Spirit recharge timers?
Rumpshaker
Am I missing something regarding spirit recharge timers? Are Rits not intended to use their favorite spirits for every fight? Are Rits meant to fight and then chill till the timers come back? The Pain spirit seems OK but by no means devastating. I can't figure out when it should or shouldn't be used in run of the mill combat situations. If I can do well enough without it because 50% of the time I have too, then why have it at all? I find the Spirit aspect of Rits to be conflicted and poorly implemented. Just my opinion though.
fifi
I think that taken into consideration that you are one person out of the party, and you can still choose other skills as a rit, as well as attack w/ your weapon, the damage it does seems appropriate. If it did more damage, I'd expect that people would think it was unfair because a rit could do more damage than a warrior, for example.
As for timings, some of the spirits' attacks are much more powerful, and as such cost more and last less long, like any skill in the game. Think of a skill like dodge; if it ran for 60 seconds, recharged 60 sec, it would not be fair. The same goes for the spirit that interrupts; costs 25 energy, and lasts about 20-25 seconds or so.
If you find you're sitting around while spirits recharge, I'd suggest adding some other skills that you can use while they are recharging to help your party.
As for timings, some of the spirits' attacks are much more powerful, and as such cost more and last less long, like any skill in the game. Think of a skill like dodge; if it ran for 60 seconds, recharged 60 sec, it would not be fair. The same goes for the spirit that interrupts; costs 25 energy, and lasts about 20-25 seconds or so.
If you find you're sitting around while spirits recharge, I'd suggest adding some other skills that you can use while they are recharging to help your party.
morimoto
the recharge times for the spirits blow.
i often times find myself moving from one fight to another and my spirits have not recharged.
they also take too long to cast....5 secs in some cases. man, so much can happen in that time. by the time i get the spirit out, the battle can be pratically over.
then its time to move to the next battle and i have no spirits to contribute.
i often times find myself moving from one fight to another and my spirits have not recharged.
they also take too long to cast....5 secs in some cases. man, so much can happen in that time. by the time i get the spirit out, the battle can be pratically over.
then its time to move to the next battle and i have no spirits to contribute.
Anir
I've found Draw Spirit to be much more useful than I would've imagined.
Xenophon Ualtar
As far as the cast time of a Spirit goes. You really shouldn't be casting them in battle. They should be cast as a preparation for battle outside of the aggro range of the monsters. At least that is how I see them being used.
I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle.
I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle.
Le Grinder
Or you could take that skill that lets you teleport your spirits to you, so you can keep them for the next fight...
princejirus
yeah, but the distance you can use that skill is horrible. You have to be right outside of the "radar" for it to cast. Meaning that you would have to cast this around 4-5 times before reaching the next group of ppl. You can also only cast this on one spirit at a time.
while this is a subsitute to recasting, you will spend all of your mana and time carting these spirits around while your team has already ran ahead and killed everything.
while this is a subsitute to recasting, you will spend all of your mana and time carting these spirits around while your team has already ran ahead and killed everything.
Rumpshaker
Quote:
Originally Posted by Xenophon Ualtar
As far as the cast time of a Spirit goes. You really shouldn't be casting them in battle. They should be cast as a preparation for battle outside of the aggro range of the monsters. At least that is how I see them being used.
I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle.
OK, then what about the Pain Spirit that has limited level scaling and decent damage? Does it deserve a 45 second recharge? Spirit's also have hp so they can be killed by mobs or PCs. It just seems like a blanket 45 or 60 second recharge was assigned to Spirits regardless of effect.
The design decision that resulted in Rits not being able to count on any Spirit in successive combat situations is boggling. It seems like there are a lot of situations in which a Rit player just doesn't use the Spirit skills in their bar. Kind of ironic that Assasin's can teleport in and out to hit targets of opportunity. I suspect if any Rit drops a bunch of spirits the best tactic will be withdraw and comeback under recharge blackout....
I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle.
OK, then what about the Pain Spirit that has limited level scaling and decent damage? Does it deserve a 45 second recharge? Spirit's also have hp so they can be killed by mobs or PCs. It just seems like a blanket 45 or 60 second recharge was assigned to Spirits regardless of effect.
