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Zingeri
21-06-2006, 04:16
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Ritual Lord Guide
–by Zingeri (GWOnline)

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

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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 40 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 12 times before it dies from damage. (Which is very, very quickly.)

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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 (http://gw.gamewikis.org/wiki/Spiritroot_Mossbeard) in The Eternal Grove for Kurzicks, and with Whispering Ritual Lord (http://gw.gamewikis.org/wiki/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 (12 + 3)
6 Inspiration Magic (6)

Ritual Lord (e)
Boon of Creation
Shelter
Union
Displacement
Mantra of Resolve
Feast of Souls
Vital Weapon (if your team is running an Infuser Monk)/Mighty Was Vorizun (if your team isn’t)

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 Resolve up.


And learn how to run to the Monks 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!)

Kjentei
21-06-2006, 04:34
A good guide. (I think it should be in the Ritualist Guides forum as the guide for Spiritualists.) I might eventially try out the Spiritualist for myself. :wink: Thanks Zingeri!

Tal El Hawkins
21-06-2006, 06:03
A great guide :grin:

However I have a slight variant of the PvE ritual lord build. As you have mentioned, I am also using the five core skills of Ritual Lord build: Ritual Lord, Boon of Creation, Shelter, Union and Displacement. The differences lie in the remaining three skills.

As a rule of thumb, it is always a good idea to have a rez in PvE (even though ritual lord maybe King of PVE :wink: ). Aside from the rez signet, which is usually not the choice, there are 3 other candidates:

1) Flesh of My Flesh
The most generic and easy to use skill. It allows you to rez within the range of an aggro circle and gives a good amount of energy back. While the side effect is the lost of 1/2 health, it can be easily overcomed by a monk in your party or from the health gain from Boon of Creation. I would recommend it for its ease of use.

2) Lively was Naomei
The ashes which when dropped, will restore all party members in the area. The greatest advantage of this skill is its ability to be pre-cast before someone is dead. While the cost of doing so is the lost of the bonus in your weapon/focus/staff, the lost is not crucial since Ritual Lord Build are often not dependent on the weapon you are carrying. The ability to rez multiple allies sound good in theory but let us not forget that you will be rezing them with 0 energy. There are two drawbacks from this skill: first the recharge is 20s, which is the rez with the longest charge. Unlike restoration which benefits from ritual lord, you could not speed up the recharge definitely with weapon bonus. The second is the player's expertise in using this skill. As the spell has stated, the effective range is in the area, which is about 1/3 of the aggro circle. However, it is not uncommon to see player standing on the body of the party member before dropping the ashes, which could jeopardize both the player and the newly rezzed friend (sort of like the monk using restore life, only much faster). Hence I would recommend this skill only if you understand how to fully use this skill.

3) Restoration
The third skill is the Restoration spirit, which not only would it benefit from Ritual Lord, but it could also serve as a spirit for Feast of Soul. Unfortunately, the effect of the heal from Feast of Soul is applied before the dead player is being rez and thus the newly rezed player would not be benefitting from the healing. In addition, unless you are using Feast of Soul or other spirit killing skill, the rez from Restoration suffers a delay (until you can cast another Restoration or when the 30s is up or when the spirit is killed by monsters). As such the rez timing sometimes could not be controlled and you would definitely not want to rez your friend with 0 energy in the middle of a mob. Added the long casting time of laying the spirit, I would hardly recommend this skill to anyone until it receives a buff.

For the remaining 2 skills, I would recommend Recuperation. For restoration attribute level of 4 (which could be achieved with the remaining points after pumping up communion and spawning power + a minor rune), it offers a +2 health regen. While many would argue that the amount healed is insignificant, the beauty of this skill in the build is not to offer healing; rather it is there to counter degen! Given that in faction there has been an increase in degen hexes, adding to the degen conditions (bleeding, disease, poison etc), this skill comes in handy by reducing the amount of degen arrows. Bleeding now only caused -1 health and poison/disease -2 health, this gives time for the monks to deal with party degen. This spirit will shine particular against mass rangers with apply poison. The shortest duration of the spirit due to the low level will be compensated by its fast recharge from ritual lord.

