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Old Mar 24, 2006, 01:51 AM // 01:51   #1
Wilds Pathfinder
 
Join Date: May 2005
Guild: The Madison Scouts
Profession: E/Mo
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Default Ritualist Build Directory Submissions

Please post here with your Ritualist build and a link to its thread if you would like it to be considered for the Build Directory.
For rules, see the Build Directory Submissions Rules.

This sticky shall remain free of discussion. All discussions of the builds posted here should be done in their respective threads.

Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]
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Old Apr 09, 2006, 03:28 AM // 03:28   #2
Lion's Arch Merchant
 
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Join Date: Oct 2005
Default Healing Rit

Profession: Rt/mo

Name: Pure healing Rit v1.2

Type: PvE

Category: Healer

Skills Set:
- Mend Body and Soul (Restoration Magic)
- Soothing Memories (Restoration Magic)
- Spirit Light (Restoration Magic)
- Attuned Was Songkai {Elite} (Spawning Power)
- Smite Hex (Smiting Prayers)
- Weapon of Warding (Restoration Magic)
- Recuperation (Restoration Magic)
- Flesh of my Flesh (Restoration Magic)

Attributes:
Spawning Power: 13 (12+1)
Restoration Magic: 16 (12+4)
Smiting Prayers: 3

Summary: With the release of factions I suspect a lack of monks at low level areas in the game. This build is meant to be an alternative for monks who like to heal and want to play a new factions class. Also to help counteract groups sitting around looking for a healer.

Notes & Concerns: The biggest concern of this build is the relience on "Attuned Was Songkai" for energy management. If this skill is not available till the end of the game it may prove to be an issue. There is an alternative build for energy management in the actual thread, check there for more info.

Credit: I take credit for the majority of the build, However everyone who left constructive feedback in the thread deserves some of the credit. Also the GWFreaks program was a big help.

[Note: The Thread has a variation of the build mentioned above, just incase Attuned Was Songkai is not available till the end of the game.]

Actual Thread: http://www.guildwarsguru.com/forum/s....php?t=3007024
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Old Apr 23, 2006, 02:38 PM // 14:38   #3
Krytan Explorer
 
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Join Date: Apr 2006
Location: *Somewhere Under The Rainbow*
Guild: Leo
Profession: Me/
Default

Rt/R

Pve healer/pet healer

Pve

Healer

---> means alternate skills

Comfort Animal (Beast Mastery)--->Spirit Transfer(Restoration)/feast of souls(Spawning)
Heal as One{Elite}(Beast Bastery)--->Life(Restoration)--->Preservation{Elite}(Restoration)
Charm Animal(Beast Mastery)--->Recuperation(Restoration)/Life(Restoration)
Mend Body and Soul(Restoration)
Soothing Images(Restoration)
Spirit Light(Restoration)
Weapon of Warding(Restoration)
Flesh of My Flesh(Restoration)

Summary: I wanted to make a solid Ritualist Healer build but with a lack of skills in the begining switched to ranger and brought out a pet. This proved to be a very good idea for a self heal until i had gotten more & better skills for the healing build.

Notes and Concerns: I had a lack of energy through longer battles however with a smart Battery Necro that concern should be eliminated.

Credit: I hate to sound arrogant but i thought up this build and take full credit.

Last edited by BaconSoda; Apr 23, 2006 at 02:45 PM // 14:45..
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Old May 13, 2006, 10:02 AM // 10:02   #4
Krytan Explorer
 
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Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
Default Rt/Me Offensive Spirit Spamming PvP build

For any comments to this build, I have created a thread here:
http://www.guildwarsguru.com/forum/s....php?t=3032721

This is a Offensive Spirit Spamming build that is meant to disable and annoy opposing players.

Profession: Ritualist/Mesmer
Name: Offensive Spirit Spammer
Type: PvP
Category: Disabling and Annoyance

Attributes:
Communing (12+3+1)
Spawning Power (12)
Inspiration Magic (3)



Skills Set:



1. Soothing (Communing)
2. Pain (Communing)
3. Dissonance (Communing)
4. Shadowsong (Communing)
5. Mantra of Concentration (Inspiration)
6. Boon of Creation (Spawning Power)
7. Ritual Lord {Elite} (Spawning Power)
8. Resurrection Signet (No Attribute)

Summary:
The purpose of this build is to disable the opposing team as only a Ritualist can. Start the battle by casting Boon of Creation, Ritual Lord, and Mantra of Concentration. Then before the opposing warriors get to your team, cast Soothing. Then as the teams meet, cast Dissonance, then Shadowsong, and then Pain. Spread out your spirits to keep them alive in case of AoE skills or spells. Cast Boon of Creation, Ritual Lord, and Mantra of Concentration as you need them. Ritual Lord is nice because you can cast it even in the middle of casting anything else, just like Mantra of Concentration. Continue creating all four spirits as both teams continue to shift their positions.


Notes & Concerns:
A great aspect of this build that I did not expect is that creating the spirits does not trigger Backfire. I suppose it shouldn’t be a surprise, but after playing mainly casters during my time playing Guild Wars, I’ve learned to quickly move my hands away from my number keys as soon as I see that hex pop-up on my screen. In fact the only thing that will trigger it is Boon of Creation.

Pain was chosen because it adds extra damage and it is nice to your energy, you actually gain two extra energy from Boon of Creation. Also, as far as the sprits go, it casts fast and recharges quickly.

With Ritual Lord allowing your spirits to be recharged 63% faster, you should be able to recast your spirits before they die (granted that they haven’t been killed by an enemy player). Even Dissonance, with a life span of 26 seconds, is recharged before it dies.

