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Artemis Shadowhawk
27-03-2006, 18:50
ARTEMIS' FACTIONS PREVIEW EVENT REVIEW
After seeing all the discussion on the boards about various issues concerning the FPE, I've decided to post my own results and discoveries from testing and game-play. Finally, I'd like to post the build that worked the best for me.

First off though, I'm going to take a few seconds to recap my accomplishments from the weekend as "pseudoquasi"-proof that I actually tested these and am working from experience instead of build theory and number crunching. Also, it gives me a chance to brag a bit.

Character Stats:
http://img58.imageshack.us/img58/4084/image000016gq.th.jpg (http://img58.imageshack.us/my.php?image=image000016gq.jpg)
Character Age: 44 hours and 55 minutes
Experience: 322,385
Completion: 100%

Character Evolution:
Explosive Minionmancer
I started off playing a Rt/N so I could try my Explosive Minionmancer build. I ended up using the following available skills:
Deathly Swarm
Animate Bone Minions
Death Nova
Blood of the Master
Attuned Was Songkai [e]
Explosive Growth
Boon of Creation
Flesh of My Flesh

Although I was really looking forward to this build, I was pretty disappointed with how well it actually worked in game. This being that one crucial part of the build revolves around an urn, Attuned Was Songkai, and because of that, it presented many troubled areas. Usually I would get into combat and use Attuned Was Songkai. By using it first, I would have enough energy for Explosive Growth and Boon of Creation. However, once I activated Attuned was Songkai, I became the main target for the enemies. Saying the entire build revolved around spells, even moreso, long-casting duration spells, I was interrupted on almost every attempt to Animate Bone Minions. And that was if I was still alive after I had every enemy in the area chasing me.

Furthermore, I had a problem with enchant removal. Enchant removal strips away my energy and life management and practically nullifies my offensive output. Saying I rely on Explosive Growth and Death Nova to deal damage, when those are stripped, my minions are hitting for only a few damage and I'm left to just cleaning up corpses. Also Explosive Growth didn't add on as much damage as I hoped after accounting in armor, which seems like a common trend for the lightning skills. I found usually with each summoning of minions, I'd only deal somewhere from 50-70 damage total. In conclusion, I think the magnetic effect of urns and reliance upon Enchantments and long-casting-duration spells spoiled this build. [Not that urns are a bad thing. There's more discussion of that later.]

Restoratualist
I then tried my hand at a Restoration build for Aspenwood Fort and keeping the siege turtles alived. I used the following skills:
Soothing Memories
Mend Body and Soul
Spirit Light
Weapon of Warding
Wielder's Boon
Recuperation
Attuned Was Songkai [e]
Flesh of My Flesh

I thought this worked alright. It definately didn't compare to a monk in healing amounts, but it allowed me to endlessly spam heals without any concerns of energy. I eventually used it in some random quests because there was a shortage of monks, and it was adequate but nothing great. The same problem arose due to Attuned Was Songkai and the effects of urns. I turned into a tank moreso than a healer, which wasn't neccesarily the way I wanted to play that build. Overall I found this to be just adequate similar to an E/Mo Healer. Also similarly, it's greatest advantage was that no one expected me to be the healer during Fort Aspenwood Missions.

Spiritualist
Finally, I felt that I wasn't doing the Ritualist justice by not using spirits. So I decided to play a Spirit Summoner with Channeling. To do this, I went and capped Ritual Lord from the boss Whispering Ritual Lord [go figure] in Silent Surf. I used the following skills:
Spirit Burn
Essence Strike
Painful Bond
Ritual Lord [e]
Pain
Bloodsong
Shadowsong
Flesh of My Flesh

I found this build to be extremely powerful. Although I didn't have energy or health management, this build does not require any as long as you are accompanied by a monk. Basically, I would use Ritual Lord and follow it with my three Binding Rituals. Then I'd aggro a mob and cast Painful Bond whenever they were clustered together. I'd spam Essence Strike and Spirit Burn for some extra small damage and just let my spirits do all the work for me. Also, I found that I could easily place spirits after a fight had begun without much concern of being interrupted [certainly not as much as the Explosive Minionmancer]. With all three spirits attacking and painful bond activated I was dealing 102 damage every 2 seconds while I could still move around, cast, or just spam wand attacks. Here are two consecutive screenshots of my spirits unloading on a pack of enemies:

