Ritual Lord: The Ultimate PvE and PvP Power

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Ritual Lord, plus Shelter, Union, and Displacement Spamming, will make your team (or Alliance) INCREDIBLY resilient to damage.

Ritual Lord: For 30 seconds, your Rituals recharge 15-63% faster.

At 16 Spawning Power, the percentage is 79%. This causes your 60 Second Rituals to recharge in 12 Seconds, and your 45 second Ritualist to recharge in 9 seconds.

Ritual Lord is found after your Faction's Mission (i.e. VERY LATE into the Factions campaign. Sadly.)

Therefore, you can effectively Spirit Spam without having to deal with something messy like Oath Shot. (And gives the spirits the necessary HP to boot.)

The Build:

16 Spawning Power (12 + 1 + 3)
13 Communing (12 + 1)

Ritual Lord: For 30 seconds, your Rituals recharge 79% faster.

Boon of Creation: For 63 seconds, whenever you create a creature, you gain 53 Health and 8 Energy.

Shelter: Create a level 7 spirit. Non-spirit allies within its range cannot lose more than 10% maximum Health from a single attack. When this spirit prevents damage, it loses 34 Health. This spirit lasts 56 seconds.

Union: Create a level 7 spirit. Whenever an ally in its range takes damage, that damage is reduced by 15 and the spirit takes 15 damage. The spirit dies after 56 seconds.

Displacement: Create a level 9 spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded this way, this spirit takes 43 damage. This spirit dies after 56 seconds.

2 Free Slots (Options explained below)

Resurection Signet: (Or Free Spot in Alliance Battles)



There's the key to Ritualist Domination. Right in your grasp.

The trick to a Ritual Lord is to stand as far as you can away from combat and still have your spirits affect your party.

Boon of Creation is your Energy Management tool. Cast it first, then begin casting Shelter. CAST RITUAL LORD DURING SHELTER (Ritual Lord is a no castime skill, and thus it can be cast during other skills). Cast Union and Displacement. Then repeat the Shelter/Union/Displacement spam (make sure you constantly refresh Boon of Creation and Ritual Lord!)

Make sure you always cast Shelter BEFORE Union in order for the effects to be counted correctly!

The end result of this build is that your party will ALMOST ALWAYS take no more than 30-38 Damage Per Hit and will avoid ALMOST EVERY ATTACK.

In Alliance battles and certain missions (Amatz Basin, etc.), the effects are even better. All 3 spirits affect allies, as opposed to only party members. Thus, even 1 Ritual Lord can turn the tide of battle.

Now, you DO have some freedom with the build, however. Hence, the free spots...:

Armor of Unfeeling: For 10-30 seconds, you have 10 base damage reduction while casting Binding Rituals.

Pointless in PvE, excellent in PvP. A flat-out damage reduction give you MUCH more protection than any amount of Armor. Sadly, it isn't as active as often as you would hope...

Mighty Was Vorizun: Hold Vorizun's ashes for up to 15-51 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy.

So-So in PvE, great in PvP. Can't go wrong with additional Armor and Energy, although you lose any Fast Cast/Recharge mods on your weapon...

Feast of Souls: Destroy all nearby allies' spirits. For each spirit destroyed in this way, all party members are healed for 104 Health.

Overpowered in PvE, excellent in PvP. This makes Heal Party look like a farce. Chances are, Shelter won't die before it recharges. Therefore, you can just pop it, at the least, and give your party a nice, shiny heal. You can even use it early to give your party a godly Heal. I need to get into an Elite Mission to try it out...

Signet of Creation: All spirits and animated creatures in the area gain +7 Health regeneration. After 30 seconds, those spirits and creatures are destroyed.

Good in PvE, good in PvP. Gives Union and Displacement a few more procs before they die. It doesn't Hurt.

Mantra of Resolve (with 3 Inspiration): For 42 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 9 energy or Mantra of Resolve ends.

Not needed in PvE, but you may want it for PvP. Mesmer interrupts can't harm your Binding Rituals, but Warrior and Ranger interrupts can. Interruptions to Binding Rituals do not trigger Ritual Lord's Recharge reduction, thus, it's really bad to be interrupted. Don't worry about the low Rank: You'll have Energy to spare if you manage Boon of Creation properly.



