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Aksharack
26-02-2007, 18:46
Summary Index

Intro.
Class Summary
Secondary Profession
Ritualist Only Skill Types
Armor and Weapons
Elite-Free Builds
Capture This! Useful Elites

Introduction

Welcome aspiring Ritualists! This is a guide dedicated to you, the person who has decided to come give the Ritualist profession a whirl. I hope that this guide can help you avoid mistakes and quickly get the hang of the Ritualist profession. I’ll cover everything you need to know, from armor, weapons, secondary classes, to elite free builds and where to grab some of the tastiest elites!

Class Summary

The first thing you as a young Ritualist should know about is what sort of things you are good at. A ritualist has many skills that have very diverse effects, so it can be hard for a beginner to know where to focus. However, there are three major areas where ritualists excel.

Ritualists possess excellent healing abilities that are notable in particular for being energy efficient. Ritualist healing is distinguished from a monk by its excellent ability for dealing with mass pressure caused by hexes, conditions, or other effects. Ritualists have many ways for reducing the effects of conditions, and also for mass part healing through spirits and cheap, spamable direct heals. Unlike a healing monk, a ritualist is very energy efficient at healing, making them ideal for extended battles.

The other great skill of the ritualist is direct damage via the very dangerous Channeling spell line. Channeling Rts are especially good at single target damage with spells and life steals such as nightmare weapon, making a channeler an ideal character for spiking bosses. Channeling also contains AoE spells that can be used to quickly damage groups of monsters.

Finally ritualists can use Spirits and Weapon spells to damage and cause general chaos amongst the enemy, and I do mean chaos. The communing line contains spirits that can interrupt, remove enchantments, knockdown, and skill disabling skills. Not to mention in this same line you can cast spirits that protect your team mates and weapons that cause them to deal more damage or recharge their skills quicker. Its an excellent skill line for those who want to disable the enemy while strengthening their teammates.

The communing line leads us to the ultimate strength of the Ritualist, and that is the ability to do multiple things at once. Unlike other characters, you can easily and effectively combine many different abilities into a single build, and be able to effectively fulfill multiple roles simultaneously.

Secondary Profession

After all that positive talk about the profession, it is time to discuss secondary classes and how they can help a ritualist overcome the weaknesses of the class. I can recommend several secondary professions that are especially helpful for the young Ritualist.

Rt/Mo -- This is an excellent choice for a character who plans to become a dedicated healer. Ritualists suffer from bad hex removal, limited abilities to prevent damage, and resurrection spells with serious drawbacks. A monk secondary can help solve these problems, and is an excellent choice for a restoration specialist.

Rt/Me – This is another good choice of secondary for a Restoration Rt, since this class contains both hex removal and many non-elite energy management options that can be helpful when you do not have energy management elites available yet. It is also a good choice for the farming ritualist, since it contains arcane echo and other skills key to Vengeful Farming.

Rt/R – Although not as useful as the above to secondary professions, for Ritualists who can sail to Tyria is allows for he use of Serpents Quickness. This skill is fantastic for young communing ritualists and can make battling the Afflicted much easier than it might otherwise have been. There are also many spirits available through this profession that can be useful.

Rt/E -- This skill line contains many energy management options that the young Channeler may find invaluable, as well as additional damage spells and wards that can help protect the party.


Other professions can also be very helpful, but in general their uses are more specialized. Rt/N is especially useful for minion summon spells, which synergize well with Ritualist skills. Melee seconday professions is also something that ritualists can also explore through weapon spells and other enchantments.

Ritualist Only Skills Types

The Ritualist class also posses a collection of spell and skill types that are unique when compared to other caster classes.

The first and most important of these are Binding Rituals. These skills summon spirits that, unlike Ranger spirits, help only your party. Many Ritualist skills depend on spirits being within earshot (this would be the inner agro circle that you can see surrounding you on the compass map) to be completely effective. It is best to place spirits just slightly back from the battle to keep them protected, so you can effectively use other skills on your bar.