First Shot:
http://img55.imageshack.us/img55/6030/image000028hh.th.jpg (http://img55.imageshack.us/my.php?image=image000028hh.jpg)

Second Shot [only seconds later]:
http://img453.imageshack.us/img453/3121/image000031uj.th.jpg (http://img453.imageshack.us/my.php?image=image000031uj.jpg)

Furthermore, these attacks weren't AoE, but instead individual attacks for 34 damage each that I could aim at different enemies my wand spamming; All the damage my spirits are dealing ignores armor and I am still capable of my own actions. Also I found that the build did not rely on a slow moving group or required long recharge times or periods of inactivity. It was very versatile with my longest spirit recharge being only 30 seconds and very devastating. The thing I liked most about this is that it didn't require any urns and thus I wasn't being swarmed constantly. Finally, there is only room for improvement from here. You could get your spirits to deal 21 damage and Painful Bond to around 20 damage. Multiply that by three spirits and you're dealing 123 damage every 2 seconds.

Personal Opinions:
Concerning Spirits
There has been some talk about spirits and how effective or worth-while they are. After actually playing a Spiritualist and meshing offensive spirits with Painful Bond, I am really impressed with how effective they are. To eschew those long recharge times, I think Ritual Lord is a great boon; however, it is not neccesarily needed. Furthermore, concerning Soul Twisting, I believe it is incredibly useful for maintaining one spirit and one spirit alone. I used Union coupled with Soul Twisting to place down a new spirit every 10 seconds. Without Soul Twisting there would be no way to keep Union alive throughout an entire battle. Coupled with spawning skills and other additions, I do not think spirits are underpowered. Also, they do not seem to be overpowered at all. Personally, spirits are my most enjoyed aspect of the Ritualist.

There's been suggestions about shortening spirit cast and recharge times and even allowing stacking spirits, and I just want to say that after seeing the destructive force of spirits, there is definately no need for this. If I can deal 102 damage every 2 seconds while still being able to take any action I choose or cast any spell I like, I have absolutely no qualms with the spirits. And allowing stacked spirits is well ridiculous. If you had 5 spirits ritualists before a fight lay down spirits, you could easily get over 500 damage spikes every 2 seconds. I think spirits are probably the most balanced feature of the Ritualist currently.

However, one concern that I believe to offer a good point is that you should be able to keep a tab on your spirits. It is incredibly difficult to try to manage the life of spirits or even locate them by trying to find them on the battle field. I think a good solution to the problem would be something that the developers of Guild Wars have already done before in Diablo II. Instead of just showing that the spirit is active in the upper-left corner, incorporating a life meter would allow players to know when a spirit is about to die similarly to golems in Diablo II. Also, you should be able to click on the icon of the spirit to target it quickly for skills like Soul Twisting, because currently, I am left only watching my Union spirit waiting for its life to drop to Soul Twist it and thus rendering me incapable of doing anything else.

Sidenotes
I did a little bit of testing on spirits and here are some things I've concluded.
-Spirits cannot be directly affected by healing spells.
-Healing Spring does not work on Spirits.
-Weapon Spells work on Spirits.
-Signet of Creation cannot be used continuously without sacrificing your summons.
-Spirits attack every two seconds.
-Spawning does not aid pets.

Concerning Urns
Urns were the greatest let-down of the FPE for me. Upon first hearing of urns, I thought it was a great idea. Especially with urns such as Attuned Was Songkai to aid casters. Also, I entered the FPE with the impression that urns do not attract enemies such as other held items do. That's why I was really disappointed once I was swarmed and killed by a mob of angry Dredge.

I hate hearing complaints of how broken Guild Wars is and demanding the developers to change it. Also for the most part, I believe the developers know what they're doing and for the most part get it right, because let's face it, they get paid to do this, and we do not. However, I think that they have really stolen the flavor of urns by making them attract enemies. Take my favorite urn for example, Attuned Was Songkai. Instead of serving as a very useful tool to casters, it serves as a bane by attracting far too much attention, which results in mass damage spikes, enchantment removal, and interrupts. The urns all have many different effects that make them unique in their own; however, by attracting enemies, it only turns the urns into a one trick pony for tanks.

