Man I just cant get turned on to rits...
The one Casey Squid
I just dont see there purpose. Ive been playing around for a while and here are my problems. You wants summons you can make a necro you want heals make a monk you want spike make a ele.
I just dont see there purpose
I just dont see there purpose
remmeh
you want full-party Protective Spirit?
you want full-party Shielding Hands?
make a ritualist.
you want full-party Shielding Hands?
make a ritualist.
Arkantos
Why make ele to spike, necro to summon and monk to heal when you can do all 3 and more with a Rt?
Dodo The Extinct
Quote:
you want full-party Shielding Hands? Don`t forget mending
But really, the Ritualist has a very interesting way of handling things. Although I do think that it takes a while to get used to them, they are a very powerful class. A-net would never make a new profession that sucked compared to the others
Hella Good
I just love the versitility of the profession. I can heal AND spike and be rly damn good at it with an Rt. i can't do that with either Ele or Monk. And Minions attack, they don't serve a greater purpose. Btw you forgot the Item and Weapon spells which are for the most part better quality than similar enchantments, work much like an enchantment, AND cannot be anyhow dispelled or removed.
yo home boi
Yo noob ere wot is spike????
Fred Kiwi
a spike is a large amount of damage at one time
unholy guardian
lol i deleted mine at level 15, it just wasn't for me... Beast master ftw lol. but um yea the rit is almost too helping, i hope rit lord gets a nerf truthfully..
Vahn Roi
My first and most loved Character was a monk. So for me, restoration ritualists are a blast.
(Life+Recuperation+Preservation) + Feast of Souls ftw.
(Life+Recuperation+Preservation) + Feast of Souls ftw.
Francis Demeules
Feast of Souls is just damn funny how much you can heal in a party instead Healing Party by a monk with Divine Favor. You can easely reach over 250 with High Spawning Power. Same thing for Consume Souls (I do 216 in an area with 14 Spawning Power)
Servant of Kali
Quote:
Typical Prophecies line. Get warrior nuker and monk. All you need. Who needed necro (before MM) and mesmer... :P
You could say the same about Assassin. If you want spike get air ele. If you want dps get warrior
Seriously, Rt is unique, i love it, because it's awesome. It's even more awesome cause not many in pvp know how to counter him.
Xasew
Quote:
Originally Posted by The one Casey Squid
You want summons you can make a necro, you want heals make a monk and if you want a spike make an ele.
Comparing spirits and minions? That's quite retarded, and even then I'd pick spirits over minions any day.
Union+Shelter+Recuperation gives your team 48 health/second, constant Prot Spirit/Shielding Hands. When any Monk gets anywhere near that, tell me.
If I want to spike I take Gaze From Beyond/Doom. And wth, I still get to take 7 support skills. Eles can't do that, either.
Union+Shelter+Recuperation gives your team 48 health/second, constant Prot Spirit/Shielding Hands. When any Monk gets anywhere near that, tell me.
If I want to spike I take Gaze From Beyond/Doom. And wth, I still get to take 7 support skills. Eles can't do that, either.
morimoto
i feel this guys pain.
after playing my rit for a couple of weeks i was this close to deleting him because even though i could do lots of things, i couldnt do them as well as a pure spiker, mm, or monk.
after i took a step back, looked at my skills, and really thought about how to play the rit, i am glad i saved him.
as with all character classes, you need to play one that suits the way you want to play the game. maybe the rit is for you....maybe not. believe me though, if you stick it out with a rit and figure out what u r doing, the rit is a fulfulling class to play.
after playing my rit for a couple of weeks i was this close to deleting him because even though i could do lots of things, i couldnt do them as well as a pure spiker, mm, or monk.
after i took a step back, looked at my skills, and really thought about how to play the rit, i am glad i saved him.
as with all character classes, you need to play one that suits the way you want to play the game. maybe the rit is for you....maybe not. believe me though, if you stick it out with a rit and figure out what u r doing, the rit is a fulfulling class to play.