Now you know the Power of the Ritual Lord. Fear it!

If you have any questions, contact me in-game, Syria Metaphysical (I'm the Ritualist with the sexy 15k Kurzick dyed black. )

Nightwish

Krytan Explorer

Join Date: Jul 2005

IMO rituals recharging 79% faster is not the same as 79% recharge reduction..

100% faster recharge = half original recharge time

50% recharge reduction = half original recharge time

Putting it this way,

100% faster recharge by RItual Lord will cut the timer on spirits recharge to half at best, e.g. 60s to 30s, 45s to 22.5s.

Someone correct me if I'm wrong.

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

I don't know the math, but this is what I do know. I use Dissonance which lasts for 26 seconds at 16 Communing and has a recharge of 60 seconds. Ritual Lord, at 12 Spawning Power, allows my spirits to recharge 63% faster and Dissonance is always recharged before it dies. So, my guess is that Dissonance recharges in about 20-25 seconds.

TeeGee

TeeGee

Frost Gate Guardian

Join Date: Mar 2006

Poland

Uber Pro Gamers [leet]

Me/E

Yeah I saw that build in GvG (sometimes HA) and tried to play it myself. Its REALLY effective but has two issues:

1) This Rt can't play monk role so u need to drop one attacking character to include spirit spammer. This cripples your offensive power but improves defensivea lot. Therefore it's usefull in HA in holding situations but in GvG it might be not worthy.

2) Real issue - this build is BORING-AS-HELL to play and takes absolutely no skill (in fact it might be good beginners build). U just cast Boon of creation and then just start pressing 1,2,3,4,5... move to another position and 1,2,3,4,5... and so on. It might be funny at beggining but after few tries u just gonna hate your role.

Well ofcourse its matter of personal preference, but thats what I think. Anyway build is great and really effective.

Xasew

Krytan Explorer

Join Date: Sep 2005

Storm Bearers[SB]

Quote:
Originally Posted by Nightwish
IMO rituals recharging 79% faster is not the same as 79% recharge reduction..

Someone correct me if I'm wrong. You're wrong. The rituals do recharge in 9-12 seconds.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Yes, Ritual Lord does indeed work. I would not post this build if I had made THAT big of an oversighty!

Quote:
Originally Posted by TeeGee
1) This Rt can't play monk role so u need to drop one attacking character to include spirit spammer. This cripples your offensive power but improves defensivea lot. Therefore it's usefull in HA in holding situations but in GvG it might be not worthy.
True. However, most teams have an auxiliry healing spot (Healing N/Mo, E/Mo, etc.), so the Ritual Lord Ritualist can take that spot.

Quote:
Originally Posted by TeeGee
2) Real issue - this build is BORING-AS-HELL to play and takes absolutely no skill (in fact it might be good beginners build). U just cast Boon of creation and then just start pressing 1,2,3,4,5... move to another position and 1,2,3,4,5... and so on. It might be funny at beggining but after few tries u just gonna hate your role. It's like Monking, except less stressful. I don't mind.

Plus I get the ability to show my team that I'm saving their behind.

"I have Shelter on me!"
"I have Union on me!"
"I have Displacement on me!"

Nightwish

Krytan Explorer

Join Date: Jul 2005

Quote:
Originally Posted by Xasew
You're wrong. The rituals do recharge in 9-12 seconds. So Ritual Lord actually reduces recharge time in % rather than speeds up recharge rate as per description?

Thats actually good news for me, since RL works better than I expected.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Ritualist can heal, but cannot replace monk...

Ritualist can nuke, but cannot replace elementist...

Ritualist can summon, but cannot replace MM...

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by lightblade
Ritualist can heal, but cannot replace monk...

Ritualist can nuke, but cannot replace elementist...

Ritualist can summon, but cannot replace MM... This isn't designed to REPLACE a primary healer, but it will migitate a TON of damage, making your healers happy.

Also, Ritualists CAN outheal Monks with this method if use properly. How? With Feast of Souls.

106 Heal Party? Hell Yes.

Rebirther

Rebirther

Lion's Arch Merchant

Join Date: Aug 2005

England, UK

Clan Dethryche

Mo/Me

Quote:
Originally Posted by lightblade
Ritualist can heal, but cannot replace monk...

Ritualist can nuke, but cannot replace elementist...

