Ritual Lord: The Ultimate PvE and PvP Power

VampiricuS

VampiricuS

Frost Gate Guardian

Join Date: Nov 2005

N/Mo

again, im having a blast here and the more i play it, the more i see how it helps. especially when the group im in aggros a huge mob.

as soon as displacement is up, its dead before i can even toss a sig of creation on it.

when playing with the group i try to tell them to not take on a whole fleet (when not under pressure for masters) but half the time, that gets ignored unless im with friends.

so im wondering what could be done to make displacement go a little farther? Could I ask another partymember to bring a skill that heals spirits?

thanks again for the great build Zing. if you have a Damaging spirit spamming build, im all eyes

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

This is how I see Displacement. It does die pretty quick. A lot of that is due to the bug on it that people have found (takes 60 damage no matter what your attributes are at). The thing about it is that a spirit Ritualist is expected to be as fast as the team. Because of the long cast times for the spirits, a lot of teams are not comfortable taking a spirit Ritualist all the time. A group runs in and aggros a whole large group before you've had time to set up all your spirits. You put up Displacement while they run in, keeping them from taking any damage aside from some spells. While this is happening, you have time at least to put up Shelter then Union to be your major damage reduction. With Ritual Lord around, Displacement will likely recharge in the middle of battle giving your monk some breathing time. I see Displacement not as a major damage reduction spirit. Shelter and Union are your major way to keep damage off the team. Displacement is there as a buffer for you to get your spirits up, it helps to kind of shave off the time it takes to cast Shelter. Ritual Lord and Displacement are how you keep up with a fast team.

As for using Signet of Creation on Displacement. Sure it will help, but it dies so fast, I wouldn't really bother with trying to heal it.

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by carbajac
This is how I see Displacement. It does die pretty quick. A lot of that is due to the bug on it that people have found (takes 60 damage no matter what your attributes are at). The thing about it is that a spirit Ritualist is expected to be as fast as the team. Because of the long cast times for the spirits, a lot of teams are not comfortable taking a spirit Ritualist all the time. A group runs in and aggros a whole large group before you've had time to set up all your spirits. You put up Displacement while they run in, keeping them from taking any damage aside from some spells. While this is happening, you have time at least to put up Shelter then Union to be your major damage reduction. With Ritual Lord around, Displacement will likely recharge in the middle of battle giving your monk some breathing time. I see Displacement not as a major damage reduction spirit. Shelter and Union are your major way to keep damage off the team. Displacement is there as a buffer for you to get your spirits up, it helps to kind of shave off the time it takes to cast Shelter. Ritual Lord and Displacement are how you keep up with a fast team.

As for using Signet of Creation on Displacement. Sure it will help, but it dies so fast, I wouldn't really bother with trying to heal it.
Really Displacement (Like a very large chunk on ritualist skills) depends on smart use.

at the moment, it lasts at best 5 hits because of the bug with its HP, however assuming the bug is fixed, lets say it lasts 10 uses.

Standard Situation: Two tanks are up front tanking a large group of Enemys, Suddenly for any random reason the aggro is broken, and half a dozen melee mobs spread into the nice soft caster lines.

until the aggro is gathered again, half or more of the squishys could be taking some nasty damage, this is a monks (Or Restoration Rits) nightmare.

If Displacement lasts for 10 Hits, it might only last for 4 or 5 seconds (as any smart team will be kiting and re-gathering the tanks aggro) this takes pressure off the monks (especially if they are kiting themselves)


TBH, Displacement is much more of a PvP skill


As a team will almost never have more than two melee units, displacement spamming ritualists can stop a third or more of they're attacks from hitting, seriosuly slowing down adrenaline gain, and messing up adrenaline spikes.

Still, i would find Soothing more useful for this purpose, especcially combined with shelter (shelter+soothing= Laugh at warriors)

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

I know this is getting off topic, but I agree. Soothing is an amazing spirit. I use it in PvP and those hammer warriors and rangers have a good time trying to build up their adrenaline. Since everyone is completely familiar with the spirits right now, once they realize why their adrenaline is building so slow and are fed up enough with it, they start attacking it. By that time, I've got Shadowsong up to protect my spirits (it usually protects the spirits if they're being attacked, at least it tries to protect itself). Displacement has gone up to protect my team. If the warrior decides to kill Soothing, at a high enough Communing and Spawning, it takes a few hits to kill it. By that time, with Ritual Lord (back on topic) Soothing is reset to be recast and by the time the warrior has killed it, I have it back up in a different spot.

