Two new slots, two new professions, so I created 2 new characters - one Assassin and one Ritualist.
I have been playing with my Assassin, and I'm trying to figure out what is the benefit of a Ritualist primary.
In doing quests and missions, I see Rits healing, creating sprits, etc., but aren't all of these things just as strong with Rit as your secondary ?
What is the real strength of the Ritualist's primary Spawning attribute line that justifies creating a Rit / x as opposed to a X / Ri ?
I'm looking for your input here from those with Spawning experience. Thanks.
Input on Ritualist Primary Spawing Attribute Line
Swinging Fists
plasmasword
Its not just for spawning, its to use Superior/Minor runes for lvl 11 spirits.
Mordakai
Well, the real strength of a Primary Ritualist is 16 max level in your Attributes.
The increased HP from Spawning is a nice bonus, but probably not the best reason to pick a Rit primary. For example, a Rt/N is not going to be a better Minion Master than a N/Rt, because a Rt can't have a 16 in Death.
On the other hand, if you're going to be primarily using Rt powers, then a Rt primary is the way to go!
The increased HP from Spawning is a nice bonus, but probably not the best reason to pick a Rit primary. For example, a Rt/N is not going to be a better Minion Master than a N/Rt, because a Rt can't have a 16 in Death.
On the other hand, if you're going to be primarily using Rt powers, then a Rt primary is the way to go!
Studio Ghibli
The bonus allowed by Spawning Power allows for a little extra oomph in spirit life, given that spirits die in one of three ways:
1) Someone is whacking them.
2) Natural degen.
3) Takes damage per its ability.
Here's a keen example.
* Union
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
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.
----
Now, unfortunately, being that I don't have access to my Ritualist at the moment, I can't provide a base-line for the Spirit hitpoints. However, it's plain to see that the bonus provided by Spawning (extra 4% hp per rank) can really come in handy here.
According to Guild Wiki, this is how you determine the base health of a spirit.
"A spirits health, whether Ritualist or Ranger can be determined by this equation: 70 + ((spirit level -1) * 20) * (1 + spawning power * .04)"
.. assuming a level 7 Union spirit..
That's 190 HP with no spawning power.
And then an extra 4% per rank of spawning power..
Let's say 10 ranks.
190 * (1 + 10 * .04)
.. assuming we're still using PEMDAS here, that's..
266 health.
So 190 HP versus 266 HP.
Not the largest difference.
Except it's 12 hits versus 22 hits that are reduced by 15.
Which isn't that bad at all. Plus, the bonus effects all your other spirits too, of course, and if you're playing a Rit with spawning power, you're probably running a lot of spirits, so...
Good stuff.
1) Someone is whacking them.
2) Natural degen.
3) Takes damage per its ability.
Here's a keen example.
* Union
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
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.
----
Now, unfortunately, being that I don't have access to my Ritualist at the moment, I can't provide a base-line for the Spirit hitpoints. However, it's plain to see that the bonus provided by Spawning (extra 4% hp per rank) can really come in handy here.
According to Guild Wiki, this is how you determine the base health of a spirit.
"A spirits health, whether Ritualist or Ranger can be determined by this equation: 70 + ((spirit level -1) * 20) * (1 + spawning power * .04)"
.. assuming a level 7 Union spirit..
That's 190 HP with no spawning power.
And then an extra 4% per rank of spawning power..
Let's say 10 ranks.
190 * (1 + 10 * .04)
.. assuming we're still using PEMDAS here, that's..
266 health.
So 190 HP versus 266 HP.
Not the largest difference.
Except it's 12 hits versus 22 hits that are reduced by 15.
Which isn't that bad at all. Plus, the bonus effects all your other spirits too, of course, and if you're playing a Rit with spawning power, you're probably running a lot of spirits, so...
Good stuff.
Thom
Spawning in nice for a Minion master build. Boon of creation with Bone Minions is an amazing combo. Add explosive growth for extra "bang".
Other use is Ritual Lord; must have ritualist elite.
Other use is Ritual Lord; must have ritualist elite.
Str0b0
Explosive growth is the only reason for this. That has the potential to be fun with minions of the necro sort but you run into energy management problems fairly quickly like that. I think other than that it's pretty pointless.
taxed
As a matter of fact, I have been tooling around with my Rt/N and am very nicely suprised by the boost that Spawing Power has on the minions. You can really start noticing a difference in their toughness once spawning reaches about 8 or so (36% more life). The handicap you get is energy problems though, even with boon of creation energy is very tight. A battery is pretty much essential to help get the 8 minions up, but once they are up, they last a good long time and are much easier to keep up.
I believe minions at level 18 death should have around what...360 life or so. Based on 20 hp per level, at 14 death and 16 spawning they have about 460 life. That is a pretty decent deal.
I believe minions at level 18 death should have around what...360 life or so. Based on 20 hp per level, at 14 death and 16 spawning they have about 460 life. That is a pretty decent deal.
Adamal
Quote:
Originally Posted by taxed
As a matter of fact, I have been tooling around with my Rt/N and am very nicely suprised by the boost that Spawing Power has on the minions. You can really start noticing a difference in their toughness once spawning reaches about 8 or so (36% more life). The handicap you get is energy problems though, even with boon of creation energy is very tight. A battery is pretty much essential to help get the 8 minions up, but once they are up, they last a good long time and are much easier to keep up.
I believe minions at level 18 death should have around what...360 life or so. Based on 20 hp per level, at 14 death and 16 spawning they have about 460 life. That is a pretty decent deal. How are you going to get 14 death on a Rit?
I believe minions at level 18 death should have around what...360 life or so. Based on 20 hp per level, at 14 death and 16 spawning they have about 460 life. That is a pretty decent deal. How are you going to get 14 death on a Rit?
Robin_Anadri
Quote:
Originally Posted by Adamal
How are you going to get 14 death on a Rit?
Well, the smart-ass answer is 12 ranks + Necromancer of Grenth + Bortak's Bone Cesta...
But I think they meant a level 14 horor, which is what you get with 12 ranks in Death magic, just like a level 18 horror is what you get with 16 ranks in Death magic.
But I think they meant a level 14 horor, which is what you get with 12 ranks in Death magic, just like a level 18 horror is what you get with 16 ranks in Death magic.
Adamal
Quote:
Originally Posted by Robin_Anadri
Quote:
Originally Posted by Robin_Andri
But I think they meant a level 14 horor, which is what you get with 12 ranks in Death magic, just like a level 18 horror is what you get with 16 ranks in Death magic.
I must still be reading it wrong. It looks like he is saying 16 points into spawning and 14 points into death. Am I wrong?
morimoto
i like the boost spawning power gives to spirits and minions.
a necro/* goes for quantity while a ritualist/necro goes for quality. thanks for the various calculations. its nice to actually see how this skill works and affects minions. SnipiousMax
Quote:
Originally Posted by Str0b0
Explosive growth is the only reason for this. That has the potential to be fun with minions of the necro sort but you run into energy management problems fairly quickly like that. I think other than that it's pretty pointless.
That what you use Boon of Creation to overcome. You don't get energy from them dying...so you won't have the numbers of the N/Rit, but it's still viable to run a Rit/N.
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