User talk:NieA7/Build:Rt/any Spirit Nuker

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 * (cur) (last) 12:30, 10 April 2007 Fyren (Talk | contribs) m
 * (cur) (last) 17:06, 3 April 2007 83.78.147.46 (Talk) (?Testing Notes and Discussion - Added note about Destruction update)
 * (cur) (last) 22:00, 27 March 2007 Schyzo (Talk | contribs) (?Spirit Nuker variation for Tombs)
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 * (cur) (last) 15:59, 5 September 2006 Token Cleric (Talk | contribs) (?Consume Soul)
 * (cur) (last) 07:34, 5 September 2006 Skuld (Talk | contribs) m (?Consume Soul)
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 * (cur) (last) 02:01, 2 September 2006 Token Cleric (Talk | contribs) (Talk:Rt/any Spirit Nuker moved to Talk:Rt/any Spirit Nuker/Archive 1: Archiving original discussions. Significant updates have occurred since the build was first designed (last major update was on 23JUL2006). Will transfer discussions presented)

/Archive1

Rate-a-build
''Please test and vote on new builds. Please do not vote on a build until you have actually tested it.''

Favoured: Unfavored:
 * 1) (Works better than before, I even had some success with it in Fort Aspenwood. -- Ifer (t/c) 02:38, 8 January 2007 (CST)
 * 2) Er. My vote still applies, considering I only tested it a few hours ago. :P &mdash; Azaya 03:55, 8 January 2007 (CST)
 * 3) &mdash; Defiant Elements 17:00, 8 January 2007 (CST)
 * 4) I played around with this sort of thing for a while, and it's fun,. Favoured, but since you're just using Empowerment as a trigger, why not go with Destruction simply for the faster recharge?Labmonkey 10:22, 10 January 2007 (CST)
 * I answered this question below under Testing Notes and Discussion. I wanted the design to be easy to switch between nuking and healing with minimal fiddling.  I left it out because, in my experience, Destruction doesn't add much more damage because it is destroyed so quickly.  I could have just as easily removed Life.  If you prefer to use Destruction over Life or Empowerment, more power to you!  :D  --Token Cleric 17:11, 10 January 2007 (CST)
 * 1) Overall it is a good build so long as you understand its abilities. I enjoy playing it because it feels rather interesting to play a trapper like build that I have control over (by destroying spirits) is great. Players of the build must one thing however and that is the lightning damage dealt, some targets are better protected against elemental damage so if you know this picking the right targets makes this build that much more potent. (Sorry new to the this)
 * 2) Fun build. =) Giangn626 16:21, 24 January 2007 (CST)


 * (your vote)

Discussion: Empowerment
What is the use of Empowerment in this build it requires you to be holding an item for its effect.Is it just fodder?
 * Looks like it. Actually, I think it had a much shorter recharge in the preview, making it better than Destruction. As it is, a 60s recharge skill that won't do anything looks like a waste to me. I ran a similar build just spamming Destruction under Rit Lord, and had more problems with running out of energy :P Labmonkey 10:27, 10 January 2007 (CST)
 * It is fodder, but it isn't a waste if you consider the mindset of the build. With the exception of Restoration, ALL of the spirits in this build are fodder.  Restoration is Fodder that happens to resurrect other players.  I used Empowerment because it was one of the few spirits with:
 * A casting cost of 5 (flattening the energy curve)
 * A casting time of 3
 * No self destructive effects that would cause it to die before the Spirit Nuker could kill it.
 * Remember, the purpose of this build is not to make spirits; it is to destroy them. If there were a binding ritual that a casting cost of 5, a casting time of 3, a recharge of 30 seconds, and the ability "this spirit does nothing," it would be perfect for this build.--Token Cleric 08:44, 11 January 2007 (CST)

Discussion: Consume Soul
It could be that Consumer Soul is superior to Ritual Lord in the healing variation. I do not have Consume Soul at this time, but I am going to get it soon. I will be doing some further testing with that skill in the healing variation of this build when I do. If anyone wants to help with the research, your input is always welcome.--Token Cleric 08:25, 23 July 2006 (CDT)
 * Since you already have Spirit to Flesh, Consume Soul seems a little redundant. However, a possible variation which I can see being put to good use is Preservation instead of Consume Soul.  It would provide healing (however irregular, seeing as it seems to always go for the wrong target) and would provide another spirit to be used for either Feast of Souls or Spirit to Flesh. VegJed 13:56, 29 July 2006 (CDT)