Finally, the last skill I recommended (or rather not recommended) may start off a debate. While I agree with the OP that Feast of Soul is a fantastic skill, nevertheless, I find the skill inappropriate for the Ritual Lord build. First, while the healing is great, it comes at a price; you need to destroy the spirit. Like the OP says, shelter is most likely to be the sacrificed spirit, but let us not forget that there will be a 5s delay at the shortest, before the next shelter can be in operation. During this time, your party members are exposed to spike and high damage and thus may result in their death. In a heated battle, many would agreed that protection is much more important than healing and thus Feast of Soul should not be used on shelter. On a more relaxed battle, the heal from Feast of Soul may not be important. Hence, I would recommend the ritualist on a Ritual Lord build to "leave the healing to the professional (monk)" :wink:

Hence instead of bringing Feast of Soul, i would recommend the Signet of Creation. The 30s duration is insignificant as ritual lord would recharge all your spirits way before they are killed. However, the +7 regen gives your spirits an extended life, which works wonder especially on shelter and union during a heated battle.

Hope this is helpful :grin:

Technical Specification

Spawning power: 12 + 3 = 15 (Ritual lord recharge 75%)
Communing: 12 + 1 + 2 = 15 (break point for displacement)
Restoration: 3 + 1 = 4 (break point for recuperation)

Skills used:

Ritual Lord <elite>
Boon of Creation
Shelter
Union
Displacement
Recuperation
Signet of Creation
Flesh of My Flesh

Weapon:
katana with +5 energy, +20% enchantment last longer

Focus:
Communing + 1 (20%), +30 health

Arctic soldier
21-06-2006, 23:45
full halcyons?

JeanDeathwish
24-06-2006, 06:29
I would like to add that in most Alliance Battles/Aspenwood/Quarry there are many warriors. This makes them the perfect time to put Soothing to use. Long range, annoys warriors and further protects your team. A great addition IMO.

NeferJackal
26-06-2006, 02:33
Im dubious about if you really need full Halcyon, you have good energy management with Boon of Creation. So I am thinking the Spirit armor would be more useful in the long end, for example in pvp, you dont have the luxury of staying behind a meat wall as ignorant monsters pound on the front. People WILL try to take you out.

Also for weapons, i am strongly considering a spawning wayward wand and matching focus from the endgame collectors. Because they have mods to recharge spawning spells, which i consider important. Like if Boon of Creation gets stripped, then you would want it back up asap. Also, im a proponent of life bonuses without conditions. So anything that gives bonus when enchanted is right out for me, because you will suffer a dip in life if BC runs out and you dont recast it, which can prove fatal. Finally, with a +30hp focus and a superior vigor, you can cancel out the -hp of superior spawning and stay at 485 life. Meaning monsters will be less likely to target you. I wouldnt like Boon of Creation to go poof, my life dips under 480 and every monster sets their eyes on me.

And to my experience boon of creation lasts comfortably long enough at 16 spawning power, that it doesnt warrant a 20% extra duration mod for enchantments.

Lightow
27-06-2006, 01:03
Maybe Halcyon for everything but chest and legs?

Get +AL for PVP, +HP for PVE.

celsus
28-06-2006, 17:21
In PVP version of this build what class should be added to Ritualist? Or should it be only one-class character?

Jormandgundr
16-07-2006, 18:00
Works as a 1 class build, although I can imagine that you could put other classes skills to use(although it may or may not be as effective).

Zingeri
31-07-2006, 01:44
ArenaNet released a pre-made Ritual Lord. (with the worst possible attribute spread...)

Stick to my build. :rolleyes:

Ashin
03-08-2006, 07:58
16/15 seems kind of excessive to me in terms of attributes. I am inclined to agree with 16 spawning though.. when playing ritlord in PvP I find the speed at which you can replace your spirits is absolutely the most important factor. Maybe 16/14 for me though.. I have to check the defensive spirit analysis charts and decide.

I like to take binding chains with me sometimes. It is a wonderful self defense mechanism.

This thread helps me think a lot more about weaponry, which is something I have neglected.

The most subtle thing in playing any sort of spirit Rit is to learn placement. I think you could create an entire thread about it and still not really cover it. You kind of need to learn by doing. Likewise you need to understand the team you are in and the team you are fighting in order to place correctly.

Spoil of War
03-08-2006, 18:27
I like it although I'm not too sure about having 2 sup runes. My PvE RL build actually runs 16 Communing and 13 Spawning. It brings Rit Lords recast down to 69% but I find that's as fast as I need in PvE.

While I see the point about staying out of action, sometimes the action is brought to you. That's where you'd feel the pain of that 2nd sup.

