Ritual Lord Guide
Zinger314
The leaked skill balance indicates that Ritual Lord will take a nerf. I'll update this guide at that time.
Silver_Fang
The nerf seems bad, reduction of ritual lord effect AS WELL AS increasing damage taken per prot on spirit, so, spirit die faster and RL effect is less, but the spirit recharge time are reduce also, so, it might not be that bad, its still a nerf.
The buff to channeling seems ok tho^^
The buff to channeling seems ok tho^^
Syklone Xaos
Anyone got a link to the "leaked" ballance?
Silver_Fang
not allowed to post.
Kais Unduli
Just as I was starting to have fun with a rit lord build, they're gonna nerf it? Damn, that really sucks.
If the nerf really hampers rit lord builds, my rit will be reduced to the second class restore monk I had to play before I capped rit lord. I might as well just play my monk if this happens.
If the nerf really hampers rit lord builds, my rit will be reduced to the second class restore monk I had to play before I capped rit lord. I might as well just play my monk if this happens.
Silver_Fang
Quote:
Originally Posted by Kais Unduli
Just as I was starting to have fun with a rit lord build, they're gonna nerf it? Damn, that really sucks.
If the nerf really hampers rit lord builds, my rit will be reduced to the second class restore monk I had to play before I capped rit lord. I might as well just play my monk if this happens. few points to remember
*This is a 'leaked' change list, it might not be true.
*Although Ritual Lord effect is reduced, the overall spirit recharge time is reduced as well, from 60 - > 45
*BUT, the damage taken per prot is 5 or 10 more.
So, we still don't know is it reallly a nerf, even if it is a nerf, Ritual Lord is still viable, It is good at PvE and it is extremely good at RA and 8v8.
There is a buff to channeling line on damage and recharge. So a channeling rit might be a viable option after the change.
Restoration line got a buff too.
If the nerf really hampers rit lord builds, my rit will be reduced to the second class restore monk I had to play before I capped rit lord. I might as well just play my monk if this happens. few points to remember
*This is a 'leaked' change list, it might not be true.
*Although Ritual Lord effect is reduced, the overall spirit recharge time is reduced as well, from 60 - > 45
*BUT, the damage taken per prot is 5 or 10 more.
So, we still don't know is it reallly a nerf, even if it is a nerf, Ritual Lord is still viable, It is good at PvE and it is extremely good at RA and 8v8.
There is a buff to channeling line on damage and recharge. So a channeling rit might be a viable option after the change.
Restoration line got a buff too.
ubermancer
Yeah... I am not loosing any sleep over this reported skill changes. In fact I consider the Ritualist as having recieved a much needed buff. While Shelter may have been toned down a bit, its still a freakin great skill.
Zinger314
I didn't say it was a nerf. (However, if you do the math, Spirits will recharge SLIGHTLY slower).
I just said the guide will need a revamp.
I just said the guide will need a revamp.
DFORCE
Will Ritual Lord still be viable in pve. Just when i was thinking about dusting off my rit, anet dust off the nerf bat :/
frojack
Quote:
Originally Posted by Silver_Fang
not allowed to post.
The control of information can be frustrating. Especially when people make posts about things we are 'not allowed' to know about. Thanks for the 'protection'...
Syklone Xaos
Quote:
Originally Posted by Zinger314
I didn't say it was a nerf. (However, if you do the math, Spirits will recharge SLIGHTLY slower).
I just said the guide will need a revamp. Um, yeah. Blatant self-contradiction FTW.
I just said the guide will need a revamp. Um, yeah. Blatant self-contradiction FTW.
unmatchedfury
rit lord doesnt need a nerf. it gets owned by one fire storm as it is. the only thing it is strong at is defending off solo warriors attacks due to blind displacemetn spirits.
union dies far too fast as it is. shelter i understand nerfing a little because it never seems to die during the reduced cooldown like union and certiantly displacement do.
but channeling does need a buff badly. and restorationm doesnt need a buff so much as better designed weapon spellls and ways to reduce dmg instead of pure heal. Also a way to get cool downs on resto spirits would be nice as most of them have longer cool downs than they should . i mean 45 seconds for a 150 heal, ouch...
union dies far too fast as it is. shelter i understand nerfing a little because it never seems to die during the reduced cooldown like union and certiantly displacement do.
but channeling does need a buff badly. and restorationm doesnt need a buff so much as better designed weapon spellls and ways to reduce dmg instead of pure heal. Also a way to get cool downs on resto spirits would be nice as most of them have longer cool downs than they should . i mean 45 seconds for a 150 heal, ouch...
trankle
Quote:
Originally Posted by Syklone Xaos
The second comment refered to someone lamenting that Ritual Lord, the build, would be nerfed, which Zinger didn't say. The nerf of the skill looks to be balanced pretty well with the buff of the spirits in the build.