Also, I have to agree that bringing Signet of Creation is somewhat of a wasted slot. There are lots of other things to bring, but for me, I bring Shadowsong because while not just to blind attackers, it also really protects my spirits. Kind of in the spirit (get it?) of Ritualists, spirit protection can be as good or better than healing. Instead of giving +7 health regen, Shadowsong, will often attack (often for me anyway) those who are attacking my spirits or itself. That is my biggest worry for my spirits, them getting killed by someone else instead of the damage they take. Because normally, Ritual Lord should have your spirits recharged before they die, if they die before that, any kind of healing for them will most likely not be enough to keep them alive much longer. I realize that bringing Signet of Creation is to give them a couple more protections before they die, but Ritual Lord should be all you need.

Renown Glory

Ascalonian Squire

Join Date: Mar 2006

Texas

Seize The Morning [Wood]

Mo/

on topic of a spirit spammer, which do you think would be a best primary weapon/weapon set:

1) 20/20 staff w/ enchantments 20% and +5 energy
2) +5 energy sword w/ enchantments 20% w/ 20/20 focus
3) 20 HSR/+5^50 wand w/ 20/20 focus


*the 20/5 wand would be either the end game wand (for communing) or the Vengeance Seeker - both greens

Veron

Academy Page

Join Date: Mar 2006

Leather Rebels [LR]

Quote:
Originally Posted by Renown Glory
on topic of a spirit spammer, which do you think would be a best primary weapon/weapon set:

1) 20/20 staff w/ enchantments 20% and +5 energy
2) +5 energy sword w/ enchantments 20% w/ 20/20 focus
3) 20 HSR/+5^50 wand w/ 20/20 focus


*the 20/5 wand would be either the end game wand (for communing) or the Vengeance Seeker - both greens I would use none of those.

20/20 affects very few skills. Binding Rituals are not spells. The non-spirit skills that I carry don't have really any problems in terms of cast time or recharge time as it is. They don't get the benefit from 20/20.

Enchanting mod isn't that necessary, since Boon lasts a good 15 or so more than the recharge time already.

I actually got myself the +5 armor +45 health while enchanted focus. Since you're under an enchantment all the time, at least it's in effect and maybe protects you somewhat from some random warrior that decides that you should be killed.

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

Quote:
Originally Posted by Veron
I would use none of those.

20/20 affects very few skills. Binding Rituals are not spells. The non-spirit skills that I carry don't have really any problems in terms of cast time or recharge time as it is. They don't get the benefit from 20/20.

Enchanting mod isn't that necessary, since Boon lasts a good 15 or so more than the recharge time already.

I actually got myself the +5 armor +45 health while enchanted focus. Since you're under an enchantment all the time, at least it's in effect and maybe protects you somewhat from some random warrior that decides that you should be killed. Yeah Im using a spirit binder, for now. I plan to get the bonus armor and health stuff ASAP, and then 2x 20/20 restoration on the switch... for good old FOMF. Its fun popping someone back up in 1.25 seconds... even if it only happens 4% of the time.

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by Renown Glory
on topic of a spirit spammer, which do you think would be a best primary weapon/weapon set:

1) 20/20 staff w/ enchantments 20% and +5 energy
2) +5 energy sword w/ enchantments 20% w/ 20/20 focus
3) 20 HSR/+5^50 wand w/ 20/20 focus


*the 20/5 wand would be either the end game wand (for communing) or the Vengeance Seeker - both greens
For Sprit Spamming i tend to use:

Set One:
+5 Energy Katana
20% Enchant
Set Two
+5 Energy Katana
+5AL

Both with the +5AL,+45 hp Enchanted Offhand

When doing general Spamming, i use the +5AL Katana, and when Recasting boon i quickly Switch to my Enchant Katana


When using the +10AL set thats:

85 Base (assuming 3 spirits up)
95 With Weapon Set
and then -10 Damage reduction if using unfeeling armour

Renown Glory

Ascalonian Squire

Join Date: Mar 2006

Texas

Seize The Morning [Wood]

Mo/

Yea, Tainek:

since that is the case, that is exactly what i was thinking about using.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Hmm, I'll need to try out those item combos, Tainek.

