Talk:Effective ritualist guide

This new article is in desperate need of assistance if it is to become as valuable to ritualists as the like articles are for monks and elementalists that I used to build the template seen here. Please add content to the various empty or nearly so sections. --Arcady 20:11, 13 June 2006 (CDT)

Googling over spawning power and ranger pets is giving conflicting answers - not everyone agrees over the effects. As such I have noted this disagreement and left the advice on that subject as a 'maybe'.--Arcady 20:10, 18 June 2006 (CDT)


 * It's not "maybe" mate. Do your homework, read this, then revert your edit or I will. Next time just ask me ffs. --Nilles 20:14, 18 June 2006 (CDT)
 * Your link points to -your- opinion. Not something official. Give me something official or your opinion holds no more weight than the opinion of those who disagree with you. As such, the edit notes this is debated and disgareed on. It is thus proper to note both opinions along with links to them, and let the 'user beware'.--Arcady 20:16, 18 June 2006 (CDT)
 * As you can see, the amount of hitpoints on a companion is nothing to state an "opinion" about. The amount of hitpoints is a fact, truth which can be tested. 480hp for an elder companion, both with Spawning Power and without. You can test that. Anyone can. It's like gravity, for Lyssa's sake. What's your point? --Nilles 20:31, 18 June 2006 (CDT)

HOLY! someone thought my idea was good enough to continue?!?! i think i'm going to cry. --Honorable Sarah 20:50, 18 June 2006 (CDT)
 * Well, this guide still needs a lot of work to become useful to an advanced player. Unfortunatly, I lack the experience on playing a Ritu in PvP. Any kind of tutorial is welcome. --Nilles 21:02, 18 June 2006 (CDT)

Uhm, 'Minion bomber' 'If your secondary is Necromancer, consider Death Nova to be vital.'

--- I played Rit for a time and I'm completely in disaccord with this paragraph:

"Spirit spells have very slow recharge times, so you will need to have a plan for what to with yourself in between. A spamming build will make up the space with other spirits, and offensive or protective builds will keep you busy with their own spells. If at all possible, seek out items that will speed up recharge time. At the earliest, the Monastery Quartermaster in Seitung Harbor will give access to a Communing Staff that has a 15% chance on halving recharge time."

Spirits are NATURE RITUALS not spells. Every staff 'xx% chance of halving...' DO NOT APPLY because it's not a spell. First 2 words "Spirit Spell": it begins so bad and finish worse suggesting aa stratedy for an item that is useless for your spirit management. I don't delete the paragraph just because i'm not a registered u so i know how easy it will be considered a vandalism... but I wrote this discussion to push some of you to this direction.

On the other hand another paragraph can be put about the "rituals are not spells" argument. Put a light on the fact a new "category" of castable things: your deductions can bring the article toward the POWER of nature rituals against spells.

- how many Mesmer/Necro hexes fails their effect because you are not casting a "spell"?

- what's PvP impact of this?

- How long is the list of Mesmer skills not able to harm you?

- Do you know you simply cannot be backfired? eheh

Spell recharge clarification
There we go. Since there are no breaks in the timeline, none of the binding rituals has received the bonus. I hope this is enough proof. ~ Nilles (chat) 07:20, 24 June 2006 (CDT)