The design decision that resulted in Rits not being able to count on any Spirit in successive combat situations is boggling. It seems like there are a lot of situations in which a Rit player just doesn't use the Spirit skills in their bar. Kind of ironic that Assasin's can teleport in and out to hit targets of opportunity. I suspect if any Rit drops a bunch of spirits the best tactic will be withdraw and comeback under recharge blackout....
unholy guardian
N/Rit is cool, plenty of energy to lay down spirits in the beginning then when something dies start the minions up

ademcg
I think there is a major point to the Spirits that isn't immediately obvious.
My Rt/R is lvl 19 now and I am just really geting to grips with the skill set.
The spirits act as a control on the battlefield, limiting Assassins and Warrior movement / access to your back line (as these can be too quick to use Spirit Rift and other AoE on).
They (afore mentioned professions) attack the sprits that you have put up prior to the Aggro, and maybe this is your opening gambit, hit with Cruel was Daoshen at this point, then you can fall back, moved behind (by some way) your spirits (out of the oposing teams artillary range) and that is your chance to spam Sprit Rift and Ancestor's Rage and Spirit boon,..seems to work quite well thus far
Channelling in my build is at 15 (12 +2 + 1) so the damaged caused by these attacks can be quite high.
Lots of experimentation still though
My Rt/R is lvl 19 now and I am just really geting to grips with the skill set.

The spirits act as a control on the battlefield, limiting Assassins and Warrior movement / access to your back line (as these can be too quick to use Spirit Rift and other AoE on).
They (afore mentioned professions) attack the sprits that you have put up prior to the Aggro, and maybe this is your opening gambit, hit with Cruel was Daoshen at this point, then you can fall back, moved behind (by some way) your spirits (out of the oposing teams artillary range) and that is your chance to spam Sprit Rift and Ancestor's Rage and Spirit boon,..seems to work quite well thus far

Channelling in my build is at 15 (12 +2 + 1) so the damaged caused by these attacks can be quite high.
Lots of experimentation still though

d3kst3r
Spirits are mainly good for PvP where the battles last long and take place in one area for most of the time. Currently my PvE Ritualist uses no spirits and full Restoration with full heal skills.
Blkout
Quote:
Originally Posted by Xenophon Ualtar
As far as the cast time of a Spirit goes. You really shouldn't be casting them in battle. They should be cast as a preparation for battle outside of the aggro range of the monsters. At least that is how I see them being used.
I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle. I would rather see a hard cap on how many spirits you can have at one time, like minions, than I would these VERY long recharge times. Its very frustrating waiting for some of these recharges when going from one battle to another.
I see the reason for Spirits having such a long recharge time is because of PvP. They would be pretty over powered if us Ritualists could keep up say the one that interupts indefinetly during a PvP type of battle. I would rather see a hard cap on how many spirits you can have at one time, like minions, than I would these VERY long recharge times. Its very frustrating waiting for some of these recharges when going from one battle to another.
Xenophon Ualtar
I know for me that the spirit recharge time doesn't effect me as much because I am adventuring with just my wife and 6 henchies so we move a little slower then a group of 8 real people.
However, I see the spirits as being more of a side ability in PvE. If you are relying on spirits only you are going to have problems. I pick a max of 3 spirits to take along and I do the rest channeling magic so I have some attack abilities.
However, I see the spirits as being more of a side ability in PvE. If you are relying on spirits only you are going to have problems. I pick a max of 3 spirits to take along and I do the rest channeling magic so I have some attack abilities.
oljomo
Hi
This is the problem until you get the skill ritual lord. That cuts recharge by up to 75% (last tiem i checked), meaning you can really start apamming those spirits.
oljomo
This is the problem until you get the skill ritual lord. That cuts recharge by up to 75% (last tiem i checked), meaning you can really start apamming those spirits.
oljomo
c33sh0nd
Elite Skill. For 30 seconds, your Rituals recharge 15..63% faster is what i read
sounds like the skill they looking for, but still... maybe people should use some sence. i doubt your spirit will even help in 80% of the fights, so the only times you would really need it, it would have had plenty of time to recharge
sounds like the skill they looking for, but still... maybe people should use some sence. i doubt your spirit will even help in 80% of the fights, so the only times you would really need it, it would have had plenty of time to recharge
Blkout
Quote:
Originally Posted by Xenophon Ualtar
I know for me that the spirit recharge time doesn't effect me as much because I am adventuring with just my wife and 6 henchies so we move a little slower then a group of 8 real people.
