Ritual Lord Guide

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

(WARNING: ArenaNet completely neutered the Ritual Lord build by reducing the effectiveness of Boon of Creation and increasing the cost of Shelter to 25e. This build is unplayable.)



Ritual Lord Guide
–by Zinger314 (GWGuru)

Have you ever wanted a permanent Protective Spirit on your entire party? Maybe with a permanent Shielding Hands? Maybe with Distortion? And maybe you want to cast a 109+ Heal Party instantly?

Well, then the Ritual Lord is for you.

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Ritual Lord is an Elite aligned to Spawning Power, the primary attribute of the Ritualist (so don’t attempt to use Ritual Lord with any other class!)

Ritual Lord: For 30 seconds, your Rituals recharge 15-63% faster. 10e 30r

--

At 16 Spawning Power, Ritual Lord will give all your spirits a 79% reduction on their recharge.

Henceforth, with Ritual Lord active, Rituals with a normal 60 second recharge (the core Rituals have a 60 second recharge) have a 12.6 second recharge, and Rituals with a normal 45 second recharge have a 9.45 second recharge time.

As you can see, Ritual Lord is needed for casting spirits often. Very often.

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There are 5 (including Ritual Lord) core skills in EVERY Ritual Lord build.

Boon of Creation (w/16 Spawning Power): For 63 seconds, whenever you create a creature, you gain 53 Health and 8 Energy. 10e 2c 45e

Boon of Creation is your Energy Management. You will NOT have enough Energy to keep casting 10 and 15 Energy spirits without it. Make sure it is ALWAYS active

Shelter (w/15 Communing): Create a level 8 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 30 Health. This spirit lasts 60 seconds. 10e 5c 60r

Shelter is the infinite Protective Spirit. With it active, all your party members will see are 40s and 50s, not 80s and 100s.

Shelter at 15 Communing and 16 Spawning Power has 352 HP, which means it can proc 12 times before it dies from damage.

Union (w/15 Communing): Create a level 8 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 60 seconds. 15e 3c 60r

Union is the permanent Shielding Hands. It lessens the damage, which relives a lot of the pressure off the Monks in the long run.

Union at 15 Communing and 16 Spawning Power has 352 HP, which means that it can proc 24 times before it dies from damage.

Displacement (w/15 Communing): Create a level 10 spirit. Attacks made by foes within its range are "evaded." Every time an attack is evaded this way, this spirit takes 60 damage. This spirit dies after 60 seconds. 15e 3c 60r

Displacement is basically the middle finger towards Warriors, Assassins, and Rangers. Those classes can’t do much when their attacks don’t hit!

Displacement at 15 Communing and 16 Spawning Power has 442 HP, which allows it to proc 8 times before it dies from damage. (Which is very, very quickly.)

--

Other skills I will use in these builds are:

Feast of Souls (w/16 Spawning Power): Destroy all nearby allies' spirits. For each spirit destroyed in this way, all party members are healed for 103 Health. 10e .25c 10r

You might as well destroy your spirits for a quick, yet godly heal for your entire party!, right before you recast them. Or whenever your party is in trouble. It’s economically friendly! Usually, you’ll get Shelter, which is a quick 103 HP.

Signet of Creation (w/16 Spawning Power): All spirits and animated creatures in the area gain +7 Health regeneration. After 30 seconds, those spirits and creatures are destroyed. 2c 10r

Cast it after you finish your Spirit Combo. +7 regeneration equates to +14 HP per second, which gives Shelter and Union a LOT more procs before you recast them.

Mighty Was Vorizun (w/15 Communing): Hold Vorizun's ashes for up to 60 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy. 5e 2c 30r

If you have the space in your build, a little extra Armor and Energy is helpful.

Vital Weapon (w/14 Communing): For 30 seconds, target ally has a Vital Weapon and has +166 maximum health 5e 1c 20r

Extra life never hurts.

Rupture Soul (w/16 Spawning Power): Target allied spirit is destroyed. All nearby enemies are struck for 146 lightning damage and become blinded for 13 seconds 10e .75c 5r

Warrior or Assassin annoying you? This should take care of that problem...