That's all.
trankle
Quote:
Originally Posted by Syklone Xaos
The second comment refered to someone lamenting that Ritual Lord, the build, would be nerfed, which Zinger didn't say. The nerf of the skill looks to be balanced pretty well with the buff of the spirits in the build.
That's all.
Silver_Fang
Quote:
Originally Posted by frojack
The control of information can be frustrating. Especially when people make posts about things we are 'not allowed' to know about. Thanks for the 'protection'...
The control of information is needed because said information are under the NDA.
Zinger314
Shelter was increased to 25e in the update, and Boon of creation was nerfed. That's too much. Ritual Lords are now impossible to play.
XvArchonvX
Quote:
Originally Posted by Zinger314
Shelter was increased to 25e in the update, and Boon of creation was nerfed. That's too much. Ritual Lords are now impossible to play.
Somehow this seems like a hasty jump to conclusion. I do believe that some sort of energy management skill other than Boon of Creation will need to be added to be able to work as it did before, but I'm a bit hesitant to say that the whole legitamacy of the build has been nullified by an extra 10 energy cost on one skill and slightly less regen from boon.
ss1986v2
Quote:
Originally Posted by Zinger314
Shelter was increased to 25e in the update, and Boon of creation was nerfed. That's too much. Ritual Lords are now impossible to play.
not so. ive been testing a few things with my rit this morning, and while yes the effectiveness of spirit spam has been greatly reduced, it is not dead by any means. the shelter union displacement chain can still be maintained so its not dead yet.
Heres what ive been testing this morning:
Rt/any
16 Communing 12+1+3
15 Spawning 12+3
have also run:
16 Spawning 12+1+3
13 and 15 Communing 12+1 and 12+3
Boon of Creation
Ritual Lord
Shelter
Union
Displacement
Signet of Creation
Pain
Flesh of my Flesh
Equipped: Ritual Lord Staff
Energy +10
Lightning Damage: 11-22 (req. 9 Spawning Power)
Halves casting time of Spawning Power spells (Chance: 20%)
Halves skill recharge of Spawning Power spells (Chance: 20%)
Health +30
Health +30
just keep casting the chain as it is on the bar, subbing in boon and rit lord when needed, and pain pretty much whenever it comes up. While this isnt as effective as before the balance, the chain can still be kept up 3-5 times without much trouble. the longer you try and keep the chain going though, the tougher things do become. the trick is just give yourself about a 2-5 second or so break between casting of your next spirit.
shadowsong is much bettter than pain, i know, but pain is there for almost a form of energy managment. with rit lord up, its back in less than 15 seconds, and when you factor in the casting time plus boon, you end up with a net gain of energy, plus a nice dmg dealing spirit. whenever in a pinch, just cast pain to get that little extra bit of energy you need to keep the chain going.
rit lords: nerfed, but not dead yet...
Heres what ive been testing this morning:
Rt/any
16 Communing 12+1+3
15 Spawning 12+3
have also run:
16 Spawning 12+1+3
13 and 15 Communing 12+1 and 12+3
Boon of Creation
Ritual Lord
Shelter
Union
Displacement
Signet of Creation
Pain
Flesh of my Flesh
Equipped: Ritual Lord Staff
Energy +10
Lightning Damage: 11-22 (req. 9 Spawning Power)
Halves casting time of Spawning Power spells (Chance: 20%)
Halves skill recharge of Spawning Power spells (Chance: 20%)
Health +30
Health +30
just keep casting the chain as it is on the bar, subbing in boon and rit lord when needed, and pain pretty much whenever it comes up. While this isnt as effective as before the balance, the chain can still be kept up 3-5 times without much trouble. the longer you try and keep the chain going though, the tougher things do become. the trick is just give yourself about a 2-5 second or so break between casting of your next spirit.
shadowsong is much bettter than pain, i know, but pain is there for almost a form of energy managment. with rit lord up, its back in less than 15 seconds, and when you factor in the casting time plus boon, you end up with a net gain of energy, plus a nice dmg dealing spirit. whenever in a pinch, just cast pain to get that little extra bit of energy you need to keep the chain going.
rit lords: nerfed, but not dead yet...