However, I see the spirits as being more of a side ability in PvE. If you are relying on spirits only you are going to have problems. I pick a max of 3 spirits to take along and I do the rest channeling magic so I have some attack abilities. A Rt was desgined to use spirits, that's the heart of his profession. Telling people that they are relying too much on them is not the answer. The answer is for Anet to fix the issue on the PvE side. It seems they made the Rt wih PvP in mind, but the PvE aspect sucks.
However, I see the spirits as being more of a side ability in PvE. If you are relying on spirits only you are going to have problems. I pick a max of 3 spirits to take along and I do the rest channeling magic so I have some attack abilities. A Rt was desgined to use spirits, that's the heart of his profession. Telling people that they are relying too much on them is not the answer. The answer is for Anet to fix the issue on the PvE side. It seems they made the Rt wih PvP in mind, but the PvE aspect sucks.
Blkout
Quote:
Originally Posted by oljomo
Hi
This is the problem until you get the skill ritual lord. That cuts recharge by up to 75% (last tiem i checked), meaning you can really start apamming those spirits.
oljomo Shouldn't have to rely on a single skill to make a profession effective.
This is the problem until you get the skill ritual lord. That cuts recharge by up to 75% (last tiem i checked), meaning you can really start apamming those spirits.
oljomo Shouldn't have to rely on a single skill to make a profession effective.
ellemnist
not reading it all...
i think the high recharge time is ok to keep balance;
i believe this so cause ive seen my spirits do dmg ignoring armor >.> sure its only 17 dmg or so but thats like 1 extra person shooting at someone ! and almost nobody notices the spirit ! try putting in some hex on 1 person that spirit is attacking and the spirit could be doing twice taht dmg!
i think the high recharge time is ok to keep balance;
i believe this so cause ive seen my spirits do dmg ignoring armor >.> sure its only 17 dmg or so but thats like 1 extra person shooting at someone ! and almost nobody notices the spirit ! try putting in some hex on 1 person that spirit is attacking and the spirit could be doing twice taht dmg!
Warcheif_Jonval
Some spirits are fairly useful, such as Union as a blanket Sheilding hands. If you were able to keep them up almost indefinitly, it would be quite evil O_o
Termil
I have no problem with the recharge times. Just like with energy on a Monk, you might have to plan ahead a little and let your energy regen and skills recharge. Don't see a problem. I hate groups that just run, run, run. Stop, smell the roses and actually pick up the drops. Let your healers, spell slingers and ritualists regen. NP. BTW if I'm a primary healer Monk ,those who run w/o allowing regen tend to die and not get resurrected. :-)
Matix411
See ... in my opinion, if you were a Lightning Summoner, basically, you call up the spirits you need, aggro the enemy and then back up while the enemy targets your spirits. While they're attacking the spirits, you use channeling skills that can deal successive (correct word?) amounts of lightning damage,
by the time ALL spirits are dead, at least one or two should be fully charged, or close to, giving you enough time to either run away and break the aggro, or try as you may to re-cast and repeat the previous methods of attack.
That's what I've been doing anyway, only, in my case I'm a healer, so I'll plant spirits that benefit me, as well as my party, and while the spirits are doing their jobs, I back up and do the healing.
It comes in handy, but I agree, in some cases the recharge is just too slow, as is the casting time of spirits. If you could spam-cast spirits, it would be so much more beneficial, but I think it would make it TOO easy. I already find it easy progressing with a Ritualist/Monk and I'm barely grasping the idea of the Ritualist and their powers. They're so new and unusual to me, much like the Mesmer was after playing 3 months of a warrior in Prophecies.
I think in time Anet will make adjustments, or people will find ways around these problems.
I really think it depends on what you plan on doing with the ritualist though ... like ... back-up damage support, or up-close combat, or healing, etc. I don't think they were meant to run into the fray like warriors, not at all. And if they were, they would have more than one spirit for interrupting attacks, and an interrupting spirit that lasts longer than 15 seconds ..................
by the time ALL spirits are dead, at least one or two should be fully charged, or close to, giving you enough time to either run away and break the aggro, or try as you may to re-cast and repeat the previous methods of attack.
That's what I've been doing anyway, only, in my case I'm a healer, so I'll plant spirits that benefit me, as well as my party, and while the spirits are doing their jobs, I back up and do the healing.
It comes in handy, but I agree, in some cases the recharge is just too slow, as is the casting time of spirits. If you could spam-cast spirits, it would be so much more beneficial, but I think it would make it TOO easy. I already find it easy progressing with a Ritualist/Monk and I'm barely grasping the idea of the Ritualist and their powers. They're so new and unusual to me, much like the Mesmer was after playing 3 months of a warrior in Prophecies.
I think in time Anet will make adjustments, or people will find ways around these problems.
I really think it depends on what you plan on doing with the ritualist though ... like ... back-up damage support, or up-close combat, or healing, etc. I don't think they were meant to run into the fray like warriors, not at all. And if they were, they would have more than one spirit for interrupting attacks, and an interrupting spirit that lasts longer than 15 seconds ..................
FaeBaul
Quote:
Originally Posted by Blkout
I would rather see a hard cap on how many spirits you can have at one time, like minions, than I would these VERY long recharge times. Its very frustrating waiting for some of these recharges when going from one battle to another.
there is already a BS cap, its called 1 of each lol. and if your bar has 8 spirit skills, then you can have a total of 8. Thats it. Or I'm just gotten a sore bottom from only being able to summon 1 pain , 1 blood song etc etc.

Serra Knightfang
I would personally like to say that I am sorry that Anet did not make Ritualists a profession that plays itself. I think it is way past time we had a character we could play without thinking about anything. Just sit back and hit buttons when Ifeel like it, that's what I want to play.
C/mon people! Wake up, listen to yourselves, and think about the things you are griping about.
1. If you are getting into fights quicker than every 60 seconds and not in range of your pets... something is wrong.
2. If you have to cast Draw Spirit 4 or 5 times before you get your spirit to another fight... something is wrong. There is no point in casting it since you'd be using more energy than just recasting the spirit which would have rechardged by then!
3. The spirits are not useless and there is nothing wrong with having more than 3 on your bar! I ran 5 spirits solo on the island without any problems whatsoever.
Stop and think about what you're doing before you do it. If you can't follow this simple idea then Ritualist is not the class for you. It is ever bit as "advanced" a class as Mesmer is (if not more so).
There...my rant is over
C/mon people! Wake up, listen to yourselves, and think about the things you are griping about.
1. If you are getting into fights quicker than every 60 seconds and not in range of your pets... something is wrong.
2. If you have to cast Draw Spirit 4 or 5 times before you get your spirit to another fight... something is wrong. There is no point in casting it since you'd be using more energy than just recasting the spirit which would have rechardged by then!
3. The spirits are not useless and there is nothing wrong with having more than 3 on your bar! I ran 5 spirits solo on the island without any problems whatsoever.
Stop and think about what you're doing before you do it. If you can't follow this simple idea then Ritualist is not the class for you. It is ever bit as "advanced" a class as Mesmer is (if not more so).
There...my rant is over
Francis Demeules
Quote:
Originally Posted by Serra Knightfang
3. The spirits are not useless and there is nothing wrong with having more than 3 on your bar! I ran 5 spirits solo on the island without any problems whatsoever.
Same thing but in Tyria for now (Im in the Wild). If I can't afford any spirits during a fight, I use Doom (Do 26 lightning dmg at my lvl for each recharged Bind ritual, Spawning att). Otherwise, no problems
Rumpshaker
Quote:
Originally Posted by Serra Knightfang
I would personally like to say that I am sorry that Anet did not make Ritualists a profession that plays itself. I think it is way past time we had a character we could play without thinking about anything. Just sit back and hit buttons when Ifeel like it, that's what I want to play.
C/mon people! Wake up, listen to yourselves, and think about the things you are griping about.
1. If you are getting into fights quicker than every 60 seconds and not in range of your pets... something is wrong.
2. If you have to cast Draw Spirit 4 or 5 times before you get your spirit to another fight... something is wrong. There is no point in casting it since you'd be using more energy than just recasting the spirit which would have rechardged by then!
3. The spirits are not useless and there is nothing wrong with having more than 3 on your bar! I ran 5 spirits solo on the island without any problems whatsoever.
Stop and think about what you're doing before you do it. If you can't follow this simple idea then Ritualist is not the class for you. It is ever bit as "advanced" a class as Mesmer is (if not more so).
There...my rant is over
I'm no GW expert so I can only disagree with you based on my expereince. The Spirit recharge timers appear to be taking the place of a more resonable hard limit. How many Pain spirits do people actually get out in PvE? Up to my 10 level of Rt/R so far it is one. That's not based on ENERGY cost, but rather on a recharge timer that says it takes 45 seconds to recharge a 5 ENERGY skill. Wouldn't it make just as much sense to permit only one Pain or Union spirit at a time?
