Talk:Ritual Lord

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now they just have to get rid of the -50hp to all spirits thing.. 16:26, 23 May 2008 (UTC)

(in PvE of course^^) 16:27, 23 May 2008 (UTC)

For PvE and PVP. Spirits die way to easily from simple attacks, actually you can take a spirit down with just using your regular sycthe melee attacks in three hits. For hard mode, they are still to weak to actually make use of them.William Wallace 23:11, 23 May 2008 (UTC)

That's what Summon spirits's for (PvE) or Shadowsong/Dissonance (PvP). Noctarch 10:20, 25 May 2008 (UTC)

Sure you can use those skills, but by the time you teleport them the enemy npc's already killed your spirits. Shadowsong/Dissonance only target one foe at a time and in hard mode there are very rare instances will you engage just one enemy npc at a time.William Wallace 08:31, 8 June 2008 (UTC)

i shall remove the note about ursan strike; all effects are removed now , it is impossible to have this skill up while using a blessing Fenrir dragonbone 10:41, 25 August 2008 (UTC)

P if you look at the full description it would seem as if it would affect nature rituals:P

VALAR212.187.73.45 21:01, 18 January 2009 (UTC)

All rits or just Binding rits?[edit]

WTF full desription implies nature rituals are also affected, but concise says only binding rituals? this should be sorted out

This elite affects Nature Rituals. Seems so... -Kat

Concise descriptions suck. personn5User Personn5 sig.jpg 01:59, 10 October 2009 (UTC)

Note: Only non-sig, no energy skill in game[edit]

Adrenalin skills dont count? Justice 08:11, 26 February 2010 (UTC)

Oh sweet

I can now use an elite skill with 45 recharge which only effects one skill..

Bravo anet, bravo. 08:23, 26 February 2010 (UTC)

"If that skill is a Binding Ritual[...]Ritual Lord recharges instantly." --Kyoshi (Talk) User Kyoshi sig.png 08:25, 26 February 2010 (UTC)
I wonder if it is okay to discuss released updates regarding unmentioned things in the developer notes. Because I could give the very reason why it only affects on skill and has that recharge, if one can't figure which skills really need a boost among the Ritualists but a direct boost would make them overpowered. -- Konig/talk 09:00, 26 February 2010 (UTC)
Maybe I'm just too tired right now, but I don't quite understand what you're wondering about. --Kyoshi (Talk) User Kyoshi sig.png 09:04, 26 February 2010 (UTC)
If released updates are still under subject to the NDA that the TK had to sign. -- Konig/talk 09:06, 26 February 2010 (UTC)
I'm guessing the same spirits that were used for rit lord prior to the update... ie communing, displacement and shelter. 09:38, 26 February 2010 (UTC)
Oh, that. /shrug --Kyoshi (Talk) User Kyoshi sig.png 18:26, 26 February 2010 (UTC)


Just a quick note, heroes don't appear to use this skill at all after the buff (at least from what I've seen and heard). Should we add a note about it? Karate User Karate Jesus KJ for sig.png Jesus 18:27, 26 February 2010 (UTC)

Xandra uses it just fine on recharge. Problem, she uses it prior to any skill and not necessarily a binding ritual. Gotta admit a r18 splinter weapon looked quite dirty though ;-) Justice 19:16, 26 February 2010 (UTC)
Unless such AI issues is fixed at later update, its better to use Soul Twisting as it only affects binding rituals. Combined with Boon of Creation/Signet of Creation/Siphon Spirit, its free energy. --Falconeye 18:34, 2 March 2010 (UTC)

Easy Heroes Fix[edit]

Make it only work on binding rituals, being able to use it on other skills serves no real purpose since no human is dumb enough to do it on accident, and it's never worth doing on purpose on account of the recharge. 02:37, 26 November 2010 (UTC)

if (skillHeroWantsToCast is BindingRitual && ritualLord.isAvailable) { cast(ritualLord); } cast(skillHeroWantsToCast); 00:14, 11 March 2011 (UTC)

Binding Rituals/ Spawning Power[edit]

Any thoughts on if this applies an additional +4 spawning power to any binding ritual created? More health to spirits makes it a double win. Justice 02:39, 28 February 2010 (UTC)