 * The reason that Consume Soul would be useful is that it can be used to destroy ANY spirit, and not just allied spirits. If I were to add Consume Soul, I would replace Ritual Lord, and then replace Spirit to Flesh with another binding ritual (probably Destruction, simply because of the fast cast time).
 * That said, I've been playtesting for a while, and I think that Ritual Lord is ideal for the healing variation as well as the nuking variation. The speed increase of the binding ritual recovery is so dramatic with a Spawning Power of 16 that it make it extremely easy to keep up with the casting.
 * I am considering getting rid of Spirit to Flesh, though. In gameplay, I almost never use it because the range is too short.  Feast of Souls is far superior, especially if there is another spirit-based ritualist in the group.--Token Cleric 17:56, 8 August 2006 (CDT)

Testing Update: I've ditched Consume Soul. Ritual Lord is far superior. Currently trying it with Spirit Transfer instead of Spirit to Flesh in the healing varation. This will allow the Ritualist to do some spot healing, with mass healing being done by Feast of Souls. This may also have the intended effect that I was seeking in Consume Soul: it can be used to destroy enemy spirits (according to this site). I'll post my results in the coming weeks.--Token Cleric 15:19, 1 September 2006 (CDT)

How About Soultwisting? Destroy target spirit, Cast a spirit, destroy it, and cast it again then use soultwsting, rinse and repeat. SilentFry 8:42, 13 January 2007 (CDT)


 * You can do that if you like, but I've found that Ritual Lord gives you the same results with fewer keystrokes. If you want to, you can double check my testing.  Post here what you find.--Token Cleric 23:31, 13 January 2007 (CST)

Why dont you use any of the Ranger's Nature spirits? Some may be bad considering there effect on both you and the opponents but unless you group needs certain things there are plenty of cheap and fast spirits (Muddy Terrain comes to mind) to exploit with this build. Even something like EOE, at least in PvE could be exploited and then destroyed for the bonus.


 * There are two reasons why I didn't include any of the Ranger's Natural Rituals:
 * 1. With two exceptions, none of the Natural Rituals have a casting time of less than 5 seconds.  Greater Conflagration is right out because it uses up the one elite slot that you have.  The other one, Winter is fine, but it doesn't give you any benefit that you can't already get from a Ritualist's Binding Ritual.  This brings us to number 2...
 * 2. Since you don't gain anything from using Winter over any of the Binding Rituals, there's no reason to lock the build into Rt/R.  By designing the build using only ritualist skills, we ensure that ANY ritualist can use it, regardless of secondary class.  This makes the build more flexible.
 * Thank you for bringing this up, though. It is a good question.  In the initial design, I seriously considered some of the ranger rituals.  The biggest problem was always the casting time.  They are just too slow to be casting in the middle of combat.  This is by design; the ranger spirits are meant to be summoned prior to combat to help you from afar.--Token Cleric 00:47, 17 January 2007 (CST)

Testing Notes and Discussion
I've given it a go in but it doesn't seem to give me enough healing and the damage is hard to work, I am usually dead before I cast restoration and if I cast pain stuff just runs out of the way of it! I took Spirit Light instead of the mending spirit and found myself casting that most of the time >< &mdash; Skuld 03:34, 5 September 2006 (CDT)


 * Hmmm. I have some suggestions, but I need to ask a few questions first:
 * Which variation were you using (Nuker or Healer)?
 * Were you playing in PvP or PvE?
 * Were you with a party of players or with henchies?
 * Were you destroying the spirits (especially pain), the second you finished casting them?
 * Do you wait until the combat begins before choosing your spirit locations?
 * If you can answer these questions, though, I might be able to help. This is a tricky build to play, and is very skill intensive, so I can see why the damage seems hard to work.  It requires constant and rapid casting of all of your spells.  A LOT of hand movement. --Token Cleric 11:59, 5 September 2006 (CDT)


 * The first one, RA, people, I was destroying pain when it was near anyone, Life when someone was about to die, Restoration when someone needed ressing, I pre-cast life and restoration and chose the location for pain after combat was under way. I'll try the second version, I never even saw that lol &mdash; Skuld 12:14, 5 September 2006 (CDT)