Jetdoc
ss - how on earth are you keeping your energy up though?
Shelter + Union + Displacement is a whopping 55 energy cost. When you net the 6 energy gotten from Boon, you're talking about a net energy cost per series of 37 energy. There is no way (that I'm aware of) that you can recover that amount of energy without an elite energy management skill (which you can't have with Ritual Lord) and/or breaking the chain.
I don't understand the Pain gaining energy concept - Pain costs 5 energy to cast, so you're gaining 1 energy per cast.
A possibility is to allocate some points to Channeling and utilize Spirit Siphon...Siphon will return 3 energy every 4 seconds or so.
Shelter + Union + Displacement is a whopping 55 energy cost. When you net the 6 energy gotten from Boon, you're talking about a net energy cost per series of 37 energy. There is no way (that I'm aware of) that you can recover that amount of energy without an elite energy management skill (which you can't have with Ritual Lord) and/or breaking the chain.
I don't understand the Pain gaining energy concept - Pain costs 5 energy to cast, so you're gaining 1 energy per cast.
A possibility is to allocate some points to Channeling and utilize Spirit Siphon...Siphon will return 3 energy every 4 seconds or so.
ss1986v2
Quote:
Originally Posted by Jetdoc
ss - how on earth are you keeping your energy up though?
I don't understand the Pain gaining energy concept - Pain costs 5 energy to cast, so you're gaining 1 energy per cast. ok, upkeep first, pain will be answered later on:
the key to energy upkeep is not just the +6 from boon, but your normal energy regen. remember to keep a few seconds before dropping the next spirit. lets look at the chain:
shelter + rit lord during cast:
25 eng to cast, 10 eng for rit lord, 5 second cast, at 4 pips of regen you gain 1.33 eng a sec, that makes 6.65 eng gained, added to the 6 from boon, gain of 12.65 eng.
now we are at a net of -22.35 eng
wait 3 seconds before next spirit, 4 eng gained, net is -18.35 eng
union:
15 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of -5 eng.
now we are at -23.35 eng.
wait 3 seconds before next spirit, 4 eng gained, net is -19.35 eng.
displacement:
15 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of - 5 eng.
now we are at -24.35 eng.
wait 3 seconds before next spirit, 4 eng gained, net is -20.35 eng.
sig of creation:
0 eng to cast, to second cast, and for the sake of easy math, we will only wait 1 second before next cast, 4 eng gained.
now we are at -20.35 eng.
pain
5 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of + 5 eng.
(a net gain of anything is better than a loss, plus you get a newly buffed dmg dealer!)
now we are at -15.35 eng.
note: one rit lord should be enough to make it once through the chain.
so in the end we are down about 15 engergy after one chain. with 47 total eng, the recasts of boon, pauses when you can afford too, and a watchful eye, i can keep the chain up at least 3 times, which should be enough for your average pve battle.
you can also wait longer when you can afford it, remember just 3 seconds of waiting will net you 4 eng. spread that out 2 seconds here, 1 second there, 3 seconds there, and you can almost negate that -15 eng. get it down to a net of -7 eng and then the chain can be kept up for as many as 6 or 7 times.
is it even close to what it was before? not even. before i could cast recup, shelter, union, soothing, and dispalcement almost non stop and never have any problems. but does this chain still work, yes it does.
oh, and plz check my math if you want, i did it off the top of my head and could have easily messed up along the way.
