User talk:Karlos/Builds/High Energy Rit Lord

I'm sorry, Rit Lording in Four-Man arenas always sucked and will continue to be used by noobs. 75.57.142.30 15:42, 10 July 2007 (CDT)


 * Why do you think so? --Karlos 15:47, 10 July 2007 (CDT)


 * Well I have to type this again but I will explain more. Defensive rituals are like watered down prots with high range and effects the whole party. Actual monking is precisely targetted (only on the ally that actually needs protting) and is precisely timed (1/4 ~ 1 activation over 3~5 on rituals). This is the same reason why PvP bonding is narrow-minded "half damage to whole party" tactic used by inexperienced players. For precedents, look at watch HoH obs, rarely do you see a bonder when all the teams are competent and the time of day is when many teams HA.


 * And rit spamming has always been a costly job energy-wise and this concept: high energy, will fail as there is only room for 3 rts, each with 45 recharge which will die quickly due to their health costly effects or be taken down promptly by the other team. But that aside, even with a full bar of rituals and a constant BiP on you, a monk is always preferred. 75.57.142.30 15:58, 10 July 2007 (CDT)


 * These are general notes but Empowerment, Mighty was Vorizon, and the full Radiant insignias are seriously overkill. Considering with Boon of Creation you only need a total of 47 energy to complete all the rituals so focusing on energy gain instead of max energy is better.


 * And this build results in very low max health. Max health is usually better than max energy because while max energy has significant leeways to work with your health is very fluid, easily going from 90% health to death in a few seconds. (Or instantly in case of a spike.) Superior runes on 60 AL casters are usually frowned upon. 75.57.142.30 16:09, 10 July 2007 (CDT)


 * First of all, I think comparing monks and Ritualists to be incorrect. They are apples and oranges and their strengths and weakneses do not counter each other.
 * You comment about spirit recharge time leads me to believe you don't know how this build works. Ritual Lord cuts the recharge time of your rituals by two thirds, i.e. makes them recharge in 15 seconds. You will not have enough energy to put up the three rituals in 15 seconds if you just rely on 40-50 energy. You don't seem to be familiar with the whole Shelter crisis.
 * A Rit Lord is the master of controlling an area. If you've ever Rit Lorded in RA you would know that NOTHING owns RA like a single spirit of Displacement, especially before the nerf. When there are only two guys attacking, they miss a WHOLE LOT before they burn through Displacement. A Rit Lord creates a "no spike zone" wherever he goes, and spiking is like the name of the game, especially in RA and TA, rarely do players have the patience to apply pressure. The Rit Lord himself is very fragile, and if the other team gets to him, he will go down pretty fast, but if they are the usual RA suspects, Warrios, Assassins, Rangers, then they will have a hard time getting to him to begin with. Even most RA memsmers are ill-quipped to bother a Rit Lord. I can't count the number of times a mesmer put Bakcfire on me. Useless.
 * Finally, Rit Lording was so powerful in GvG that they practically destroyed Shelter to stop it from taking control of GvG. Once a Ritualist gets rolling, there will be no spikes. So I disagree with you that non-targeted prot is inferior to targeted prot, I believe in entirely the opposite... non-targeted prot can passively deny all spikes instead of hoping your infuser is awake and not taking a sip from a drink at the exact moment the spike takes place. --Karlos 16:14, 10 July 2007 (CDT)


 * First of all they aren't apples and oranges because both seem to do the same thing: Keep your team alive. Also its well known that Energy Storage (or max energy in this case) is not energy management. Sure you will be more efficient than other rts for the first 5 minutes but after that, you have nothing, other than your 4 pips of energy regen to keep you going. Not only do you have to spend a whopping 47 energy every time you spam those skills but also you need to maintain Ritual Lord (10 energy every seconds is equal to a pip of degen), Empowerment, and Mighty was Vorizon. The logic behind this high max energy energy management is simply fool-hardy. And about the no-spike zone, you are correct that is until the spirits drop. Exactly how long do you think a 56 armor 377 health ritual will last? A warrior with 14 hammer master and 11 strength will take down that Displacement in ~5 hits without attack skills. Shelter and Union drop even faster. And I never said Rit Lording was bad in GvG. In its golden time rt lording was great. The differences between GvG and Arenas? In GvG the spirits effect twice as many people. In GvG the map is bigger. In arenas, with a monk behind you a warrior can run past the opposing team and take out the enemy spirits. You can't do that in GvG. And your infuser is taking a sip? Well I never thought being AFK or purely imcompetent was a factor. 75.57.142.30 16:33, 10 July 2007 (CDT)


 * Also, rituals in arenas are just skills asking to be interrupted. Without 5 people in front of you as in GvG there is nothing stopping a ranger from getting in range just waiting to dshot your Shelter. 75.57.142.30 16:37, 10 July 2007 (CDT)