Instead of having all urns attract enemies as a balancing mechanism, I would rather see the urns power dialed back a bit and completely removing the magneticism. Or, if they want to keep that magneticism, perhaps they should incorporate it into only a few urns or new ones that would increase armor or decrease damage taken while leaving the caster-based urns magnet-free. I really like the idea of urns, and I think they just turned them all into the same tool by making them attract enemies.

The Role of Ritualists
I believe that Ritualists have a very unique role inside of Guild Wars. They are not a repeat of any other class and bring their own flavor to the community. Ritualists offer a great secondary healer option for groups to help upset the monopoly of monks just as Assassins do so with Warriors. Also they offer many defensive and offensive capabilities through their spirits. Finally, they introduce new mechanics and tactics which change the gameplay through their use of spirits. Spirits allow for a much more tactical and organized combat style similarly to traps and wards. I have a feeling that many organized groups will be using two ritualists where one is offensive and one is defensive.

I think a large problem that people are having right now with the Ritualist is trying to incorporate them into the norm through generalizations and comparisons. Ritualists are not monks, elementalists, rangers or necromancers. They are Ritualists. After playing one, I've decided to change my secondary to Ranger to expand upon my spirit arsenal and accentuate the Ritualist instead of trying to skew it into a Necromancer.

Conclusions:
I really enjoyed the FPE and played through the entire preview. Also, I was very happy with the Ritualist and how things worked out overall. I was disappointed with urns and just the fact that they had some of their flavor stolen, but other than that I'm thrilled with the Ritualist class and spirits were everything I hoped for.


Now to the build that I promised in the beginning:
TSR Spiritualist:
Ritualist/x

Attributes:
Communing: 11 [+1+3]=15
Channeling: 11 [+1]=12
Spawning: 8 [+1]=9

Skills:
Spirit Burn: Target foe is struck for 41 lightning damage. If any spirits are in the area around you, spirit Burn deals +27 damage. [5/1/5]
Essence Strike: Target foe is struck for 41 lightning damage. If any spirits are in the area around you, you gain 6 Energy. [5/1/8]
Painful Bond: For 18 seconds, target foe and all nearby foes take 18 damage whenever hit by a spirit's attack. [15/1/20]
Ritual Lord [e]: For 30 seconds, your Rituals recharge 51% faster. [10/-/30]
Pain: Create a level 9 spirit. This spirit attacks deal 20 damage. This spirit dies after 150 seconds. [5/3/45]
Bloodsong: Create a level 8 spirit who dies after 150 seconds. Attacks by that spirit steal up to 20 Health. [15/5/60]
Shadowsong: Create a level 8 spirit. The spirit's attacks cause Blindness for 6 second(s). This spirit dies after 30 seconds.
Flesh of My Flesh: Lose half of your Health. Resurrect target ally with your current Health and 5% Energy. [5/5/-]

Synopsis:
With all three sprits attacking and Painful Bond activated on a mob you're spirits will be hitting for 114 damage every 2 seconds while you can spam Spirit Burn and Essence Strike for additional lightning damage. Ritual Lord halves the recharge time of your spirits allowing you to easily replace them at the beginning of combat or during a fight. This allows for a mass amount of damage while remaining incredibly versatile and not just versatile for a ritualist.

Final Words:
I really like this build and I really enjoyed this weekend. I'm looking forward to actually being able to play through Factions and play a Ritualist full-time.

Xunlai Agent
27-03-2006, 18:55
Image isn't displaying Artemis, you may want to look into that. Oh btw I played your Ri/N and it works quite well actually. I tested it on the Isle and it was quite a bit of fun althought I expected the Explosive Growth to have a bit more bang to it. I think the build could use a few changes but as I was playing the Tele-Pyro Spike and killing people I didn't have to do that.

Erasculio
27-03-2006, 20:07
(Artemis, later, when you finish posting it, I'll see if I can edit your fist post and put the entire review together. Don't worry about the posts in between.)

Just to add my own feelings about the Ritualist.