Mantra of Resolve (w/ 6 Inspiration Magic): For 54 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 8 energy or Mantra of Resolve ends. 10e 20r

Ah, Interrupts. Rangers will love to spank you while you cast 3 second and 5 second Binding Rituals. Very important for PvP. Interrupted Rituals will NOT have their recharges reduced by Ritual Lord.

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Location

Ritual Lord is found, unfortunately, very late into the Factions campaign; you can only find Ritual Lord after your factions’ respective mission (The Eternal Grove for Kurzicks, and Gyala Hatchery for Luxons.) Ritual Lord is found with Spiritroot Mossbeard in The Eternal Grove for Kurzicks, and with Whispering Ritual Lord in Silent Surf.

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Armor

Halycon’s Armor (+7 energy) is the primary choice for a Ritual Lord, since a Ritual Lord should be staying out of combat completely. (More information below)

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Weapons

Weapons are a bit of a tricky issue for Ritual Lords. Since “Halves casting time/recharge of spells” mods on weapons don’t affect Binding Rituals, those mods are useless. Henceforth, we go to our new friend introduced in Factions, the +5 Energy Weapon.

Ritual Lords will use two sets of Weapons. (The second set is optional, but recommended)

Set #1: Katana/Cleaver of Defense (+5 Energy, +5 Armor)/Communing Focus (+5 Armor/+45 HP while Enchanted)

(+5 Energy Katanas/Cleavers can be crafted at the Divine Path at the end of the game for 10k + Materials, the Communing Focus can be found on a collector outside the Molostrav Trail exit from Vasburg Armory for 5 Stone Horns)

You will almost always be enchanted with Boon of Creation, so this is the most effective set to use.

Set #2: Katana/Cleaver of Enchanting (+5 Energy, 20% longer enchantments)/Communing Focus (+5 Armor/+45 HP while Enchanted)

(The cheapest method to obtain the weapon is to buy a Totem Axe for 5k)

Switch to this weapon set when you cast Boon of Creation. It increases the duration by 12.6 seconds, which is pretty hefty.

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Strategy

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. The radius of the Spirits’ abilities is half the radar, which is double the radius of the aggro circle. Henceforth, Ritualists should be entering combat AT ALL in PvE, and rarely in PvP.

Note that Ritual Lord is a skill without a cast time. Skills without a cast time can be used while casting other skills. Hence, you should activate Ritual Lord near the end of the casting of a Ritual. Just make sure Ritual Lord is active before you finish casting!

The Spirit Combo (assuming Boon of Creation is active) is:

Shelter -> Union -> Displacement -> Signet of Creation (if applicable) -> Feast of Souls (if necessary) -> repeat

The order of casting Shelter and Union is important. Shelter must be cast before Union for the effects to work properly.

Use other skills (Mighty Was Vorizun, Mantra of Resolve, etc.) when appropriate.

The end result is that your party will ALMOST ALWAYS take no more than 30-38 Damage Per Hit and will avoid MANY ATTACKS.

(Ritual Lords also can super-charge Necromancers through their Soul Reaping. However, that’s relatively insignificant...)

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The Builds

These builds are my own, but feel free to tweak them as you please.

Yes, I am using 2 Superior Runes. Deal with it.

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The PvE Build (where Ritual Lords are King)

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

Ritual Lord (e)
Boon of Creation
Shelter
Union
Displacement
Signet of Creation
Feast of Souls
Any Resurrection Skill/ Earthbind (if you are playing in a group with Elementalist Nukers or Spike Trap Rangers, normally during Elite Missions)

The trick is to stay out of combat (learn to love your aggro circle!) and use the Spirit Combo when using Feast of Souls as appropriate.

Ritual Lords easily replace any Protection Monk in PvE. For 8 man groups, I recommend 2 Healers + Rit Lord, and for 12 man groups I recommend 3 Monks + Rit Lord.

Enemies who normally do melee damage for 200+ are a lot easier to manage when they only deal 30.

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The Casual PvP Build (i.e. Fort Aspenwood, Alliance Battles, etc.)

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


Ritual Lord (e)
Boon of Creation
Shelter
Union
Displacement
Signet of Creation
Feast of Souls (in Fort Aspenwood/Jade Quarry)/ (Vital Weapon or Mighty Was Vorizun) (Alliance Battles)
Rupture Soul

All the Spirits affect allies, which include every damn person within range!