That being said, I am basing this on my PvE build, and I was drawn to this guide after seeing a pic of you winning halls running this build, so perhaps for PvP the 2nd sup is fine.

Zingeri
03-08-2006, 18:41
Last night, I held Halls 6 times. With a Ritual Lord build, of course. (And no rank! OMGnub.)

http://img.photobucket.com/albums/v258/Zinger314/hoh.jpg

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


The most subtle thing in playing any sort of spirit Rit is to learn placement. I think you could create an entire thread about it and still not really cover it. You kind of need to learn by doing. Likewise you need to understand the team you are in and the team you are fighting in order to place correctly.You should always exploit elevation and distance, regardless of the opposing builds.

I like it although I'm not too sure about having 2 sup runes. My PvE RL build actually runs 16 Communing and 13 Spawning. It brings Rit Lords recast down to 69% but I find that's as fast as I need in PvE.

While I see the point about staying out of action, sometimes the action is brought to you. That's where you'd feel the pain of that 2nd sup.

That being said, I am basing this on my PvE build, and I was drawn to this guide after seeing a pic of you winning halls running this build, so perhaps for PvP the 2nd sup is fine.Especially in PvE, you shouldn't be getting aggro. Ever.

Know your radar!

bellissima
03-08-2006, 18:58
I agree Spoil, I don't like the 2 sups either. I generally run with 2 majors, and I have plenty of HoH wins under my belt too. I like to get SP up to 14 for the breakpoint of BoC. Using a sup communing + a major SP gives you an extra hit on Shelter.

SP14/C15:
Shelter: 11
Union: 22
Displacement: 7

SP14/C16:
Shelter: 12
Union: 22
Displacement: 8


With two superiors:
16SP/15C
Shelter: 12
Union: 23
Displacement: 7

15SP/16C
Shelter: 12
Union: 23
Displacement: 8

So you can see you don't really gain much from having 2 sups. You get one extra hit on union and potentially one less hit on Displacement if using the 16SP/15C.

Zingeri
03-08-2006, 19:28
Right, but without 16 Spawning, your Ritual Lord is slightly less effective (with 15 Spawning, It'll recharge your spirits in 15 seconds as opposed to 12 seconds). So, it's not worth it for the extra hit if you can put the spirits up faster. :smiley:

I also don't see how you are being paranoid about 2 superior runes. Throught that run, I was rarely attacked. Again, exploit the terrarin. The few times I was attacked were basically interrupters (that can't be helped) and spikers (that also can't be helped)

bellissima
03-08-2006, 20:29
Try running as an infuser and then you'll see how much easier it is to save someone from a spike when they have 75/80 more hit points. Two superiors is almost never done in high end PvP, in fact some monks don't even bother with 1 superior rune.

As for SP, I tend to agree that keeping it high is the way to go. When adding other lines to my bar, communing is the first thing I drop.

cinders
05-08-2006, 10:31
Great build. Wonderful! Bravo.

Uhm... For clarity, you keep using "henceforth" when what you mean is "therefore". "As a result..." and "it's a good idea" might add a lot to the reading of this build.

Ashin
05-08-2006, 19:07
I also don't see how you are being paranoid about 2 superior runes. Throught that run, I was rarely attacked. Again, exploit the terrarin. The few times I was attacked were basically interrupters (that can't be helped) and spikers (that also can't be helped)

It seems to be a very consistent theme in your posts that you don't think Rit Lords will ever be attacked in PvP. All I can say is congrats to you if that has been your luck. But any good team I have ever faced makes it an absolute priority to kill me as soon as its feasible.

The organized HA teams I have been in have all frowned on Superior runes for the reason that Bell stated: surviving spikes.

Zingeri
09-08-2006, 22:22
I've been watching many upon many HoH matches recently. And I rarely saw the Ritual Lord ever attacked. I even saw a few go behind enemies lines.

Maybe people will adapt. But in the meantime, I would still work with the double superior Runes.

skaspaakssa
10-08-2006, 16:36
Yeah, I also noticed that they never seem to attack the Ritualist (unless that Ritualist is me...)

NeferJackal
26-08-2006, 04:16
You may want to list more options for weapons, with the pros and cons on them.

Personally I think that items that gives bonus when enchanted is a bad idea, especially now people is more aware of Ritualists. A ritualist with a shattered Boon of Creation is in big trouble, now there your fancy items helps nothing. Also im not cool on them in PvE, because there is many monsters who removes enchantments, and the Rit only has one with a long recharge.