The Good: the spirits are very good. I didn't think they would be worth having at all, but even without Soul Twist, I was using four spirits in my skill bar all the time. They have a very good range (slightly more than half an aggro circle), great AI (they would not attack an enemy in range unless that enemy had been aggroed - meaning, I could cast them, move to attack an enemy, and then my spirits, who have a longer range than my staff, would begin to attack my target), are easy to aim (they were answering my calls, most of the time), and have better damage than I thought (the little 17 damage adds up, especially when you have more than one, and even better if you manage to increase their damage somehow).

The Bad: a lot of spells have too long of a recharge time. The Binding Rituals were ok, since there are many ways to change their recharge, and the spirits do last a long time. But the direct damage spells take way too long to be ready again. I was also a bit disappointed with the damage of the Channeling line - Lightning Damage is heavily affected by armor, it seems.

The Ugly: the Ashes thing was a huge let down.

My overall impression was a very good one. The Ritualist is a very nice all times supporter, eventually main damage dealer or healer as well.

Erasculio

Phoenixtech
27-03-2006, 22:13
I used a very similar build as yours in the picture for PVP, except I used Generous was XXX (forgot his name) for a nice little emergency self heal, MOR for anti-interupt (but I rarely noticed anyone interupting me). Ritual Lord is just such a great skill but I think if I could have probably dropped Rt/Mes for a Rt/R for serpents instead of ritual lord and bring Wonderlust or Consume Soul.

Soul Twisting was a total letdown, I tried the restoration/Soul Twisting and/or explosive growth/pain and various other combos and it just wasn't effective for me. Perhaps there were other combos that may have worked better but I didn't have the faction points to unlock them.


If anything, I think binding rituals needs a nerf. The rituals are just too powerful, compared to say a blindbot e/mo, a ritualist can provide constant blind, damage, 100% evasion, KD, a protective spirit effect 10% max damage taken and party-wide +3 regen all at the same time AND deal out decent damage.

The only draw back is the lack of mobility as compared to an e/mo but considering how hard ritualists are to counter I'd say it's a small price to pay. Spirit laying should be "easily interuptable" like trap laying IMO.

As for the direct damage line, I didn't have a chance to unlock most of it, but ran across a gaze spike team that had a spirit spammer ranger and 3 ritualists in Team Arena, on soft targets even 3 ritualists were hitting pretty hard, I'm sure a 6 rt/mo, 1 r/w, 1 monk would be comparable if not superior to the current blood spike setup.

The only Ash pot I used as generous was XXX, and I loved it. It gives me +120 or so life at atb 10 or 11, and when i drop it i gain 230 or so life, there's a 10% life sac but it's a great little emergency instant cast (ash drop) self heal, not to mention it allows me to use the 5 second res spell and res someone at around 380 life.

I have a few questions and wondered if anyone noticed these things during their play as ritualists.

1) Can spirit attacks be disabled (interupted?). Say a ranger uses distacting shot on my shadowsong, will he stop using shadowsong for 20 seconds? I know you can't hex a spirit so diversion is out of the question.

2) Can spirit attacks be blocked/evaded/dodged? I've always wondered if they count as a regular wand hit, but from my experience, I don't think any of their hits have strayed. I place my sprits pretty strategically so I've never ran into line-of-sight problems so can they even miss? Also, when there's an opposing ritualist using dissonance? (I forgot name but makes you evade 100% of the time) or a blocking stance, does spirit attacks still hit? I seem to remember my wonderlust still did their KDs but I can't be sure if the opposing team still had their 100% evade spirit up or not.

Geishe
28-03-2006, 00:02
That is a GIGANTIC disappointment with the Explosive Minionmancers. Ah well...
Thank you Artemis for all the testing!

Artemis Shadowhawk
28-03-2006, 01:25
That is a GIGANTIC disappointment with the Explosive Minionmancers. Ah well...
Thank you Artemis for all the testing!Oh don't get me wrong, it still works. I just had such high expectations it was a let down to find out that it is just average. Personally, I think a N/x MM or Minionbomber would still be a better choice, as you'd have less Enchantments to worry about. But no, it's still a well-constructed build. Just not the uber-build I thought it'd be.


Ritual Lord is just such a great skill but I think if I could have probably dropped Rt/Mes for a Rt/R for serpents instead of ritual lord and bring Wonderlust or Consume Soul.Wow, I never even considered Serpent's Quickness. Not only does that free up my elite, but it also allows me to bring Wilderness Survival and Troll's. That really helps solve the attribute spread problems I was having before. Thanks.