Ritualist can summon, but cannot replace MM... I think you mis understand the role of the ritualist....

1/ Rits "obviously" cannot replace a monk, the role of rit is support mainly but have the ability to play on the offense, rits are best suited for defensive support, either running restoration or communing with spawning. using either the build listed in this thread or a strong restoration alternative.
2/ Ritualist cannot nuke, they can deal spike dmg. (rits dont have many aoe so cant be considered as a "nuker")
3/ Rits summon spirits.. not creatures (unless /n is secondary), and effective rit/n minion bomber is just as effective as a primary MM.

lightblade

lightblade

Forge Runner

Join Date: May 2005

The Etereal Guard

Me/Mo

Quote:
Originally Posted by Zinger314
This isn't designed to REPLACE a primary healer, but it will migitate a TON of damage, making your healers happy.

Also, Ritualists CAN outheal Monks with this method if use properly. How? With Feast of Souls.

106 Heal Party? Hell Yes. 400+ Heal Party?

Stack enchantments -> Release Enchantments !!!!

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by lightblade
400+ Heal Party?

Stack enchantments -> Release Enchantments !!!! 400+ Heal Party with Release Enchantments? It's 30 HP per Enchantment...The most you'll get is 120 HP, at the cost of much more Energy than Feast of Souls.

Valkyries

Valkyries

Jungle Guide

Join Date: Mar 2006

AoM

Quote:
Originally Posted by lightblade
400+ Heal Party?

Stack enchantments -> Release Enchantments !!!! Oh boy.. here we go...

JoDiamonds

JoDiamonds

Wilds Pathfinder

Join Date: Jun 2005

New England

Quote:
Originally Posted by Nightwish
IMO rituals recharging 79% faster is not the same as 79% recharge reduction..

100% faster recharge = half original recharge time

50% recharge reduction = half original recharge time
(...)
Someone correct me if I'm wrong. For guild wars math, that's wrong. Anytime they say that something recharges faster, they actually mean it reduces the recharge time that much.


And for what it's worth, 100% faster would actually mean it recharges instantly, not half the original time. If it takes 10 seconds to recharge, and it's 100% faster, well, 100% of 10 seconds is 10 seconds.

Of course, 100% slower does mean twice as long (even though 100% faster isn't the same as twice as fast, or half as long). Math is silly. =-)

Dracil

Ascalonian Squire

Join Date: May 2005

It works pretty well with two ritualists too. Just have one ritualist go restorative magic, and replace the 3 communing skills with Life, Recuperation, and Spirit Transfer so you don't double up on the spirits, which means you might end up working against each other destroying spirits.

You can actually treat Life rituals as a heal party too if the old one's still alive, because the new spirit replaces the old one, so the old one will heal everyone, especially since the ritual will recharge before its 30 second time limit. And the Spirit Transfer allows for a targeted heal that doesn't destroy everything like Feast of Souls.

I also found bringing Pain with the Feast of Souls to be pretty nice. Faster recharge, only 5E, and won't lose health from special effects, and lasts for a VERY long time (134 seconds) = nice for Feast of Souls comboing

mattrung2

mattrung2

Frost Gate Guardian

Join Date: May 2006

Funny Equals Ban

Mo/Me

50 gold says ritualist = the next anet nurf, they nurfed spirit spam once they will probably do i again

Dracil

Ascalonian Squire

Join Date: May 2005

Not necessarily. At least not for PVE missions where you get swarmed. 10-20 enemies smacking your team at once = spirits pretty much dying before you put up the next one or two. It's kinda why I stopped bringing signet of creation. They often won't last through the casting time. Then again, I also have really bad lag (can't wait to get out of the dorms) where my skills can take seconds (or a full MINUTE) to begin casting.

Minion Masters still work better for that I think.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Dracil
Not necessarily. At least not for PVE missions where you get swarmed. 10-20 enemies smacking your team at once = spirits pretty much dying before you put up the next one or two. It's kinda why I stopped bringing signet of creation. They often won't last through the casting time. Then again, I also have really bad lag (can't wait to get out of the dorms) where my skills can take seconds (or a full MINUTE) to begin casting.

Minion Masters still work better for that I think. Even if the spirits die in 5 seconds, they still prevent the same amount of damage and prevent the same amount of attacks as if they lived longer.