The second unique ritualist skill is the Item spell. Item spells summon urns that you hold in order to gain a benefit. Item spells cannot be cat on allies, and are strictly for your own use. Many of these skills also give you a benefit when they are dropped. You cannot use more than one item at a time, so it is not advisable to bring many item spells with you. Like spirits, they are often a prerequisite for the effective use of other spells. Unlike the enchantments that are used by other casters, item skills cannot be stripped which makes them very dependable. The only way an Item skill can be lost is if you shadow step using an assassin skill, at which point the item will be automatically dropped.

Finally there is the weapon spell. Weapon spells can be cast on your allies, and much like an item spell they cannot be stripped, nor can they be simultaneously used with another weapon spell. Since you cannot use more that one weapon on someone at once, it is very unusual for a build to contain more than two o these skills. Once against there are some ritualist skills that depend on weapons to gain their full benefits.

You will notice that ritualists have many skills that depend upon each other for their effect. A major attribute of a good ritualist skill bar is synergy between all the spirits, item spells, and weapons to create effective builds that allow for the full use of the many powerful but conditional spells that ritualists possess.

Armor and Weapons

The best all around armor for the Ritualist is the +energy Halcyons. It is perhaps more critical than it is for other classes for a Ritualist to have this + energy, because of the large number of builds that utilize ash pots. These ashes do not have additional energy on them, so you will find the energy boost provided by Halcyons to be very useful. Other armors provide useful defensive benefits, but these are much more specialized and should be reserved for later if you purchase another armor set.

The First thing to say about Ritualists and weapons is that they are not terribly critical to your effectiveness. It is possible to use just about any weapon you want and practically as effective as a ritualist with a perfect weapon set. However a good weapon set can help make your life easier, as I describe below.

The frequent use that Ritualists make of item spells also makes the choice of a good weapon unusually tricky. Item spells provide many benefits but they do not have a natural +energy. Staves as and Focii do, however, which can lead to energy management problems. It is a common mistake while holding a staff to cast an item spell with only 10 energy left, only to watch that energy disappear since it was provided by the staff that you are no longer holding. It is quite possible, when you drop your staff for an item, to end up with an energy deficit as high as –20, which is certainly not what you want.

For this reason I recommend the following weapon sets as ideal for builds that use item spells.

Ideal Weapon Set
A 15 –5 energy sword/axe/spear with a 20% enchantment mod, along with a blue +5 energy foci obtained from the weapon smith in Shinjea Monastery. Also ideal if you could find it would be an inscribable +3 or +5 Ritualist foci from Elona, although weather or not such an item exists I don’t know.

OR

Any sword/axe/spear with either 20% enchant or +30 health along with a shield +30 health and additional mods of your choice.


I consider either of these to be the ideal weapon set for the item using ritualist.

Additionally, you might also want these weapons if you are a communing ritualist

Longbow, +5 energy 20% enchant is also useful for communing, to make your spirits fire at targets outside of aggro range.

A communing staff with 20% enchant and lots of + energy. HCT and HRT are not very useful since most communing skills are not spells.

Restoration and Channeling weapons also have some good applications, but the extensive use of item spells in these skill lines makes these uses very limited indeed.

Elite Free Builds

Here are some suggestions for builds that you can use to safely work your way through Cantha that use no elites. Attribute spreads are not specifically recommended since you will not have all attribute points while you use these builds. Put the most points in the top attribute listed for the build, and the fewest in the lowest attribute listed for the build.

Basic Communing/Protection

Communing
Spawning
Channeling

Pain
Shadowsong
Bloodsong
Brutal Weapon
Union
Boon of Creation
Glyph of Lesser Energy/Serpents Quickness/Feast of Souls
Rez Signet

Basic Primary Healer

Restoration
Channeling
Spawning

Protective was Kaolai
Soothing memories
Mend Body and Soul
Spirit Light
Weapon of Warding
Life
Remove Hex/Ether Signet/ Resilient Weapon
Flesh of my Flesh/Rebirth

Basic Dual Channeling/Healing

Channeling
Restoration
Spawning

Mend Body and Soul
Spirit Rift
Bloodsong
Life
Splinter Weapon/Nightmare Weapon
Essence Strike
Glyph of Lesser Energy
Rez Signet/rez of choice.