Xunlai Agent
28-03-2006, 09:59
I dislike the Explosive Growth actually I did more tests on it and it just does not cut it for me. It sounded pretty good on paper but it doesn't deliver. I missed the "fixed" bloodstained boots that primary necros have because in PvP situations you really need the speed and I also felt that soul reaping is nicer simply because it cannot be stripped and is always present as you pointed out above. The ashes conundrum is interesting because they are hard to use and they draw aggro. This will be interesting for Warrior/Ritualists as they are the new generation of Gear tanks with a bit weaker aggro but they can be deployed anywhere and everywhere. Especially the one that gives you armor and health greater than a shield would looks nice simply because it allows me to put two super runes into my armor and thus justifies my warrior wearing the Sentinel Armor making my Warrior an even greater tank. I agree with Erasculio on his issue with the damage output of the channeling line which isn't as good as I had hoped. Overall I like the Spirits a lot and think this really makes the Ritualist a very unique supporter that will add flavour to pve parties.

Artemis Shadowhawk
28-03-2006, 15:56
Yeah Explosive Growth is definately a case of something that looks good on paper buy doesn't work nearly as well. It really just didn't add on much damage. I played my Rt/N for a quite a bit and yet I can only really think of a few case where I actually dealt 70+ damage to around 4 or 5 targets.

Deadly Hawkeye
28-03-2006, 16:09
Really nice, did u come across monsters or people spamming unnatural signet on your spirit and killing it in couple of seconds?

Artemis Shadowhawk
28-03-2006, 16:25
Really nice, did u come across monsters or people spamming unnatural signet on your spirit and killing it in couple of seconds?Yeah people attacked my spirits and I had some issues with AoE such as Churning Earth when I was helping blokes with Wardens on the Move. So yeah, my spirits died, but it's nothing serious because I can just recast them in less than 30 seconds.

Deadly Hawkeye
28-03-2006, 16:40
Yeah people attacked my spirits and I had some issues with AoE such as Churning Earth when I was helping blokes with Wardens on the Move. So yeah, my spirits died, but it's nothing serious because I can just recast them in less than 30 seconds.
I was just thinking if using spirits in PvP will be useful. I know spirits are really useful once they are down and players are in range. However, (in PvP) if there is a mesmer in the other team using unnatural signet or a ritualist using consume soul, it will be really hard to keep your spirits up! So I am thinking if there will be a counter for that.

Spoil of War
28-03-2006, 17:14
Yeah I have to say 30 seconds is a long time in PvP.

Zingeri
28-03-2006, 17:41
You see? YOU SEEEEEE?!

I told you all that Ritual Lord (e) would be the savior of Ritualists in PvE. But no, you didn't listen to me...

...although I do find your build interesting (I expected a Shelter/Union/Displacement spam for a Ritual Lord Build)

Ritual Lor can be used for DPS or Defense. I like it.

Artemis Shadowhawk
28-03-2006, 22:44
I was just thinking if using spirits in PvP will be useful. I know spirits are really useful once they are down and players are in range. However, (in PvP) if there is a mesmer in the other team using unnatural signet or a ritualist using consume soul, it will be really hard to keep your spirits up! So I am thinking if there will be a counter for that.
Yeah I have to say 30 seconds is a long time in PvP.Yeah but this is a PvE build.

I told you all that Ritual Lord (e) would be the savior of Ritualists in PvE. But no, you didn't listen to me...
...although I do find your build interesting (I expected a Shelter/Union/Displacement spam for a Ritual Lord Build)Well, really Ritual Lord probably wasn't needed. It just helped a little in case anything died and allowed me to constantly have spirits. Really, I think it would'be been fine without it. I'm more interested in Serpents Quickness lately to cut down 60 second recharge spirits and still keep my elite open.

Deadly Hawkeye
28-03-2006, 23:13
Yeah but this is a PvE build.