My oppinion is that items with spawning power recharge serves better, beside an unconditional 30hp bonus, so you with a sup vigor can cancel out the sup spawning rune you will be using. Since the rit only uses one enchantment, then he should try to minimize downtime of it, as lack of it will be a big problem. Plus it will help all the nice spawning power spells too, like Feast of Souls or Rupture Soul.

Zingeri
26-08-2006, 04:42
If you don't have Boon of Creation, you're screwed anyways, regardless of your weapon set.

MoonUnit
26-08-2006, 04:47
If you don't have Boon of Creation, you're screwed anyways, regardless of your weapon set.

QFT, In all the time I've played as as rit lord I am usually not in the area where enchant removal becomes an issue.

You shouldn't have any aggro on you since your spirits have quite a range.

NeferJackal
26-08-2006, 04:48
And that is precisely why I advocate the use of spawning power recharge items, so you can bounce back faster from loosing Boon of Creation. Which is much more of an issue in PvP.

Archlich Necrosaro
06-09-2006, 04:21
I've been running a rit lord build after taking henchies and dieing a good number of times trying to get to it. Good groups and helpers is so hard to find. Anyways i'm running the following build

16 spawning
13 communing
rest into whatever i feel like using.

Boon of creation
Ritual Lord
Shelter
Union
Displacement
Shadow Song
Pain
Dissonance

This works nicely for rot farming as i protect the group and add extra interupting power. Kepkhet farming in a 4 man group works juse as nicely. But my main goal is to prove to the others that Ritualists can go into Tombs and help out the team greatly. I'm wondering if there's certain skills for this that i could use to get into groups for tombs and prove that you don't need just the b/p groups. I know Bloodsong would be nice to throw in somewheres like removing pain or dissonance where its more warriors. This is good to know about being able to get into HOH as i plan on going in soon once i truely master the build. almost a half million exp in about 44 days or so ain't too bad IMO. Anyone who'se willing to help me ingame or on here its greatly appreciated. IGN is Nephthys Bastet. Again any comments critisism and such is greatly appreciated as i only went on from what i know and what i thought worked good.

mahousaru
08-09-2006, 09:47
I've been running a rit lord build after taking henchies and dieing a good number of times trying to get to it. Good groups and helpers is so hard to find. Anyways i'm running the following build

16 spawning
13 communing
rest into whatever i feel like using.

Boon of creation
Ritual Lord
Shelter
Union
Displacement
Shadow Song
Pain
Dissonance



I know you run with henches, but I was in Urgoz with another rit who was carrying this build, everything was fine and dandy until our team got owned and the rit who was the only one to survive, and our hearts crashed when she goes "I've got no res...",

We got killed because we were halfway through it and we all decided to take a 10 min break, and then we got back we were staring at a bunch of corpses, because someone didn't take a break and went "Ooooo a chest... :shocked: "

Archlich Necrosaro
09-09-2006, 04:57
lol yeah it happens alot and i probobly should take out pain and throw in flesh of my flesh as its a kickass revive ability. just it sacs your health. but with boon its easily recoverable. I'm currently trying to find a good build for a tombs run and thats not proving fruitful.

Disgraced
14-10-2006, 03:31
For my RitLord I like to have two heads...one with a Sup. Spawn and the other with Major Spawn. So in total I never really find that the 2 Sup. effect the way of aggro. For the most part people ignore me and only the Ranger will try to throw something at me, Shock warrior might hit me once.
For the most part I stick to the back and I can cover the whole aggro feild pretty good. I keep the monk in my aggro circle and work from there. If I start to go down then he's got me, and I can finish my spirit and RUN. Most people find it a bother to run after a Rit, so I'm off the hook.

2 Sup. vs One is kind of up to the Rit.

GREAT guide Zingeri, two thumbs up!

seth [wl]

Zingeri
14-10-2006, 05:50
This guide...is out of date. Very out of date.

Xunlai Agent
14-10-2006, 12:27
Rit Lord got pwned

Dark Abyss
13-11-2006, 09:48
This guide...is out of date. Very out of date.


would you mind reamending the build and make changes due to the recent nerf. and is it still possible with the nerf on shelter

skaspaakssa
14-11-2006, 02:09
I've found it is still possible, at least in PvE, but it isn't as effective. I'm not sure right now how much it helps. The build I've been running is very heavy on superior runes, although Vital Weapon makes up for it, so I don't think it's very reliable in PvP. I get to 10 Channeling for Spirit Siphon's breakpoint, and energy is not a huge problem, although I can't always use Shelter if I have to recast Boon of Creation, Ritual Lord, or Vital Weapon.

