Quote:
Originally Posted by Erevain
With 16 spawning you get lvl14 minions with 590 health. Normal lvl18 have only 440 health, so difference is not 30 health, it's about 150 health.
Dunno if GW uses some different calculation, but it would be that much in real world.
i cba to check this myself, but i'm pretty certain the hp on a lvl 18 (18*20) is 360hp, not 440 (ive seen it thrown around a lot)
even if the health bonus is more significant, you have still have a mere 6 attribute points leftover after having 16 spawning, and 12 death, so you are stuck using just the skills from these lines (as opposed to the N/Mo who can invest in 3 with no problems)
Self healing will become a problem, as you are relying on boon of creation for both healing and energy management, its pretty decent for energy, but iffish for healing, if you have 8 minons you cannot animate anymore, so in a tight spot you cannot heal. If that enchant gets ripped, say byebye to your Health and energy
and when i refer to overall hp gained, i dont mean induvidually, i mean overall, dont forget your sold 2 minions short (360*2=720hp less, your overall tanking ability only grew by about 90hp each)
Lets work it out, 360*10= 3600hp of tank
320*1.6=520, 520*8=4160 of tank, about 10-15% more (its 20 to 2, i cba to be exact)
and then of course factoring in the significantly lower damage, i just cant see it working anywhere near as well, its a nice idea, but just doesnt work well in practice
Edit:
It gets worse, i forgot to factor in minion healing
the difference between rank 12 and 16 healing is 28 hp per minion, about 25%, so the ritualist is spamming it more often to keep those tanks going, and having even more problems with his already frail self healing.
to sum up
Pros of Rit/N
10-15% More Overall Minion HP
Cons of Rit/N
Significant loss of damage delt
Barely able to heal self
Both self healing and energy management rely on an enchantment
Unlike N/Mo, the ritualist cannot help with the healing of the team
Has to BoTM More often