Capture This! Useful Elites

Of course, using elite free builds is less than optimal, but when you hit mainland Cantha you will have opportunities to begin growing your skill base through the use of elites. Obviously there are many to choose from, but I will highlight some here that you should especially take note of.

Weapon of Quickening: This is the first elite available to Ritualists for capture, and it’s a good one too. It is useful both for recharging your own skills and for helping others to do so as well. It first becomes available in the Vizunah Square Mission, on The Afflicted Hakaru boss. It’s also available from the afflicted Hakaru again in Pongmei Valley. Don’t pass this one up!

Wanderlust: Another fantastic communing elite available early in the game. Wanderlust knocks opponents every time it hits them. It is a great skill for disabling the enemy, and in this way it protects you’re your party. It especially shines during boss fights, where it can keep an enemy boss completely disabled and unable to do anything. This skill is available in the Tahnakai Temple Explorable area from Quansong Spiritspeak, who is surrounded by powerful elementalist Temple Guardians. It is recommended that party members bring along mass interrupts such as Choking Gas to make this capture as easy as possible.

Spirit Channeling: This is the first elite energy management skill available to Ritualists, and thus it can be a valuable elite. It is especially recommended for Restoration or Channeling specialists, who will benefit greatly from the energy boost. It can first be captures from Cho, Spirit Empath in Shenzu Tunnels

Signet of Spirits: A fantastic energy management elite in the Channeling Line, this is a fantastic choice for channeling specialists who don’t want to be tied down to Spawning Power for energy management. Great for characters who want to explore dual channeling/communing or Channeling/Restoration. It can be captured from Wagg Spiritspeak in Ferndale.

Attuned was Songkai: One of the signature skills of the Ritualist, this elite skill is used in a plethora of builds. It is a fantastic skill both for endurance healing and for constantly dealing damage, and can be of benefit to almost any build. It can be captured from The Skill Eater in Drazach Thicket.

Ritual Lord: Once one of the best skills that a Ritualists could have this elite still has limited use for those who want to reduce the recharge times of their spirits, particularly spirits such as Union that quickly loose life. It is available for capture from Spiritroot Mossbeard in the Eternal Grove explorable area, and also from the Whispering Ritual Lord in Silent Surf.

Vengeful was Khanhei: Finally, this is an elite skill that cannot be passed over. It is at the core of many successful farming builds, as well as a very solid self-defense skill for Restoration specialists. It can be captured from Bazzr Dustwing in Mourning Veil Falls, and also from Delic the Vengeance Seeker in Rhea’s Crater. For the easiest capture interrupts and passive degen skill such as poison and hexes work best since they can kill the boss without activating VwK’s life steals. A melee strong party is not advised when attempting to take out these bosses.

Erasculio
26-02-2007, 20:57
Very nice guide, thank you :smiley:

I would like to make a suggestion, though - while some players already know this, I think it would be worth mentioning that you may only have one of each kind of spirit in any given "ambient". Some new Ritualist players who did not have previously knowledge about this may try to spawn more than one Pain spirit at the same place, for example, especially since we have two spells that create that spirit.

Erasculio

dark3
26-02-2007, 22:20
Nice guide... could it be worth mentioning the Rt/N Minion Bomber though? :cool:
It's an extremely efficient build, albeit not so much for beginners..

Zix Talonspell
27-02-2007, 10:34
Good stuff , Aksharack! 10 brownie points to you! :)

Riuku Fierente
27-02-2007, 10:59
nice guide indeed ! makes me want to reroll my Rit !

dark3, about Rt/N minion bomber - it's N/Rt job. believe me :)

dark3
27-02-2007, 14:55
nice guide indeed ! makes me want to reroll my Rit !

dark3, about Rt/N minion bomber - it's N/Rt job. believe me :)

Hummm... I wouldn't like to go OT but... well.. I play Rt/N Minion Bomber since a couple of months after factions and I can assure you it's as good as the N/Rt, if not better, as it provides different types of support to the whole party.. Besides.. N/Rt won't ever be TRUE minion bombers.. no spawning power = no explosive growth... and remember a N/Rt can't heal and remove conditions ;)

Take on Me
27-02-2007, 15:22
Nice, but i'll add few tips:

Rt/Mo -- This is an excellent choice for a character who plans to become a dedicated healer. Ritualists suffer from bad hex removal, (...) A monk secondary can help solve these problems, and is an excellent choice for a restoration specialist.