Inde
Wow, I thought it was just me. It took a very long time for me to adjust and find a build I felt comfortable with (and was effective) for my Ritualist. I was close to giving up as well, but they are truly a unique class. I'm really enjoying my Ritualist and the versatility of them. The fact that I can choose damage or a healing build is really appealing.
xXa1
Quote:
Originally Posted by The one Casey Squid
I just dont see there purpose. Ive been playing around for a while and here are my problems. You wants summons you can make a necro you want heals make a monk you want spike make a ele.
I just dont see there purpose all i wanted was an exotic dancer and contortionist, go "figure" ...
I just dont see there purpose all i wanted was an exotic dancer and contortionist, go "figure" ...
Pick Me
I consider the Ritualist as a second class citizen. The ritualist is the 2nd best healer. It is the 2nd best elemental damager. It is the Tied for best minion master.
This is how I ranked them.
Healing
Monk/* - Best
Rit/* - 2nd best (global healing and good healing)
*/Monk - 3rd best (minor global healing, and good healing - no DF)
Elemental Damage Dealer
Elementalist/* - Best
Ritualist/* - 2nd Best
*/Elementalist - 3rd Best
*/Ritualist - 4th Best
Minion Master
Necromancer/* or Ritualist/* - Best
*/Necromancer - 3rd best
*/Ritualist - 4th best
Depending on what you want from your ritualist (spiker/minion master/dancer/etc.) you can do what you desire. However, if you expect to be the best at everything, then you'll never find a character that will suit you. The Ritualist has been described as a Monk/Elementalist/Ranger. If the Ritualist can exceed the abilities of each of those classes and a MM, then why would anyone bother with those classes. The fact that this character can do bits of each of those classes should indicate that its power lies in its diversity rather than be the best at any one thing. It can't run, it can't fight hand-to-hand like a warrior, it can't tank like a warrior. It can't barrage nor can it create permanent enchantments. The fact that any PUGs will desire a specific type of character: Nuker, Healer, Minion Master; you can at least turn your character into something similar to those classes. Summon spirits to disrupt; to disenchant; to attack; to protect; to heal; cast spells to do lightning damage.
Ritualists and Assassins from the Collectors Edition are the only ones currently that can create/summon backup dancers. You look much better dancing with other than by yourself.
This is how I ranked them.
Healing
Monk/* - Best
Rit/* - 2nd best (global healing and good healing)
*/Monk - 3rd best (minor global healing, and good healing - no DF)
Elemental Damage Dealer
Elementalist/* - Best
Ritualist/* - 2nd Best
*/Elementalist - 3rd Best
*/Ritualist - 4th Best
Minion Master
Necromancer/* or Ritualist/* - Best
*/Necromancer - 3rd best
*/Ritualist - 4th best
Depending on what you want from your ritualist (spiker/minion master/dancer/etc.) you can do what you desire. However, if you expect to be the best at everything, then you'll never find a character that will suit you. The Ritualist has been described as a Monk/Elementalist/Ranger. If the Ritualist can exceed the abilities of each of those classes and a MM, then why would anyone bother with those classes. The fact that this character can do bits of each of those classes should indicate that its power lies in its diversity rather than be the best at any one thing. It can't run, it can't fight hand-to-hand like a warrior, it can't tank like a warrior. It can't barrage nor can it create permanent enchantments. The fact that any PUGs will desire a specific type of character: Nuker, Healer, Minion Master; you can at least turn your character into something similar to those classes. Summon spirits to disrupt; to disenchant; to attack; to protect; to heal; cast spells to do lightning damage.
Ritualists and Assassins from the Collectors Edition are the only ones currently that can create/summon backup dancers. You look much better dancing with other than by yourself.
SnipiousMax
Quote:
Originally Posted by Hella Good
Btw you forgot the Item and Weapon spells which are for the most part better quality than similar enchantments, work much like an enchantment, AND cannot be anyhow dispelled or removed.
Which are unique (if you could even say that a necro summoned...) to the Ritualist. My favorite play style.
remmeh
Quote:
Originally Posted by xXa1
all i wanted was an exotic dancer and contortionist, go "figure" ...
gotta love that dance
Dodo The Extinct
Quote:
Even if it does get nerfed, there will still be its cousin, Soul Twisting
Lambentviper
AND Rit's have the best attacking animations. Whether it be Bows, Swords, Axes, Hammers, Wands, or staves! :P
and when you use sever artery as a Rit/W your toon does a little backbend+spin and pokes your target in the stomach like a little prod lmao.