Energy is not as big a problem as I had expected given the high cost of Dissonance (25 energy). Between Boon of Creation and the recharge you get from waiting for your spirits to cast, you will only have to wait a short while before you have enough energy to cast another spirit. With the exception of Dissonance, you do not necessarily have to create a spirit as soon as it is recharged. As long as you stay mindful of your energy, you shouldn’t have too many problems. The biggest energy concern comes from Mesmers and Necromancers, as they are with most casters, if they’re sucking you dry of your energy, you’re just going to have to wait it out.

There is a weakness in terms of healing. You can’t cast spirits fast enough for Boon of Creation to be an effective healing spell, but it’s better than nothing. On the other hand, as long as you stay around your spirits, they should hopefully provide enough protection for you to finish creating your spirit and get away. The targets the spirits attack are somewhat random, so unless the warrior or assassin beating on you is the only one in range of the spirits, you might want to worry sooner than later.

The last concern is interruption. Mantra of Concentration is helpful; I didn’t want to take Mantra of Resolve because I didn’t want to take away any attribute points from Communing or Spawning Power for Inspiration Magic to make it useful. Also, knockdowns and Blackout are always going to be a problem. Those you’ll just have to work around as best as you can.

This was created as a PvP build, but with a few changes, I suppose it would be very capable in PvE. The biggest changes would be that Soothing is replaced by a different Communing spirit and the Resurretion Signet is replaced by Flesh of my Flesh.

Credit: This is a build of my own creation.
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Old May 13, 2006, 10:04 AM // 10:04   #5
Lion's Arch Merchant
 
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Join Date: Jan 2006
Location: Hell
Guild: The Untold Heroes
Profession: W/Mo
Default

Profession: Ritualist/Ranger (he may not the better trapper but he has the energy to be one)
Name: "The Blind Trapper"
Type: Could work well in GvG as a Flag Defender teamed up with someone. (But that someone is my secret)
Category: Trapper the blind part comes from the Ritualist being blind.
Attributes: Max Communing and Max Wilderness Survival
Skills Set:
Barbed Trap
Dust Trap
Spike Trap {ELITE}
Flame Trap
Brambles
Winnowing
Shadowsong
Rez Signet or Flesh of My Flesh (but Flesh of My Flesh is slower to cast)

Summary: The Blind Trapper's primary job is to stop and defend the flag. He's better with a partner but I dont feel like I have to share this partner of his.
Notes & Concerns: Tho this build MIGHT work well as a Flag Defender but he lacks self healing. He will have to rely on the Healers of the group Heavily. You can also bring Trapper's Focus, but as a Ritualist you dont have the Expertise to add attributes for so it will be a useless skill. You have to depend on your team to keep them off ur back while u set ur traps and spirits.
Credit: Myself?? Since i havent seen anyone use "The Blind Trapper" before. hehehe So i guess this is original creation from my head without testing.
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Old May 21, 2006, 03:47 AM // 03:47   #6
Krytan Explorer
 
Join Date: May 2006
Profession: Rt/N
Default The New Minion Bomber



Profession: Rt/N
Name: The New Minion Bomber
Type: PvE
Category: Nuker
Attributes:
12+3+1 Spawning Power (Base, Hat, and Superior Rune)
12 Death
3 Restoration (More if you’re feeling generous)

Skill Bar:
(Spawning Power)Boon of Creation: Gain Energy and Health whenever you create a minion.
(Spawning Power)Explosive Growth: Zap 5 enemies around a corpse whenever you create a creature, whether by Animate or Enchantment.
(Death Magic)Animate Bone Minions: Two minions, one spell.
(Death Magic)Death Nova: For 30 seconds, if target ally dies, all adjacent foes are poisoned for 15 seconds and take massive damage.

Last four skills if playing Factions:
(Death Magic)Taste of Death: Also known as the Big Red Button. Steals massive health from a minion, giving it to you.
(Death Magic)Rotting Flesh: Give your enemies a disease. From far away. You naughty boy!
(Restoration)Flesh of my Flesh: Your hard Rez.
(Death Magic)Animate Flesh Golem: Your heavy-fisted, ever-present, body-guard. Leaves a corpse when he dies. {Elite skill}

Last four skills if playing Nightfall:
(Death Magic) Jagged Bones: For 30 seconds, if target minion dies, get a lvl 12 Jagged Horror that causes Bleeding with it's attacks. {Elite skill}
(Death Magic) Putrid Flesh: Blow up your minion to disease foes around it for 13 seconds.
(Spawning Power) Spirit's Gift: For 60 seconds, whenever you create a creature, all allies near it gain 53 health and lose a condition. Like Disease.
Optional slot:
(Spawning Power)Signet of Creation: All Spirits and minions in area get +7 regen for 30 seconds, then blow up. Yes, the opponent's too.
or Flesh of my Flesh: Rez.
or Taste of Death: Minion go boom, you gain health.

These skills are not set in stone. Mix and match as you like, according to what area you're in, monster condition-resistance, what the party calls for, Capping an Elite skill, personal playing style, or expansion. Taste of Death, Rotting Flesh, Flesh/Flesh, EG, and Golem can all be swapped out for Signet of Creation, Attuned Was Songkai, Cap Sig, Animate of your choice, Tainted Flesh, Deathly Swarm, Well of Suffering, etc. Look in the Rit:Explosive Creation of GuildWiki for other variations and skill sets.

