Spirit Bonder

legless_the_elf

Frost Gate Guardian

Join Date: Dec 2005

In a Distant Land Called Canada EH!

Blazing Dragons

Mo/Me

I first got this idea when i saw the Ritualist skill displacement.

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

Well the basic idea of the build is to keep this spirit alive so that all attacks against your party are evaded. You would do this by bonding probably.

I was quite intrigued by this idea but then today I saw that you could also have Shelter and Union and keep them alive also.

Union
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.

Shelter
Binding Ritual. create a level 1 - 8 Spirit. Allies within its range cannot lose more then 10% maximum Health from a single attack. When this SPirit prevents damage, it loses 60 - 36 Health. This Spirit lasts 30 - 54 seconds.

If you could keep those three spirits alive your team (thinking PvE but may work 4 PvP) would be quite unstoppable because, not only can they not take any damage from bows, swords, hammers, axes or staffs at all but all magical damage cannot do more than 10% of a characters max health - 15. Let's say that character gets hit with a fireball from a hydra, and has 500 health that character would take:
500 X 0.1 = 50 - 15 = 35dmg (usually does 109 against 60 AL)

This is in the end amazing damage reduction but the spirits would die in 10 seconds flat without the bonding. To make this work properly you will need 2 people. So without further ado i present the builds.

Character 1: The comunning Sprit-maker
Rt/Mo
Attributes:
Communing: 15 (11+3+1)
Spawning Power: 11 (10+1)
Healing Prayers: 10

Shelter
Union
Displacement
Healing Hands {Elite}
Healing Seed
Heal Area
Essence Bond
Rez


Character 2: The Spirit Nurse
Mo/X
Attributes:
Protection: 13 (10+3)
Healing: 15 (11+3+1)
Divine Favor: 13 (10+3)

Life Bond
Life Barrier
Healing Hands {Elite}
Healing Seed
Life Attunement
Heal Area
Blessed Signet
Essence bond/Balthazars Spirit

Well, its quite simple but here it goes...
Ritualist Cast spirits together and monk bonds them each with Life bond, Life Barrier, and life attunement. (also puts essence bond or balthazars spirit on himself)
Ritualist keeps up shelter with healing hands and healing seed. Monk keeps up Displacement in same way. Heal area if needed. Union lives because of Healing seed.

Have fun! All comments are welcome and tips also.
If this works as well as it shouldthen I think this could catch on...

PS: Sorry about the length of this post but I am a rambler and people that ramble do keep talking a lot and sometimes it never stops and just keeps going so... you see!

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

It soudns decent in theory, but, I do believe that normal healing spells can't heal spirits. At least, they couldn't in the PvP beta.
I would recommend testing this to try the validity.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Bonders have a number of spells to heal spirits anyway. And i think that heal spells work...I'll test it when I'm on later.

Good Idea. I really like the idea. Even though it promotes camping.

GBoS

Academy Page

Join Date: Jan 2006

London, England

I Guardian Angels I [Halo]

W/E

Life Barrier is an elite.

legless_the_elf

Frost Gate Guardian

Join Date: Dec 2005

In a Distant Land Called Canada EH!

Blazing Dragons

Mo/Me

Quote:
Originally Posted by GBoS
Life Barrier is an elite. Ya. I remembered that last night... Any help here would be greatly apreciated

Sily Wabbit

Ascalonian Squire

Join Date: Dec 2005

Peckers of Wood

they're eventaully gonna die, why try to keepem alive?

Ritual Lord
Elite Skill. For 30 seconds, your Rituals recharge 5%...63% faster.

at 16 Spawning Power, it'll recharge 83% Faster. Union, Displacement and Shelter all have a recharge time of 60. if my math is right, .83 x 60= 49.8, round it up and thats 50 seconds. 60 - 50 = 10 seconds. they would all recahrge within 10 seconds, by the time they die off, you'll have them recharged. throw in Boon of Creation for eng management, add in Soothing to slow down enemy warriors and even throw in Explosive Growth and you could do some decent damage.

damocles

Frost Gate Guardian

Join Date: Oct 2005

The Netherlands

Guidless :(

W/

Quote:
Originally Posted by Sily Wabbit
they're eventaully gonna die, why try to keepem alive?