You protect EVERYTHING! How does it feel to have that much power?

However, your spirits die in less than 3 seconds. But that can’t be helped.

You turn the tide of the inevitable Dragon Roost battle in Saltspray Beach. You protect all the Kurzicks from the Siege Turtles in Fort Aspenwood.

I don’t take Mantra of Resolve since you seldom run into an opponent who can interrupt. But it’s your choice.

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The Hardcore PvP Build (GvG, Heroes’ Ascent, i.e. “u must be r9 2 spam 3 spirits, n00b.”)

16 Spawning Power (12 + 1 + 3)
14 Communing (11 + 3)
7 Restoration Magic (6 + 1)
2 Inspiration Magic (2)

Ritual Lord (e)
Boon of Creation
Shelter
Union
Displacement
Mantra of Concentration
Feast of Souls
Lively Was Naomei

Learn how to exploit terrain so that the enemies cannot attack you easily. Height is a good example (i.e. Isle of the Dead map)

Spam your spirits and keep the damn Mantra of Concentration up if needed

Lively Was Naomei should be kept up constantlyly and used in emergencies (or against Frozen Soil)

And learn how to run to the Monks and/or use Feast of Souls if something goes wrong.

--

And that’s it. Show everyone the power of the Ritual Lord, and maybe people won’t regard us as “the new class which isn’t Assassin.”

Post questions or comments here, or message me in-game, Syria Metaphysical, if you have any questions (but PLEASE read the guide first!)

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

TY for the guide. Submit this to the build thread if you haven't yet; its a good one.

A former Resto Rit, I've been using Rit Lord since I got the skill. In terms of sheer damage reduction power, this build has ended prot monks for me (sans boon prot) in PvE. It's just that darn good.

A couple things about skills and use:

Mighty Was Vorizun& +AL while holding items armor. Since timing and Boon of Creation keep your mana under control for most of the fighting; added armor is preffereable in PvP situations. With Mighty was Vorizun you're as hard as most tanks for most if not all of the match. This is one reason why I prefer it over Vital Weapon and Signet of Creation.

Another is Shadowsong. True, in PvP and PvE a Rit should try to stay out of the fight, but that creed does little when Assassins decide to charge in and take you out (why wouldn't they want to? You've got Prot spirit, Shielding Hands and Distortion on your entire team and any GvG allies to boot!) so shadowsong shows effectivness as an anti-melle protector for the spirit spamming Rit Lords in PvP areas. Adding blind for 5 seconds every 2, shadowsong locks down a mellee atacker that breaks through into the backline, leaving castors and ganks as your only remaining threat (and if THEY can just run through your team to get to you, there's something seriously wrong!)

Specific to Aspenwood, Disenchant is a game killer for the Luxon team with a Rit Lord. The preffered Kurzick healers are Prot monks using Air of enchantment or Bonders to keep Luxon out of the base. Dropping Disenchant nearby renders both builds USELESS! You really wanna show what a Rit Lord can do? drop a little into restore to Mend Body and Soul the turtle while you walk your team into base with the aforementioned all ally (yes, that includes turtles and warrior NPCs) Prot Spirit/Shielding Hands/Distortion combo.

Also: move, Move MOVE! Very important to PvP, you don't want all of your spirts lumped up too close together. A well timed Firestorm will wipe out everything you've done and make you a wasted teamslot in the bargain. Many people seem to think that a Rit Lord is just pressing one buttion after another. These are probably the same people who think Prot Boon is nothing more than spamming RoF on everything they can.

Kiting saves lives. Specifically, it saves your life.

Star Alfur

Star Alfur

Wilds Pathfinder

Join Date: Jan 2006

WoW. :3

PM if you need me.

W/

Quote:
Originally Posted by Zinger314
Ritual Lords easily replace any Protection Monk in PvE. For 8 man groups, I recommend 2 Healers + Rit Lord, and for 12 man groups I recommend 3 Monks + Rit Lord. (Emphasis added)

Note: My thinking is from a PvE perspective, keep that in mind.

Well for starters, I enjoy running this style of build, and I acknowledge the extreme protective power of it, but ... with a few exceptions of some high-level PvE areas, is this type of build worth the use of a character slot in an 8-member team?