Suggested Equipment:
The Weapons NPCs and Collecters can give you the Death equipment you need, until you get a suitable Rare or Green. Starting out as a level 1, find a Rod that gives you an Energy bonus when you’re Enchanted. If you can swing it, also get equipment that lowers Casting time. At least until you get the gold/materials/time to get something better, according to the handy-dandy guide down there. Right now, I have a Poisonous(33%) Katana(+5 Energy) of Enchanting(20%). Got it from Shichiroji in Divine Path, the last mission in Factions. In my offhand, I got Armind's Focus: +12 Energy(Death), +1 Death Magic (20%), Halves Casting Time (Death 20%). For Armor, I’ve experimented with both the Energy and the Health-boosting sets. Personally, I settled onto the Energy set.

Low level: Staff, Half Casting/Recharge(10%) when using Death Magic, Energy +5 (Weapons NPC at Shing Jea Monastary)
Middling: Staff, Half Casting/Recharge(20%) when using Death Magic, Energy +10 (Weapons NPC at Kaineng Center)

High: Rod with Half Casting(20%), Energy+5(Health>50%) when using Death Magic, Focus of Death Magic +1(20%), Energy +12, Health +30 (Sheco in Bukdek Byway)
Optional: Rod of Half Casting/Recharge(20%) when using Death Magic (Kurzick: Vasburg Armory/ Luxon: Leviathan Pits)

Elite: Poisonous(33%) Sword/Axe of Enchanting(20%), +15% damage^50% Health, Energy +5, with Bortak's Bone Claw and Bortak's Cesta in a second weapon slot (Tyria Greens). (Rare Drops. Shichiroji in Divine Path has +5 Energy Weapons, but no 15^50.)
Optional: Ghial's Staff Or the equivalent Middling Staff with Enchanting +20% instead
In Nightfall, you can also pick up Armind's Focus, which is pretty much the Bortak offhand.

If you don't have the greens or all the parts of the Elite weapon sets, switch between your Rod/Focus and your Sword/Focus, depending on what spells you're casting, or whether you're starting the battle out. Takes practice, it does. And just because everyone keeps asking, Sheco needs a total of 190 Bone, 30 Scale, 6 Plant Fiber, and 10K for the Rod/Focus set. Shichiroji needs 40 Iron, 6 Steel, and 10K. You have to Salvage/Buy/Trade the mods yourself. You only get to Divine Path when you beat Shiro. Once you leave that area, you gotta beat Shiro AGAIN to go to the area again. If you didn't pick up a +5 Energy Weapon before you get to Shiro, then now's your chance to get one. FYI, I didn't, so I had to buy it. In general, Nightfall focuses on Half Skill Recharge equipment, which is useless to the minion bomber.

Quote:
Originally Posted by BarGamer, from the Guildwiki:
1 being very important, and 5 being not so much:

(1)Lengthens poison duration on foes by 33%
(1)+1 to Death Magic (20% chance)
(2)Halves casting time of Death Magic spells
(2)Enchantments last 20% longer
(2)Additional Energy
(5)Additional armor or health
(5)Halves skill recharge time of death magic spells
Playing a Minion Bomber:
This is for all those people who say that Ritualists stink, that Minion Mastering got nerfed, or on the flip side, just plain love to mini-manage and have the lightning-fast fingers to prove it. This build is an insane combination of condition-spreading, minion mastering, and non-aggro-breaking (minion-centered) Point-Blank AoE.

The Skill Bar explained:
The joy with this build is that when you get two minions for the price of one spell, you also reap double the benefits from Boon, Growth, and Spirit's Gift. Boon of Creation is the First-place winner, easily. At 12 Spawning, you're only eating 5 Energy loss per Animate Minions. At 16, you're only losing 3 Energy. Explosive Growth is the Second-Place winner, here. When you deal 136 Lighting damage to 5 foes, usually in the middle of those angry mobs, it's usually enough to kill off enemies that were softened up by the Death Nova.

Flesh Golem is not only another tank, but when he dies, he leaves behind an exploitable corpse. If you don't have a Flesh Golem around with you at all times in Factions, you are not fully exploiting this skill. Same thing with having 8 Jagged Horrors.

As can be assumed, use Taste of Death to blow them up, or when you're low on health. If you're feeling lazy or just need a slot for Capture Signet, drop Taste of Death and just let the enemy kill the minions for you. As you're not a Necro main, you don't have a Superior Death rune, so your minions are lower level. And therefore, easier to kill. I’ve also met with success in dropping Deathly Swarm/Rotting Flesh for the Cap Sig.

In Factions, Flesh of My Flesh is the hard Rez that every Minion Master needs. You should be THE last person to die, even after the Monks. When you have to run away, fire off a few Death Novas on your doomed party members, then make tracks. When you return, Animate their corpse, THEN Rez. The half-life the spell puts you at is irrelevant, when you've got Taste of Death a single tap away. If you do fall in battle, ask politely that you be Rezzed first, for the simple reason that you can Animate your fallen party members and that you have a hard Rez.

Nightfall Alternate Jagged Bones instead of Flesh Golem. This means that when a minion goes boom, it triggers Explosive Growth/Boon of Creation again and the resultant Jagged Horror is itself a target for Jagged Bones (and Death Nova). Furthermore, Jagged Bones doesn't need to be targetted, instead, it's auto-casted on the nearest minion without JB. This is doable even in levels that have few exploitable corpses. We have just achieved infinite combo status.

To start out in Factions, you will be some wierd combination caster of sorts until you get your first Animate. Until then, suck it up to experience and go play with your Union/Shelter Spirit-summoning, Lightning-zapping, Item-holding, Swarm-slinging self. Do every quest that you can in the Monastery, especially the training ones, because they give you free skills AND experience. Save up on Bolts of Cloth, you need them for the Armor traders.