 * OK, I see the problems. Here are my recommendations:
 * By "RA" I assume you mean Random Arenas. When you said that they run away from the spirits, I thought that you might have been trying it in PvP; that's why I asked.  This is the first problem.  Don't try this build in PvP.  This is a PvE exclusive build, and will not work well in PvP (the healer might work in PvP, but I seriously doubt the nuker will).  I thought that I stated that in the write-up, but I may have missed it.  I'll include that in my next set of updates.  If you look at my USER page, you'll see in the description of Hakkim Loreweaver that I don't recommend the build for PvP.  I apologize for the confusion.
 * If you are playing the nuker, don't try to be a healer (the reverse is also true). Don't use the life spell to heal people; use it to deal damage.  Remember what I said in the description that there are only two reasons for the spirits that I chose: they have a casting time of 3, and they have no conditional "self-destruct" mechanisms (Like Shelter).  Honestly, if there was a binding ritual that said "Create a level X spirit that does nothing", it would be perfect for this build as long as it met those two requirements.
 * Try the build in the PvE and let me know what you think. You'll probably have much more success, and your tanks will love you for blinding all of their foes for them.--Token Cleric 12:55, 5 September 2006 (CDT)
 * I'll try in PvE when I have the time in a couple of days. Where does your gold go? Mine goes on skills and masks and runes :p &mdash; Skuld 13:24, 5 September 2006 (CDT)


 * Various things. Mostly Skills and Runes (for testing).  What remains is usually my buffer during trading.Token Cleric 21:30, 6 September 2006 (CDT)

I'm relatively new to the wiki so sorry if I'm doing something wrong. :( I just thought I'd note that I have used almost this exact build to farm Kirins/Undergrowths. I'm not sure if it's worth it compared to other locations and farming methods, but it does work. Skaspaakssa 23:25, 19 December 2006 (CST)


 * You haven't done anything wrong, but by all means drop a vote and some feedback if you have played with the build. Also, include any recommendations that you have to make it better.--Token Cleric 21:11, 9 January 2007 (CST)

Destruction?:::: i was looking at the skill destruction and was wondering why not have that on? distruction+rupture spirit would deal large amount of damage.lilnate22


 * Actually, the previous variation did have Destruction. However, most of the time the spirits don't last long enough to build up much for Life or Destruction.  Since Destruction costs 10, I removed it to include Empowerment and flatten the energy curve.   I could have just as easily dropped life, but it was a personal preference.  With this setup, it only requires that you change 2 skills to switch from nuking to healing.  This makes the design extremely flexible with minimal fiddling.
 * All that said, if you get more performance by replacing Life with Destruction or any other skills, then by all means do so. That's why I included the section with guidelines on how to pick your spirits.  With the "standard" build, though, I was shooting for performance, elegance, AND flexibility in the design.--Token Cleric 21:11, 9 January 2007 (CST)


 * I made a build much like this one some time ago, though it used Channeling Magic. Like, first placing a Destruction spirit, use Cruel was Daoshen, open a spirit rift at the foes, run in, teleport the spirit there with Draw spirit, destroying it with rupture soul and then drop the ashes. though I haven't played Rt for quite a while. Great build! :) Yaki 09:59, 11 January 2007 (CST)
 * Destruction now takes 5 energy, not sure since when (the Feb balance patch, maybe?). I'm thinking that, for this build, it's now a slightly better skill than Empowerment. Destruction is the same energy, same casting time, has a shorter recharge, and does a little bit more damage, at the cost of having less health while holding an item. Issa Dabir @ 83.78.147.46 13:06, 3 April 2007 (CDT)


 * Optional things you may want to try are swap (from the assassin line) and Armor of Unfeeling (Ritualist, Communing) though I dont think either should be apart of the core of the build each provides an additional sort of help when needed. Swap could allow you to pinpoint place a spirit while also acting as a 'get of the Im gonna die situation' while Armor can be to make you more... well armored against foes. Swap locks you in as a Rt/A but costs nothing points wise while armor can act as a sort of damage reducer for certain planting of spirits or that bad run.