Although, +5e Katanas and the 5/45 foci aren't very cheap to make...

Renown Glory

Ascalonian Squire

Join Date: Mar 2006

Texas

Seize The Morning [Wood]

Mo/

Quote:
Originally Posted by Zinger314
Hmm, I'll need to try out those item combos, Tainek.

Although, +5e Katanas and the 5/45 foci aren't very cheap to make... ehh, the katana, no.. it costs what 10k + materials + a trip to the end game

but the 5/45 offhand is really cheap and easy

5 Stone Horns, talk to Jonn Tertehl in Morostav Trail right outside of Vasburg Armory.


if you dont have the patience to get the horns then just run around the towns and offer 100g each, im sure youll get them within a short time

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by Renown Glory
ehh, the katana, no.. it costs what 10k + materials + a trip to the end game

but the 5/45 offhand is really cheap and easy

5 Stone Horns, talk to Jonn Tertehl in Morostav Trail right outside of Vasburg Armory.


if you dont have the patience to get the horns then just run around the towns and offer 100g each, im sure youll get them within a short time
hit the nail on the head there, collectors the way to go

and its 10K , 40 iron, and 6 steel for the Katana


10K 50 Iron, 10 Wood, 5 Steel if you prefer Axe's

joncoish

Frost Gate Guardian

Join Date: May 2006

Nice, this build looks pretty sweet. Really sparked my interest in the ritualist class again. A question though, would it be possible to solo farm anything worth while with this build with a few tweaks? Seems like the protection is covered, so maybe just needs an area affect damage spell or something?

Also, what is so special about the skill Generous Was Tsungrai? It seems everyone loves this, and I do understand that it is a big self heal, but you basically have to wait a minute for the self heal. How is that effective when you really need to self heal?

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Quote:
Originally Posted by joncoish
Also, what is so special about the skill Generous Was Tsungrai? It seems everyone loves this, and I do understand that it is a big self heal, but you basically have to wait a minute for the self heal. How is that effective when you really need to self heal? Tsungrai recharges every 15 seconds (faster if u use the right staff or wand/offhand combo). Just cast another item spell, which makes you drop Tsungrai, for a huge heal. If it's recharged, you can recast for the heal. You can also click on the "Drop Item" button for the heal.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by joncoish
Nice, this build looks pretty sweet. Really sparked my interest in the ritualist class again. A question though, would it be possible to solo farm anything worth while with this build with a few tweaks? Seems like the protection is covered, so maybe just needs an area affect damage spell or something? It protects, but does NOT heal.

joncoish

Frost Gate Guardian

Join Date: May 2006

Well, technically it does, with boon of creation.

Queto

Queto

Lion's Arch Merchant

Join Date: Jun 2005

Belgium

Dynasty Warriors [DW]

A/W

I just played a GvG as a Rit lord spirit spammer. We faced a spike team, but there spike became pretty useless with Shelter ^^ I really like this build, I think I'm gonna make a PvE ritualist and then go pwning in Tyria

Her Phoenix

Academy Page

Join Date: Jun 2006

Rt/Me

Confused on attributes..

The Build:

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

What runes you used?

appoc

Ascalonian Squire

Join Date: May 2005

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

Without RL the spirit's recharge isnt the best so how does this build work Before you get RL? I am asking since you say it's Ultimate PvE and PvP Power, and in the same time saying you get RL very late of the campaign...

I mean, you kill mobs faster than 45-60 sec and then keep walking and bumps into next group of mobs, what are you going to do when your spirits havnt recharged? Cuz spirits cant follow you, then just stand still where you spawned them, or are they able to move around after X points in spawning or something? :O

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by appoc
hmm, you say "Ritual Lord is found after your Faction's Mission (i.e. VERY LATE into the Factions campaign. Sadly.)"

Without RL the spirit's recharge isnt the best so how does this build work Before you get RL? I am asking since you say it's Ultimate PvE and PvP Power, and in the same time saying you get RL very late of the campaign...

I mean, you kill mobs faster than 45-60 sec and then keep walking and bumps into next group of mobs, what are you going to do when your spirits havnt recharged? Cuz spirits cant follow you, then just stand still where you spawned them, or are they able to move around after X points in spawning or something? :O You can't use this build without Ritual Lord. It's impossible without sacrificing massive efficiency.