Know where your next Bone Minions are coming from. This allows you to target one of the minions, fire off Death Nova while they're doing the Animate animation, then select the second minion, by which time he's already wandering off. If you haven't enchanted your second minion by the time they reach the enemy/are already getting attacked, you need to practice a little. In the case which you CAN’T know where your next minion is coming from, the previous GW patches let you know which minions are already primed, via that handy Enchanted arrow, so that you don't waste a Death Nova. When you miss targeting a minion and start walking towards battle, hit Esc or a directional arrow to stop yourself. If you have Nightfall, spam Jagged Bones.

Starting out as Rit/N in Nightfall:You can't. Port your Factions one over. For more details, see Page 3.

Starting a battle in Factions:
First things first. If you don't have your max of 8 minions, or the ones you do have are on their last legs, Taste of Death your Flesh Golem. Now make Minions. Death Nova them while they politely stand in a circle around you. Do it fast, you only have ~30 seconds before the first one wears off. When handling henchmen, Flags lets you stay put while targeting/calling so that they go in first. After the Warrior henchies take the aggro, send in your first wand attack so that your minions can go in. Only then do you cast Boon and Growth, so that you get the maximum time out of your Enchantments. You don’t need them until the first enemy falls, right? Speed the process along with Rotting Flesh. When the first enemy falls, your first AND last Animate should be Flesh Golem, unless he's already up. First, so he can kill more things, and last, so you can start things off at the next group of enemies. Keep up your Boon and Growth enchantments throughout the battle.

Ending a battle in Factions:
When they're all dead, go ahead and Animate a few more times, replacing your low-health minions with fresh ones. Don't worry if you accidentally Animate from one of your party members, they can still be Rezzed, and hey, it's their fault for dying. If EG has worn off, don't bother re-casting it, you only need Boon for this. While your Animate is recharging, pick up loot, check your map/guide for directions, massage your poor fingers, etc.

Starting a battle in Nightfall:
If you have no minions, Flag your NPCs into battle, cast Boon, EG, and SG, put Nova on Gehraz and any other melee fighters, and wait for the first mob to fall. Animate, Jagged, Nova-Nova. Repeat as necessary. When your Bone Minions get into range of a nice group of enemies, Taste of Death or Putrid Flesh it. Jagged. Every Animate or minion-kill-spell should be followed by a Jagged Bones, then anything else. Your Jagged Horrors are higher level than your Bone Minions, which means that they can do more melee damage and Bleeding degen. Needless to say, keep up your enchants.

Ending a battle in Nightfall:
Animate up to 8, then start casting (with your Necro Hero) Jagged Bones on all your Bone Minions and low-health Jagged Horrors, and kill them with either Putrid Flesh or Taste of Death. Putrid is preferred, as it's a guaranteed kill, and therefore less casting time than two Tastes of Death. As before, no need for Explosive Growth, just Boon and SG.

Suggested Henchies for Factions:
Healers, Fighters, Nukers, and the Earth henchy. If you have any of the Animates besides Bone Minions or Flesh Golem, take Eve, she has Blood Ritual. Last-picks are Rits, Archers, and Brutus the Blood Necro, in that order. You don't need Interrupters, Illusion, or any of the others.

Suggested Henchies/Heroes for Nightfall:
Both Monk Heroes, Tah and Dunkoro, Eve for Blood Rit, Cynn, Devona, Gehraz, and the last Hero slot open for "Required Hero:" or whatever. Adjust this last slot according to the area, personal preference, or however much you stripped your other characters for their equipment and gave it to your heroes. (My Prophesies MM and Nuker are pretty much naked now.) Once you cap Jagged Bones, that last slot will be Olias or Master of Whispers (MOW), whichever you like better, as a rather odd MM. As a Healing Monk, I also gave Dunkoro "Dwayna's Sorrow," for party heals whenever a minion dies. How to use: I put Dunkoro's Hero Skill Panel right where I can see it, and select myself, then click the skill. I, and most importantly my minions, all get a 30-second buff. It's acceptable for Nova to run out, between MOW and I, I can just recast it.

The Necro Hero:
Remember when we said that the damage becomes disgusting with another MM in the party? I wasn't lying. When you first get Olias or MOW, drag them over to Vizunah Square and level them up to 20. Stick them with the Traditional Prophesies MM build but with a twist. From 1 through 8, his skills should be: Death Nova in his first slot, Dark Bond, Heal Area, Karei's Healing Circle, Golem, Vamp, Fiend, and Rez Sig. Feel free to change those skills around as well, it doesn't matter that much. In places where you need a little more firepower and the corpses are plentiful, go nuts having two MMs. Choose wisely what areas you take him through. Otherwise, he will be a constant source of aggravation as his (still) primitive AI steals corpses from you.

Once you cap Jagged Bones, Olias or MOW's roles change. Ideally, he'll never cast an Animate. Instead, he essentially becomes your Enchant Slave. Other people have other words for it. From 1 through 8: Nova, Jagged, Heal Area, KHC, Bitter Chill, Deathly Swarm, Optional, and Rez Sig. Because MOW's primary profession is Necro, you can safely give him a Sup Death Rune/Soul Reaping, and let him go to town. Because of the way Enchantment-stacking works with Jagged Bones, you'll never waste a casting of Jagged Bones, and sometimes Nova. The optional slot is if you feel sorry for him, and want to give him Fiends for more damage, Vamps for more melee damage and survivability, Shambling Horrors for damage and two Jagged Horrors for one spell (Jagged Bones), Dwayna's Sorrow for party heals, Verata's Aura if you find yourself dying a lot but don't want your minions getting totally away from you, Deathly Chill, or any other spell you feel like sticking in there. Re-arrange the skills as you see fit.