To my understanding, most PvE teams consist of just two monks. You advise two monks and a Ritual Lord. Devoting an entire slot to protection, while you already have 2 others devoted to healing and/or protection?

Am I wrong in assuming most teams consist of two healing/protecting monks?

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Star Alfur
Am I wrong in assuming most teams consist of two healing/protecting monks? Nope. But you can NEVER have too much protection, especially in difficult missions like Raisu Palace.

Brother Foon Sped

Academy Page

Join Date: Oct 2005

Rt/M

For added energy management try Shadow song or Rupture soul with Spirit of failure.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Brother Foon Sped
Rt/M

For added energy management try Shadow song or Rupture soul with Spirit of failure. Boon of Creation is enough Energy management. (Unless you have TOO much fun with Feast of Souls)

Jaek

Ascalonian Squire

Join Date: Apr 2005

Rather than a +5 energy melee weapon if you still want the energy boost, but would like to help chip away at enemies you can craft +5 energy while enchanted wands.

Sheco in Bukdek Byway has +5 Energy ^ 50%, 1/2 casting time.

Nago in Wajjun Bazaar has +5 Energy while enchanted, 1/2 casting time.

The reduced casting time could actually help depending on what your optional non-Ritual skills are.

For example bring Brutal Weapon to bump up your own damage, although when you're in a nasty situation you won't really be worried about doing damage other than maybe a Rupture Soul.

Although you could toss one or two off on allies using multiple target skills like Barrage, Cyclone Axe, Triple Chop, etc...

Order of Pain? Bah! Give my ranger Brutal Weapon. Longer duration and it doesn't matter if it's physical or not. No other enchantments of course, but hey.


Related note, Communing wands are Dark energy which if I remember right ignores armor, although damage isn't your main concern with this build.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Jaek
Rather than a +5 energy melee weapon if you still want the energy boost, but would like to help chip away at enemies you can craft +5 energy while enchanted wands.
You need that second mod. (+5 AL or +20% Enchanting).

Quote:
Originally Posted by Jaek
Related note, Communing wands are Dark energy which if I remember right ignores armor, although damage isn't your main concern with this build. Dark is migitated by Armor. Shadow isn't. Don't worry, I've made that mistake before.

The main point is to STAY OUT OF COMBAT. Spam your spirits, don't risk anything else!

byobodybag

byobodybag

Lion's Arch Merchant

Join Date: Mar 2006

[SoB]

R/

I love the build, been running it eversince...

One thing I kinda don't like is that Displacement dies too soon after planting it...

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Two Quick Notes:


1: Displacement is Bugged, and still loses 60 hp regardless of your point spread

2: Those Spirits arnt key to *Every* Ritual Lord build, only the more defensive ones, Rit Lord, and boon of creation are the only two *Truely* key Skills, i have a Rit Lord Build that Utilises no defensive spirits at all, and is highly effective, be careful making blanket statements, not all sprit spammers are defensive, or all defensive builds shelter-union-displacement

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Nice guide. Ive been running Rit Lord ever since I capped it It works magic in PvE. Remember everyone, Use this build before ANet smacks it with the nerf stick

Greedy Gus

Greedy Gus

Jungle Guide

Join Date: Feb 2006

Striking Distance

Uh, I don't get why a guide is needed. Ritual lord + boon of creation + 5 defensive spirits + button mashing = win. Ritual lord is for mindless spamming of spirits.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Tainek
1: Displacement is Bugged, and still loses 60 hp regardless of your point spread
I've heard. Even so, it dies just as fast.

However, I may consider the use the Soothing instead of Displacement in hard-core PvP. Stay tuned.

Quote: Originally Posted by Tainek 2: Those Spirits arnt key to *Every* Ritual Lord build, only the more defensive ones, Rit Lord, and boon of creation are the only two *Truely* key Skills, i have a Rit Lord Build that Utilises no defensive spirits at all, and is highly effective, be careful making blanket statements, not all sprit spammers are defensive, or all defensive builds shelter-union-displacement All Spirit Spammers (who want to have a significant effect on a battle) are defensive. Offensive Spirit Spammers are powerful, but not as game-altering as a Ritual Lord.