I don't understand the Pain gaining energy concept - Pain costs 5 energy to cast, so you're gaining 1 energy per cast. ok, upkeep first, pain will be answered later on:
the key to energy upkeep is not just the +6 from boon, but your normal energy regen. remember to keep a few seconds before dropping the next spirit. lets look at the chain:
shelter + rit lord during cast:
25 eng to cast, 10 eng for rit lord, 5 second cast, at 4 pips of regen you gain 1.33 eng a sec, that makes 6.65 eng gained, added to the 6 from boon, gain of 12.65 eng.
now we are at a net of -22.35 eng
wait 3 seconds before next spirit, 4 eng gained, net is -18.35 eng
union:
15 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of -5 eng.
now we are at -23.35 eng.
wait 3 seconds before next spirit, 4 eng gained, net is -19.35 eng.
displacement:
15 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of - 5 eng.
now we are at -24.35 eng.
wait 3 seconds before next spirit, 4 eng gained, net is -20.35 eng.
sig of creation:
0 eng to cast, to second cast, and for the sake of easy math, we will only wait 1 second before next cast, 4 eng gained.
now we are at -20.35 eng.
pain
5 eng to cast, 3 second cast, gain of 4 eng + 6 from boon, net of + 5 eng.
(a net gain of anything is better than a loss, plus you get a newly buffed dmg dealer!)
now we are at -15.35 eng.
note: one rit lord should be enough to make it once through the chain.
so in the end we are down about 15 engergy after one chain. with 47 total eng, the recasts of boon, pauses when you can afford too, and a watchful eye, i can keep the chain up at least 3 times, which should be enough for your average pve battle.
you can also wait longer when you can afford it, remember just 3 seconds of waiting will net you 4 eng. spread that out 2 seconds here, 1 second there, 3 seconds there, and you can almost negate that -15 eng. get it down to a net of -7 eng and then the chain can be kept up for as many as 6 or 7 times.
is it even close to what it was before? not even. before i could cast recup, shelter, union, soothing, and dispalcement almost non stop and never have any problems. but does this chain still work, yes it does.
oh, and plz check my math if you want, i did it off the top of my head and could have easily messed up along the way.
Jeff Highwind
omg, All the time and effort I took to making my Rit Lord pimped out with 15k black dyed kurzicks and now he got hit with the nerf bat.
I can see it still being playable, but this is just terrible.
I can see it still being playable, but this is just terrible.
Moiax
Yes it is possible, but it requires some skill and thought, as it should, as opposed to just mashing the buttons keyed to the spirits. I don't really have any problems with that.
XvArchonvX
After trying out my rit lord a bit this morning, I did notice that the rit lord build does still work, but it does get harder and harder to maintain energy with each cycle of spirits. As long as you watch your spirits and give little breaks between casting, you should be fine. Pain is a good idea for the build. I was using Feast of Souls, but I think I'll drop it for Pain next time I go to use the build.
As a side note I'm happy to see that the normal spirits (shelter, union, etc..) all look like Destruction in appearance now.
As a side note I'm happy to see that the normal spirits (shelter, union, etc..) all look like Destruction in appearance now.
Jeff Highwind
Well if rits use mesmer as their secondary, can you use skills to help with energy management?
ss1986v2
Quote:
Originally Posted by XvArchonvX
Pain is a good idea for the build. I was using Feast of Souls, but I think I'll drop it for Pain next time I go to use the build.
im glad someone else sees the benefit of running pain. not only is it a net gain of 5 eng each time that you cast it, it also can be a decent dmg dealer since the update. plus with 15 in spawning, its recharged in 12 seconds. 5 net engergy every 12 seconds if needed aint to shabby for a skill that is supposed to be geared to offense.
trankle
My alter ego posted this on another board. I was experimenting with new options:
"OK, I just played a little with Assassin's Promise. It works, happily, but it's more work.
Assassin's Promise. 5e, 3/4 sec, 45 sec. "For 5...13 seconds, if target foe dies, you gain 5...17 Energy, and all your skills are recharged."
With Deadly Arts at 10, you get a 12 second duration, and 15 energy (for net 10). AP has a recharge of 45 seconds, but if it works, it recharges itself instantly as well.
Combined with Boon of Creation, energy seems to be OK with this, and recharges shouldn't be an issue, for the most part.
The disadvantages are that you can't stay way behind the party and watch the action with your binoculars. This means you may become targetted and lead enemies back to your spirits if you're not careful. You also have to watch the state of your enemies, so you can find the best target. And hex removal would mess you up, of course.
Oh, and your party has to, like, kill stuff.
On the plus side, it's alot more fun and challenging than the Rit Lord method, and you can still keep your spirits up most of the time.
I'm primarily a PvE player, so this may not work at all in PvP."
Anyone else try something like this?