Monk is the WORSE secondary for non-pro Rt's, and all pro Rt's i've seen so far use some other secondaries.

Why is that? I thought this guide is for "aspiring" Rt's. Very well. Aspiring Rt taking Mo secondary will take lame skills such as Healing Breeze (yes, i've seen it) etc etc. It will just cause unnecessary confusion. Rt does NOT need any monk heals nor enchants. Monk can do that better. Yes, you could take Rebirth for PvE, but that's about the only monk skill i can think of.

In my oppinion, Rt should not be a first profession for slow learners. They should try with warriors, eles and monks.
Others should play with Death Pact Signet in PvE, just for the fun of it, and because downside isnt that big in PvE (seriously, if people are dying like flies, there's something with with the team build) :)

As for hexes, i've seen some in this forum using Expel Hexes in PvP. However! This is PvE guide is it not? Ritualist does not fight in the same way against hexes as monk does. Monk removes hexes. Ritualist NEGATES hexes. Recuperation and/or life will cancel hex degen, and Resilient Weapon is totally awesome as well. PvE hexes are also not that scary as PvP ones. You can finish the game easily without a single hex removal in the team, which is why i shudder when i hear Rt should take Mo because of this or that skill :)

[qoute]limited abilities to prevent damage,[/quote]

Which is....? In PvE, Ritualist is 2x better in preventing dmg to a team than a monk is. I've played both, btw.
Seriously, every class has limited abilities to prevent dmg, im really not sure how you define limited abilities. Monk cannot prevent dmg in the same way as RLord Rt can, so monk is limited too. Monk cannot prevent dmg in the same way Ele warder can, so monk is limited too, etc :)

Rt/E -- This skill line contains many energy management options that the young Channeler may find invaluable

Ele has absolutely no "(m)any" energy management options for any Rt, other than maybe Glyph, but that's just 1 option, overpowered atm, and Rt needs even that one rarely.

Overall, Ritualists have excellent e-management.

The communing line leads us to the ultimate strength of the Ritualist, and that is the ability to do multiple things at once

Unless you need Weapon of Quickening, a good Ritualist will probably avoid communing altogether, except perhaps for 1-2 spirits.

Communing is not a Rt line anymore, it's a yet-another-ranger-attribute (Hammer Mastery was ranger attribute too, etc). A ranger will be better communer than Rt. Every player who finds it fun to spam spirits should roll R/Rt, and not Rt primary, thanks to ANet and their way of "balancing" skills.

Of course, RLord+Shelter/Union is Rt combo, but it's not like you're gonna see a lot of these around :)
----

About builds, first one lacks optimization, Union/Bloodsong just doesnt go together, as for union you need high Spawning and high Communing after which not much is left for channeling. Boon of Creation is IMO (just my oppinion) a sad skill. I'd take Essence Strike over it anytime (true, you dont have channeling much though). Rez signet is a no-no for Rt in PvE. Death Pact or Flesh. Flesh doesnt have to be something to cast midcombat.

2nd build - Remove Hex or Ether Signet is a no-no.

3rd build - IMO, too little dmg too little heals, not so good hybrid. But i never tried it so if it works for you, sure.


The rest is fine :) Good thing about Rt is you can experiment with a lot of different stuff.

Count Chocula V
27-02-2007, 15:27
For a reason I was never quite sure, I never took a Rit off the island when factions came out. I suppose I didn't have the patience for the class, or that I wasn't really sure about what it could do in PvE. But more and more I see the positives to this class.

While a monk maybe a pure heal/protect support character, the Rit really is an overall well balanced support class which excels in aiding the party through buffing the party and hindering the enemy through spirit abilites. (as well as direct aid i.e heal and direct hinder i.e damage).

I just may have to take a trip back to Cantha and remake myself a Rit (after I unlock some skills with Balth's Faction mind you). Thanks for writing this, I think I'll have to give Rit another look.

