From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
Through spamming
protective spirits, the Ritual Lord is designed to
greatly reduce damage dealt to the team.
[edit] Attributes and Skills
- Stand as far away from combat as your spirits can be and still
affect allies.
- Use Boon of Creation for Energy management. Cast it first,
then begin casting Shelter.
- Activate Ritual Lord during shelter. Like a stance, it has zero casting time
so it can be cast during other skills.
- Invoke Displacement then Union.
- Be sure to constantly refresh Boon of Creation and Ritual
Lord.
- Typically, Displacement will run out fairly quickly, at which
time Union will start eroding. Before Union runs out, your
Displacement should be recharged and ready. Invoke it as soon as it
becomes ready again.
- For the duration of the battle, try to balance Union and
Displacement so that at least one of them is in effect, while
always maintaining Shelter. This will make healing extremely
easy.
The end result of this build is that the party will almost
always take no more than 30-38 Damage Per Hit and will avoid
most attacks.
- In Alliance Battles and certain missions (Amatz Basin, etc.), the effects are
even better. All 3 spirits affect allies, as opposed to only party
members. Thus, even 1 Ritual Lord can turn the tide of battle.
[edit] Counters
- Removing Boon of Creation will greatly reduce the energy
management within this build.
- Likewise, any energy denial skills can greatly impact the
build's effectiveness.
- If targeted, the build will usually die quickly as it does not
have attack or healing skills.
- Interrupts while creating the spirits will force the player to
wait the full length of recharge time.
[edit] Variants
There are two optional slots in the skill bar. These can be
filled as follows:
- Suggested as a near must have for one of the optional slots.
This is not a universal opinion, but should be considered. It will
go a long way towards shutting down Adrenaline users.
- Pointless in PvE, excellent
in PvP. A flat-out damage
reduction to give more protection than any amount of Armor. Not
always effective.
- So-So in PvE, great in PvP. Can't go wrong with additional
Armor and Energy, although you lose any Fast Casting/Recharge mods on your
weapon.
- Overpowered in PvE, excellent in PvP. This far outstrips Heal Party. Chances
are, Shelter won't die before it recharges. Feast of Souls can
therefore be cast to give the party a strong heal. Used early it
will give the party a very strong Heal.
- Good in PvE, good in PvP. Gives Union and Displacement a
helping hand before they die.
- Protects caster and caster's spirits from melee attackers that
try to bring them down.
- By using two Superior Runes, one each of Communing and Spawning Power,
and a Minor Rune of Channeling Magic and putting Communing and Spawning Power at
14, you can put 11 into Channeling Magic and use this skill for much
more efficient energy management. Great for PvE, if you stay out of
aggro range. Dangerous in PvP because of much lower health.
- If your secondary class is Mesmer, put 3 into Inspiration. Not needed in PvE, but you may want
it for PvP. Binding Rituals are not spells, so there are
less interrupting skills to affect them, but interruptions will not
trigger Ritual Lord's Recharge reduction, thus, it's really bad to
be interrupted. Don't worry about the low Rank: There will be
Energy to spare if Boon of Creation is managed properly.
- A longer lasting, cheaper variant of Mantra of Resolve. Only
stops one interrupt per cast however.
- Many teams (most notably IWAY) prefer to have one Frozen Soil-spirit carried by
the Ritual Lord, to prevent enemies from reviving dead teammates.
This requires Ranger as
secondary profession.