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View Full Version : Any good ritualist builds out there?



liketorock
02-05-2006, 12:35
I'm REALLY new to the ritualists and i can't make a working build,does anyone have one i can use,plz include a list of skills and attribute points.

Phoebus
02-05-2006, 13:13
Ritual Lord (E)
Union
Shelter
Pain
Shadowsong
Dissonance
Boon of Creation
Rez

Communing: 14-16
Spawning: 13-15
Restoration: 5

Painful Bond would be useful to this build, if you have a Channeling Ritualist in your group, make that ritualist bring it, otherwise you could drop one skill for Painful Bond and go 11/10/10.


For a restoration rit:
Attuned Was Songkai/Spirit Channeling (E)
Spirit Light/Generous was Tsungrai
Soothing Memories
Mend Body and Soul
Recuperation
Spirit Transfer
Weapon of Warding
Flesh of my Flesh

14-16 Restoration
13-15 Spawning

This one is nicer if there's more spirit summoners (friendly or enemy).

BostonVaulter
02-05-2006, 13:53
hmmmm, i thought most of them worked better only if there was an Allied spirit nearby?

Phoebus
02-05-2006, 14:51
Those all work perfectly with both friendly and enemy spirits.

Mend Body and Soul:
Target ally is healed for 10-70 Health. That ally loses one Condition for each spirit in your area.

Spirit Light:
Sacrifice 10% Health. Target ally is healed for 50-134. If any spirits are in the area around you, you don't sacrifice Health.

Spirit Transfer:
The spirit nearest you loses 15-63 Health. Target ally is healed for 3 for each point of health lost.

clownface
02-05-2006, 17:19
Clownface's Tempest Build

Channel - 16
Earth Magic - 10ish
Spawning - x

1. Draw Spirit
2. Spirit Burn
3. Destruction
4. Spirit Rift
5. Ward against Melee
6. Restoration (ele) or whatever you want
7. Glyph of Lesser Energy (ele)
8. Res sig / Flesh of my Flesh

Order of casting i do Restoration, Destruction, Glyph, Spirit Rift, then i just spam Spirit Burn on the target constantly. I dont bring Rupture because Destruction Buffs your Spirit Burn and that much damage for 5 Energy and 5 Recharge is really neat. After the initial chain, I like to either cast Spirit Burn, then Spirit Rift, then time the Spirit Burn again to when Spirit Rift actually does the damage for a nice 170+dmg spike. The nice thing about the Destruction/Spirit burn combo is it gives u that extra bonus damage, then when it dies it pops an extra 150+ dmg if anythings around. Its also easy to cycle Destruction cuz its time outlives its recast. I use Draw Spirit to dump Destruction right on top of an enemy if they've moved from they're original position. This build kinda relise on Destruction living as long as possible so use Ward against melee for obvious reasons.

Some problems maybe be you cant spike for a long period of time unless you have a battery, probably cud sacrifice the WaM and Restoration for more energy management.

jvxmtg
02-05-2006, 20:15
Here's my Rt/Me Build;

Channeling: 16 (12+3+1)
Communing: 10 (9+1)
Spawning: 10 (9+1)

- Spirit Burn
- Essense Strike
- Spirit Rift
- Spirit Siphon
- Bloodsong
- Arcane Echo
- Weapon of Quickening (e)
- Rez Signet

Bloodsong is your energy battery using Spirit Siphon and Essense Strike, WoQ ensures that if your spirit dies, you can summon it again and it also cuts your spells recharge time, so you can send lightning after lightning.

Here's my Rt/N re-animation build;

Channeling: 16 (12+3+1)
Death Magic: 10 (9+1)
Spawning: 10 (9+1)

- Bitter Chill
- Ancestor's Rage
- Lamentation
- Taste of Death
- Infuse Condition
- Exploding Growth
- Animate Flesh Golem (e)
- Rez Signet

The idea of this build is to send your Golem to attack the enemy until it dies then cast Lamentation and Animate Flesh Golem (while enchanted with Exploding Growth, you deal and AoE damage). Ancestor's Rage also deal AoE damage to every enemy close to your Golem. You can also replace Infuse Condition with Death Nova if you like, where you can send your Golem, explode it, then animate it again--wash, rinse, and repeat. The only thing I don't like about this build is that you have no energy management, but it's a fun build. You can experiment with this build since I've only used this once.