Still very fun, and probably the most versatile class since the ranger.
and when you use sever artery as a Rit/W your toon does a little backbend+spin and pokes your target in the stomach like a little prod lmao.
Still very fun, and probably the most versatile class since the ranger.
Raziel665
Quote:
Originally Posted by Lambentviper
AND Rit's have the best attacking animations. Whether it be Bows, Swords, Axes, Hammers, Wands, or staves! :P
and when you use sever artery as a Rit/W your toon does a little backbend+spin and pokes your target in the stomach like a little prod lmao.
Still very fun, and probably the most versatile class since the ranger. Just because of that, I'd really like to try a Rt/W, but I haven't gotten around to trying to come up with a build.
and when you use sever artery as a Rit/W your toon does a little backbend+spin and pokes your target in the stomach like a little prod lmao.
Still very fun, and probably the most versatile class since the ranger. Just because of that, I'd really like to try a Rt/W, but I haven't gotten around to trying to come up with a build.
Francis Demeules
Hammer is just funny with Rit lol. The swing they take is insane. They look like they will fall after each hit. One thing is certain, Male rit has a new animation while they cast a spirit with hammer or item in hand ( not tested with female)
The one Casey Squid
Ive been turned on. This channeling build Im using is absolutly insane
Virgo
Quote:
Originally Posted by Raziel665
Just because of that, I'd really like to try a Rt/W, but I haven't gotten around to trying to come up with a build.
Haha... just make a PvP character and go nuts on Isle of the Nameless
I gotta admit, once I saw the attack animation of a Rit, I said to myself...I ain't deleting this guy
I gotta admit, once I saw the attack animation of a Rit, I said to myself...I ain't deleting this guy
arcady
Well...
The female dance is better the elementalist, and the male dance is Napolean Dynamite - and how can you beat that?
The class is a lot of fun, and I hope it survives into future chapters - but it is so versatile that I have no idea what to use a secondary class. Every choice I come up with has a counter argument that I can just put in the right ritualist skills and do it nearly as well if not better...
But, that's a good thing. The class is visually stunning, and fills a very valid fantasy concept. Plus, it is interesting just because the challenge in playing one is different than usual. In past I often played by running in and out with my elementalists, mesmers, and monks - but now I have to play by trying to manage standing my ground and / or pulling the hostiles in closer to my spirits. And managing all of the new factors in that just makes the class a new and interesting intellectual challenge.
The female dance is better the elementalist, and the male dance is Napolean Dynamite - and how can you beat that?
The class is a lot of fun, and I hope it survives into future chapters - but it is so versatile that I have no idea what to use a secondary class. Every choice I come up with has a counter argument that I can just put in the right ritualist skills and do it nearly as well if not better...
But, that's a good thing. The class is visually stunning, and fills a very valid fantasy concept. Plus, it is interesting just because the challenge in playing one is different than usual. In past I often played by running in and out with my elementalists, mesmers, and monks - but now I have to play by trying to manage standing my ground and / or pulling the hostiles in closer to my spirits. And managing all of the new factors in that just makes the class a new and interesting intellectual challenge.
JoeKnowMo
Quote:
Originally Posted by Pick Me
This is how I ranked them.
Elemental Damage Dealer
Elementalist/* - Best
Ritualist/* - 2nd Best
*/Elementalist - 3rd Best
*/Ritualist - 4th Best I rate the Rit as the best dmg dealer in the game, over Wars and Eles.
Against low to medium armor foes a 16 attribute Channeler (with Attuned Was for energy management) can do higher dps than an Ele.
Against high armor foes, a Rit Lord with 4-5 offensive spirits and painful bond can do way, way, way more dmg than any other class.
Elemental Damage Dealer
Elementalist/* - Best
Ritualist/* - 2nd Best
*/Elementalist - 3rd Best
*/Ritualist - 4th Best I rate the Rit as the best dmg dealer in the game, over Wars and Eles.
Against low to medium armor foes a 16 attribute Channeler (with Attuned Was for energy management) can do higher dps than an Ele.
Against high armor foes, a Rit Lord with 4-5 offensive spirits and painful bond can do way, way, way more dmg than any other class.