As mentioned earlier in "Ending a battle in Nightfall," make sure to open MOW's Hero Panel and after disabling his first 4 skills so he doesn't waste any, one at a time, start converting your lvl 10 Bone Minions/12 Horrors to lvl 16 Horrors. The benefits of this should be immediately apparent. If you decided to give MOW Animate Shambling Horrors, and all 10 are still pretty healthy, let him keep them for now. Otherwise, give him fresh ones.

Tip: If you can't keep track of your minions when they're right in front of you, and you can't predict their movements when a minion temporarily dies before getting back into the circle, it's a sign that you're not likely to do either of these critically important skills when in battle. Clean your mouse, replace the batteries, do ANYTHING to improve your hand-eye coordination. Spend some time practicing targeting your minions, ways to get them to light up, stopping on a misclick, and such. Customize your interface, your skill bar, your hot keys. This is my personal setup, it might work well for you: QWER//ASDF = Putrid, SG, Boon, EG//Taste, Jagged, Animate, Nova. This puts C and Tab right there for enemy targeting and wanding, or moving with the Space Bar. Personally, I use the mouse to move around, not that the minion bomber needs to do much moving around if the battle is going well. If the battle is going badly, hit X to 180 and I still use the mouse to run away. Other people have success remapping other keys or using the keypad to move, that's just my method.


Notes: You need to have fast fingers, and lots of corpses. The areas where this build fails include: Tahnnakai Temple Mission, where those Temple Guardians don't make exploitable corpses; Arborstone Mission, where you get interrupted to heck by falling rubble; any area with heavy Stonescale Kirin, because they make minions too; and the Kessex Peak area in Tyria, because they have Shepard of Verata, who use Aura of Verata on your minions. Most problems with this build fall under those categories.

Places where this build rocks the house include the narrow alleyways and sewers of Kaineng City, Vizunah Square, Echovald Forest, Raisu Palace, and especially against the Am Fah. Those guys are WEAK. Not like the Jade Brotherhood and their Knights. If you have a Necro-main MM with you in these areas, the damage just becomes disgusting, especially if you coordinate your Animates. In Napui Quarter, one of our fans recommends Well of Suffering instead of Rotting Flesh, because of the mixed fleshy/non-fleshy monster types.

The Necro-main MM will be the happiest about this, since all the Bombing you're doing is feeding him Energy. You see, he's forced to keep killing his minions, just to keep his Energy up, of which he needs a lot. The Ritualist doesn't, on both counts. The Ritualist gets Energy when he creates, and is just as happy letting his minions do melee damage until they die, whereupon they go boom. It's a critical difference in tempo.

Another strategy is to aggressively use the Minion Cap to your advantage. Once you have 8 minions (or however many your Death Magic has your Cap), all with Nova up, Animate another pair of minions. Two of your lowest-health minions are force-killed, double-Novas. You also gain two full-health minions, Boon Energy, and EG goes off. You just gained 8 separate benefits from one spell. You see, with high Spawning, Taste of Death is no guarantee that your minion will fall. The Minion Cap enforcement however, is hard-coded in. A necro-nerf is a Ritualist exploit, just waiting to be discovered.

In Nightfall, that same nerf/exploit becomes even more disgusting. Assuming an ideal situation where all 8 of your minions have Nova and Jagged Bones on them, a single Animate Bone Minions creates a cascade effect of activating Novas, EGs, SGs, Boons, and Jagged Horror spawns, leaving you with nothing at the end but 8 Jagged Horrors, a field of dead corpses, and a screen full of numbers, and a full health and Energy bar. You might want some help with the enchants casting, therefore, due to nobody answering the previous update's rhetorical question, you guys get a new section!


Evolution of the Rit/N
Spirit's Gift, Reclaim Essence, and Putrid Flesh are awesome together. Healing your own minions is beneficial when you've got a no-fail Big Red Button in Reclaim Essence, and with the new henchmen, making sure they stay un-diseased with Spirit's Gift is even better. I like the Reclaim Essence build better than the Jagged Horrors/SOC variant mostly because me and Signet of Creation never got along.

So here's what's gonna happen. For all you Factions Minion Bombers who are porting over to Nightfall, here's how it's gonna break down. Once you cap Reclaim Essence, use that build until you cap Jagged Bones. Unless you REALLY like Flesh Golem, and expect not to see any Enchantment-strippers or other Mesmers. For PVE, use my skill template with the single-swap of Golem for Jagged Bones. If you're in PVP, use Signet of Creation AND Jagged Bones. Everyone is happy.

But just to be fair, let's compare and contrast all of them. The real difference between them all is: What is the kill condition, when does the degen start, and where is your energy?

Factions
Original Build: See above.
You've got good AOE damage upon minion creation and destruction, disease-degen at the beginning and throughout the fight and poison-degen upon minion death, and steady melee damage with Bone Minions and Golem. At the next fight, you will have a minimum of two Bone minions, and a max of 7 plus Golem, or 8 Bone minions. With Taste of Death, you will never, EVER, die. Health gain from Boon is largely ignored in PVE, might save your life in PVP. Rare energy management issues. Minions die either through battle or TOD.

