuut im not so sure about this...

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by ellemnist
i dotn think you can spam spirits, i had the impression you could only cast 1 kind of spirit at a time... cause i tried casting pain twice and the first one died immedietly
buuuuut im not so sure about this...
You can't spam the same spirits twice... But you can cast many different spirits. And then using your skills to replace, exploit spirits getting attacked/damaged.

Quote:
Originally Posted by zoozoc
hm...yes unnatural sig isnt what you would want to use most of the time to kill spirits, normal wanding and warriors attacking them will do most the time, but when the spirit is out of sight or in a hard toget location, using unnatural sig might be prefferable, plus spirit walk is always an option, if spirits ever get really popular and you builds runs spirits, ythe warriors or assasins cold be warping all over the place taking out spirits or getting into your backline via your very spiritsand warping right back out when in trouble. So they're gonna overextend, and plop themselves down next to a nasty little bomb?

HotCod

Pre-Searing Cadet

Join Date: Apr 2006

I seem to be heading in to a more sprit spaming rit/ra build... but for the moment i'm keeping favrable winds, power shot and brutale wepond on (i'm only level 11, heh so not really something to pay attashion to) ones i've spamed out my sprits i've got a really quite powerful burst damge with a favrable wind brutale power shot it can do up to 60damge (which was almost half the hp of the mob at that level) for realivly little invested, 5e for brutal and 10 for shot, 15 isn't all that much when you think about the spirt cool downs... but ya i don't know all that much yet and i never really palyed much level 20 proth so i could be horiable wrong in my ideas

James Ramsden

Ascalonian Squire

Join Date: May 2006

The Legendary Elites

E/Mo

Hmm, is it possible to heal spirits? If so it might be a good build to be a rt/mo or an rt/a (if rts can heal them with special skills). I think it would be good to be an assassin if you could heal them, so if say, your (or somebody elses) spirit was in danger you could easily spirit walk to it and heal it, and then use dash or another assassin running skill to move out of range and use draw spirit.

I guess this build would have let-downs too, but I think it would be pretty good for keeping spirits alive etc.