Middle of the Road

 * Hmm, the added thing about mixing the 2 builds intrigued me, i think a mix of Explosive Growth and Spirit to Flesh would be far more balanced build than ether of the extreems. Maybe you should try it. (I'm talking theory here as I have not tested the build at all) Sir On The Edge


 * First of all, thanks for the correction on the attribute points, Sir On The Edge. I designed the build based on the point distribution that I was running at the time, and I still hadn't completed the second attribute boosting mission (I only have 185 of a possible 200).  The remainder is hardly needed, though; this build works even if you do nothing but maximize the spawning power.  Still, any help in the write-up is always appreciated.
 * Second, I like the hybrid theory that you are describing, but I have two concerns:
 * My experience has shown that Feast of Souls is far superior to Spirit to Flesh because of its range. The party doesn't have to be close together or close to you to gain the benefit of Feast of Souls (it must be both to get the full benefit from Spirit to Flesh).  If there is a second ritualist in the group, the healing that you can generate with Feast of Souls is really incredible.
 * My other concern is that Explosive Growth will be wasted in a healing variation of the build, because (if you do it correctly) you shouldn't be close enough to the enemies for the effect to hit them. I'm actually still trying to figure out what to replace Spirit to Flesh with in the healing variation.  I have only used it when the stars were aligned correctly and everyone was in a tight group next to one of my spirits, IOW next to never.
 * Still, it isn't a bad idea. I'll try it out and see.  Keep the suggestions coming and, if you haven't done so already, please try out the build and give your feedback; I know from experience that this is an outstanding build (ESPECIALLY the healing variation) once you get the knack for it.  My hope is that others will have the same success that I've had.--Token Cleric 12:24, 25 August 2006 (CDT)


 * The more I play the split variation, the less I like it. It has too much of the "Jack of all trades" disease.  When playing a nuker/trapper, it is best to make it an exclusive nuker/trapper.  Same with a healer.  You wouldn't try to be the healer of the party when you are playing a nuking elementalist or a trapping ranger; likewise, you wouldn't try to be a nuker in a party when your job is that of a healing monk.
 * While a mix of the two would probably be more "balanced", it also makes the build less focused. It's better to be great at one thing than fair at two.  I don't recommending mixing the variations.--Token Cleric 09:26, 10 September 2006 (CDT)

Recuperation is getting booted
Note to self: Recuperation sucks now. I can't believe they took a 15 point skill and jacked it up to 25. Twenty-freaking-five! In the next build overhaul, I'm going to change that skill out for something cheaper. Probably Destruction.--Token Cleric 00:52, 16 September 2006 (CDT)
 * You still working on this build? Sir On The Edge 7:37, 30 September 2006 (GMT)
 * Yes. I had to take a hiatus for a couple of weeks, but I am getting back into testing soon.  I still check in on it daily, though, to answer any questions that people may have in their testing.  I will have an update soon.
 * I'm also still hoping for that "Binding Ritual: Create a spirit that does nothing" for 5 energy. It would be perfect for this build.  :-)--Token Cleric 10:00, 1 October 2006 (CDT)


 * WOW! I just saw Essence and Spirit's Gift from Nightfall.  Essence is the perfect replacement for recuperation (5 Energy, 3 second casting time, no kill condition), and Spirit's Gift is the perfect replacement for Spirit to Flesh.  In fact, Spirit's Gift is like a healing version of Explosive Growth.  Booyah!
 * Oh yes, Oh yes, there will be some updates soon. --Token Cleric 10:31, 1 October 2006 (CDT)

03OCT2006 Update
I have made the following changes to the build in light of upcoming nightfall and the most recent skill adjustment:


 * Removed Recuperation from both variations and replaced it with Essence.  Before anyone gets on me about posting a Nightfall skill, remember what I have said about this: the effect of the Spirit doesn't matter. It is a 5 casting cost spell with a casting time of 3 and no kill condition.  Essense and Pain are going to be the best skills for this build, hands down.  I know, beyond the shadow of a doubt, that this skill will be the best one for this build.


 * Removed Spirit to Flesh from the Healing Variation. Feast of Souls is superior for mass healing because of its superior range, so this build is much better with a tad of spot healing.  Replaced it with the Spirit Transfer, which gives the Ritualist a bit of Spot healing.