Cheers!

Aksharack
27-02-2007, 16:43
Thanks for all the positive feedback!

I can't believe I forget to mention that you can't have more than two spirits of the same kind in a given area, especially since I've written posts on this matter in the past. (http://guildwars.incgamers.com/forums/showthread.php?t=439944) Good catch Erasculio! This is especially critical information if you need to party with another Ritualist.. although I think dual and triple rt teams are a subject complex enough to warrant its own article at some point.

Dark3, I did allude to the potential for the Rt/N combo in the last paragraph of section on secondaries. Its a very viable combo, its just that to really work from what I've seen you need energy management elites that are not available yet to the player at that point. Its a build to be tried out later, I think. ;)

Alright, a few comments about the monk secondary recommendation for Restoration specialists and Hex Removal/Damage Mitigation.

I think its saying a bit much to assert that Ritualists "negate" hexes, since for starters they have exactly one skill that can placed on allies that does that, Resilliant Weapon. This weapon is not going to do much to stop high damage hexes, energy drain, and the like. There are times when hexes need to be truly negated, and monk secondary provides options to do that like holy veil. Expel hexes from the mesmer line is also very solid, I've used it myself to great effect many times.

Secondly, I never recommended that people take a Rt/Mo for Healing breeze. Rt healing is very strong and trying to supplement that ability with Monk healing spells, which should be used with the Divine Favor bonus anyway, is a huge mistake. You make a good point about this, however, and I hope this section of the guide is not misinterpreted as a endorsement of a such a frankenstien healing prayers Ritualist.

However there are skills in the Protection line that can be super useful for a Restoration Rt. To name an import one, Aegis can add huge party pressure relief from melee, and when you consider that a Ritualist can roll a 16 in Restoration and then easily achieve a 12 in Protection, I think that this is a very viable and helpful secondary indeed. Of course its best if these skills are carried by a Protection monk, but sometimes that is just not possible. Keep in mind that a young Ritualist will have limited/no access to heros, and might not know how to skill a hero monk even if they had one.

Final note, on RtLord and the Communing Line.. Rt lord has been in the grave for months now, but Communing isn't dead yet, nor has it become a "Ranger" line. I'd love to see a Ranger use Wanderlust, for example, or achieve high enough communing to really make effective use of skills like Dissonance or be able to spam Brutal weapon on multiple party melee. Communing is not just about Shelter/Union.

No the builds are not optimized for perfect skill point usage, mostly because skills like union do not need to be optimized to work fairly well in areas where monsters are lvl 8~16. That having been said, I'm sure that beginners would appreciate all the build suggestions that they can get.

Goldfish God
27-02-2007, 18:17
PvE Guide: Pain Free Way to a Level 20 Ritualist

Communing
Spawning
Channeling

Pain
Shadowsong
Bloodsong
Brutal Weapon
Union
Boon of Creation
Glyph of Lesser Energy/Serpents Quickness/Feast of Souls
Rez Signet

boohoo, it isn't Pain free :laugh:

Take on Me
27-02-2007, 19:47
I think its saying a bit much to assert that Ritualists "negate" hexes, since for starters they have exactly one skill that can placed on allies that does that, Resilliant Weapon. This weapon is not going to do much to stop high damage hexes, energy drain, and the like.[/quote]

Energy Drain? And how will monk stop energy drain on his teammates? Im not sure i understand what you're talking about here :)

Resilient Weapon gives +24 armor, and nice regen. You WANT your ally to have condition or hex, so that you can use this. Yes it will stop high dmg.

ps: i still claim there are no dangerous hexes in PvE.

There are times when hexes need to be truly negated, and monk secondary provides options to do that like holy veil.

In PvE? Not really. Tell me one, just one example where hex in PvE needs to be removed. I've finished the game with monk, dervish, ranger, ritualist and had lvl20 mesmer too. I cannot remember a single area in Prophecies, Factions, Nightfall, UW, FoW or Deep, where removing hexes is gamebreaking. You can do without it, and you'll still do fine.
Im not saying hex removals are absolutely useless, but they are just optional, that's all. If you dont take em, you dont really lose anything.
quote]

but sometimes that is just not possible. Keep in mind that a young Ritualist will have limited/no access to heros, and might not know how to skill a hero monk even if they had one.[quote]

A young Ritualist should stick to Rt-only skills, so that he gets familiar with them all. But that's just my oppinion.