Signet of Creation Variant: http://gw.gamewikis.org/wiki/Build:R...osive_Creation
MASSIVE Nova AOE/Spike Damage, possibility of death because of no Taste of Death, and no Animates while Signet is active. Assuming you killed them all, Poison and Disease degen completely ignored, little steady melee damage. At the end of the fight, you have however many minions you Animated, and no Henchies. If you didn't kill them all, degen SHOULD kill them all while you frantically Animate. At end of fight, use Blood of the Master to keep your minions alive while you rez your Henchies and between battles. At next fight, you have all minions, all Hencies, and no-so-great health. Frequent energy management and dying issues. Minions die through SOC.


Nightfall

Pre-Reclaim/Jagged
This is what you have when you just ported over. Firstly, go to the skill trainers and get Spirit's Gift and Putrid Flesh. Your Elite is Flesh Golem.

Flesh Golem/Reclaim Essence
You'll have this build if you did Factions and capped Reclaim Essence. Swap out Taste of Death or Rotting Flesh for the Capture Signet. Enjoy it while you can.

Reclaim Essence Build: http://gw.gamewikis.org/wiki/Build:Rt/N_Reclaim_Essence
You've got good AOE damage upon minion creation and destruction, combined poison/disease degen on minion death via Reclaim and only Poison-degen if no Reclaim, and spotty melee damage with Bone Minions. At the next fight, you will have >2 minions AND all your henchmen. With Boon of Creation and Spirit's Gift, you have to be in the thick of combat to stay alive. Makes me nervous, it does. No Energy management issues, even with Enchantment-stripping or other Mesmer tricks. Minions MUST die through Reclaim or Putrid Flesh, and shouldn't at any other time. Lots of targeting skill needed. Optional slot should reflect the enviroment: Damage skill for easy areas, Taste of Death for difficult areas, Flesh of My Flesh for impossible areas. Unknown death/PVE/PVP stats.

Reclaim Essence/Jagged Bones
You'll have this build when you've successfully capped Jagged Bones. Swap out your rez for the Capture Signet. Enjoy it while you can.

Jagged Bones Build Reclaim build, swap out Reclaim for Jagged Bones.
You've got good AOE damage upon Bone Minion creation and GREAT on destruction(which is actually creation again), disease and poison degen upon minion death, and steady melee damage with Bone Minions at the beginning of the first fight, and steady melee damage/Bleeding degen with Jagged Horrors at the end. At the next fight, you will have your max of 8 Horrors AND Henchies. Boon and Spirit's Gift keeps you and them alive, especially with Jagged Bones spawning healing you. If any Henchies die, let your two monks take care of it. Bone Minions WITH JAGGED BONES die through Putrid Flesh, Jagged Horrors never actually die.

Jagged Bones/SOC Variant(PVP) Jagged Bones Build, swap Flesh of my Flesh for SOC.
MASSIVE Nova AOE/Spike Damage, possibility of dying because of no Taste of Death and no Animates while Signet is active. Assuming you killed them all, Poison degen completely ignored, little steady melee damage. At the end of the Signet, you have a possible 7 Jagged Horrors, and no Henchies. If you didn't kill them all, immediate Explosive Growth AOE and Poison degen SHOULD kill them all. If they're STILL not down, follow the usual Jagged Bones strategy of Jagged Bones-Nova-Putrid. If even THEN... You're probably facing a boss. At next fight, you have all minions. Frequent energy management issues. Bone Minions/Jagged Horrors die through SOC/Putrid Flesh.

And because everyone is asking, trade in 1, 3, or 5 Monastary Credits to the Quartermasters. Same thing with the Imperial Commendations, the Kurzick Equipment Requisitions, and the Luxon Totems. Mostly, I spend it on ID and Salvaging kits.

Credit: Bar Gamer, AKA Soy Oil, AKA Myself

Post-Notes: This guide has been cross-posted to GameAmp.com. However, since you can't EDIT your guides, like you can here, this guide is better. Also, I accidentally sent an email of the un-editted guide to the webmaster. Oops.

Last edited by Bargamer; Mar 12, 2007 at 09:56 PM // 21:56.. Reason: Major Update OF DOOM! Starring the Rock!
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Old Jun 06, 2006, 10:12 PM // 22:12   #7
Jungle Guide
 
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Location: Wessst Siiide, USA
Profession: Mo/
Default

Profession: Rit/Mo

Name: Attuned Healer

Type: PvE
Category: Healer
Attributes: Spawning Power 12 + 1 + 3, Healing Prayers 12

Skills Set:
Signet of Rejuvenation (90 heal, 1 sec cast, 10 sec recharge)
Ethereal Light (85 heal, 1 sec cast, 5 sec recharge)
Heal Other (151 heal, 3/4 sec cast, 3 sec recharge)
Jamei's Gaze (151 heal, 3/4 sec cast, 3 sec recharge)
Healing Breeze (+8 regen for 10 secs, 1 sec cast, 2 sec recharge)
Dwayna's Kiss (51 Heal + 30 for each enchant or hex, 1 sec cast, 3 sec recharge) OR Heal Party (67 heal, 2 sec cast, 2 sec recharge) OR Infuse health
Attuned Was Songkai (2 sec cast, 60 sec recharge, lasts 45 secs) {Elite}
Flesh of my Flesh OR Resurrection Chant

Summary:
The best healer I've been able to make with a rit. While holding Attuned Was: Heal Other, Jamei's Gaze, and Healing Breeze will cost 5 energy. Heal party will cost u about 7 energy. Dwayna's Kiss and Ethereal light cost only 2 energy. Along with signet of Rejuvenation, you should have very few energy problems.