Tessalina
02-05-2006, 21:17
My Ritualist/Monk setup

Restoration Magic +16
Healing Prayers +12
Spawning Power +4

Recuperation
Healing Breeze
Generous Was Tsungrai
Lively Was Naomei
Spirit Light
Infuse Health
Jamei's Gaze
Mend Body and Soul

This build lets me keep a lot of health regeneration going through the group while, at the same time, having huge fast casting healing power. While using Generous was Tsungrai I can get, at max health, 410+ hitpoint infuse health heals, then when I drop the ashes, I get all my health back that I lost from the infuse.

liketorock
02-05-2006, 21:53
ty guys for ur great builds but i forgot to mention that i'm Rit/R,i did this for serpents quickness

CarbonBasedLifeform
02-05-2006, 22:18
Anyone have a good Rit/N minion master build for PvE? I've having a hard time managing to keep my minions/fiends up while having as many as 8+ on the field.

jvxmtg
02-05-2006, 22:50
Go here: http://forums.gwonline.net/showthread.php?t=397171

This build is pretty good.

IHawkMike
10-05-2006, 19:42
Here's a support build that works pretty well:

Attributes
16 Spawning Power
15 Communing
4 Restoration Magic

Skills
Vital Weapon
Boon of Creation
Ritual Lord (E)
Displacement
Shelter
Union
Signet of Creation/Feast of Souls/Mantra of Concentration/Mantra of Resolve/et al
Flesh of My Flesh (5 second rez)

Tactics
First, try to keep Vital Weapon on you at all times. It will give you somewhere around +180 max health which is good for countering the 2 superior runes this build requires. Also, I wear the armor that gives +15 while under a weapon spell, so I can tank a little bit while casting those 5 second spirits. In a pinch, while I'm not the focus of attack, I'll use it on an ally to help out.

Second, keep Boon of Creation on at all times. It will give +9 energy whenever you create a spirit and about 50 health. Essential for keeping energy under control.

Start out by casting Displacement. Right before it is done casting (3 seconds) activate Ritual Lord. Follow up with Shelter, then Union. Once the 3 spirits are down, use Signet of Creation to give the spirits +7 health regen. This will cause them to die in 30 seconds but with Ritual Lord you will be casting them again before then. While active in battle, you may want to change the order to Shelter, Union, Displacement so Displacement doesn't die before you use the signet. Also, always make sure Ritual Lord isn't going to run out right as the spirit finishes binding. It activates like a stance or shout.

Displacement is hard to keep up more than 80% of the time depending on who you are facing, but it will cause all attacks to be evaded while it is up. Shelter plus Union (try to keep them up in that order) will limit the maximum damage any player can take to 10% of their max health minus 15 points. This is huge as a player with 480 health will take a maximum of 33 damage.

Once the spirits are up, just run around and keep recasting them before the 30 seconds runs out. You will have limited tanking abilites, but letting Warriors and Assassins hack at you will drain your spirits faster.

If an ally dies, make sure Vital Weapon is on you and rez using Flesh of My Flesh. If it's interrupted, use it again (zero second recharge).

Limitations:
This build is very susceptible to being interrupted. If a binding ritual is interrupted, Ritual Lord does not affect the recharge and you'll have to wait the full 60 seconds before recasting. For this reason, you may want to consider one of the Mesmer mantras instead of the signet. On the bright side, Binding Rituals are not spells, so they are a little harder to interrupt (Maelstrom is tickling me!).

Also if Boon of Creation gets stripped you may have some energy problems, but it's not as big of a deal.

In 4v4 PvP this build has 2 drawbacks. First, if there is no Monk you will find your team with a complete lack of healing. In this case, you may want to bring Feast of Souls instead of the signet. This will destroy all allied spirits in your area and heal the entire party for just over 100 for EVERY spirit destroyed. This has the potential to be the BEST healing skill in the game. If all 3 of your spirits are up around you, it will provide the equivalent of a 300+ POINT HEAL PARTY. If a Ranger or fellow Ritualist has spirits up around you as well, it will be even higher.

The other 4v4 drawback is if you DO have a Monk. You'll want to hope the other 2 players know what they're doing and can cause some damage. Of course, even if they can't you'll still win when the other team eventually quits on you, but that can make for some boring skirmishes. Maybe consider bringing along an offensive skill or spirit for that interchangable slot.

Finally, this build does nothing to counter degen. Consider Mend Body and Soul for these cases. It will heal a tiny bit with the low Restoration Magic, but will remove 1 condition for each spirit around you and it has a fairly quick recharge.

Play with it and have fun. I pretty much always use the signet in the replacable slot and have gone 10 in a row in the Arenas both with a Monk and without.

Spoil of War
10-05-2006, 22:46
ty guys for ur great builds but i forgot to mention that i'm Rit/R,i did this for serpents quickness

Communing - 16
Channeling - 9
Wilderness Survival - 9
Spawning Power - everything else


1. Troll Ungent
2. Pain
3. Shadowsong
4. Bloodsong
5. Spirit Rift
6. Flesh of my Flesh
7. Tranquil was Tanasen {E} (I think I added this in purely because it's the only elite on this character ;p )
8. Serpent's Quickness

Is what my Rt/R is running right now I think