Crim_Vos_Telvannis
Quote:
Originally Posted by Dodo The Extinct
A-net would never make a new profession that sucked compared to the others
PvE Assassin
Francis Demeules
Quote:
Originally Posted by Crim_Vos_Telvannis
PvE Assassin
Just changing something here:
PvE Assassins who think they're tank.
I already see 3-4 good PvE assassins at the moment.
PvE Assassins who think they're tank.
I already see 3-4 good PvE assassins at the moment.
Mel X
i disagree that rits are not as good as monks. I think two rits working together are as strong as any two monks. at least in pve. i have a resto rit build that goes well with Prof Gia and he is the only support hench i bring.
in all of the maps and most of the missions up to unwaking waters i have been able to run with just henchmen and gia.
the biggest thing in a rits favor is that most of their spells are all allies and not all players. i dont gvg because i dont have a guild but in places like aspenwood i can see the impact of a rit on npcs. i bet its the same in gvg. a rit lord during victory or death would BE death to the other team. its boosting everything up and not just its players or an NPC it gets lucky and saves.
monks have had a year of building and skill balances to round themselves out. people know and are comfortable with them. the rit is new and different.
ps. i agree with francis demeules. i've seen smart assassins go in spike and get out and i've seen them try to fight their way through while their skills reset and mana regens. the ones who tele out do more damage and take less of my mana. the other guys are a drain on my mana.
in all of the maps and most of the missions up to unwaking waters i have been able to run with just henchmen and gia.
the biggest thing in a rits favor is that most of their spells are all allies and not all players. i dont gvg because i dont have a guild but in places like aspenwood i can see the impact of a rit on npcs. i bet its the same in gvg. a rit lord during victory or death would BE death to the other team. its boosting everything up and not just its players or an NPC it gets lucky and saves.
monks have had a year of building and skill balances to round themselves out. people know and are comfortable with them. the rit is new and different.
ps. i agree with francis demeules. i've seen smart assassins go in spike and get out and i've seen them try to fight their way through while their skills reset and mana regens. the ones who tele out do more damage and take less of my mana. the other guys are a drain on my mana.
Tainek
Quote:
Originally Posted by JoeKnowMo
I rate the Rit as the best dmg dealer in the game, over Wars and Eles.
Against low to medium armor foes a 16 attribute Channeler (with Attuned Was for energy management) can do higher dps than an Ele.
Against high armor foes, a Rit Lord with 4-5 offensive spirits and painful bond can do way, way, way more dmg than any other class. off the top of my head (cba to look it all up)
5 Spirits doing @16 Communing 21 damage a hit
I belive they attack once ever two seconds, so thats 52.5 DPS (2925 Damage/Min)
However with painful bonds, this becomes 21+18 (16 Communing, 12 Channeling assumed) so 39 Damage a hit
39*5=195, 195/2= 97.5 DPS, Also blinding, stealing HP, removing enchants, intturupting ect. its all done in small packets, making protective spirit and RoF a joke. thats 5850 Damage/Min
of course this all assumes 5 spirits all attacking one target, even if they dont, its still over 50 DPS spread out, and once again, blinding, removing enchants ect
Against low to medium armor foes a 16 attribute Channeler (with Attuned Was for energy management) can do higher dps than an Ele.
Against high armor foes, a Rit Lord with 4-5 offensive spirits and painful bond can do way, way, way more dmg than any other class. off the top of my head (cba to look it all up)
5 Spirits doing @16 Communing 21 damage a hit
I belive they attack once ever two seconds, so thats 52.5 DPS (2925 Damage/Min)
However with painful bonds, this becomes 21+18 (16 Communing, 12 Channeling assumed) so 39 Damage a hit
39*5=195, 195/2= 97.5 DPS, Also blinding, stealing HP, removing enchants, intturupting ect. its all done in small packets, making protective spirit and RoF a joke. thats 5850 Damage/Min
of course this all assumes 5 spirits all attacking one target, even if they dont, its still over 50 DPS spread out, and once again, blinding, removing enchants ect
Blkout
Quote:
Originally Posted by Mel X
i disagree that rits are not as good as monks. I think two rits working together are as strong as any two monks. at least in pve. i have a resto rit build that goes well with Prof Gia and he is the only support hench i bring.