It gives +2 to each attribute, including Spawning Power. Sure they'll effectively have more health, but it's not literally a +4. --Kyoshi (Talk) User Kyoshi sig.png 06:11, 28 February 2010 (UTC)
You should get some oxygen and then come back and re-read the skill page/my post/your post. Justice 06:15, 28 February 2010 (UTC)
Yes, it should give the effects of +4 spawning power as well as whatever the spirit's attribute is. User Felix Omni Signature.pngelix Omni 06:18, 28 February 2010 (UTC)
Ty, only thing i had to compare it with is Glyph of Elemental Power which literaly gives +2 to elemental attributes and grants that to non-spell skills in those lines aswell. Ritual Lord ending on skill use kinda put that into question reguarding spawning power being taking into consideration before or at the end of the ritual's casting. Justice 06:30, 28 February 2010 (UTC)
/doh, reading the skill page is enough, thanks. No need to be rude. --Kyoshi (Talk) User Kyoshi sig.png 06:35, 28 February 2010 (UTC)
Caring wether or not your suffering from carbon monoxide poisoning is not being rude ;-) Justice 06:40, 28 February 2010 (UTC)
You didn't specify carbon monoxide, and I call shenanigans. Anyway, your question's answered. --Kyoshi (Talk) User Kyoshi sig.png 06:45, 28 February 2010 (UTC)

needs for 22 spawning power. you can get 22 with this chain

  • ally with echo
  • rit with arc mimicry + rit lord
  • use arc mimicry to get echo
  • echo rit lord to use it on itself to get 19+ spawning (starting at 16 from runes)
  • then you have 16+5=21 then with +1 from 20% chance wep = 22 :D

The preceding unsigned comment was added by (talk • contribs) at 17:16, 7 March 2010 (UTC).

Only problem is the attribute cap of 20 15:01, 9 March 2010 (UTC)
why not just arc mimictry rit lord from another rit XD...and attribute cap of 21 with the +1 20% >.>AurenX 20:00, 23 July 2010 (UTC)
Without the attribute cap of 20, it is possible to get up to 25/26 with cons and shrine with this skill. 6:29 26 May 2011


If you sort your skills by cost, Ritual Lord shows up as a signet lol 16:53, 12 March 2010 (UTC) not sure if the sort list places signets under a section called signets but, if it doesnt then this would have the same cost as a signet... Justice 19:08, 13 March 2010 (UTC)


I was just contagion-bombing in the JQ, when i realized: Doesn't this skill have (BIG) synergy with Dark Aura (srr dont know how to link). 17:34, 16 March 2010 (UTC)

No. Ritual Lord has a recharge of 45 seconds, and only recharges instantly after a successful activation of a 3+ second cast spirit in PvP. In PvE, you'd be better off with Signet of Spirits/Explosive Growth if you really wanted to do something similar. MA Anathe 17:47, 16 March 2010 (UTC)

latest note[edit]

Worth adding? The skill description clearly says "Ritualist attributes" and "Binding Ritual", and is clearly a Rit skill ; on the other hand, this is one of the few times I might actually buy the "noob confuser" story. | 72 User 72 Truly Random.jpg | 14:03, 5 June 2010 (UTC)

In the skill's history, Ritual Lord (and Soul Twisting) did effect NRs and EBR, being branded as an Anomonly, but was phased out. A new player or a returing player to GW after an extended absence might appreciated this distinction. --Falconeye 16:27, 6 June 2010 (UTC)


I haven't used this skill or anything, but wouldn't it be able to get 22 at some attribute Spawning Power, with spawning power 16, Essence of Celerity and a birthday cupcake?--Syncretic 11:31, 28 July 2010 (UTC)

There is a cap on attributes at 20 - you can't use any items, skills or w/e to maintain it above that point. If you have a weapon with the Attribute+1 (x%) mod, there is an x% chance you can push it to 21 for that one skill. Seriously there has to be a question like this on EVERY skill talk page! /hyperbole 19:07, 9 August 2010 (UTC)

So basically, right[edit]

I was using this at 14 spawning, and running communing at 16 (also 0 channeling) at the isle of the nameless PvE version. Cast pain, shadowsong, disenchantment and Anguish, all with the Rt Lord bonus on, then i mimicry 'd my hero's Signet of Ghostly Might for the +10dmg. My point is that it is theorically possible to have pain have 33% faster attack speed dealing 48dmg per hit, and anguish, did a whopping 74 (target was hexed with painful bond). Pretty neat Harrier C. Goodman talk 15:15, 15 August 2010 (UTC)

what you do in that situation is go chan:12+4, comm:12+3 and take SoS, Pain, Anguish, Bloodsong, Vampirism, Disenchantment, Painful Bond, Arcane Mimicry :P 19:29, 27 January 2011 (UTC)


Just tested this at GToB. Ritual Lord only boosts the progression of a skill by however many attributes it says it will; it does not increase inherent effects from spawning power if using a skill outside the spawning power attribute line. For example, if you have 15 restoration magic and 13 spawning power and use Ritual Lord and then cast Rejuvenation, the level 25 Rejuvenation will only have 760 health, which is the amount of health corresponding to 13 spawning power and not 17 spawning power as implied by the skill description. I tested this by standing on the student of bleeding. A level 25 Rejuvenation will lose 12 health per second and 760/12 = 63.3 instances in which the spirit may lose health. It healed me exactly 64 times, proving that Ritual Lord only increases skill progression. 02:56, 17 May 2019 (UTC)