Talk:Ritual Lord

Has anybody checked if this affects Nature Rituals? -- 20:09, 20 February 2006 (CST)
 * Will do on 3/24. For now I take it at face value. -PanSola 01:22, 21 February 2006 (CST)
 * I'm told it does, but I've not verified 1st hand. Alxa 13:51, 2 May 2006 (CDT)
 * The Ritual page says that ritual lord affects both nature and binding rituals, and I recall it working on both types of rituals. Fixing in in main page - Ninja Quail 4 July 2006

does it work after the skill's been activated?
or does it only work if you use it before you use the skill that you want to recharge faster?
 * Nope. | Chuiu 21:23, 2 May 2006 (CDT)
 * Q:"Orange? or not orange?" A:"Nope" -PanSola 21:31, 2 May 2006 (CDT)
 * Touche. I was answering the title.  It doesn't work to recharge the skill faster after the skill has already been recharging. Much like Mantra of Inscriptions. | Chuiu 08:27, 3 May 2006 (CDT)

clarification?
"This skill actually reduces the skill recharge duration, not the rate of the skill recharge." I have no idea what this means, and to me its saying it does X but it dosent do X. Could someone clarrify?
 * Clarification: This means that with a 33% faster recharge, a skill cast with a 60 second recharge time would be finished in 40 seconds (2/3 of original recharge time), instead of 45 (1.33 times the original recharge speed). -PanSola 06:29, 17 May 2006 (CDT)
 * I do not understand the "clarification", as a 33% faster recharge for a skill which has 60 seconds recharge time means -to me- a 40 seconds recharge time; what else could it mean? I suppose that if this skill is casted whilst the other skill is recharging, then the remaining recharge time will be reduced a 33%, so that it is the speed of recharge what is increased a 33%; as the recharge time is inversely proportional to the speed. Isn't?
 * A "rate" is a "frecuency" at which something happends, if the recharge time is decreased the rate of the casting may increase as long as there is energy and other favorable circunstances; what sense would have it that a skill's recharge time were decreased to 40 but the rate of casting the skill were locked to 60 seconds?
 * If something recharges 33% faster, it would mean it is recharging at 1.33 (133%) = 4/3 times the original rate. The frequency of recharge happens.  Thus, the time it takes originally to recharge a skill 3 times (180 seconds for a 60-sec recharge skill) now can recharge 4 times.  180/4 = 45 seconds.  This is what "recharge 33% faster" means.  Because rate and time are inversely proportional, recharging rate increase by 33% = 4/3 original recharge rate -> 3/4 original recharge time.  On the other hand, 33% less recharge time = 2/3 original recharge time -> 3/2 original recharge rate = 1.5 original recharge rate = recharging 50% faster.  - 12:15, 26 May 2006 (CDT)
 * Basically he's trying to point out the difference between a timer that is set is a shorter duration...versus a timer that run down at a faster rate toward the target time (where 1.33 "clock" seconds goes by for each "real-time" second). Saying "recharges 33% faster" is not wrong...but it is vague and could represent both schools of thought.  However, I don't think most people will make a mistake with this....it's sorta a given that recharge runs at a fixed real time rate of 1 sec/sec....therefore time reduction is alway based on duration and not rate. -D


 * The clarification was confusing, so I changed it. Let me know if you disagree :)  &lt;LordBiro&gt;/&lt;Talk&gt; 11:06, 16 June 2006 (CDT)
 * Well, you basically reduced to the quote at the top of this section which the anon says he has no clue what it's talking about. So we are back to square one? - 11:16, 16 June 2006 (CDT)


 * The initial clarification was a little ambiguous, but adding the example did little to explain what was going on, in my opinion. I think this is more clear than the original clarification, but if you disagree then that's fine.  &lt;LordBiro&gt;/&lt;Talk&gt; 13:08, 16 June 2006 (CDT)
 * I'm just pointing out that we've essentially gone a full circle back to the original point when the anon was confused and asked the question that started this whole thing. I currently reserve my judgement on wheither the article is actually more clear or less clear due to your edit.  - 15:03, 16 June 2006 (CDT)


 * I understand what you're saying PanSola, but I believe that


 * As opposed to altering the recharge rate of Rituals this skill actually reduces the Recharge time by the percentage shown.


 * is clearer than the original


 * This skill actually reduces the skill recharge duration, not the rate of the skill recharge.


 * If you disagree then we can work something else out.  &lt;LordBiro&gt;/&lt;Talk&gt; 16:10, 16 June 2006 (CDT)


 * Ah, I haven't paid attention to the details yet d-: I think your changes are likely to be better that the older version.  The anon would have still been as confused, but that's might beyond our ability to help without writing a full paragraph. - 17:25, 16 June 2006 (CDT)

Ritual Lord + Boon of Creation = Awesome Spirit Ritualist
I was hooked on Signet of Spirits Elite for its energy management, but Ritual Lord + Boon of Creation has thus far proved better to keep my energy and health bar full.

Mostly this is the build/process I use: Boon of Creation, then Pain, Ritual Lord, Displacement and/or Shadowsong, followed up by Union. My last two are for my Ranger secondary. This build allows me to concentrate 99% of my points to Communing and Spawning, raising Ritual Lord up to 79% faster recharge. With Boon of Creation, I get 8 energy so popping up a spirit like Pain gives me 3 extra energy.

I had run with Bloodsong for a bit, but it costs 15 and takes a bit to spawn. Displacement does some damage and also interrupts for 10.

Using this Ritual Lord + Boon of Creation combo I've never been below 25 energy, and nothing Pain won't cure quick enough. With Ritual Lord at 79% faster recharge, Pain comes up again in 10 seconds. I did a mission to kill the gang leader of a 1,000 daggers, and his death spawns 20+ minions. Furious battle, never once dropped below 20, just rinse and repeat the spirits. Most of the baddies just stood around blind and interrupted. The Halycon mission was equally successful. I want to go back down to the southern most part of Kurzich territory to do the mission/outpost where you 'rescue Kurzick refugees'. That mob of Wardens is gonna have some fun with my spirit spam!

There's a period missing at the end of the description in Skill Details, but I don't seem to be able to edit that seection of this article :(.
 * The actual skill box and description is at Template:Ritual Lord. I'll get it. Noob4sure 22:24, 17 June 2006 (CDT)

notes vs usage notes
I removed the reference to Boon of Creation from the notes section of the article as it is already in the usage notes section. Does anyone think it should be in both?  &lt;LordBiro&gt;/&lt;Talk&gt; 10:19, 1 July 2006 (CDT)
 * There shouldn't actually be a notes and usage notes section. --68.142.14.34 11:17, 1 July 2006 (CDT)

Whining Section
I swear, the Ritual Lord spamming build is becoming more overused than the touch rangers. I can't WAIT for the nerfstick to beat this thing to a bloody death. Between Dissonance, shadowsong, and the damage reducing spirits, there's not much one can do against this in RA without being useless against anything else.--Crazytreeboy 01:12, 8 July 2006 (CDT)

i would dissagree, a simple E surge/denial build has served me quite well in reducing ANY casters to blubbering sobs. rits tend to hang out near their spirits so e surge hits them as well.

adititnaly, rit lord CAN be shattered(contray to the article) ive done it many times. its why i carry two strips. on monks i hit it for mantra and boon on rits its lord and boon of creation.


 * Eh, what do you shatter Ritual Lord with? If it is shatterable then it would be a bug that we haven't noticed. - 22:00, 9 July 2006 (CDT)


 * This is probably about shattering Boon of Creation, which you need to spam spirits. Without it you simply don't have the energy do spam spirits over and over.