 * Added a note that Spirit's Gift will be an outstanding addition to the build when Nightfall comes out, as it is a healing equivalent to Explosive Growth. Once some testing can take place with this skill, it will likely replace Spirit Transfer.


 * Added a note about possibly replacing Ritual Lord with Preservation. This is still in testing, but the recent dramatic decrease in recharge times is likely to make Ritual Lord unnecessary.  Better to have another low cost, fast casting binding ritual.


 * Removed the "Doom and Boom" trivia. That note was added to help people who were evaluating the previous build to recognize this one.  "Spirit Nuker" has stuck, so there's no need to retain the note.


 * Removed the note about mixing the two strategies. Testing has shown that a mixed build is inferior to either specialization.

I will continue testing this build and its variations, and will make any improvements as necessary. As always, please keep the criticism and ideas coming.--Token Cleric 20:21, 3 October 2006 (CDT)


 * Please remove Essence as it is a Nightfall skill. This will render the build untestable (and probably deletable) until factions comes out. --Karlos 20:37, 3 October 2006 (CDT)


 * Done. Replaced it with Destruction, but the day Nightfall comes out it is getting changed back (unless, of course, they jack up the cost of Essence).  Essence is simply that much better.--Token Cleric 04:58, 4 October 2006 (CDT)


 * I quite like the skill Feast of Creation, a low cost fast recharge energy manigement skill. Your thoughts? Sir On The Edge 7:21 PM, 4 October 2006 (GMT)

I like it, and it is a good skill, but I don't think it is appropriate for this build. Here is why: Still, it's not a bad idea. I'm mostly concerned about how it will take away from the damage dealing potential of the build. Try it, though, when you are testing the build and post your results. If you like it, go ahead and include it as a variation.--Token Cleric 16:25, 4 October 2006 (CDT)
 * My testing has shown that Boon of Creation is adequate for energy management. Anything additional energy boosting skills, while nice, don't contribute to the main goal of the build: Mass damage and blindness (or mass healing).  My goal is to have just enough energy management to do this efficiently.  Anything more seems like a waste to me.
 * By far, the most restrictive bottleneck in this build's ability to produce damage (or healing) has always been the binding rituals' recharge rates. When I first made this build, I found that I could get the spirits out there quickly, and destroy them just as quickly, but then I found myself waiting for them to recharge before I could do it again.  I first solved this problem with Doom, which would deal a good amount of damage while the binding rituals were recharged.  Karlos suggested Ritual Lord, though, and I found that it did a MUCH better job than Doom.  I was putting out significantly more damage, all on a mass scale, with even less work.
 * For this reason, any change in skill that removes Ritual Lord (which Feast of Creation would) will have to address the binding rituals recharging too slow. Adding another cheap spirit, such as Preservation, accomplishes this to some degree, but ONLY because of recent reductions in recharge time.


 * I would if I wasn't so put off by spirits. When nightfall comes out I'll see that this build gets lots of testing and you can trust me on that one. Sir On The Edge 19:04, 23 October 2006 (CDT)

04JAN2007 Update
Unfortunately, they didn't return Essence after the Nightfall test weekend. However, there were still some good skills that definitely improve the build. Here are the two major changes that were made:
 * Replaced Destruction with Empowerment in both builds. Though Empowerment's recharge is longer, the energy cost of 5 coupled with the casting time of 3 makes it ideal with the build.  Easier energy management, and Ritual Lord takes care of the casting time.
 * Replaced Spirit Transfer with Spirit's Gift in the healing variation, and removed the note from the other variations. This is the healing equivalent to Explosive Growth, and is just the skill that the healing variation needed to really push it over the top.

As always, thanks for the testing and ideas. I think Nightfall made some good contributions to this build, and I'm hoping that it can be vetted soon.--Token Cleric 21:49, 4 January 2007 (CST)

Not new!
This idear has allready bend done before. Also when you say "The last thing that any enemy in the area should "see" is the first spirit exploding." That was also mentioned in the previos build.
 * 1) Link! 2) Do you have any idea how old long this build has been here for? Sir On The Edge 08:30, 6 January 2007 (CST)


 * I know how long the build was here. You are correct in that the build is not new; I asked an admin to restore it following the deletion.  I was monitoring the build daily to check its status, answer any questions, and make periodic modifications.  I went out of town for the holidays and when I returned I found that it had been deleted.  Xasxas256 was kind enough to restore it, and I have since made some new adjustments (see the 04JAN2007 update.  No major changes, but it is a little leaner on the energy curve).
 * It was there for a long time, but one of the reasons for this was that it was buried among all of the other builds. Also, from the feedback that I have been receiving, people don't seem to like ritualists.  It is difficult to get playtesters when that is the case.  In any case, I'm going to start advertising to some specific people that use ritualists to begin playtesting the build soon.  Thank you for your support.--Token Cleric 09:31, 7 January 2007 (CST)
 * I'm going to get it featured. Sir On The Edge 12:30, 7 January 2007 (CST)
 * Never mind. :D Sir On The Edge 18:20, 8 January 2007 (CST)


 * Please, feel free to make it a featured build, even if it is a tested featured build. I love this build, and would really encourage everyone to try it.
 * Thanks to everyone for your support and testing. Keep posting here if you have any ideas for variations.--Token Cleric 21:26, 8 January 2007 (CST)
 * Done Sir On The Edge 14:41, 9 January 2007 (CST)

PvP applications
very few but could this work pretty darn well in AB given the mass swamping of shrines that often occur? 88.106.131.8 22:00, 9 January 2007 (CST)

Templates
if the creator (or developer whatever...) wants this build to be play tested more then he might like to add templates for the build. This would certainly encourage me to give this a shot 88.106.131.8 22:01, 9 January 2007 (CST)


 * Can you expand on that? What do you mean by "templates?"  There's a template on the build's page.  Is there some confusion between the discussion page and the build page?--Token Cleric 07:56, 10 January 2007 (CST)

templates as in the string of text that is put in a text file for the game to read and load the build right up


 * I see what you mean. I'll get a template up soon.  Thanks for the recommendation.--Token Cleric 12:20, 13 January 2007 (CST)

Testing
Sweet build. Works well in The Eternal Grove and places like ab, good job.

I remember the first spirit nuker lol!--24.16.34.108 15:12, 16 January 2007 (CST)

PvP Testing Weekend
This build has potential to be rediculous with the new skill changes to spirits.


 * Holy cow! You aren't kidding!  If those new skill changes become permanent, this build will definitely go from really good to insane.  Bloodsong and Destruction will definitely be in if their casting time is dropped to 3 and their cost is dropped to 5.  In fact, that will be an almost perfect combination for these builds.--Token Cleric 20:58, 19 January 2007 (CST)

Weapon of Quickening?
Would Weapon of Quickening go well early on if you don't have Rit Lord yet? Ayumbhara]] 18:23, 29 January 2007 (CST)


 * It might, but I suspect that Doom would be better. This build was originally build around using Doom instead of Ritual Lord.  With Doom, you can deal finishing blows to individual targets while you are waiting for your binding rituals to recharge.--Token Cleric 20:07, 29 January 2007 (CST)

Spirit Nuker variation for Tombs

 * I took the idea of the Nuker build and modified it to be used in Tombs as the main tank.
 * Use Wanderlust, Destruction, Life, Anguished Was Lingwah, Rupture Soul, Explosive Growth, Spirit's Gift and Boon of Creation. Get 15 Spawn and 16 Communing.
 * Before pulling, cast Anguished and keep it in your hand. Follow by Explosive Growth, Spirit's Gift and Boon Of Creation. Put yourself well ahead of your group but within range of spells and arrows so you that the aggro stays with you.
 * Create Wanderlust a bit behind you. Drop Anguished and cast it again to have another one ready when they will mob you.
 * Go get the popups or group, run back to the your spirit of Pain and Rupture it when they mob you for 140 + 65 dmg, to blind them and heal yourself for 50 + 50 health. Drop your 2nd Anguished for another 205 dmg spike and heal.
 * Then proceed with Destruction and Life. I chose those two because of the low power cost and fastest reload time of all spirits. You should space them out by a couple seconds giving you time to recast your 3 buffs as soon as they are available and to keep the mob blinded. Recast Wanderlust as it comes back also.
 * Anguished Was Lingwah is what makes it work because if you have to much pressure or get interupted you can kite back, recover, get your spirit ready and rush back in combat for a quick spike and blind with much less risk of being interupted.
 * Any mix of group would do but we had success with another restoration rit, rangers with Barrage and Splinter Weapon, nukers with Mark of Rodgort and Searing Flames.
 * Still haven't tested it in PvP.