Quote:
Originally Posted by Greedy Gus
Uh, I don't get why a guide is needed. Ritual lord + boon of creation + 5 defensive spirits + button mashing = win. Ritual lord is for mindless spamming of spirits. Someone asked on my Alliance chat what should be in a Spirit Spammer build. He thought a pet would be helpful.

Hence, this guide.

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by Zinger314
All Spirit Spammers (who want to have a significant effect on a battle) are defensive. Offensive Spirit Spammers are powerful, but not as game-altering as a Ritual Lord. Now this just isnt true, an Offensive Spirit spammer allows for 100 DPS to be put on a target (assuming use of the channeling hex, and guiding the spirits via wand) , thats more than two warriors worth, with enchant removal, Blinding and intturupts thrown in, nothing to laugh at.

however i agree that *most* sprit spammers are defensive, but you stated that ALL are, and this is incorrect

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

@Tainek: good points, there are some good offensive spirit spammers out there rellying on doom and such for primary offense with attack spirits and Painful Bond or Commune weapon spells for boosts.

But I'd like to know what spirits you're using for a defense build that are not revolving around the stock shelter-union-displacement chain. Resto can use Life and Rejuvination, but that drops you one short without the healing power of more good monks in PvE. Please share.

Et al: I don't recommend bringing this build as an addition to a 2 monk backline in PvE. After using it in game for a while now, with Mend Body and Soul for condition removal and /Mesmer hex removers, I reccomend replacing the prot monk in several missions(ex: Gayla Hatchery is a joke with this, and its considered one of the hardest support missions in the game). Its worked better for me than a standard prot monk in Cantha for less mana issues over all....once i finally got the skill

@Gus...I don't know about you but I think its high time they made support roles easier. Monking is a hard and thankless job in many groups, and adding idiocy ontop of noobishness makes it worse.

There is a very easy way to control agro now open to Prots:

Whammo: I'm attacking Target #1!
Me: Run out of my spirits range and Target #1 will mop the floor with you.
Whammo: then get it over here already!
Monk: Didn't you idiots hear me pinging my energy??? You agroed 2 groups and now I'm drained you dumb@%*!
Me: I think I'll wait for the monk before I prot you again. You can do what you want tho; we both have rez...

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by Minus Sign
@Tainek: good points, there are some good offensive spirit spammers out there rellying on doom and such for primary offense with attack spirits and Painful Bond for boosts.

But I'd like to know what spirits you're using for a defense build that are not revolving around the stock shelter-union-displacement chain. Resto can use Life and Rejuvination, but that drops you one short without the healing power of more good monks in PvE. Please share.

Et al: I don't recommend bringing this build as an addition to a 2 monk backline in PvE. After using it in game for a while now, with Mend Body and Soul for condition removal and /Mesmer hex removers, I reccomend replacing the prot monk in several missions(ex: Gayla Hatchery is a joke with this, and its considered one of the hardest support missions in the game). Its worked better for me than a standard prot monk in Cantha for less mana issues over all. Ah no, i dont mean Doom Dealers (they suffer with ritual lord) , im reffering to Pain, Bloodsong, Dissonance, Shadow Song, And the other i cant remember

say 20 + 20 (hex Damage a hit, assuming an attack speed of every 2 seconds, thats 100DPS overall, all in small hard to mitigate packets


And i agree, Ritualists are best used replacing the standard prot monk, 3 defensive characters is overkill for an 8 man *Pve* party

Greedy Gus

Greedy Gus

Jungle Guide

Join Date: Feb 2006

Striking Distance

Quote:
Originally Posted by Minus Sign
@Gus...I don't know about you but I think its high time they made support roles easier. Monking is a hard and thankless job in many groups, and adding idiocy ontop of noobishness makes it worse. Uh, didn't know difficulty was a problem. Guess you're talking about PvE where people want to be handed everything on a silver platter?

Minus Sign

Minus Sign

Jungle Guide

Join Date: Feb 2006

Mo/N

Quote:
Originally Posted by Tainek
Snip! But what about that alternate support build? I'd like to hear other suggestions revolving around Rit Lord; its a great skill.

My best Resto builds don't have Rit Lord, relying on Preservation or Attuned was Songai for added heals/spammability. Spirits don't factor into my role beyond their required pressence for added skill procs (Example: Mend Body requires I be "Nearby" range to a spirit to heal AND remove a condition, effectivly chaining me there, a second restriction on the skill and part of the reason I think Rest needs a buf, but I digress). I still lose to a Heal Party Spammer or a 5 mana Monk on dmg to heal returns.