The monsters might use it as well :)

Spoil of War
28-03-2006, 23:31
30 seconds is a long time for a battle in GW period. How many battles aside from Monk bosses or that deal with swarms of enemies coming for you last longer?

moonos
28-03-2006, 23:33
Nice Nice,
funny story, i was doing almost the same build but not this weekend, but the previeous event, the pvp weekend. Anyway, i was putting up multiple spirits of pain (glitch), and was doing painfull bond :laugh: . So i had 15 spirits of pain up, and my targets went DoooWwnn. :grin:

Erasculio
28-03-2006, 23:45
30 seconds is a long time for a battle in GW period. How many battles aside from Monk bosses or that deal with swarms of enemies coming for you last longer?
Petrified Forest *Insert loooong sigh here*

"Ok guys, we have aggroed the Dredge over there. Here they come! Healers first, remember!"

*Two kills later, a purple flash flares on the screen*

"Crap, ok, now there are some Onis here as well. Focus on blinding the Onis, then we can kill the Dredges!"

*One Oni and one Dredge deaths later...*

"WTF? Churking Earth? When did...Oh, now the Wardens to our left have come to join us. Ok guys, now it's Free for All!"

So yeah, many of the my fights there lasted more than those 30 seconds. I could use many spirits more than once, especially Union, without Ritual Lord, Soul Twist or any skill like that.

Erasculio

Spoil of War
28-03-2006, 23:51
I'm basing it more on GW:P I have to say. I agree the battles in the Petrified Forest were complicated, but everything that happens in the FPE may well not be how it goes down in the full release. For a start we'll be operating at full strength by the time we hit that section of the game for real (By full strength I mean a lot better skill choices and some real experience at playing the class)

The Forest was tough, but so would the Shiverpeaks be if you loaded a full party of nothing but Warriors and Necros with only half the skills that would usually be available to them. With a fully-levelled balanced party, I'd expect things to be a lot smoother.

Artemis Shadowhawk
29-03-2006, 03:41
I'm basing it more on GW:P I have to say. I agree the battles in the Petrified Forest were complicated, but everything that happens in the FPE may well not be how it goes down in the full release. For a start we'll be operating at full strength by the time we hit that section of the game for real (By full strength I mean a lot better skill choices and some real experience at playing the class)

The Forest was tough, but so would the Shiverpeaks be if you loaded a full party of nothing but Warriors and Necros with only half the skills that would usually be available to them. With a fully-levelled balanced party, I'd expect things to be a lot smoother.In prophecies, fights still take over 30 seconds.

Kjentei
29-03-2006, 05:17
I have a feeling that urns will be marked as a PvP tactic rather than a PvE tactic.

Artemis Shadowhawk
29-03-2006, 23:14
Well we all know about Urns now and that they have some serious issues that hinder Ritualists. However, the main "solution" to the problem has been a W/Rt tank. I decided that instead of worrying about making a Warrior, I'll just do it with a Ritualist. So if this mechanic "flaw" persists I present the ritualist solo-farmer.

The Vengeful Ritualist
Ritualist/Ranger

Attributes:
Restoration: 12 [+1+4] = 16
Wilderness Survival: 12

Skills:
Soothing Memories: Target ally is healed for 106 Health. If you are holding an item, you gain 3 Energy. [5/1/5]
Mend Body and Soul: Target ally is healed for 90 Health. That ally loses one Condition for each spirit in your area. [5/.75/3]
Vengeful Weapon: For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 58 Health from that foe. [5/.25/3]
Troll Unguent: For 10 seconds, you gain health regeneration +9. [5/3/10]
Vengeful Was Khanhei [e]: Hold Khanei's ashes for 12 seconds. Whenever a foe strikes you in combat while you are holding Khanei's ashes, you steal 37 Health from that foe.
Quickening Zephyr: Create a level 8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and cost 30% more energy to cast. This Spirit dies after 39 seconds. [25/5/60]
[open]
[open]
[open]

Synopsis:
Use Quickening Zephyr then aggro a mob. If the magnet effect is still around, they'll swarm you and never attack your spirit. Then follow that with Vengeful Was Khanhei and Troll Unguent. Then you can just keep spamming Vengeful Weapon and Mend Body and Soul to remove any unwanted Conditions. If Quickening Zephyr stays alive which it should, you'll be able to constantly maintain Vengeful Was Khanhei and get four full castings of it before having to deal with recharge times. By the end of all four Vengeful Was Khanhei uses, if you were being attacked by monsters with a 2 second attack rate, you'd have stolen over 800 health from each enemy [not including the additional health from Vengeful Weapon] and by this point, I'd hope they'd be dead.

