Ritual Lord Guide

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Zinger314
Zinger314
Debbie Downer
#23
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.
P
Premium Unleaded
Wilds Pathfinder
#24
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
#25
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.
C
Cherno
Forge Runner
#26
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
#27
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!
C
Cherno
Forge Runner
#28
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.
m
moenbase
Academy Page
#30
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
#31
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
#32
signet of creation if awesome dude, tats like +15 - +17 hp per second everytime dude
C
Cherno
Forge Runner
#33
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
#34
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
#35
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
#36
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
#37
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
#38
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
#39
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
#40
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.