Tainek

Tainek

Wilds Pathfinder

Join Date: Dec 2005

[Rage]

Quote:
Originally Posted by Minus Sign
But what about that alternate support build? I'd like to hear other suggestions revolving around Rit Lord; its a great skill.

My best Resto builds don't have Rit Lord, relying on Preservation or Attuned was Songai for added heals/spammability. Spirits don't factor into my role beyond their required pressence for added skill procs (Example: Mend Body requires I be "Nearby" range to a spirit to heal AND remove a condition, effectivly chaining me there, a second restriction on the skill and part of the reason I think Rest needs a buf, but I digress). I still lose to a Heal Party Spammer or a 5 mana Monk on dmg to heal returns.
So Far i Find that shelter and union are for a defensive support pretty much the best option to take, as far as defensive skills go for spirit spamming, they have a clear lead. i have found restoration to be a very nice one to take instead of a Standard Rez, as while as a rez it might not be as strong, it is excellent Feast of souls fuel (109 Point heal party+ Rez any nearby dead Allys)

But if you want a decent restoration Healing build, search for threads ive created, ive put mine there, used correctly ive had no problems being the only healer in a party going for all the masters missions.


my point wasnt that not all Defensive Rits use Shelter and union, its that not all Rit Lord Spirit Spammers are Defensive

Jaek

Ascalonian Squire

Join Date: Apr 2005

Quote:
Originally Posted by Zinger314
You need that second mod. (+5 AL or +20% Enchanting). You don't need that second mod. Maintaining Boon certainly doesn't require the Enchanting mod.

As far +5 AL, yeah it's nice, but it isn't a deal breaker by any means. Especially considering how little damage everyone takes per hit with this build and if the Rit stays out of combat as you say it's a non-issue. It's a far cry from a must have or "need" at any rate.


I actually prefer the fast recharge mods so I always have a Rupture ready if any melees start feeling frisky and want to come to the backline to play with me.

Plus if Boon gets stripped I want the recharge on that to be as low as possible because I want it back up ASAP.

This isn't really one of those more touchy builds where if a mod is off or your attributes aren't set perfectly it doesn't function as needed.

Just four essential skills + a Res. I don't consider Displacement to be an essential on this one.

The remaining three can be tailored to the situation and any mods should actually focus on enhancing those remaining skills.

Jaek

Ascalonian Squire

Join Date: Apr 2005

Quote:
Originally Posted by Zinger314
Someone asked on my Alliance chat what should be in a Spirit Spammer build. He thought a pet would be helpful.

Hence, this guide. Two things.

First, a pet? Say what?

Second, I'm mildly curious why you didn't point the unenlightened to your original thread on this on this that is still rolling along?

May want to have a mod lock and redirect one to the other.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

ArenaNet made a Ritual Lord premade. It sucks. (Recuperation sucks without 12 Restoration. And Displacement > Shadowsong, especially with the abundance of Boon/Prot)

I've also made some edits to the guide.

Premium Unleaded

Wilds Pathfinder

Join Date: Aug 2005

Just a bit of input from me:

The key skills I see for a defensive rit. lord are the first 4 you listed; RL >> Union. Other remaining, I find, are more up to personal taste.

If I'm to GvGing with a full communing rit, then it's usually then 16spawning/13communing and the remaining slots as soothing, displacement, shadowsong/resolve (depending on the others) and a res sig. The targetting AI for spirits is still a bit annoying to deal with, but the blinding from it can easily keep up with mend condition if it hits the right target.

For weapon, I find that a 20/20 spawning staff of enchanting is sufficient, since the only thing which can benefit from any of the bonuses is boon of creation. You will want to maximise the duration of it since it's your only active energy regen, although chances are, it'll be stripped sometime before it runs out, hence the 20/20. Still, I've had it lasting the full 60~70 secs on several occasions before. The prefix is again up to the individual; I prefer the hale mod there.

Also, I wouldn't recommend running two superiors, in either PvE or PvP. You can lay them down fast enough as long as you're moderately aware of positioning. That extra -75hp isn't worth what you gain from it imo.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Last night, I held Halls 6 times. With a Ritual Lord build, of course. (And no rank! OMGnub.)