Positive Aspects: This build does not rely on enchantments at all.
Negative Aspects: AoE attacks or anything that targets your spirit will cause the Ritualist to live a much shorter life.

Variants: You could also use Arcane Echo as a Rt/Me. However, in that case you would only receive three castings of Vengeful Was Khanhei before having to deal with recharge times. However, overall, it'd probably be a safer variant saying it doesnt rely on a fluke hit against your spirit.

Conclusion: This build isn't an end-all to farming. However, if you feel like farming strictly melee characters such as Desert Griffons or possibly Onis or any new monsters we find in Factions, it would suffice as a Ritualist primary solo-farming build.

Further Possibilities: A Spiteful Spirits Necromancer would be a nice additional character to have along. Include Reckless Haste, and the mobs would be dead in a matter of seconds.

Erasculio
29-03-2006, 23:20
How about Serpent Quickness, just in case? A spirit that heals you would be nice as well, I think, since you have the empty slots anyway.

Erasculio

Artemis Shadowhawk
29-03-2006, 23:28
How about Serpent Quickness, just in case? A spirit that heals you would be nice as well, I think, since you have the empty slots anyway.

ErasculioI actually had those slots filled. Serpent's Quickness was one of them. I just figured that I'd let others make decisions like that and only lay out the infrastructure for the build. Serpent's Quickness would be a good back up to get....actually I just did the math and Serpent's Quickness would allow you to reuse Vengeful Was Khanhei twice with only a little under 2 second gaps between. So yes it is definately a viable choice.

GormWolfblade
29-03-2006, 23:59
Instead of having all urns attract enemies as a balancing mechanism, I would rather see the urns power dialed back a bit
I haven't read the other thread on urns, but I have to think your wrong here.
I doubt the attraction is a balancing mechanism because it has no effect on PVP, and Anet balances PVP primarily. Just my opinion of course, other then that I thought it was a great post!

I hope they decide to fix the urn aggro, its the most disappointing news I've heard yet :(

Artemis Shadowhawk
30-03-2006, 00:11
I haven't read the other thread on urns, but I have to think your wrong here.
I doubt the attraction is a balancing mechanism because it has no effect on PVP, and Anet balances PVP primarily. Just my opinion of course, other then that I thought it was a great post!

I hope they decide to fix the urn aggro, its the most disappointing news I've heard yet :(Yeah you're right in that fashion. I was just trying to state some alternative methods to the urn situation instead of just abolishing it. [Not that it shouldn't be abolished eithe.]

Spoil of War
30-03-2006, 01:03
I'd rather it was abolished definitely, but if it's not, your build is an interesting idea.

Artemis Shadowhawk
30-03-2006, 01:08
I'd rather it was abolished definitely, but if it's not, your build is an interesting idea.Oh so would I. I really don't like it. But if it stays, we might as well make the best of it.

Xunlai Agent
30-03-2006, 10:30
Urns may turn into Warrior/Ritualist tanking bags or a PvP only gimmick maybe Anet will review their decision on the aggro aspect...

chaosfire
01-04-2006, 03:02
I was wondering what everyones thoughts about the ritualist were during the preview event. It hasnt been getting that much attention, people seemed excited more about the assassin.I think it offers alot more survivability as a healer then a monk does. They're very unique and there skills complement other classes nicely. The best part about the RItualist I would have to say is the spirits. They offer so many benefits and even though Mesmers have unnantural signet it doesnt spell the end for ritualists yet.

Master Divine
01-04-2006, 03:21
You make a good point and i did enjoy using the ritualist they can survive on their own very well. I still prefier assasin first class though becuse of my style of playing but you make a good point:smiley:

Artemis Shadowhawk
01-04-2006, 19:44
I noticed that I made references to the explosive minionmancer without posting any links to what it is. So here is the link to it:

http://forums.gwonline.net/showpost.php?p=3944207&postcount=7

Spoil of War
01-04-2006, 19:49
I love that build. Definitely gonna try that one.

Artemis Shadowhawk
01-04-2006, 21:51
I love that build. Definitely gonna try that one.If you read my original post in this thread you'll see some of the flaws concerning the build. Mostly though, I think that if they fix urns by removing the magnetic effect, the build will be slightly more functionable.