The "PvE" I was refering to includes Raisu Palace, the Elite Missions, and FoW/UW. Using Ritual Lord before those missions would be a waste anyways.

Fr_3_aK

Fr_3_aK

Wilds Pathfinder

Join Date: Dec 2005

Australia

I used Serpents Quickness and/or weapon of quickening. Better than nothing.

Weapon set i use is:

+5nrg/+20% Spawning wand (fast cast boon of creation)
+1/+30hp Communing Offhand (boost spirit lvl)

Sad, but the only useful set for my Rit Lord build.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

To the person who was talking about release enchants, sure it may be more efficient than heal party, but in no way does it compare to ritualist skills of the same type. You would need **10** enchantments to reach a 400HP heal. Good luck doing that.

As for spirit spamming.. meh. How can you stand it? So boring! *sobs*

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Here's a more detailed guide...

Marcus

Ascalonian Squire

Join Date: Apr 2005

UK

Warrior Nation [WN]

Rt/Mo

Can't wait to get Ritual Lord.. It will complete my build, gonna try this one too, looks awesome.

Dodo The Extinct

Dodo The Extinct

Wilds Pathfinder

Join Date: Dec 2005

Me/Rt

Quote:
As for spirit spamming.. meh. How can you stand it? So boring! *sobs* Try offensive spirits in places like RA. They offer some fun and chaos

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

lol Dodo.. i got over 50 gladiator points in RA/TA with offensive spirits It's awesome.

Also, try beating Shiro by loading offensive spirits, placing em down, then aggro with henchies, and put painful bond Use Wanderlust as elite

I dunno, i dont mind even Shelter/Union spam boring... but i combine it. If someone does that all d time with Rt, yah, it's gonna be boring.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Servant of Kali
lol Dodo.. i got over 50 gladiator points in RA/TA with offensive spirits It's awesome. What build do you use? I was thinking something like:

Ritual Lord(e)
Boon of Creation
Armor of Unfeeling
Dissonace
Pain
Bloodsong
Painful Bond
Res Signet

Or so you use Shadowsong instead of Armor of Unfeeling/Dissonace?

Servant of Kali

Servant of Kali

Jungle Guide

Join Date: Jan 2006

Me/

Mmmm there's an old thread here:
http://www.guildwarsguru.com/forum/s....php?t=3046094

The only update i'd make to it is that i still aint sure what's better, Dissonance or Disenchantment. Dissonance seems more situational (risk and reward system), and in some cases might be better. On the other hand Disenchantment is a safe bet.

Keep in mind that the main point of the build is "fun". Im not saying it's the best ever Rt build 4v4, even tho i'd say it's pretty close to it in RA

ps: this will still work great in RA. In TA im not sure if there is a need for some tweaks if metagame changed. But i'd say it's still ok. Havent been doing 4v4 much for quite a while, Fort Aspenwood is fun

Dscrilla

Ascalonian Squire

Join Date: Sep 2005

Me/N

I have to say its a fun build, It does get a little repeatative but its way less stressfull than a monk and I've never felt as usefull in PVP.

My Weapon set:

Hyclons Armor (shamans?) with either Spirit power or Communing eyewrap , Sup Spawning Power Rune, Sup Commune Rune, Minor Resotre rune, Major(i'm cheap) Vigor

Collectors 20/20 SP Staff from Sakai in Senji's Corner
+enchanters wrap
+insightfull head (maybe +1communing?)

Its true a comuning staff is useless, but since your quite dependent on two Spawning Power buffs, you have a 1/5 chance of an interrupt being less of a tragety. Same goes for the +engery armor and upgrade, you wont need them if everything goes as planned if not(interrupts, disenchants) then they can save yer bacon. I would consider Shamans Armor but you should be in combat less than any other class (thus the two sup runes)

The guide on the wikki suggested taking /mesmer for the anti interrupts and I have found this to be spot-on, even though its hard to interrupt you, your dependent on the sucessfull summon to trigger RitLord and Boon, and then there is casting the buffs themselvs. I put my last few points into Resotaration to get a +2 recuperation thats nearly constant.
In PVE its safe to bring a coupel offensive spirits like Dissonance or shadowsong, esp when soloing.