Attribute spread was 16 Spawning, 14 Communing, 8 Restoration, 2 Inspiration. All Hail Lively Was Naiomei.

Oh, and there's no such thing as "laying your spirits fast enough." Shelter dies in 3 seconds, maybe less, even with 14 Communing. You need all time time you can get.

Cherno

Forge Runner

Join Date: Jan 2006

Stars of Destiny

E/

For PvE be careful of using Signet of Creation with a MM around. Was going through a mission last night and our MM was near when I finished the chain and hit signet before blowing them up. 30 seconds later all of a sudden all his minion went poof. We couldn't figure it out at first. Was pretty funny actually.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Cherno
For PvE be careful of using Signet of Creation with a MM around. Was going through a mission last night and our MM was near when I finished the chain and hit signet before blowing them up. 30 seconds later all of a sudden all his minion went poof. We couldn't figure it out at first. Was pretty funny actually. True.

However, you can use Signet of Creation offensively. Enemy MM annoying you? Cast Signet of Creation!

Cherno

Forge Runner

Join Date: Jan 2006

Stars of Destiny

E/

Hmm, will have to check that out. Thought the skill said allied. Of course when you want to use it offensively 30 seconds sure seems like a long time.

moenbase

Academy Page

Join Date: May 2006

PvE:
I usually go with:
1 Boon of Creation
2 Ritual Lord
3 Shelter
4 Union
5 Recuperation
6 Life
7 Feast of Souls
8 Rez (FomF)

It's highly recommended to have Restoration on 12 for the +3 Health regen.

I seperate the spirits from the ones I want/can blow up, and the ones I dont want to blow up. I also set the spirits just as close to eachother they if I need the full heal from al 4 spirits I can still blow them all up.
If I want t blow up one pair of spirits, I go to that side.

Blow up: Recuperation, Life
Never blow up: Shelter, Union

Exceptions to the never blow up rule:
* When the spirits are almost died out, and you need a fast party heal
* At the end of the battle so henchies (or whoever) doesn't waste too much energy on healing the wounded


The reason why I prefer this build over the first builds in the post is because:
* I have 2 spirits which can be cast in no-time and has multiple purposes.
1) Life can be cast either at the end of the chain, or before it. If the first damage is taken in the party then Life kicks in very soon because it only lasts for 30 seconds.
2) Recuperation gives a +3 health regen for the whole party. It's basicly a Mending that can't be stripped/shattered.
3) The spirits work as a buff when it gets nasty. It grants a, IMO much better and effective party heal then blowing up spirits you really do need (shelter, union, etc.). The longer Life is around, the more it'll heal. You don't need recuperation much with multiple big spike hits. So you can easily blow them up and grand the party with a 'spike heal'.
4) Life has a very low recharge with Ritual Lord. As well as Recuperation which has the same recharge as Shelter and Union.


* Using Feast of Souls on spirits like Shelter or Union isn't very smart I think, because you really need those spirits to keep your party members alive.
Most likely, when fighting either in the Kurzick or Luxon side you meet dragon's and such with high spike damage. It makes it almost impossible to keep the spirits alive that long. Any (multiple) Double Dragon/Dragon Stomp/Breath of Fire/etc will destroy the spirits in seconds. The whole party is vulnerable again. With Life and Recuperation as a 'trick you hold behind' can get your party full in notime and gives you time to re-cast Shelter and Union. And right after that Life and Recuperation.

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

Quote:
Originally Posted by Zinger314
Ritual Lords will use two sets of Weapons. (The second set is optional, but recommended)

Set #1: Katana/Cleaver of Defense (+5 Energy, +5 Armor)/Communing Focus (+5 Armor/+45 HP while Enchanted)

Set #2: Katana/Cleaver of Enchanting (+5 Energy, 20% longer enchantments)/Communing Focus (+5 Armor/+45 HP while Enchanted)
Quansong's Focus is better than the +5 armor/+45 HP while enchanted focus cuz you will rarely be attacked and the +1 Communing can make some spirits last longer.

