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View Full Version : What do we still have to know about Rits, and how to figure it out



Erasculio
23-03-2006, 01:52
With the incoming Factions Preview Event, I thought it would be a good idea to mention some things about the Ritualists we don't know about, and how we could figure them out. My questions would be...

1) What is the range of the spirits?

Some of the Binding Rituals mention the range (Destruction is said to have "nearby" range, for example), but some don't (Dissonance, for example, doesn't). I wonder, do all the spirits have the same range, or are some more far reaching than the others?

One way to test this is at the dummies on the Battle Isles. If you killed all the ones closer to the center and left only the outer ones alive, you could then summon a spirit and see if it attacks these ones.

If they do manage to kill those, another idea would be to stand on one edge of the circle and leave only the dummies at the other side across the circle intact - if the spirit manages to hit the dummy all the way across the circle, then we would know they have a fairly long range.

If the above succeeds (something I believe to be unlikely, anyway), the next step would be to cast a spirit half an aggro circle away from the dummy, and then an entire aggro circle away from it.

2) Do spirits use energy to attack/heal/whatever?

I'm asking this thanks to:

Spirit Siphon: Target spirit loses all Energy. You gain (15..27 [31])% of that Energy.
5 energy cost, 0.25 sec casting time, 3 sec recharge

So the spirits have energy...But do they use it at all?

I think one way to figure this out would be to summon a spirit and then use Spirit Siphon before the spirit does anything - even if the caster is at full energy, he would likely see a purple number over his head showing how much energy he got. Doing the math, it would be possible to learn the spirits' maximum energy. Then the Ritualist would cast the same spirit, wait for him to attack or heal once, and then use the same spell - if the ammount of energy is different, this means the spirit has lost energy, likely thanks to using the attack or the heal.

With some patience, it would even be possible to learn how much energy each ability takes.

3) How much health does a spirit have?

I think the best way to learn this would be by using one of the spirits that lose health when using one of its abilities - since this kind of damage ignores armor, it would be better than by seeing how long it survives when under attack. By using, for example, Wanderlust:

*Wanderlust (Elite Binding Ritual) Create a level 1..8 [11] Spirit. Whenever this Spirit's attack hits a stationary foe, that foe is knocked down and the Spirit loses 70..54 [49] Health. This Spirit dies after 30..54 [62] seconds.

...On the dummies at the Battle Isle, and just counting after how many attacks the spirit dies, it would be easy to see how much HP it has. By doing so with the spirit at different levels, one (someone who knows math better than myself :tongue: ) could figure out what's the formula to calculate their health. If I were to guess, I would think it's more or less the same than for the minions or the pets.

4) How much armor does a spirit have?

Ok, this one I really don't know. Maybe you could take a Minion Master whose minions have a known damage (there's a topic in the Necromancer Forum showing this), and let the Necromancer die, turning the minion against the spirit. By calculating the damage it takes against the damage the minion does against other enemies (the Armor Dummies would likely help with this), one would (maybe) be able to learn what's the armor of the spirits. I think this also changes with levels, though.

Does anyone have better/different ideas?

Erasculio

Geishe
23-03-2006, 03:15
Basically I think we will need some more testing on weapon spells and their efficiency. If weapon spells are extremely effective, I'm sure builds of Melee + Rit classes will start appearing. I'll be sure to try them out on Friday.

On a more personal note, I will be trying to see if explosive growth works on minions. I am still wondering if Minions will count as Two triggers or One trigger. Technically, Animate Bone Minions counts as one spell, but Two Minions are "created". That will be my focus of the night.

COUNTDOWN: 2 days, 1 night

Xunlai Agent
23-03-2006, 03:22
We need to discover if Weapon Spells have a counter strip ...

Zain Inferno
23-03-2006, 03:40
We need to find out if the skill that summons Dragons and the skill that teleports spirits really exist...Marauder said that spirit teleportation skill was real but will it be useful? A skill with such qualities probably has a draw back like a EXTREMELY long recharge or casting time...Maybe even a sacrifice...The dragon skill could make the ritualist all powerful...Think about it...A class with high damage spike spells, spirits that can "move" and attack, and thier own personal summoned tanks!

Another thing we need to find out is if pots count as a keg or gear...Like if a warrior carries a pot will everything attack him. I think this may have been confermed somewhere but i don't know(going to search right now)...

EDIT: Found it...One of the Alpha player's clamed that it doesn't do this.

TBMarauder
23-03-2006, 09:25
Basically I think we will need some more testing on weapon spells and their efficiency. If weapon spells are extremely effective, I'm sure builds of Melee + Rit classes will start appearing. I'll be sure to try them out on Friday.Weapon spells are indeed effective.