For most other Spirits you have the standard eons long recharge AND a hefty ENERGY cost. A further kick to the cans is lenghtly casting times. Honesty, until later on, when specific and sure to be nerfed spirit spam skills come into play, a hard cap is a better solution.
Is there really anything wrong with a Ritualist that always has access to one of each Spirit provided the player has the ENERGY to pay for it? I say no, there isn't. The recharge timers are unnecessary.
C/mon people! Wake up, listen to yourselves, and think about the things you are griping about.
1. If you are getting into fights quicker than every 60 seconds and not in range of your pets... something is wrong.
2. If you have to cast Draw Spirit 4 or 5 times before you get your spirit to another fight... something is wrong. There is no point in casting it since you'd be using more energy than just recasting the spirit which would have rechardged by then!
3. The spirits are not useless and there is nothing wrong with having more than 3 on your bar! I ran 5 spirits solo on the island without any problems whatsoever.
Stop and think about what you're doing before you do it. If you can't follow this simple idea then Ritualist is not the class for you. It is ever bit as "advanced" a class as Mesmer is (if not more so).
There...my rant is over
I'm no GW expert so I can only disagree with you based on my expereince. The Spirit recharge timers appear to be taking the place of a more resonable hard limit. How many Pain spirits do people actually get out in PvE? Up to my 10 level of Rt/R so far it is one. That's not based on ENERGY cost, but rather on a recharge timer that says it takes 45 seconds to recharge a 5 ENERGY skill. Wouldn't it make just as much sense to permit only one Pain or Union spirit at a time?
For most other Spirits you have the standard eons long recharge AND a hefty ENERGY cost. A further kick to the cans is lenghtly casting times. Honesty, until later on, when specific and sure to be nerfed spirit spam skills come into play, a hard cap is a better solution.
Is there really anything wrong with a Ritualist that always has access to one of each Spirit provided the player has the ENERGY to pay for it? I say no, there isn't. The recharge timers are unnecessary.
TGgold
Just a thought...
Isn't ritual Lord 10 energy, last for 30 seconds, and has a 30 second recycle?
Doesn't it shorten binding rituals recharge by about 60 percent?
Aren't there a few other skills that boost the skill recharge rate? I remember reading them. Maybe people need to think about *management* over sheer numbers.
Isn't ritual Lord 10 energy, last for 30 seconds, and has a 30 second recycle?
Doesn't it shorten binding rituals recharge by about 60 percent?
Aren't there a few other skills that boost the skill recharge rate? I remember reading them. Maybe people need to think about *management* over sheer numbers.
Francis Demeules
Quote:
Originally Posted by TGgold
Aren't there a few other skills that boost the skill recharge rate? I remember reading them. Maybe people need to think about *management* over sheer numbers.
If you havent Rit lord, play a Rt/R with Serpent Quickness and Quickening Zephyr under Boon of Creation.
Termil
Quote:
Originally Posted by Francis Demeules
If you havent Rit lord, play a Rt/R with Serpent Quickness and Quickening Zephyr under Boon of Creation.
Nice. Hadn't thought about the Ranger skills.
Oh well, my Rt/N will just have to play it smart I guess.
Faebal is right on a "cap" of 1 of each spirit type so theoratically the hard cap is 8, just not 8 of the same type.

Faebal is right on a "cap" of 1 of each spirit type so theoratically the hard cap is 8, just not 8 of the same type.
Serra Knightfang
Quote:
Originally Posted by Rumpshaker
I'm no GW expert so I can only disagree with you based on my expereince. The Spirit recharge timers appear to be taking the place of a more resonable hard limit. How many Pain spirits do people actually get out in PvE? Up to my 10 level of Rt/R so far it is one. That's not based on ENERGY cost, but rather on a recharge timer that says it takes 45 seconds to recharge a 5 ENERGY skill. Wouldn't it make just as much sense to permit only one Pain or Union spirit at a time?
Actually, you can only have one of each spirit out at a time. That's why I advocate using Anguished was Lingwah instead of Pain. When you drop the ashes of Lingwah it spawns a Pain spirit. You can carry the ashes around not having to worry about the cast time or the energy regen.