"OK, I just played a little with Assassin's Promise. It works, happily, but it's more work.
Assassin's Promise. 5e, 3/4 sec, 45 sec. "For 5...13 seconds, if target foe dies, you gain 5...17 Energy, and all your skills are recharged."
With Deadly Arts at 10, you get a 12 second duration, and 15 energy (for net 10). AP has a recharge of 45 seconds, but if it works, it recharges itself instantly as well.
Combined with Boon of Creation, energy seems to be OK with this, and recharges shouldn't be an issue, for the most part.
The disadvantages are that you can't stay way behind the party and watch the action with your binoculars. This means you may become targetted and lead enemies back to your spirits if you're not careful. You also have to watch the state of your enemies, so you can find the best target. And hex removal would mess you up, of course.
Oh, and your party has to, like, kill stuff.
On the plus side, it's alot more fun and challenging than the Rit Lord method, and you can still keep your spirits up most of the time.
I'm primarily a PvE player, so this may not work at all in PvP."
Anyone else try something like this?
Dodo The Extinct
Thats an interesting stratagy for PvE. Kudos for thinking outside the box.
Maybe the Assassins Promise Build could work in a Hex Spike.
Maybe the Assassins Promise Build could work in a Hex Spike.
unmatchedfury
well pain has always been used as my E-manegment. the main problem is that shelter's death comes much much faster now. one good metor will elimiate you shelter at full health essentially shelter can proc 8-9 times now before dieing.
ss1986v2
Quote:
Originally Posted by unmatchedfury
well pain has always been used as my E-manegment. the main problem is that shelter's death comes much much faster now. one good metor will elimiate you shelter at full health essentially shelter can proc 8-9 times now before dieing.
yes shelter does die faster now but not as drasticly faster as some are thinking. ill explain:
At 15 Spawning and 16 Communing (what i run), shelter is a lvl 8 spirit that takes 43 dmg each time it protects. before the update, shelter would take 28 dmg each time it protects. to calculate the health of the spirit, we use the formula:
(50 + (Spirit Level * 20)) * (1 + Spawning Power * .04) (guildwiki is your friend :P)
and we get that shelter has 336 hp. before the update, shelter would protect exactly 12 times before it died, now it will protect 7.8 times or 8 times before it dies.
only 4 fewer protections, and when you look at it, of the three key spirits, shelter almost always is the one that survives the longest. by the time you start the chain again, union and displace are usually already dead, but shelter is still alive and well, barring the barrage shadow bows in fow or stupid people standing in a meteor shower for the whole duration.
so if you think about it, the protection has just been balanced to last about as long as union and displacement do.
rit lords: balanced, not nerfed to death yet...
At 15 Spawning and 16 Communing (what i run), shelter is a lvl 8 spirit that takes 43 dmg each time it protects. before the update, shelter would take 28 dmg each time it protects. to calculate the health of the spirit, we use the formula:
(50 + (Spirit Level * 20)) * (1 + Spawning Power * .04) (guildwiki is your friend :P)
and we get that shelter has 336 hp. before the update, shelter would protect exactly 12 times before it died, now it will protect 7.8 times or 8 times before it dies.
only 4 fewer protections, and when you look at it, of the three key spirits, shelter almost always is the one that survives the longest. by the time you start the chain again, union and displace are usually already dead, but shelter is still alive and well, barring the barrage shadow bows in fow or stupid people standing in a meteor shower for the whole duration.
so if you think about it, the protection has just been balanced to last about as long as union and displacement do.
rit lords: balanced, not nerfed to death yet...
unmatchedfury
i would consider it nerfed to death.. WE arn't as good as monks at protection any more. So why bother bringing us along now. we serve no purpose. we're like a sucky monk. and no one belives channeling can do dmg. (altho echo spirits rift now is godly belive me) sigh, oh well.
ss1986v2
Quote:
Originally Posted by unmatchedfury
i would consider it nerfed to death.. WE arn't as good as monks at protection any more. So why bother bringing us along now. we serve no purpose. we're like a sucky monk.
id argue that about rits not being good at protection. the rit spirits are rly the ultimate as far as protection. yes, a monk can protect one person better than a rit, but we offer global protection to the entire team. just look at the skills:
shelter = global prot spirit
union = global shielding hands
displace = suped-up aegis
no matter how good the monk, he cant keep ps, shielding hands, and aegis up on every single member of the team for even a fraction of the time a rit can. it doesnt matter if its not as good as before, it is still a wonderful form of protection.
