ritualist main

c33sh0nd

Academy Page

Join Date: Oct 2005

yes im a noob, no didnt search but still...

thing is, i have 2 classes i havent played yet, being ritualist and elementalist, i have a assassin running already.. not the point. thing is i want to combine the 2 classes. but i cant decide which to take as a main. with elementalist main i would be gaining energy, to get a high ammount so i can spam as much as i like..

but ritualists primary atribute has some, atleast they look like, usefull skills in it that i would be losing. elementalist doesnt really have that good of skills in ES if you ask me... but then i might run into energy problems. edit: forgot to add... i dont see how the bonus you get for points in thgis is usefull.. more hp for my spawns ? might be nice for a necro, but for me ?

i wanna run my character at first as more of a nuker type. just trowing around nukes, same old same old.. so which one should i have as a main for that ? i read a skill in ritualists tree
Attuned Was Songkai
Elite Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your Spells and Binding Rituals cost -41% of the base Energy to cast.

that might take care of my energy problems somewhat, but its an elite so might take a while to get.

so can anyone advise me on what they would do and why, and if a Rt has more ways to easely get energy please fill me in.

Astraea Zopyros

Academy Page

Join Date: Jan 2006

Save the Ascalonian Rabbit [STAR]

Mo/

Well, I can't answer a lot of your post, but I can tell you a little about why Spawning power is helpful.

Spawning power, as per the definition, gives your Spirits an extra 4% HP. This is extraordinarily helpful for:
a) When the enemies decide to attack your spirits instead of your allies. Your spirit's effect will last as long as it is alive, and if it has, say, 100 HP in a LVL 20+ enemy area, it will probably not last more than one hit.
b) Spirits such as "Union," that take damage when they prevent damage, etc., will last longer if they have more HP. If you have that 100 HP Spirit preventing damage from 5 enemies, and taking, say, 15 damage each time it prevents damage to YOU, it will only be able to take 7 hits.
I haven't had the time to try the Energy Management skills yet. I find, though, when I am casting spirits, I don't usually run out of energy. However, when running a Restoration or Channeling build, I'm a lot more likely to run out. Also, here are a few useful skills:

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

Spirit Siphon.
Spell. Target spirit loses all Energy. You gain 15-27% of that Energy. (costs 5 energy, 1/4 second cast, 3 second recharge)

Spirit Channeling.
Elite Enchantment. 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.

Recuperation. -- To combat HP degen. of Spirit Channeling.
Binding Ritual. Create a level 1 Spirit. Allies within its range, gain +1 Health regeneration. This Spirit dies after 15 seconds. (costs 15 energy, 3 second cast, 60 second recharge)

Weapon of Warding. -- To combat HP degen. of Spirit Channeling.
Weapon Enchantment. 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. (costs 10 energy, 1 second cast, 5 second recharge)

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

c33sh0nd

Academy Page

Join Date: Oct 2005

thx

seems like decent ammount of energy management stuff...shame im a noob, so i dont know if its enough to be able to keep on spiking

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

If you are wanting to make a Nuker, then I think an Ele would out run a Ritualist. But I'd make a ritualist because they are much more versitle than an elementalist. If you were later to find that you didn't much care for nuking...then you'd be free to try other things... But that's just my opinion.

c33sh0nd

Academy Page

Join Date: Oct 2005

yea for sure. but wouldnt i run into huge energy problems if i take a Rt main ? or do their skills make up greatly for the loss of the ele`s extra mp

c33sh0nd

Academy Page

Join Date: Oct 2005

anyone plz ??? i just need to know if a Rt can manage his energy enough to keep on spiking or is that for ele mains ?

c33sh0nd

Academy Page

Join Date: Oct 2005

bump
going to bed but could still use some info :P... yesi could try it out myself but i HATE finding out afterwards i should have done it other way around so thats why im checking with people who might already know

Termil

Ascalonian Squire

Join Date: Aug 2005

Protectors Of Peace (PoP)

N/

I'm currently playing a Rt/N and energy management is a concern but I use Boon of Creation to help defray those summoning costs and a health boost as well. I think with Rt/E you would definitely have energy problems with no useful way to get those points back. Ele spells just cost too much and your slots will be tied up with damage spells instead of summoners.

For a spike build I would definitely go Ele primary and use the Rt as a secondary for protective spirits, etc. I am thinking of doing this with my level 20 Ele/Me from Prophecies.

Just my $0.02 but for Ele and Rt go Ele primary.

c33sh0nd

Academy Page

Join Date: Oct 2005

was thinking, like many others, bout combinding both their nukes, because some of the Rt nukes just look nice was thinking maybe one of those asses skills together with a attunement would put down the costs for the elementalist enough, would have like 3 or 4 skillslots left to trow damage spells in.

i dont know why, but i kinda want a Rt as a main. the spells in spawning seem nice... and maybne i`ll just have to find something other to do then spamming skills :P meeeh i suck at this :P i`ll just try something and hope for the best