Sort of Offensive Ritual Lord

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Academy Page

Join Date: Apr 2006

Phila, PA

KAOS

N/Me

Wondering what to do with those 2 extra slots with your ritual lord?

16 Spawning
11 Commun
6 death

Ritual Lord
Shelter
Union
Displacement
Flesh of my Flesh
Boon of Creation

Explosive Growth
Animate bone Minions

At 16 spawning Explosive Growth lasts for 63 secs and does 68 lighting damage/per creature created. Animate Bone Minions cost 15 energy, and you get 16 back from Boon of Creation-FREE! With Shelter and union and displacement up u can be right in the middle of it all. Enemies take damage from your spirits and minions. The minions die quick but who cares they are fodder anyway. With 6 in death you can control 4 minions so you want them to die anyway. The bodies could be put to much better use by an MM, but try this it is fun!

Let me know how it works for you.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Um. No. That's not an offensive Ritual Lord.

You only have enough time to cast Shelter/Union/Displacement. Nothing else.

Dahnel

Dahnel

Wilds Pathfinder

Join Date: Oct 2005

Rt/Me

offensive ritual lord would be something like:-

Ritual Lord
Pain
Bloodsong
Shadowsong
Dissonance
Painfull Bond
Boon Of Creation
Rez Sig (i hate FoF)

15 communing, 7 channeling and cant remember howmany points you get into spawning this early in the morning (around 12)

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Academy Page

Join Date: Apr 2006

Phila, PA

KAOS

N/Me

Thanks for your responses. I think that I needed to give a little more explaination on my first post. I do realize what a standard defensive and offensive ritual lord build is. The one that I posted initally was a defensive Ritual Lord with a twist. When I run a defensive build I usually bring Feast of Souls for party heal and soothing/dissonance for disrupt. I just get bored of not doing any damage at all. I just find that a standard offensive ritual lord not to be affective with explosive growth because you are so far back and the damage from raising spirits does not hit anything. With useing the standard defensive build using shelter/union/displacement, I find that you can be alot closer to the action. When you are closer, explosive growth gives damage for your summoned spirits and raised minions. I am not trying to state that this is more effective then an Offensive Rit Lord, but it is a way to do some decent damage. I find that I do have enough time to cast Raise Bone Minions and keep shelter/union/displacement up. If you dont want to summon minions, then try just adding explosive growth and get closer so all the spirits you summon can do some damage. In short, you get all the advantages of defensive ritual lord and get to do some damage. Try it and see.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Insert Cool Name Here
Thanks for your responses. I think that I needed to give a little more explaination on my first post. I do realize what a standard defensive and offensive ritual lord build is. The one that I posted initally was a defensive Ritual Lord with a twist. When I run a defensive build I usually bring Feast of Souls for party heal and soothing/dissonance for disrupt. I just get bored of not doing any damage at all. I just find that a standard offensive ritual lord not to be affective with explosive growth because you are so far back and the damage from raising spirits does not hit anything. With useing the standard defensive build using shelter/union/displacement, I find that you can be alot closer to the action. When you are closer, explosive growth gives damage for your summoned spirits and raised minions. I am not trying to state that this is more effective then an Offensive Rit Lord, but it is a way to do some decent damage. I find that I do have enough time to cast Raise Bone Minions and keep shelter/union/displacement up. If you dont want to summon minions, then try just adding explosive growth and get closer so all the spirits you summon can do some damage. In short, you get all the advantages of defensive ritual lord and get to do some damage. Try it and see. You don't HAVE to damage to help your party. That's why the Restoration tree exists.

And Shelter/Union/Displacement, of course.

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Academy Page

Join Date: Apr 2006

Phila, PA

KAOS

N/Me

Zinger I agree with but you, but why not at a minimum use explosive growth and cast your spirits closer to enemies? The cost is low and it lasts 63 seconds at 16 spawning. Think of all the spirits you summon as a defensive rit that is alot of possible damage. 68 to 5 enemies is nothing to scoff it.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Insert Cool Name Here
Zinger I agree with but you, but why not at a minimum use explosive growth and cast your spirits closer to enemies? The cost is low and it lasts 63 seconds at 16 spawning. Think of all the spirits you summon as a defensive rit that is alot of possible damage. 68 to 5 enemies is nothing to scoff it. Because you only have 60 AL?

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Academy Page

Join Date: Apr 2006

Phila, PA

KAOS

N/Me

All very good points. I give up, concede. I can't argue with 2 councilers. In PvE monsters aren't very smart and in GvG ppl are running around like maniacs most of the time. I am usually pretty close to the action, right behind aggro line in PvE and can't help it in GvG. Explosive Growth has enough range to damage in both cases. All that I am saying is that this skill is worth a spot on my skill bar. With shelter/union/displacement up, I barely ever get hit. That is 3 spirits every 45 secs or so that could damage enemies. Why not damage with explosive growth, it takes no extra time or effort. The spell does 68 to up to 5 enemies and lasts 63 secs. In my opinion it is perfect compliment to a defensive Rt Lord. All I can say is try it yourself and make your own decision. Thanks for the replies.

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

I think it was a poor choice of a name for a build, otherwise this is a nice build to keep from getting bored. Don't hope for the Explosive growth dmg from your spirits since you'll be hanging back. However, the Animate Bone Minions spell costs you 0 energy (actually gains you + 1) and does 68 x 2 (since it makes 2 minions) = 136 dmg to 5 enemies for + 1 energy gain. Sounds pretty sweet to me.

If you're without an MM, this is a good build for providing defense while keeping you entertained with some decent offense.

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Academy Page

Join Date: Apr 2006

Phila, PA

KAOS

N/Me

Joe does no mo!

Retitle-When you get bored of Defensive Rt lord Rt lord.

dfscott

dfscott

Academy Page

Join Date: Jun 2005

Atlanta, GA

Me/Mo

The other problem is that those minions chew up your union/displacement. I'd rather save them for my party members.