Heal Other and Gaze are your key spells. For 5 energy you're healing for 151. Even with 13 Divine Favor and 16 Healing Prayers, Orison heals for about 105 or so for 5 energy.

Notes & Concerns:
This build can almost match a monk at healing and in my experience heals a lot better than an Attuned Restorer (13 Spawning, 16 Restoration). You can cast Heal Party 10 times in a row and still have a decent energy pool left.

During the 15 secs that Attuned Was is recharging, you'll have to manage your energy well. But you should have quite a bit of energy once Attuned Was expires since you'll get 15-17 energy (depending on your weapons) back when it does. As long as you stay at about 30 energy, you can cast Attuned Was and get back to healing with some oomph. Do not use Attuned Was if your energy is under 25, your energy will go negative if you do.

I recommend Halcyon armor so u have a larger energy pool when holding Attuned Was.

Credit: Me. Me. Me.

Link to Thread: http://www.guildwarsguru.com/forum/s....php?t=3051401

Last edited by JoeKnowMo; Jun 06, 2006 at 11:46 PM // 23:46..
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Old Jun 06, 2006, 10:58 PM // 22:58   #8
Jungle Guide
 
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Location: Wessst Siiide, USA
Profession: Mo/
Default Attuned Nuker Build

Profession: Rit/Ele

Name: Attuned Nuker

Type: PvE

Category: Nuker

Attributes: Spawning 12 + 1 + 3, Fire Magic 12

Skills Set:
Fireball
Rodgort's Invocation
Incendiary Bonds
Searing Heat OR Firestorm OR Meteor Shower
Aura of Restoration OR Firestorm OR Immolate
Fire Attunement
Attuned Was Songkai {Elite}
Flesh of My Flesh

Summary:
You can spam your fire spells, beginning with Fireball, then Rodgort's, Incendiary, Firestorm, etc. and back to Fireball without running out of energy as long as you're holding Attuned Was. In fact, you will be at max energy most of the time. So when Attuned wears off, you should be at about 52-54 energy (depending on your weapons) thus allowing you to cast a few spells while Attuned Was recharges. Make sure Fire Attunement stays up during this time. As long as you stay at about 30 energy, you can use Attuned Was again and start spamming your fire spells.

Notes & Concerns:
Can't handle exhaustion well, so only one exhaustion spell should be used. Healing is limited... Aura of Restoration will heal a little.

You could try putting points into Restoration ( 9 + 1) and reducing Spawning to 13 (9 + 1 + 3) and bringing along a self heal like Soothing memories or Weapon of warding or Mend body and soul.

One can create a Water magic or Earth magic build off of this with no problem. I just don't have the energy for it right now.

Credit: Me, myself, and I.

Link to Thread: http://www.guildwarsguru.com/forum/s....php?t=3051432

Last edited by JoeKnowMo; Jun 06, 2006 at 11:48 PM // 23:48..
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Old Jun 06, 2006, 11:10 PM // 23:10   #9
Jungle Guide
 
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Profession: Mo/
Default Attuned Air Spiker

Profession: Rit/Ele

Name: Attuned Air Spiker

Type: PvE/CompetitivePvP

Category: Spiker (+ Blinder)

Attributes: Spawning Power 16 (12 + 1 + 3), Air Magic 12

Skill Set:
Lightning Hammer
Lightning Orb
Lightning Javeling
Blinding Flash
Air Attunement
Attuned Was Songkai {Elite}
Aura of Restoration
Flesh of My Flesh

Summary: Attuned Was should allow you to spam your lightning spells including blinding flash. Use Lightning Hammer and Lightning Orb whenever recharged, spam lightning javelin in the meantime.

Notes & Concerns:

You You could try putting points into Restoration ( 9 + 1) and reducing Spawning to 13 (9 + 1 + 3) and bringing along a self heal like Soothing memories or Weapon of warding or Mend body and soul.

One can create a Water magic or Earth magic build off of this with no problem. I just don't have the energy for it right now.

Credit: Mostly me.

Link to Thread: http://www.guildwarsguru.com/forum/s....php?t=3051438

Last edited by JoeKnowMo; Jun 06, 2006 at 11:45 PM // 23:45..
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Old Jun 06, 2006, 11:42 PM // 23:42   #10
Jungle Guide
 
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Profession: Mo/
Default Perma-Shelter Builds

Profession: Rit/anything

Name: Perma-Shelter Restorer

Type: PvE/CompetitivePvP/GeneralPvP

Category: Support

Attributes: Restoration 16 (12 + 1 + 3), Communing 13 (12 + 1), Spawning 4 (3 = 1)

Skills Set:
Shelter
Union
Sooting memories
Mend body and soul
Recuperation OR Vengeful Weapon
Life OR Weapon of Warding
Soul Twisting {Elite}
Flesh of My Flesh

Summary: The point of this build is to keep Shelter up at all times so dmg to your party is limited. Put up Life, Union, Recuperation and then kill off Union (which should be close to dead anyway) with Soul Twisting. Then cast Shelter.

When Shelter is about to die, kill it off with Soul Twisting and cast it again.

If Shelter dies too fast for this, kill off Life or Recuperation and then cast Shelter.

Shelter should always be recharged and Soul Twisting should always be active (in your list of 'effects on you' bar) before you cast shelter.

Notes & Concerns:

Secondary Mes with Mantra of Resolve might be better suited for PvP.

Credit: Some guilds I have watched. Can't remember which ones, sry.