And I have no clue how Minion Masters relate to this topic in any way, shape, or form.

BaconSoda

BaconSoda

Krytan Explorer

Join Date: Apr 2006

*Somewhere Under The Rainbow*

Leo

Me/

well, the main point on MM's is that they can make the horrors and minions to tank, whereas the spirits take dmg indirectly. He's basically saying that the spirits take the place of a MM's minions and horrors.

Saider maul

Saider maul

Wilds Pathfinder

Join Date: Nov 2005

Baltimore, Maryland

A ritualist is a very powerful healer. strong then a monk as a one shot healer but nowhere near the longevity of a monk. In no way can it replace a healer.

As a protector it is at its most powerful. the dmg reduction of a well spent spiritmaster is unconditionally one of the best means of protection i have ever seen.
Well beyond the means of a monk protector but lack the continual healing ability due to divine/protection heals and divine favor boost.
As a spirit channeler its spikes reach upwards of 400dmg to AOE single bursts.
super nukes but high recharge and not echoable. also high energy demand. (4 spirits x 15 energy each +15 energy to cast spike = 75 energy consumption over time.) is nice support if played right and they do not have a spirit protector in place.

all in all the ritualist by it self is not super strong in every way or weak in anyway. its strength is in what its compound abilities do to support the health of the group,fill in the blank during nukers recharge or allow a one time massive gift heal to allow the monk to regain some energy to continue on.
the ritualist is definatly a background character then when present its effets are definatly felt.
noe running a healer + bonder + ritualist + 5 of whatever else is near invincible because now
the bonder protects the ritualist and a few team mates.
the healer protects the team and the ritualist.
the ritualist is highly protected and now able to cast freely reducing the dmg taken by enemy, protecting the team with buffs,support spiking to keep enemy at bay during nukers recharge, or massive single heals to allow a monk 10 seconds of sold recharge and energy reclaimation. now the other 5 are free to do whatever then have to do without the massive energy consumption required by healers and nukers.

a basic very powerful support character to fill in the gaps.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by BaconSoda
well, the main point on MM's is that they can make the horrors and minions to tank, whereas the spirits take dmg indirectly. He's basically saying that the spirits take the place of a MM's minions and horrors. I'd think the main appeal of MMs would be the 100-200 DPS. Not the Tanking ability.

Ellena

Ascalonian Squire

Join Date: Sep 2005

I like this build.
Might I make a couple of suggestions. First of all, i think "The Lord Protector" would be a great name for the build ^__^ .

Secondly, a decent optional skill is the targetted allied spirit saccing skill (spirit made flesh, I beleive ti's called). it has less heal range, but only kills the target spirit ( shelter) and heals for almsot 250. it's probably not as useful in pvp, but in pve you can get away with siting on top of the spirit and right nexct to the other party casters, making it quite handy in the right circumstances.


also, do 50% reduction in casting speed/ recharge rate items even work on bindign rituals? if not, the ideal item is probably a staff with defensively oriented mods, enchantment length improvement, etc.

Eaimirth Etaivella

Jungle Guide

Join Date: Aug 2005

Seekers of the Apocalypse

E/

Ghostly Haste Enchantment Spell. For 5...17 seconds, spells you cast while in the area of a Spirit recharge 5...17% faster.

Too bad rituals are not spells *rolls eyes*

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

This is alot like what I played during the Preview event, and it wasn't the most engaging build, but it was very solid.

http://www.guildwarsguru.com/forum/s....php?t=3018167

I'd make a couple of suggestions for skills to use in empty slots....

Spirit Boon Strike will allow you to deal some damage (you'd have to drop points into Channeling...) and heal your spirits as well.

I'd use Spirit to Flesh over Soul feast. It's a little more precise and you don't have to kill off all your spirits for one massive heal when you may not need a massive heal. It'd be good to use just before your spirit died anyway (Man I wish spirits had a timer like enchants and hexes!) to supplement the healing your monks are doing.

Draw Spirit is going to be important in PvE as the action may take you away from your spirits from time to time.

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

Quote:
Originally Posted by Eaimirth Etaivella
Too bad rituals are not spells *rolls eyes* No way, I love that rituals are not spells. Why? Because Backfire isn't triggered when you cast them. Ritual Lord doesn't trigger it either. It's saved me a lot in RA.