[quote]Final note, on RtLord and the Communing Line.. Rt lord has been in the grave for months now, but Communing isn't dead yet, nor has it become a "Ranger" line. I'd love to see a Ranger use Wanderlust, for example, or achieve high enough communing to really make effective use of skills like Dissonance or be able to spam Brutal weapon on multiple party melee. Communing is not just about Shelter/Union.

You're totally wrong there, Communing is mostly ranger line. You mentioned Wanderlust? Who cares about that, when ranger can have Pain Anguish Dissonance Disenchantment Shadowsong Whirling etc on himself, and Oath shots every now and then so that all of these spirits are active all the time. There is absolutely no chance Rt can compete with that. Yeah, you'll cast Wanderlust and Dissonance, and then nothing else for 30sec.

I dont know what you mean by "high enough communing for dissonance to be effective". What's more effective, Dissonance which lasts 26sec and does 21 dmg, or Dissonance which lasts 45 sec and does 17 dmg, while interrupting for much longer time?

No the builds are not optimized for perfect skill point usage, mostly because skills like union do not need to be optimized to work fairly well in areas where monsters are lvl 8~16. That having been said

That having been said, you can say every build is good because it's meant for monsters lvl 8-16 :)

Aksharack
27-02-2007, 21:38
There are two PvE missions where I think good hex Removal can be super helpful:

Raisu Palace, to keep the mesmers there from destroying you and and your caster backline with Arcane Languish. It was watching my Sousuke here get absolutely rendered useless by this spell that first began to pursuade me to carry hex removal sometimes (prior to this I typically had not, for much the same reasons as you have cited.)

Grand Court of Sebelkeh is another place where hex removal is useful, if not down right critical. The Last Rights of Torment hex is nothing to joke about. Inspired hex might be better here than monk hex removal, but thats another discussion.

Your right though that you can usually just ignore PvE hex problems and heal through them, or use Resiliant weapon to turn pesky little hexes to your advantage...but not always. I thought I'd be doing new Ritualists a disservice to not inform them of options for dealing with the unusual High Level PvE situations that they might encounter later.

when ranger can have Pain Anguish Dissonance Disenchantment Shadowsong Whirling etc on himself, and Oath shots every now and then so that all of these spirits are active all the time.

I'll admit I've never tried sticking that particular combination of spirits on my Communing Ritualist.. your probably right that she couldn't handle all three of those 25 e spirits and keep them churning them out like a Ranger could. Wanderlust is very dangerous though, and much better on someone with spawning power. I still think that Ritualists can make good use of the communing line, and use it to create flexible builds with extras that a Ranger couldn't manage, like Brutal weapon, or mass condition stripping via sprits + Mend Body and Soul. I agree with you, though, in your analysis of it as being one of the weaker skill lines for a primary rt right now.

Thanks for the feedback!

skaspaakssa
28-02-2007, 04:59
IMO the Ranger primary is only better if your point is to spam 25 energy spirits (for the most part that means disruption rather than damage). Otherwise, a Ritualist can handle the energy of one 25 energy spirit just fine without energy management. Plus, I can't stand having a build that does nothing but spams spirits, and Ritualist communers are in a better position to split attributes and do other things (mainly add damage with channeling or add healing with Restoration) than a Ranger would. That doesn't mean that a Ranger primary communer is bad, but it would be far less flexible (for the most part it's limited to spirit spamming... you could throw in an interrupt or something though). Another thing, Anguish wouldn't fit on a Ranger without Painful Bond/Dulled Weapon (kind of hard to do...) or someone else hexing.