Ritual Lord
Elite Skill. For 30 seconds, your Rituals recharge 5%...63% faster.

at 16 Spawning Power, it'll recharge 83% Faster. Union, Displacement and Shelter all have a recharge time of 60. if my math is right, .83 x 60= 49.8, round it up and thats 50 seconds. 60 - 50 = 10 seconds. they would all recahrge within 10 seconds, by the time they die off, you'll have them recharged. throw in Boon of Creation for eng management, add in Soothing to slow down enemy warriors and even throw in Explosive Growth and you could do some decent damage. Sorry that I have to tell you this, but it is not the way it works in GW. Don't ask me why I am a crappy math student. But I know how this works:

60/1.83=32.8s, round it up and your skills recharge in 33 seconds.

Weezer_Blue

Weezer_Blue

Elite Guru

Join Date: Feb 2005

Just a Box in a Cage

Hurry Up The Cakes [Oven]

Normal spells don't work on spirits. You can't heal them, and I've heard even Heal Area won't work on them. You can use Signet of Creation to further their lifespan a little bit (but it will end in 30 seconds). You can also use Spirit Boon Strike, but that's not going to help you a whole lot since it's only about a ~90 heal every 20 seconds. I think Ritual Lord is a great skill, but it may not be appropriate for your build. Keeping spirits alive and effective will be one of the primary hurdles to overcome for every Ritualist - especially when you can take out a level 10 spirit with a couple hits. (well worth an enemie's time if you're using these types of protective spirits).

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

You could just use Oath Shot instead of Ritual Lord.

Sily Wabbit

Ascalonian Squire

Join Date: Dec 2005

Peckers of Wood

Quote:
Originally Posted by damocles
Sorry that I have to tell you this, but it is not the way it works in GW. Don't ask me why I am a crappy math student. But I know how this works:

60/1.83=32.8s, round it up and your skills recharge in 33 seconds. eh, if thats how you do it then Im a worse math student, but if its 83% faster recharge why is it under 50% of 60? I was doing a Ritual Lord Build and I didn't time it or anything but I coulda swore it recharged faster then just 33 seconds.

regardless, if it was 33 seconds recharge, my build worked pretty well.

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Ritual Lord @ 16 Spawning Power will recharge all Rituals in 10.2 seconds.

60*.83=49.8

60-49.8=10.2

Here's another way to prove it:

60 (Original recharge in seconds without Ritual Lord)/100 (The percent of the Original recharge)=x(recharge in seconds using Ritual Lord)/17(Percent left from subtracting 83 from 100)

Cross multiple...100*x and 60*17

100x=1020

Divide 100 from 1020 to get x alone.

x=10.2 seconds.

damocles

Frost Gate Guardian

Join Date: Oct 2005

The Netherlands

Guidless :(

W/

Hmm I tried this with Mantra of Recovery and PP you guys are right... Did they change this or so? Because I was sure the recharge of PP was 10s under MoR.

Anyway my fault... go on with discussing the build... I should think before I post

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Murder beat me to it.

leonidasthe

Ascalonian Squire

Join Date: Feb 2006

Knight Crusaders

Mo/

I wonder if casting spirits work the same way as casting enchantments. With enchantments if you first cast Protective spirit and then shielding hands then when that person gets damged it is 10% of the health and then that is -xx.
If shielding hands is cast first and then protective spirit then it is first the -xx damage and then the 10%.

So my question is if the order in which the spirits is cast matters like enchantments. Has anyone tested anything with this?

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Sorry to burst your bubbles, but spirits can't be enchanted or hexed.

They can be healed however

D.E.V.i.A.N.C.E

D.E.V.i.A.N.C.E

Jungle Guide

Join Date: Aug 2005

Mo/

Yes they cant be enchanted, thats what I know, also they cant effect each other...
ranger spirits that boost hp are out of the question

what sucks about displacement is...
http://gw.gamewikis.org/wiki/Displacement
if you have 12 into communing it will take 54 dmg a hit... at lv 8(12 into the att) it has 240hp... thats 4.44444 hits, you need to unload some Spirit Light on that thing alot...

if we cant enchant it, we cant prot spirit/healing breeze it that would be too easy now wouldnt it? or on purpose summon a very low hp spirit and prot spirit it, also I saw a healing seed/healing hands idea in there

also I bet spirits wont be able to have a "Weapon Spell" casted on em... like vital weapon.

Sily Wabbit

Ascalonian Squire

Join Date: Dec 2005

Peckers of Wood

actually, I'm almost sure that weapon spells work on spirits. I used Weapon of Warding once on one of my spirits during a Allaince Battle, and it regened health back. although, I can say for certain that no one used a Signet of Creation at the same time.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

I think there were still some bugs to work out. Heal spells took, and sometimes they didn't. Same for enchants.

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

Enchantments and hexes aren't suppose to affect spirits.

Mercury Angel

Mercury Angel

Avatar of Gwen

Join Date: Apr 2005

Wandering my own road.