and arguing that the rit protection doesnt last as long as a monks when looking at just one ally, remember that the effects from spirits cant be removed (shattered, stripped, well of prophane, OoA) nor can they be taken advantage of with certain skills (desecrated enchant ftl).
shelter = global prot spirit
union = global shielding hands
displace = suped-up aegis
no matter how good the monk, he cant keep ps, shielding hands, and aegis up on every single member of the team for even a fraction of the time a rit can. it doesnt matter if its not as good as before, it is still a wonderful form of protection.
and arguing that the rit protection doesnt last as long as a monks when looking at just one ally, remember that the effects from spirits cant be removed (shattered, stripped, well of prophane, OoA) nor can they be taken advantage of with certain skills (desecrated enchant ftl).
Jetdoc
Quote:
Originally Posted by ss1986v2
not only is it a net gain of 5 eng each time that you cast it.
It's only a ONE energy net gain when you cast it. 5 energy to cast, 6 energy received from Boon of Creation.
I still like the concept of it being a "free" spirit that does decent damage, but I still think the slot is better suited for an energy management skill.
I still like the concept of it being a "free" spirit that does decent damage, but I still think the slot is better suited for an energy management skill.
ss1986v2
Quote:
Originally Posted by Jetdoc
It's only a ONE energy net gain when you cast it. 5 energy to cast, 6 energy received from Boon of Creation.
again, you are forgetting to factor in casting time to the equation, as i have alrdy explained before. during that 3 second cast while you are doing nothing but waiting for it to finish, you regened 4 energy. add that to the +6 eng from boon, and after pain has dropped, you have 5 more eng then when you cast it.
example: i have 20 eng. i cast pain. pain finishes casting. i now have 25 eng. a net gain of 5 eng. simple.
PS.
i did some quick calculation to find out the best energy/sec gains of the best energy managment skills. the best skills are elite of course, but i just wanna show the numbers for this argument (these numbers are slightly higher than those posted on guildwiki because i factored in casting times of the skills to show my point. all attribute points calculated at 10 of each respective lvl):
Offering of Blood [E] - 0.775 energy/sec
Mantra of Recall [E] - 0.667 energy/sec
Energy Drain [E] - 0.493 energy/sec
Inspired Hex - 0.367 energy/sec
Pain - 0.333 energy/sec
so, being that the best energy managment skill are elite, we can throw those out. and when compared to a very good utility e-managment skill like inspired hex, the difference is only 0.034 energy/sec. not worth taking points out of either spawning or communing for that small of a return.
is pain a good form of energy managment? no, not as good as many mesmer skill. is the gap wide enough for me to invest 9-10 points into that respective line and lose those points from spawning and communing? not even close.
again, all this is just my opinion. if you feel you need to invest in outside attribute lines, go right ahead because it will work, im not doubting that. im just showing that you dont need to.
example: i have 20 eng. i cast pain. pain finishes casting. i now have 25 eng. a net gain of 5 eng. simple.
PS.
i did some quick calculation to find out the best energy/sec gains of the best energy managment skills. the best skills are elite of course, but i just wanna show the numbers for this argument (these numbers are slightly higher than those posted on guildwiki because i factored in casting times of the skills to show my point. all attribute points calculated at 10 of each respective lvl):
Offering of Blood [E] - 0.775 energy/sec
Mantra of Recall [E] - 0.667 energy/sec
Energy Drain [E] - 0.493 energy/sec
Inspired Hex - 0.367 energy/sec
Pain - 0.333 energy/sec
so, being that the best energy managment skill are elite, we can throw those out. and when compared to a very good utility e-managment skill like inspired hex, the difference is only 0.034 energy/sec. not worth taking points out of either spawning or communing for that small of a return.
is pain a good form of energy managment? no, not as good as many mesmer skill. is the gap wide enough for me to invest 9-10 points into that respective line and lose those points from spawning and communing? not even close.
again, all this is just my opinion. if you feel you need to invest in outside attribute lines, go right ahead because it will work, im not doubting that. im just showing that you dont need to.
