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Zingeri
29-01-2006, 17:35
16 Spawning Power gives Ritual Lord about a 70% recharge reduction, which makes 45 second recharge spells recharge in 13.5 seconds and 60 second recharge spellls recharge in 18 seconds. That's fast. Fast enough to spam.

Therefore, you could use it with Boon of Creation (for massive energy gain), 5 of your favorite spirits, and a Res, and knock yourself out.

Anyone agree?

(Personally, I am interested in Shelter + Union. Being able to spam both of those rapidly gives an INSANE amount of protection.)

Bravo
29-01-2006, 17:48
And now imagine if it worked with other 'super-nerfed' spirits like quickening zephyr (duration was massively reduced) and fertile seasons (ditto)...

Now you have a reduction of 85%, 45 second recharge becomes 6.75, 60 seconds becomes 9 seconds...

Tohoya
29-01-2006, 20:13
Yeah, communing's got some great spirits you can spam with it. I think it'll work best with the ones that lose health a lot (displacement, shelter, union). Here's my build:

11+4 spawning
11+1 communing
8+1 restoration

If recup still gives +2 regen at 7 restoration, change that to 12+4 spawning and 6+1 restoration.

(skills at 12 communing, 14 spawning, 9 restoration)

Shelter: allies within range can’t lose more than 10%. Prevents about 11.5 attacks. 10e, 5c, 60r
Displacement: all attacks are evaded. Dies after about 7 attacks. 15e, 3c, 60r
Union: reduces damage by 15. Prevents about 25.6 attacks. 15e, 3c, 60r
Recuperation: all allies gain +2 health regen. 15e, 3c, 60r
Feast of Souls: kill all nearby spirits, for each one killed, all allies are healed for 97 health. 10e, ¼ c, 10 r
Ritual lord: For 30 seconds, rituals recharge 71% faster. 10e, 30r,
Boon of Creation: For 51 secs, whenever create a creature, +8 energy, +54 health. 10e, 2c, 45r
Mantra of Resolve.

At 16 spawning, ritual lord should go all the way up to 82%. Probably a bit lower, since also according to my calculations it should be at roughly 72.66% at level 14, but is only at 71% in the real game. So let's just assume 80%. That means the 60 second recharge spirits can be put down every 12 (!) seconds.

For the calculation of how many attacks it prevents, I used the standard formula of 100+20*level for the base health, then added the ritualist primary attribute bonus.

aeonbahamutzero
29-01-2006, 21:19
Yeah, communing's got some great spirits you can spam with it. I think it'll work best with the ones that lose health a lot (displacement, shelter, union). Here's my build:

11+4 spawning
11+1 communing
8+1 restoration

If recup still gives +2 regen at 7 restoration, change that to 12+4 spawning and 6+1 restoration.

(skills at 12 communing, 14 spawning, 9 restoration)

Shelter: allies within range can’t lose more than 10%. Prevents about 11.5 attacks. 10e, 5c, 60r
Displacement: all attacks are evaded. Dies after about 7 attacks. 15e, 3c, 60r
Union: reduces damage by 15. Prevents about 25.6 attacks. 15e, 3c, 60r
Recuperation: all allies gain +2 health regen. 15e, 3c, 60r
Feast of Souls: kill all nearby spirits, for each one killed, all allies are healed for 97 health. 10e, ¼ c, 10 r
Ritual lord: For 30 seconds, rituals recharge 71% faster. 10e, 30r,
Boon of Creation: For 51 secs, whenever create a creature, +8 energy, +54 health. 10e, 2c, 45r
Mantra of Resolve.

At 16 spawning, ritual lord should go all the way up to 82%. Probably a bit lower, since also according to my calculations it should be at roughly 72.66% at level 14, but is only at 71% in the real game. So let's just assume 80%. That means the 60 second recharge spirits can be put down every 12 (!) seconds.

For the calculation of how many attacks it prevents, I used the standard formula of 100+20*level for the base health, then added the ritualist primary attribute bonus.

look out protection monks... there's a new profession in town...

one possible suggestion. maybe you could take out recuperation for signet of creation.

"All spirits and animated creatures in the area gain + 1-6 Health regeneration. After 30 seconds, those spirits and creatures are destroyed."

since you're recharging your spirits so fast it doesn't matter that they're destroyed after 30 seconds plus they'll allow your spirits to protect much longer since they're regening so much.

Tohoya
29-01-2006, 21:30
look out protection monks... there's a new profession in town...

one possible suggestion. maybe you could take out recuperation for signet of creation.

"All spirits and animated creatures in the area gain + 1-6 Health regeneration. After 30 seconds, those spirits and creatures are destroyed."

since you're recharging your spirits so fast it doesn't matter that they're destroyed after 30 seconds plus they'll allow your spirits to protect much longer since they're regening so much.

I thought about it, but in the end I decided against it. Primarily because those spirits die so incredibly quickly. At just +12 health per second, signet of creation MIGHT give one extra attack blocked. I don't think that's worth it, especially when you consider that just about every skill on that bar is necesary. If I could drop a skill, I'd be bringing some energy management or Explosive Growth. Besides, even if they do die in like 3 seconds after attacks, they're back up again after 12 seconds =).

And yeah, I think this is superior to a prot monk. Effects everyone, disenchants don't effect them, and gives a prot monk the equivalent of a heal party.

Kookus
31-01-2006, 12:55
I was reading it and tought "well if it works like that they will probably change something about it". But at the same time I tought "Rituals will be easily interrupted (without help of resolve etc)". So I guess that creates some kind of balance. Im really looking forward to being a protective/defensive ritualist