Vlatro
03-03-2007, 23:10
The guide neglects one of my favorite tactics:

Rt/A
Assassin's Promise + Anguish
Assassin's Promise is considered a hex, allowing the Anguish spirit to deal double damage to whatever enemy you cast it on. More over if the target enemy is killed while AP is in effect, you gain energy and recharge all your skills (except res sig). Use of this skill has proven much more effective than skills like Ritual Lord when trying to reduce skill down time. Timing is everything, kill the enemy quickly after AP is cast, and bring a cover hex so they can't remove it. This will give you the energy and reduced skill downtime you need to spam new spirits in your area.

Halycon's Armor, attunement runes, and +energy weapons are a MUST using this skill combo, since you will be casting more frequently, with less recharge time. Zealous weapons help as well. Remember, as you will be casting spirits during the majority of the fight, you are relying on your party to weaken the enemies for you.

Hee Haw
05-03-2007, 20:41
You're totally wrong there, Communing is mostly ranger line. You mentioned Wanderlust? Who cares about that, when ranger can have Pain Anguish Dissonance Disenchantment Shadowsong Whirling etc on himself, and Oath shots every now and then so that all of these spirits are active all the time. There is absolutely no chance Rt can compete with that. Yeah, you'll cast Wanderlust and Dissonance, and then nothing else for 30sec.

Well, you've got seven skills there, so unless you're bringing something like SQ instead of a rez, you're waiting 25 seconds between Oath Shots.

I can compete with that quite well, by the way, by going Rt/A, as the previous poster mentioned, and bringing Assassin's Promise. This provides energy managament and skill recharge that easily hold their own against Expertise & Oath Shot.

Both OS and AP have their downsides: OS can miss, and a foe targetted with AP can live, etc. I find that a skilled player can be about equally effective with either, so that's not really an issue. What is an issue is if something happens to your spirits at the beginning of an OS recharge cycle...you could be waiting a long time to use it again. AP recharges itself, and that's a huge advantage. Also, by using a staff/wand, not a bow, AP has a larger energy pool to refill. Energy return from AP is so good, I generally run with a +15/-1 offhand in F1, just to take advatange of it.

Without having to invest points in Expertise for energy management, I can run a 15 Communing, 12 Channeling, 8 Deadly Arts, 4 Spawning spread. This allows Painful Bond to be thrown into the mix for more meaningful damage, which a Ranger can't compete with.

Painful Bond
Pain
Shadowsong
Anguish
Dissonance
Optional(Feast of Souls, Disenchantment, Gaze of Fury)
Assassin's Promise
Rez

I dont know what you mean by "high enough communing for dissonance to be effective". What's more effective, Dissonance which lasts 26sec and does 21 dmg, or Dissonance which lasts 45 sec and does 17 dmg, while interrupting for much longer time?
How exactly are you getting the duration to 45 seconds? I'm assuming you mean two 22 second Dissonances, made possible through OS?

In any case, more effective yet would be Dissonance which lasts 26 seconds and does 21 damage, and could be recast before its demise, due to AP.

Take on Me
05-03-2007, 21:53
Another thing, Anguish wouldn't fit on a Ranger without Painful Bond/Dulled Weapon (kind of hard to do...) or someone else hexing.

It would.
1) It does dmg even when no hex
2) It's a team game, if you're always thinking of standalone builds, you're playing the wrong game ;)

Well, you've got seven skills there, so unless you're bringing something like SQ instead of a rez, you're waiting 25 seconds between Oath Shots.

Really? Can i ask something.. did you ever try playing R/Rt spammer? 25 oath shot is only on the paper.. and im not a huge fan of theory. In practice. You will keep casting non-stop. Shadowsong, Dissonance, Disenchantment... all 5sec casts = 15 sec. Add Pain and Anguish = 21 sec. Oh yeah... add one more ranger spirit of your choice with 5sec cast = 26 sec. Then you do Oath shot. No, you dont really need rez actually :)

I can compete with that quite well, by the way, by going Rt/A, as the previous poster mentioned, and bringing Assassin's Promise. This provides energy managament and skill recharge that easily hold their own against Expertise & Oath Shot.

Only in ones imagination.

How exactly are you getting the duration to 45 seconds? I'm assuming you mean two 22 second Dissonances, made possible through OS?

In any case, more effective yet would be Dissonance which lasts 26 seconds and does 21 damage, and could be recast before its demise, due to AP.