Weapon Spells definitely stick. One nice thing you can do to your spirits is slap on Vital Weapon to extend their lifespan marginally.

As for Displacement, you're not keeping it alive. Even with just 8 PvP enemies, all wanding, it'll die in about 2 seconds. Even with all of them NOT wanding, it'll still die in about that long.
Considering the effect, causing all attacks to be 'evaded', I can understand their desire to avoid it being over-powered. But it does so very little no matter what you do, it's mostly a nuisance to try and run.
At least it casts quickly for a binding ritual.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by Mercury Angel
Weapon Spells definitely stick. One nice thing you can do to your spirits is slap on Vital Weapon to extend their lifespan marginally.

As for Displacement, you're not keeping it alive. Even with just 8 PvP enemies, all wanding, it'll die in about 2 seconds. Even with all of them NOT wanding, it'll still die in about that long.
Considering the effect, causing all attacks to be 'evaded', I can understand their desire to avoid it being over-powered. But it does so very little no matter what you do, it's mostly a nuisance to try and run.
At least it casts quickly for a binding ritual. I guess it could be argued that it is preventing damage, which is energy you don't have to use to heal (as a team) and thus worth it's weight. There are other skills to make it recharge instantly, so even if you can't keep it alive, you can keep one up pretty regularly

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Spawning Power 12+4
Communing 12+1

Ritual Lord
Boon of Creation
Signet of Creation
Shelter
Union
Displacement
Something*
Res Sig/Flesh of my Flesh

Boon of Creation-Ritual Lord-Union-Shelter-Displacement-Signet of Creation in that order, keep doing that. Boon of Creation is actually quite awesome, so Displacement will cost 7e, Shelter 2e and Union 7e. Enchantment removal and interrupts are the main concern of this build.

*For skillslot #7, I'd try out one of these probably:
Armor of Unfeeling, probably helps alot vs. Warriors, because then the stopping for 3-5 seconds won't be such a problem.
Shadowsong, perfect for breaking Warrior/Ranger spikes, because the blind lasts for a short time, but is spammed at a fast rate(not 100% sure info, just been a Warrior in the enemy team vs. a Spirit like this, and from what I remember the blind was re-applied quite often).
Explosive Growth, offers a perfect cover enchantment for Boon of Creation and adds small pressure by hitting enemy Warriors.
Pain, in case the team needs some added pressure.

Hella Good

Hella Good

Desert Nomad

Join Date: Oct 2005

None, free and clear

And then of course your Consume Soul buddy comes along. But seriously, I like the idea of sucking nrg through Essence on the Union and Displacement. And I like the idea of bonding the spirits. Good job.

BigTru

BigTru

Jungle Guide

Join Date: May 2005

Enchantment/Hexes don't effect spirits, iirc.

Soul Twist > Ritual Lord

Murder In China

Murder In China

Banned

Join Date: Sep 2005

/B/Chan

Looking for one

W/

O rly? Care to explain your scientific reason behind why Soul Twist > Ritual Lord?

ayanaftw

Lion's Arch Merchant

Join Date: Jan 2006

[MOJO]

Me/

yea interrupt rangers are gonna have a field day with ritualists.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by ayanaftw
yea interrupt rangers are gonna have a field day with ritualists. Fortunately there are a number of skills that make sure you won't get interrupted.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Even if the spirits die fast, with Oath Shot and high Expertise I'll be able to keep laying them down quickly. I think R/Ri is going to be fun.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Tombs will probably be spirit spamming all over again... Good thing I only GvG.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

OMFG!! Why is everybody still continuing this thread, there's no point to it!

You can't enchant your spirit!
You can't have more than one spirit of the same type!
YOU CANNOT SPAM SPIRITS!!

ayanaftw

Lion's Arch Merchant

Join Date: Jan 2006

[MOJO]

Me/

Quote:
Originally Posted by lightblade
OMFG!! Why is everybody still continuing this thread, there's no point to it!

You can't enchant your spirit!
You can't have more than one spirit of the same type!
YOU CANNOT SPAM SPIRITS!! spamming as in keep on laying them down...

not spamming till ppl lag out.

Batou of Nine

Batou of Nine

Desert Nomad

Join Date: Aug 2005

California, USA

Angel Sharks [AS] (RiP [KaiZ] T__T")

Mo/E

lol calm down lightblade...

Wouldnt Oath shot Ranger/Ritualist work... as was said twice already...
So back to spirit spamming in EVERY build in HoH eh? that ranger could spam those three constantly, and if he sacrificed the room, could still use a couple of others... hmm, wow the possibilities.

enjoy.