TBMarauder
02-04-2006, 01:58
Thank you Artemis, for a most interesting and informative thread. :) I will post more on this if I possibly can.

As to all this complaining of Urns and Aggroing surfacing in various threads here now, and some comparing this 'phenomenon' to the 'book', 'cog' or 'scepter' aggro-magnets; don't you ever think that enemy AI would target any other party member (aside from maybe vulnerable monks, pets, minions or absolute squidgies)? Think about it ... the enemy 'monster' sees you as having no weapon in your hand to attack it/defend youself with and you are a character wearing low AL armour. It wants to kill you first.

As to teh actual 'phenomenon' or the current in-game 'mechanics' of this aggro-magnetting, and as to whether it is intentional or not, I have no concrete answer on this, but will do my best to pursue it.

Longasc
02-04-2006, 15:11
It is good to get some feedback regarding this.

They aggro on a high AL warrior with urns as well.
They do not take any considerations in account like the mentioned armor level, char class, they do not consider anything in fact. They even forget about to run out of AoE spells, the lure of the urn is like the gear, irresistible. They turn around almost immediately where they would scatter much longer without the urn/gear.

It is enough to hold a urn. If you are strong, well protected or standing inside an ocean of lava does not matter - as long as you hold the urn, the mobs go for you.

NeferJackal
25-04-2006, 15:17
Gaile wrote somewhere that they are looking into the Urns, and was sure they wouldnt let Ritualists be bothered by agro pain at release.

the grieving terror
25-04-2006, 16:02
Gaile wrote somewhere that they are looking into the Urns, and was sure they wouldnt let Ritualists be bothered by agro pain at release.

She did indeed. I really hope that ANet are true to their word on this one, because some of the ashes spells looked amazing... but when played in the FPE, they just turned a dangerous situation into a nightmare.

I think the explosive growth minion master build would maybe work better if/when Verata's Sacrifice is available.

I think I remember a thread somewhere that debated whether the couple of extra levels you can get on Death Magic on a Necromancer primary was better than Spawning Power on a Ritualist, in terms of survivability and damage of animated creatures. I can't remember the outcome now, and can never get the search function to work, so I guess I'll just have to try it out in a couple of days time :wink:

NeferJackal
25-04-2006, 17:09
Yes, if you plan to use your minions to attack with, then true necro is better. But with maxed spawning power, level 14 minions gets more health than maxed death necro can give them. But much less armor and damage.

Plus i think a true necro would do minion bombing much better than a ritualist. They have soul reaping for that fact.

Geishe
25-04-2006, 21:19
Yes, if you plan to use your minions to attack with, then true necro is better. But with maxed spawning power, level 14 minions gets more health than maxed death necro can give them. But much less armor and damage.

Plus i think a true necro would do minion bombing much better than a ritualist. They have soul reaping for that fact.

And we have Boon of Creation and Explosive Growth... for that fact:tongue: Basically up to personal preference.

lavenbb
25-04-2006, 21:33
BoC and EG is 20 energy right off the bet, basically if you want both of those up and still raise minions you are limited to having an elite level energy skill.. I actually question the energy efficiency of the bother of creating the minions without soul reaping, as far as damage goes, the kaboom build seems far easier to execute and does more damage in less time..

The little damage EG was able to do (and highly situational even with mobs in echovald) just doesn't justify it's energy cost and add the constant disenchantments and you get an unhappy ritualist =/
no, no one can convince me to take attuned ash XD

Geishe
25-04-2006, 22:52
BoC and EG is 20 energy right off the bet, basically if you want both of those up and still raise minions you are limited to having an elite level energy skill.. I actually question the energy efficiency of the bother of creating the minions without soul reaping, as far as damage goes, the kaboom build seems far easier to execute and does more damage in less time..

The little damage EG was able to do (and highly situational even with mobs in echovald) just doesn't justify it's energy cost and add the constant disenchantments and you get an unhappy ritualist =/
no, no one can convince me to take attuned ash XD

Yeah, true, but with urns effect changing, Im going to bring out the Ashes! Attuned will find its use, im sure of it ^^.

NeferJackal
25-04-2006, 23:12
True, but the less micromanagement the better. Plus Soulreaping is a passive, you would still be able to get mana from it, without worrying about enchantments getting stripped or interupted.