Jetdoc
ss - you're missing the point that you would obtain that extra 4 energy during that timeframe NO MATTER WHAT SKILL YOU ARE USING.
Pain doesn't do ANYTHING in particular that gives you that extra energy, other than providing one extra energy.
In other words:
1. Sit still, don't cast a thing = +4 energy gain.
2. Cast Pain = +5 energy gain.
So, the benefit from gain is simply +1 energy.
Your comparisons above are simply flawed because you are comparing an energy gain over different periods. Using similar timeframes as a comparison:
Inspired Hex = +11 energy at level 10; less 5 energy cost; plus 3 second energy regen of +4 = 10 energy over 3 seconds = 3.33 energy/second
Pain = +6 energy from Boon; less 5 energy cost; plus 3 second energy regen of +4 = 5 energy over 3 seconds = 1.67 energy/second
That's a much larger difference than you've calculated bove - I'd rather have double the energy output of Inspired Hex.
But again, that's just me. I think Pain is more of a time management skill (i.e. resisting the temptation to cast other spells during that time) than an energy management skill.
Pain doesn't do ANYTHING in particular that gives you that extra energy, other than providing one extra energy.
In other words:
1. Sit still, don't cast a thing = +4 energy gain.
2. Cast Pain = +5 energy gain.
So, the benefit from gain is simply +1 energy.
Your comparisons above are simply flawed because you are comparing an energy gain over different periods. Using similar timeframes as a comparison:
Inspired Hex = +11 energy at level 10; less 5 energy cost; plus 3 second energy regen of +4 = 10 energy over 3 seconds = 3.33 energy/second
Pain = +6 energy from Boon; less 5 energy cost; plus 3 second energy regen of +4 = 5 energy over 3 seconds = 1.67 energy/second
That's a much larger difference than you've calculated bove - I'd rather have double the energy output of Inspired Hex.
But again, that's just me. I think Pain is more of a time management skill (i.e. resisting the temptation to cast other spells during that time) than an energy management skill.
ss1986v2
Quote:
Originally Posted by Jetdoc
Inspired Hex = +11 energy at level 10; less 5 energy cost; plus 3 second energy regen of +4 = 10 energy over 3 seconds = 3.33 energy/second
the casting time of inspired hex is one second. the three seconds taken with pain is a forced three seconds. wether you want to do something else or not, you cant. you have to wait for the skill to finish. that timeframe you speak of is not additional time taken, its the casting time im forced to take. so for inspired hex, you only gain 1.33 eng from the casting time.
by that logic, i should cast pain, get the regen from that, and then wait another 3 seconds before calculating the energy gain from pain. which would again put me right back on par with inspired hex.
again, by that logic any skill is energy management; just cast it, and then wait however long it takes to regen energy before doing anything else.
and yes i understand standing around doing nothing isnt very good e-management, but im not standing around doing nothing while using pain. again, im forced to stand around due to the 3 second cast time, not cause i want to. so rly im not doing nothing as you said.
Quote:
So if they increased the casting time of Inspired Hex to 3 seconds, it would be a better method of energy management? What if they increased it to 5 seconds?
Originally Posted by Jetdoc
I think Pain is more of a time management skill (i.e. resisting the temptation to cast other spells during that time) than an energy management skill.
yes, pain is time management. but since it has the longer than usual casting time compared to your average spell, you will gain above average energy over said time. and in this case time = energy.
martialis
There are some really, really stupid people on this forum, and that's all I'll say about that.