IlikeGW
16-11-2006, 23:40
would you mind reamending the build and make changes due to the recent nerf. and is it still possible with the nerf on shelter

I think rit lord as an elite is dead because of the dramatically raised price of spirit binding rituals. Now you need energy management just to USE spirits let alone worry about their very long recharging which is what rit lord was for.

I switched to an attuned was songkai build just to handle the crazy energy requirements, and haven't really solved the doofy recharge times yet.

Archlich Necrosaro
08-05-2007, 07:17
I tried running the rit lord build and threw in pain and empowerment. two very cheap skills. It does help boost up the energy if only slightly. I do wish rits had something like the signet necros have. We need energy management to a degree for it to work. It still works as i tried it against the drought. With a battery constantly pumping you it may work. I still run the usual build though

Boon of Creation
Ritual Lord
Shelter
Union
Displacement
Pain
Empowerment
Flesh of my flesh

I use the last two mostly for the small boosts in energy. Again I'll try looking into new skills for e management. Someone's bound to find a way for this to work. But I do agree that the nerf killed the skills and makes it rather hard to work. I suppose we'll have to go back to our channel spiking restoration and minor communing.

Razma Dreizehn
08-05-2007, 08:05
From my own experience with the build post-nerf, you'll never amount to more than 1/2 of a monk. Everything costs too much too keep going.

DreamStealer
08-05-2007, 08:59
I find that the original is still actually not that bad, as long as the build is integrated with heavy energy management, ALONG with a dedicated BiP Necromancer. But for the results, it's very much worth it.

Archlich Necrosaro
09-05-2007, 20:09
After running the build for a fair while I'm at the gates of desolation mission. Energy tap works wonders especially when you can suck up 12 energy. Its enough of a boost to get a spirit ritual lord or boon of creation out. yes a battery necro boosting your energy would greatly help. But as for now its quite decently run. I still need to get past that mission still but for damage reduction it works wonders. I just need to get a team to keep the enemies away from me and stop kiting towards me. I may ask on the mesmer forum what's some good non elite energy management skills that could help this build survive. i'm wondering if I should keep flesh of my flesh on the build or a res period or go for another energy management skill

Dwayans Voice
03-06-2007, 01:18
I still manage pretty well with Ritual Lord. I can usually keep the three of the spirits going for the entire duration of the battle by using Signet of Creation and Signet of Binding (PvE of course). Energy is rarely an issue either, Boon of Creation is really all I need.

skaspaakssa
03-06-2007, 01:44
Soul Twisting/Destruction variants are pretty good, too, and it got me through Realm of Torment.

Chareos Rantras
28-06-2008, 15:47
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)

what's this armor? which insignia's? I've searched everywhere and I can't find it...

upier
28-06-2008, 16:58
what's this armor? which insignia's? I've searched everywhere and I can't find it...
I'd imagine it was Radiant. (Based on his +7 energy remark.)

Tad
28-06-2008, 17:15
what's this armor? which insignia's? I've searched everywhere and I can't find it...

it's been replaced by radiant insignia

Chareos Rantras
28-06-2008, 19:40
ah thanks for clearing that out :azn:.

nice guide btw!! :afro:


cheers!


Chareos Rantras

Archlich Necrosaro
29-06-2008, 04:07
I believe that this is still possible though still difficult even with like 60+ energy. Boon of creation takes a small bite out of things yes. but it still hurts the build. the attuned ashes would cut the energy usage down a lot but even at that the hits are harsh.

Lamuness
24-10-2008, 21:10
So I just started a Rit, and I'm trying to run this build. It seems very impossible seeing as that most of my spirits die before i can cast the other ones. I have no idea what I'm doing wrong, but it seems like just running a resto rit would be much easier to keep your party alive with. Am I just doing something wrong or does this build not work anymore?

Ryuujinx
24-10-2008, 22:37
So I just started a Rit, and I'm trying to run this build. It seems very impossible seeing as that most of my spirits die before i can cast the other ones. I have no idea what I'm doing wrong, but it seems like just running a resto rit would be much easier to keep your party alive with. Am I just doing something wrong or does this build not work anymore?

It was nerfed a long time ago. I'd say run a resto or channeling rit.