Think Rt/Ra or Ra/Rt running 'Brutal Weapon' on each arrow; or or how about 'Splinter Weapon' cast on your pet, followed by an 'Ancestor's Rage'; or 'Vital Weapon' whacked on a couple of minions, then a 'Death Nova' when it's going down? The many and diverse index of possibilities are out there ... :fortuneteller: :wink:


.. On a more personal note, I will be trying to see if explosive growth works on minions. I am still wondering if Minions will count as Two triggers or One trigger. Technically, Animate Bone Minions counts as one spell, but Two Minions are "created". That will be my focus of the night.Casting 'Animate Bone Minions' does indeed count as double under 'Boon of Creation' and 'Explosive Growth', at the moment and location at which the two minions are created.


We need to find out if the skill that summons Dragons and the skill that teleports spirits really exist... 'Dragons': meh, but no ...


Marauder said that spirit teleportation skill was real ... ... I confirmed that the article referred to was not a typographical error. - If Jeff Strain has been faithfully quoted in saying that the skill exists ...

... but will it be useful? A skill with such qualities probably has a draw back like a EXTREMELY long recharge or casting time...Maybe even a sacrifice... 'Probably'? - 'It aint neccessarily so'.


The dragon skill could make the ritualist all powerful ... Can we 'let this one go' now? There has never been a Rt Dragon summoning skill or spell. Would be nice to have a massive summoned dragon at your side, though. Meh.

Anyways, hope that all saves you guys some time this coming weekend. :)

Serendipity
23-03-2006, 09:37
We need to discover if Weapon Spells have a counter strip ...


The counter spell is " dulled weapon".

Since you can probably have only one spell weapon at a time. It strips the current weapon spell and replace it by a dull one.


Edit : apparently dulled weapon is listed as an hex, not a weapon spell. so idk..

TBMarauder
23-03-2006, 10:01
Weapon Spells canot be 'stripped', either by 'Dulled Weapon' (as it targets foes) or by an enemy spell, but death sure works. :P

Finn
23-03-2006, 17:52
Casting 'Animate Bone Minions' does indeed count as double under 'Boon of Creation' and 'Explosive Growth', at the moment and location at which the two minions are created.

So now how many fights are going to break out between minionmancer necros and explosive Rits over corpses on the front line?:shocked:

There are indeed a lot of things that remain to be tested. I played around a little last beta weekend with the range of certain spirits. Unfortunately I did not have that many summon skills at my disposal. This weekend it looks like we will get a few more skills to play around with. That should help us get a better idea of the Ritualist's skill capabilities.

Doyle
23-03-2006, 22:38
... I confirmed that the article referred to was not a typographical error. - If Jeff Strain has been faithfully quoted in saying that the skill exists ...

'Probably'? - 'It aint neccessarily so'.


I really hope there's a way to move spirits -- in fact, I think I'm staying up until 3am to find out (even if I do have to go to bed immediately afterwards --if it's true I can dream about my PvE Spiritualist!)

Artemis Shadowhawk
24-03-2006, 01:24
I really hope there's a way to move spirits -- in fact, I think I'm staying up until 3am to find out (even if I do have to go to bed immediately afterwards --if it's true I can dream about my PvE Spiritualist!)Lol. I'm just going to wake up at 3.

Zingeri
24-03-2006, 03:16
You NEED to discover if Ritual Lord (e) is working properly (i.e., 16 Spawning Power yields 80% reduction on Spirits, causing them to have recharge times less than 10 seconds)

If it doesn't work that way, or if it is nerfed, it could spell doom for Ritualists.

JeanDeathwish
24-03-2006, 04:41
If it doesn't work that way, or if it is nerfed, it could spell doom for Ritualists.

I dont see how this is true... Not all Ritualist are spirit spammers and I for one think that spamming spirits is an inaffective battle strategy. I think Soul Twisting is more geared to my liking, if I choose to spam.

Zingeri
24-03-2006, 04:46
I dont see how this is true... Not all Ritualist are spirit spammers and I for one think that spamming spirits is an inaffective battle strategy. I think Soul Twisting is more geared to my liking, if I choose to spam.Spamming Shelter, Union, and Displacement is an ineffective battle strategy? :laugh:

TBMarauder
24-03-2006, 12:07
You NEED to discover if Ritual Lord (e) is working properly (i.e., 16 Spawning Power yields 80% reduction on Spirits, causing them to have recharge times less than 10 seconds)With 16 in 'Spawning Power' you can achieve a 79% time reduction in the recharge times of your Binding Rituals.

In testing, it's about 12 or so seconds total recharge time. With a 20/20 staff or off-hand item equipped, this can be shortened further.



If it doesn't work that way, or if it is nerfed, it could spell doom for Ritualists.Well, it certainly works that way now and I can't see it being changed before tomorrow; so the 'Doom-mongers' out there can calm down. :tongue: