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Author: Tribina
7,208 Views
19 Comments
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Spirit Lord
Weapons
Attributes
Communing 15
-->No inherent effect. Many Ritualist skills, especially those related to summoning Spirits, become more effective with higher Communing.
Spawning power 13
-->For each rank of Spawning Power you have, creatures you create (or animate) have 4% more health. Some Ritualist skills, especially those related to Spirit creatures, become more effective with higher Spawing Power.
I choose not to use any superior runes to keep my HP up as high as possible, only major rune is Communing.
Set
Communer's helmet
Harbinger's gloves, chest, pants and boots
or
Shaman's gloves, chest, pants and boots
(but then you are stuck to spirit casting builds only)
Skills
1) Boon of Creation Enchantment Spell. For 15 - 51 seconds, whenever you create a creature, you gain 5 - 41 Health and 3 - 7 Energy.
2) Ritual Lord Elite Skill. For 30 seconds, you Rituals recharge 15 - 75% faster.
3) Pain Binding Ritual. Create a level 1 - 7 Spirit. This Spirit's attacks deal 5 - 17 damage. This Spirit dies after 30 - 126 seconds.
4) Bloodsong Binding Ritual. Create a level 1 - 7 Spirit who dies after 30 - 126 seconds. Attacks by that Spirit steal up to 5 - 17 Health.
5) Shadowsong Binding Ritual. Create a level 1 - 5 Spirit. The Spirit's attacks cause Blindness for 1 - 5 seconds. This Spirit dies after 30 seconds.
6) Dissonance Binding Ritual. Create a level 1 - 7 Spirit. This Spirit deals 3 - 13 damage and anyone struck by its attack is interrupted. This SPirit dies after 10 - 22 seconds.
7) Rupture Soul Spell. Target allied Spirit is destroyed. All nearby enemies are struck for 50 - 122 lightning damage and become blinded for 3 - 10 seconds.
8) Restoration Binding Ritual. Create a level 1 - 8 Spirit. When this Spirit Dies, all party members in the area are resurrected with 5 - 41% Health and zero Energy. This Spirit dies after 30 seconds.
Gameplay
Keep Ritual Lord and Boon of Creation always activated, tell your partymembers to wait until 3 spirits are cast before they start attacking foes.
Start casting your spirits just outside the aggro cirkel and start with Pain and Bloodsong because they last for 150 seconds. They cast Shadowsong and Dissonance.
If you are facing elemental/ranger foes, spread out your spirits, so they don't all die with one meteor shower or one firestorm or one barrage attack.
If you are facing assassins and warrior foes, cast all your spirits on the same space, they will be blinded anyway.
If they heat gets to high underneath your your behind, and dissonance is destroyed, you can sacrafice the Pain spirit and use Rupture Soul on it, it will blind all the surrounding foes for 11 seconds and give them 128 lightning damage.
If your party is dieing, cast a Restoration in the middle and as soon as it's beeing attacked, use Rupture Soul on it. Result: all surrounding foes will be blinded and all of your partymempbers will be rezzed with 50% hp if they are close enough to the spirit.
Main thing to watch is that Ritual Lord and Boon of Creation are always activated...
Pro's-Con's
Pro: Massive damage on high level monsters with good energy management and good defence.
Con: On low level monsters you will do more damge just waving your staff up and down.. These spirits have ignore armor damage of 20 for example, but it doesn't matter if it's on a level 1 foe or a level 32 foe. So best use another build to level up your Ritualist.
Doppleganger
This same build will PWN doppleganger. Cast Ritual Lord and Boon of Creation before you step on the third stone, then step on the third stone and skip the movie.
Once inside immediatly cast Dissonance to interrupt doppleganger, followed by Shadowsong, Pain and Bloodsong..
Then just watch doppleganger being pwned, got him my first try withing 20 seconds.
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