Schyzo 18:00, 27 March 2007 (CST)

Build:Rt/any Get A Life! - similar?
Hey, I had idea of a new build for my survivor so wrote it. Of course I had checked existing builds but hadn't found anything similar. But eventually I've found variants sections on this page and now I'm wondering what to do. These two builds are very similar, yet have very different playing styles. Rushing into mobs with your allies is the least thing that Get A Life! Ritualist would do. So I see two options: I wouldn't mind deleting mine if it was the same, but I guess build is not only skillbar. Matek 15:56, 12 February 2007 (CST)
 * Remove Build:Rt/any Get A Life! and add it under variants of this page
 * Leave both pages as they are now


 * Yeah, it's pretty close to the same as this one. I'm surprised that you characterized the spirit healer as having a "more offensive playing style" than yours, though.  There's nothing offensive about it (well, Pain is there, but it gets destroyed by you long before it can do any damage).  I think that you'll find the spirit healer to be more streamlined than yours, though, for a few reasons:
 * You don't need a rez spell because you can just use Restoration, as this one does. This adds another spirit to your arsenal, and allows you to rez multiple characters at once.
 * Spirit's Gift enhances your healing ability dramatically, and deals with conditions much more efficiently than Recovery. Yes it requires you to play a little closer, but the benefits far outweigh the dangers.  It just requires more skill.
 * With Ritual Lord, there's really no need to have more than 3 spirits (4 if you include restoration), especially after the recent cost reductions that were made.
 * I built into the language of the build suggestions for using alternative spirits, and it looks like that's whay you've done with Build:Rt/any Get A Life!. It's very similar to this build, but I think you'll find that this one plays better (that could be just my bias, though).  I guess the question is this: what does "Get a Life!" offer that Spirit Healer does not?--Token Cleric 10:06, 13 February 2007 (CST)
 * Ok, offensive is wrong word. I've misunderstood you and thought that you're supposed to rush with tanks into mobs rather than staying with backline. I agree that your build has higher healing power than my due to Spirit's Gift, but it requires Rt to be close to his teammates which is not safe. I may suggest another option:
 * Create new build for Spirit Healer. It was hard to find that one cause it is under Spirit Nuker - the name suggest that you'll find offensive Rt on that page. Maybe both share similar idea yet I'd create different pages for them because of different purposes. Matek 14:31, 13 February 2007 (CST)


 * I considered creating a new build for the healing variation, but it's hard to justify a new build when the only thing that you change is 2 skills. That's it.  Not even any attributes.  Why waste wiki space when it can just as easily be included as a variant?--Token Cleric 00:40, 27 February 2007 (CST)

Getting in and out quickly - variation using assassin secondary
I note your problem "Every second counts. Unlike the Elementalist, who can cast high damage spells from afar, the Ritualist must run into the middle of combat to plant his spells" with interest, since I have a Rt/A and am amusing myself with shadow stepping skills to build something I'm calling a Backrow Killer. I've used a couple of skills for the getting in and, equally important, getting out. First, Aura of Displacement allows you to get in and out while taking up only one slot, although it's an elite so you would need to drop Rit Lord for Doom or whatever. Second, non-elite choices for getting in are Death's Charge and Dark Prison. I like Dark Prison because of the slowing on the target. To get out, you can use either Death's Retreat or Return, and again, Return puts some crippling on the foe. However, you're taking up two slots in the build that maybe you'd prefer not to lose. I find it fun, though, to pop into the back row, Draw Spirit, hit it with Rupture Soul, and pop out, then put up a replacement spirit. --Jawn Sno 11:58, 13 March 2007 (CDT)


 * Actually, getting out isn't that big of a deal with this build once Rupture Soul is used. When I said "Every second counts", I was referring to the casting time of the binding rituals.  You want to case the binding rituals as quickly as possible so that you can get the blinding effect of Rupture Soul.  Once Rupture Soul goes off, there's no need to leave; they are blinded for 13 seconds, leaving you safe to cast the second and third ritual/rupture combos.--Token Cleric 11:26, 16 March 2007 (CDT)