Yup with OS.

AP wont make spirits up all the time. Oath Shot very rarely misses if you know how to use it (and what bow to use).
As for AP... look it's 45 sec recharge is it not? I dont think the monster will die the very second you cast it... so let's say 47-50sec? At 12 attribute you get 12 energy in 50sec. That's a really really low amount of energy. It can in no way compete with Expertise, and OS is 2x better when it comes to recharge.

Hee Haw
06-03-2007, 00:17
It's generally considered bad form to accuse someone of not understanding skills, and then to demonstrate that you yourself are misinformed. :rolleyes:

I have played R/Rt spammer. It works, and it works well, if you want the effects of the spirits, but don't mind not living up to the spirits' damage potential. When you also want to pump out higher DPS, it really helps to put more than 12 points into Communing, and to also invest heavily into Channeling, and bring Painful Bond. Especially if you are bringing Anguish, and want to be sure it lives up to its potential, not just hope it will.

Then all that's left is energy management and recharge. The best bet? AP. You misunderstand one very important thing about AP, as evidenced here:

AP wont make spirits up all the time. Oath Shot very rarely misses if you know how to use it (and what bow to use).
As for AP... look it's 45 sec recharge is it not? I dont think the monster will die the very second you cast it... so let's say 47-50sec? At 12 attribute you get 12 energy in 50sec. That's a really really low amount of energy. It can in no way compete with Expertise, and OS is 2x better when it comes to recharge.

What are you missing?

Assassin's Promise recharges itself.

They may not be evident, on paper, but that's what sets it apart from OS, and in a big way. Oath Shot recharges every 25 seconds, both on paper and in the game. That's not theory, that's a fact.

As you are probably aware, when spirits are pumping out their damage, enemies turn into fountains of yellow numbers. These fountains serve the secondary purpose of calling out "Hello! Energy opportunity here!". So, you look for the nearest yellow number fountain, throw on AP, and get energy and recharge (including AP itself). Recast on a foe likely to die within ten seconds (Deadly Arts 8), and recast any spirits that have died. As I mentioned, I carry Painful Bond, which not only speeds up my kills, but can act as a cover hex if I'm worried.

The energy return from AP is so solid that I run with 65 energy/3 pips, just to soak up as much as I can. Otherwise it goes to waste.

Oath Shot's a cute little skill, don't get me wrong. It's just sub-par for an offensive spirit build that actually cares about being offensive.

YA ITS ME
06-03-2007, 03:12
I read your message with great interest as I have recently created a RT
and I will admit that Your builds are interesting as well as the need for a assortment of weopens.

But I was directed to your message from the Official Guild wars site as
as a pain free way of leveling a RT

And I see you have explained how to level up a level 20 RT
But I was hoping for a pain free explanation on how to get a RT to level 20

I am afraid Guildwars has misrepresnted your message:wave:

Aksharack
06-03-2007, 04:56
Well, seeing as how they used the title I gave the article, I wouldn't say they misrepresented it at all. I called it that because I thought a thorough knowledge of how a young ritualist should equip themselves, discussions of secondary professions, and things like suggested skills/builds would help reduce the problems that people encounter when playing a new class. I'm afraid I've no uber leveling trick or anything like that. My trick is just playing the game, but playing it smart, the right way the first time through. Factions doesn't give people alot of time to learn, so I felt something like this would help ease the shock. Especially since the Ritualist has gained the (debatable) reputation of being a difficult class to play.


I'll probably update and add additions to this guide in the future. I may discuss issues like spirit casting/placement, and using other campains (NF) to speed the leveling experience.

YA ITS ME
06-03-2007, 08:24
Its listed as Pain free way to a level 20 Ritualist

And if i can ever unlock my Ritualist hero I will try them its just that Im
trying for my survivor title with a ritualist and was More a guide then a build.

But i suppose it like any character and dont go in too soon

what im looking for is some kind of guide for Instructor Ng
as its the only thing on the island that has me thinking

The Ritualist seems to share the same trait as the Pargon in that they never seem to be the primary target in PVE when with a hench build

But its seems to me they don't seem type of person that actualy wants the enemy to notice them.