Quote:
Originally Posted by Zinger314
The Spirit Combo (assuming Boon of Creation is active) is:

Shelter -> Union -> Displacement -> Signet of Creation (if applicable) -> Feast of Souls (if necessary) -> repeat I find that Displacement -> Shelter -> Union is a better casting order for spirits. Since your group will usually allow you to lay your spirits before you aggro, casting Displacement first means that it will recharge first. And since Displacement dies incredibly fast, you can get to re-cast it again sooner.

Also, you may want to discuss Dulled Weapon as an option for a Rit Lord. At high Communing, it recharges just as it expires, allowing for continuous use. Works great on mobs that are at a higher level than you, which is common in PvE and also negates Wild Blow, Primal Rage, etc.

chicks boy

chicks boy

Wilds Pathfinder

Join Date: Feb 2006

No guild

A/E

signet of creation if awesome dude, tats like +15 - +17 hp per second everytime dude

Cherno

Forge Runner

Join Date: Jan 2006

Stars of Destiny

E/

Quote:
Originally Posted by moenbase
PvE:
I usually go with:
1 Boon of Creation
2 Ritual Lord
3 Shelter
4 Union
5 Recuperation
6 Life
7 Feast of Souls
8 Rez (FomF)

It's highly recommended to have Restoration on 12 for the +3 Health regen.
Only problem here is splitting out your attirbutes along three lines. I use the basic union, shelter, displacement, but have been trying to find a good combo sticking in the spawning and communing set. Many of the offensive spirits are nice, but require you to get closer so that they are in range.

Jetdoc

Jetdoc

Hell's Protector

Join Date: Jul 2005

The Eyes of Texas [BEVO]

D/A

Quote:
Originally Posted by Zinger314
The Hardcore PvP Build (GvG, Heroes’ Ascent, i.e. “u must be r9 2 spam 3 spirits, n00b.”)

16 Spawning Power (12 + 1 + 3)
14 Communing (12 + 3)
6 Inspiration Magic (6) Zing - you may want to edit communing above to say (11+3)...

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Jetdoc
Zing - you may want to edit communing above to say (11+3)... Revamped that section to include the build I won HoH with.

D'Arcangelo

D'Arcangelo

Academy Page

Join Date: Jan 2006

Me/

This is a great build for mitigating damage. It makes your team almost invincible when properly planned. I don't think there is too much need to make a ritualist for using anything other than this(and vengeful farming).

Here's to hoping Ritual Lord wont be given 45 recharge time.

-neptune storm.

Jeff Highwind

Jeff Highwind

Forge Runner

Join Date: Jul 2006

Grenth's Rejects [GR]

R/Mo

Bumping to say I plan to abuse this for Faction battles and stuff.

And I got a question, for HA and Alliance Battles is the Mesmer secondary absolutly necessairy? I am running a Monk second, and the Heal Area skill works very nicely at healing my spirits and boosting their effectiveness, but it does isolate me at the worst times.

Arkantos

Arkantos

The Greatest

Join Date: Feb 2006

W/

Quote:
Originally Posted by Jeff Highwind
Bumping to say I plan to abuse this for Faction battles and stuff.

And I got a question, for HA and Alliance Battles is the Mesmer secondary absolutly necessairy? I am running a Monk second, and the Heal Area skill works very nicely at healing my spirits and boosting their effectiveness, but it does isolate me at the worst times. You dont have to be /Me, its just there to help with interupts.

Zinger314

Zinger314

Debbie Downer

Join Date: May 2006

N/Me

Quote:
Originally Posted by Jeff Highwind
Bumping to say I plan to abuse this for Faction battles and stuff.

And I got a question, for HA and Alliance Battles is the Mesmer secondary absolutly necessairy? I am running a Monk second, and the Heal Area skill works very nicely at healing my spirits and boosting their effectiveness, but it does isolate me at the worst times. Heal Area doesn't (or shouldn't) affect spirits, so that's pretty much a waste...

Jeff Highwind

Jeff Highwind

Forge Runner

Join Date: Jul 2006

Grenth's Rejects [GR]

R/Mo

Quote:
Originally Posted by Zinger314
Heal Area doesn't (or shouldn't) affect spirits, so that's pretty much a waste... Yep, you are right.
As soon as I kill Shiro again (hopefully in less than 1 minute again), I'll have to make the switch and head for Battle Islands.