Let's change the subject to...Energizing Wind! What do people think of it? Has anyone found a good set of skills including it? Or a mediocre set of skills? Here's mine: Boon of Creation Energizing Wind Ritual Lord Shelter Union Displacement Serpent's Quickness Res 3 Beast Mastery for a 54 second EW 0 Wilderness Survival for a 15 second SQ 15 Communing 16 Spawning I really have no idea what the recharge time of the spirits is. From guildwiki, it looks like about 25 seconds with only Rt Lord, compared to the old 15 seconds, but that's just a guess. Serpent's Quickness is absolutely necessary, because Rt Lord won't recharge fast enough. You'll be casting shelter, and Rt Lord will start blinking, and you'll start hammering '3', but it's futile, because Rt Lord is only 2/3 recharged. So that's why SQ is included, and that will help with spirits, too. It's potentially very messy if you get interrupted, since you can't simply spam everything and not worry about energy or recharge at all. But if you keep Ritual Lord and EW synchronised, it seems to get the job done. I have more energy than I did with the old build, even with all the maintained skills. I'm weaker of course, but that's expected. Also, you have no extra skill slots, which is terrible. Does anyone have a different or obviously better build? Correction - All the spirits recharge in 16 seconds under Rt Lord, regardless or any other skill. I couldn't say why. trankle
Quote:
Originally Posted by ss1986v2
the casting time of inspired hex is one second. the three seconds taken with pain is a forced three seconds. wether you want to do something else or not, you cant. you have to wait for the skill to finish. that timeframe you speak of is not additional time taken, its the casting time im forced to take. so for inspired hex, you only gain 1.33 eng from the casting time. by that logic, i should cast pain, get the regen from that, and then wait another 3 seconds before calculating the energy gain from pain. which would again put me right back on par with inspired hex. again, by that logic any skill is energy management; just cast it, and then wait however long it takes to regen energy before doing anything else. and yes i understand standing around doing nothing isnt very good e-management, but im not standing around doing nothing while using pain. again, im forced to stand around due to the 3 second cast time, not cause i want to. so rly im not doing nothing as you said. yes, pain is time management. but since it has the longer than usual casting time compared to your average spell, you will gain above average energy over said time. and in this case time = energy. |

Jetdoc is absloutely right. You cannot count natural energy regen while factoring net energy gain. It was yours anyway, barring any sort of e-denial.
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example: i have 20 eng. i cast pain. pain finishes casting. i now have 25 eng. a net gain of 5 eng. simple.
You have a gross gain of 5 energy. You have a net gain of 1 energy. 4 energy would have been there anyway.
i.e. "i have 20 eng. i lag for 3 seconds. i now have 24 eng."
A skill which nets 1 point of energy every 14 seconds (11 second recharge under RL, plus 3 second cast) is not very efficient energy management, I'm sorry to say.
i.e. "i have 20 eng. i lag for 3 seconds. i now have 24 eng."
A skill which nets 1 point of energy every 14 seconds (11 second recharge under RL, plus 3 second cast) is not very efficient energy management, I'm sorry to say.
ss1986v2
i understand pain its not an efficient form of management. im not gonna argue that. most any mesmer skill is gonna gonna beat it in pure energy/sec gained. my goal is to take no points from spawning and communing, while still being able to maintain the chain. there isnt any energy managment skills there, so ive got to find something to plug in.
ive tried vital weapon, and the chain dies quicker. ive tried shadowsong, and the chain cant be kept up. ive tried doom, drains energy too fast. ive even brought nothing, but the gap between my castings is too large, waiting till i have sufficient energy. but when i plug pain into the chain, it lets me keep it going for longer.
so plz let me modify any previous statement: pain is crap energy management. but as a fill in skill, it allows for better chain management than other communing and spawning based skills.
as for the ew build, the timing works out ok, and the spirit cost make it much easier to maintain. the only thing is like all ranger spirits like qz, fs, and rest, you are gonna effect your team as well, and they may not share that love and need of that ew. if the team doesnt mind, then alright, keep pumping the spirits out. just be prepared to tick off lots of other casters along the way.
ive tried vital weapon, and the chain dies quicker. ive tried shadowsong, and the chain cant be kept up. ive tried doom, drains energy too fast. ive even brought nothing, but the gap between my castings is too large, waiting till i have sufficient energy. but when i plug pain into the chain, it lets me keep it going for longer.
so plz let me modify any previous statement: pain is crap energy management. but as a fill in skill, it allows for better chain management than other communing and spawning based skills.
as for the ew build, the timing works out ok, and the spirit cost make it much easier to maintain. the only thing is like all ranger spirits like qz, fs, and rest, you are gonna effect your team as well, and they may not share that love and need of that ew. if the team doesnt mind, then alright, keep pumping the spirits out. just be prepared to tick off lots of other casters along the way.
unmatchedfury
pain is howver all arguments aside. good e- manegment. Whatever the math says i know for a fact its usefull as hell whenever my energy bar hits zero.
Hidden Prayers
Fun skill that helps a ton:
Spirit Siphon
If the spirits don't use their energy, why can't I?
Spirit Siphon
If the spirits don't use their energy, why can't I?