EDIT: In fact, lots of Mesmer hexes don't work on rituals. A big one being Migraine...doesn't affect any of my spirit cast times.

Anir

Ascalonian Squire

Join Date: Sep 2005

[HoC]

Quote:
And for what it's worth, 100% faster would actually mean it recharges instantly, not half the original time. If it takes 10 seconds to recharge, and it's 100% faster, well, 100% of 10 seconds is 10 seconds.

Of course, 100% slower does mean twice as long (even though 100% faster isn't the same as twice as fast, or half as long). Math is silly. =-)
Hee hee, you confused yourself...

Like you said, if something takes 10 seconds and you make it 100% faster, then it's 10secs - 10 secs = 0secs.

So likewise, if something takes 10 seconds and you make it 100% slower, then it's 10secs + 10secs = 20secs -- which just happens to be twice as long.

TheYellowKid

Lion's Arch Merchant

Join Date: Feb 2006

Mina Sucks [Blz]

u could try using doom its does 34 dmg for every recharging ritual so u should be able to have a couple still recharging when you want to use it. It tears chunks out of sins but doesnt work aswell against rangers and warriors. It takes 15 seconds to recharge so depending on your spirits could be recharged everytime ur finished laying new ones.

Cant remember the attribute line but dont think its channeling so shouldnt have to change any of your attributes to use it.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

^^ Doom is spawning.

TheYellowKid

Lion's Arch Merchant

Join Date: Feb 2006

Mina Sucks [Blz]

yea i found it after, @ 16 spawning it does 42 dmg per spirit!

Saider maul

Saider maul

Wilds Pathfinder

Join Date: Nov 2005

Baltimore, Maryland

ya want to spike? doom is nice but plant destruction wait 15 seconds run to target draw the spirit cast rupture soul at about 28seconds into its life result is 225-300 shocking dmg aoe.

I run this in place of displacement. sense it dies so fast.
quite nice when the team has the mob at 75% or less hp when it goes off.

leave the dmg evasion to the monks and necros.

Quintanium

Ascalonian Squire

Join Date: May 2006

I like this build quite a bit. I have a PVP version of this build exactly which got me a gladiator point on the first run.

I created a PVE version but before I can cap ritual lord, I am now using this build now that I quite like.... works well in PVE. Doubt it'll work in pvp.

Rit/Mo

16 Communing
12 Healing
rest in spawning

Do what u do with boon of creation and then shetler, union and displacement. but the next 4 slots for me are: Heal Party, Martyr (elite), purge condition, Chant of Ressurection

I stand in the back and put out the spirits... then I hit a bit with my staff/wand. Heal a little when I have to.. but most importatnly, while I wait.. if I see any member with any condition, I can cure them all with martyr and purge it. Then I wait till the stuff is recharged and do it all over again.

There's a minor energy problem if I try to heal a lot but I mostly use this to protect and take away all conditions. I don't mind being blinded, crippled and so on.. I'm standing in the back anyhow..

byobodybag

byobodybag

Lion's Arch Merchant

Join Date: Mar 2006

[SoB]

R/

what are the usual items and armor you have running this build? ...rune placement..

hehe, i still need some work playing my rt/me to the best possible build. ty.

VampiricuS

VampiricuS

Frost Gate Guardian

Join Date: Nov 2005

N/Mo

I dont have Rit Lord yet, but I do bring Draw Spirit with me. The only thing I dont like about spititing, is that by the time i have all the spirits up, everything is dead, hence waisting myself. even if i launch first before the fight, you cant always have that option. so during battle i tend to draw spirit if they are getting attacked. Im looking forward to trying this build, As an MM which is my main char, the only beef i have with mm'ing is that i tend to trail behind due to having to stop and use BOM.

Does this build keep you up with that pack? would Draw spirit be an good addition to this build?
Also I was curious why you are using a sgnet rather than a skill for rez.

tia. I know putting these builds take time to work on so much appreciated.

cajun

cajun

Pre-Searing Cadet

Join Date: Mar 2005

This is a great build. I have been playing this in GvG since the release of Factions. With your spawning set at 16, you don't have to worry about how quick your spirits die. The slowest recharge on a ritual will be 13 seconds. One mesmer skill you do have to worry about though is diversion. That could put a quick damper on your spirit spamming!

fatogreboy

fatogreboy

Ascalonian Squire

Join Date: May 2006

vOiD

E/Me

wow, so if what you are all saying is correct about recharge times...