in all of the maps and most of the missions up to unwaking waters i have been able to run with just henchmen and gia.
the biggest thing in a rits favor is that most of their spells are all allies and not all players. i dont gvg because i dont have a guild but in places like aspenwood i can see the impact of a rit on npcs. i bet its the same in gvg. a rit lord during victory or death would BE death to the other team. its boosting everything up and not just its players or an NPC it gets lucky and saves.
monks have had a year of building and skill balances to round themselves out. people know and are comfortable with them. the rit is new and different.
ps. i agree with francis demeules. i've seen smart assassins go in spike and get out and i've seen them try to fight their way through while their skills reset and mana regens. the ones who tele out do more damage and take less of my mana. the other guys are a drain on my mana.
Guild Wars doesn't use MANA, you must be mixed up with another game.
in all of the maps and most of the missions up to unwaking waters i have been able to run with just henchmen and gia.
the biggest thing in a rits favor is that most of their spells are all allies and not all players. i dont gvg because i dont have a guild but in places like aspenwood i can see the impact of a rit on npcs. i bet its the same in gvg. a rit lord during victory or death would BE death to the other team. its boosting everything up and not just its players or an NPC it gets lucky and saves.
monks have had a year of building and skill balances to round themselves out. people know and are comfortable with them. the rit is new and different.
ps. i agree with francis demeules. i've seen smart assassins go in spike and get out and i've seen them try to fight their way through while their skills reset and mana regens. the ones who tele out do more damage and take less of my mana. the other guys are a drain on my mana.
Guild Wars doesn't use MANA, you must be mixed up with another game.
JoeKnowMo
Quote:
Originally Posted by Tainek
off the top of my head (cba to look it all up)
5 Spirits doing @16 Communing 21 damage a hit
I belive they attack once ever two seconds, so thats 52.5 DPS (2925 Damage/Min)
However with painful bonds, this becomes 21+18 (16 Communing, 12 Channeling assumed) so 39 Damage a hit
39*5=195, 195/2= 97.5 DPS, Also blinding, stealing HP, removing enchants, intturupting ect. its all done in small packets, making protective spirit and RoF a joke. thats 5850 Damage/Min
of course this all assumes 5 spirits all attacking one target, even if they dont, its still over 50 DPS spread out, and once again, blinding, removing enchants ect Damn u Tainek for making me do math.
Pain, Bloodsong, and Shadowsong do 21 dmg each at 16 Channel. The other spirits (Disenchantment and Dissonance) do 15. The attack speed of spirits is the same as a staff/wand, which is once every 1.75 secs.
So we'd have 39 * 3 = 117. And 15 + 18 = 33, and 33 * 2 = 66. Then (117 + 66)/1.75 = 104.5 DPS
That works out to 6274 dmg/min under ideal circumstances
However, since you won't have painful bond on all targets that your spirits are attacking and your spirits don't attack right away when they spawn, it might be more like 70 DPS, which is still very good.
5 Spirits doing @16 Communing 21 damage a hit
I belive they attack once ever two seconds, so thats 52.5 DPS (2925 Damage/Min)
However with painful bonds, this becomes 21+18 (16 Communing, 12 Channeling assumed) so 39 Damage a hit
39*5=195, 195/2= 97.5 DPS, Also blinding, stealing HP, removing enchants, intturupting ect. its all done in small packets, making protective spirit and RoF a joke. thats 5850 Damage/Min
of course this all assumes 5 spirits all attacking one target, even if they dont, its still over 50 DPS spread out, and once again, blinding, removing enchants ect Damn u Tainek for making me do math.
Pain, Bloodsong, and Shadowsong do 21 dmg each at 16 Channel. The other spirits (Disenchantment and Dissonance) do 15. The attack speed of spirits is the same as a staff/wand, which is once every 1.75 secs.
So we'd have 39 * 3 = 117. And 15 + 18 = 33, and 33 * 2 = 66. Then (117 + 66)/1.75 = 104.5 DPS
That works out to 6274 dmg/min under ideal circumstances
However, since you won't have painful bond on all targets that your spirits are attacking and your spirits don't attack right away when they spawn, it might be more like 70 DPS, which is still very good.