"At 16 Spawning Power, the percentage is 79%. This causes your 60 Second Rituals to recharge in 12 Seconds, and your 45 second Ritualist to recharge in 9 seconds."

So theoretically, one could use ritual lord, and have another ritualist party member bring Weapon of Quickening and use it on you,

Weapon of Quickening - Elite Weapon Spell. For [ 5 - 13 ] seconds, target ally has a Weapon of Quickening, and Spells and Binding Rituals recharge 15% faster.

So would your rituals recharge 94% faster? This would mean your 60 second recharge would be reduced to 3.6 seconds and you could pretty much spam displacement and keep all ur peeps alive forever !!!

Not saying this is a good idea, or that it would even work, but it seems like something to consider. I just can't believe that anet would let the numbers work that way.

VampiricuS

VampiricuS

Frost Gate Guardian

Join Date: Nov 2005

N/Mo

Well, for one you have to have a worthy group to work with, which isnt ALWAYS the case. yesterday I tried it doing Raisu Palace FOUR TIMES and still didnt make it. but i know I kept them alive a long ass time otherwise.

huk

Pre-Searing Cadet

Join Date: Feb 2006

This build is one of ,if not THE, best and most fun there is for a Ritualist in my opinion.

I'm loving it!

VampiricuS

VampiricuS

Frost Gate Guardian

Join Date: Nov 2005

N/Mo

i have to agree, I have been having a lot of fun, and since i got a green drop from the rit boss i got Rit lord from, its ade it that much more. I just always get kind of stumped on what to fil those two spots with (during pve)

ill bring mend ailment if there is a lot of poison
maybe even remove hex. it all depends

Jaek

Ascalonian Squire

Join Date: Apr 2005

Quote:
Originally Posted by VampiricuS
i have to agree, I have been having a lot of fun, and since i got a green drop from the rit boss i got Rit lord from, its ade it that much more. I just always get kind of stumped on what to fil those two spots with (during pve)

ill bring mend ailment if there is a lot of poison
maybe even remove hex. it all depends I tend to bring one of two combos.

The first is Rupture Soul + Spirit Siphon if I'm feeling a little more aggressive.

This allows you to drop some damage and a long duration Blind on any warriors or assassins that get too close, for example Dredge Cutters and Guardians.

Sure you're nuking a spirit, but you can get a replacement back up in no time.

Plus if the opportunity arises and you're feeling salty you can charge up to some low armor casters and drop a spirit bomb on em for some solid damage.

I bring Spirit Siphon in this case because I do tend to feel a bit salty. I need the energy. Basically I'll summon all my spirits to help mitigate the damage from the initial attack. If things seem to be under control, once my skills are about to recharge I'll run up behind the melees and start alternating spirit summoning and Rupture Spirit to speed the killing process.

If things start looking a little rough I can just take a few steps back and start building up my spirits again for full defense.



The other combo I bring is one suggested in the original post, Signet of Creation and Feast of Souls.

Signet to get the most out of the spirits and Feast of Souls as a massive emergency party heal. All the spirits are destroyed, but again you can get them back up in no time. Make a sandwich or something before running this build because it's a no brainer despite it's usefulness.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by fatogreboy
wow, so if what you are all saying is correct about recharge times...

"At 16 Spawning Power, the percentage is 79%. This causes your 60 Second Rituals to recharge in 12 Seconds, and your 45 second Ritualist to recharge in 9 seconds."

So theoretically, one could use ritual lord, and have another ritualist party member bring Weapon of Quickening and use it on you,

Weapon of Quickening - Elite Weapon Spell. For [ 5 - 13 ] seconds, target ally has a Weapon of Quickening, and Spells and Binding Rituals recharge 15% faster.

So would your rituals recharge 94% faster? This would mean your 60 second recharge would be reduced to 3.6 seconds and you could pretty much spam displacement and keep all ur peeps alive forever !!!

Not saying this is a good idea, or that it would even work, but it seems like something to consider. I just can't believe that anet would let the numbers work that way. There wouldn't be much point, because it takes 11 seconds to cast Shelter/Union/Displacment anyways.