ALTERNATE BUILD

Profession: Rit/anything

Name: Perma-Shelter with offense

Type: PvE/CompetitivePvP/GeneralPvP

Category: Support

Attributes: Communing 16 (12 + 1 + 3), Channeling 13 (12 + 1), Spawning 4 (3 + 1)

Skills Set:
Shelter
Pain
Bloodsong
Destruction or Shadowsong
Spirit Rift
Painful Bond
Soul Twisting {Elite}
Flesh of my Flesh

Summary: Again, purpose is to keep shelter up at all times. Destruction therefore is good not because of dmg (you're unlikely to be able to cast it in the middle of enemies and then have them hang around it until 30 secs are gone) but because of its 20 sec recharge. Thus, Destruction followed by Soul Twisting followed by Shelter is your ideal setup.

Spirit rift will give you some aoe dmg. You can do good dmg with this build against high level enemies because of Painful bond.

Notes & Concerns:

Credit: Other posters on Guru and myself.

Link to Thread: http://www.guildwarsguru.com/forum/s....php?t=3051458

Last edited by JoeKnowMo; Jun 06, 2006 at 11:58 PM // 23:58..
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Old Jun 07, 2006, 12:12 AM // 00:12   #11
Jungle Guide
 
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Location: Wessst Siiide, USA
Profession: Mo/
Default Offensive Spirit Master

Profession: Rit/Anything

Name: Offensive Spirit Master

Type: PvE

Category: Damage

Attributes: Channeling 16 (12 + 1 + 3), Communing 13 (12 + 1), Spawning 4 ( 3 + 1)

Skills Set:
Spirit Rift
Pain
Bloodsong
Shadowsong
Painful Bond
Splinter Weapon
Signet of Spirits {Elite}
Flesh of my flesh

Summary: Good for doing high dmg if you're in a particular spot for some time. Also does good dmg against high level or high armor enemies due to painful bond's armor ignoring + 21 dmg (+ 63 dmg when you have 3 spirits up).

Put up all 3 spirits, use Painful bond on enemies and then use signet of spirits to gain 21 energy. Use Spirit rift and Splinter weapon (on a war or ranger) when you see enemies bunched up.

Notes & Concerns: Not good if you're group is constantly on the run. Excellent against bosses or high levels since they typically take some time to go down.

Credit: Not much new here. Just wanted to put up an offensive spirit build in the directory rather than having to search for it in random posts. Signet of spirits is typically ignored so I take some credit for that. Rest of the credit goes to most rits out there.

Link to Thread: http://www.guildwarsguru.com/forum/s....php?t=3051472
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Old Jun 07, 2006, 12:30 AM // 00:30   #12
Jungle Guide
 
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Profession: Mo/
Default Ritualist Runner

Profession: Rit/Ranger

Name: Ritualist Runner

Type: PvE

Category: Runner

Attributes: Resoration 14 (10 + 1 + 3), Beast Mastery 10, Wilderness Survival 11

Skills Set:
Run as One
Storm Chaser
Dodge
Whirling Defense
Generous Was Tsungrai
Protective Was Kaolei
Vengeful Vas Khankei {Elite}
Weapon of Warding OR Soothing memories OR Resilient Weapon OR Mend body and Soul (depending on enemies in the zone ur running thru)

Summary:
For rits who don't want to depend on others or have to pay for runs.

Use Run as One, Storm Chaser, Dodge, and repeat. Hold Generous Was before running thru enemies, when life gets low (about half) recast Generous Was for 268 health. If Generous Was hasn't recharged use Protective Was, when ur life drops below 25%, you'll gain 226 health. Then use Generous Was if it's recharged.

Use Vengeful Was when slowed and surrounded, then use Whirling defense when Vengeful wears off.

Don't forget that you can drop Generous Was if no other item spell if recharged for the health gain.

Notes & Concerns:
Used this build to run through many parts of Cantha and to run all of Crystal Desert as well.

It takes a while to get the hang of the item spells and knowing which ones to use when, but after some time it becomes second nature.

Credit: Moi.

Link to Thread: http://www.guildwarsguru.com/forum/s...29#post1514429
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Old Jun 07, 2006, 10:24 PM // 22:24   #13
Jungle Guide
 
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Profession: Mo/
Default Ritual Lord that heals party

Profession: Rit/Anything (maybe Mes for Mantra of Resolve)

Name: Party Healing Ritual Lord

Type: PvE
Category: Support

Attributes: Spawning 16 (12 + 1 + 3) or 13 (12 + 1), Communing 13 (12 + 1) or 16 (12 + 1 + 3)

Skills Set:
Shelter
Union
Displacement OR Pain OR Restoration
Pain OR Restoration
Boon of Creation
Feast of Souls
Ritual Lord
Flesh of my Flesh (OR Signet of Spirits - for the Deep mission only)

Summary: A build that stays away from the action and heals party while providing protection. Cast Boon of Creation and Rit Lord and spam spirits. Kill them off with Feast of Souls when you need to heal party. 412 heal party at 16 spawning when you use Feast on all 4 spiirts.

Notes & Concerns: A build that's already out there. Just wanted to put it in the build directory for Rits. Pain is included for the low energy cost (5) cuz it's the one spirits you don't really need up for defense, so feel free to follow it up with Feast of Souls. Feast of Souls kills all spirits within range so you may want to cast Shelter and Union and then move elsewhere and cast Pain and Displacement followed by Feast of Souls. Displacement dies real fast so may as well kill it off with Feast of Souls for the extra healing.

Used this build successfully in the Deep, although in retrospect, Recuperation (and maybe signet of spirits) would have helped with the final area.

Credit: Everybody else but me.

Link to Thread: http://www.guildwarsguru.com/forum/f...play.php?f=224

Link to another Thread (similar build, includes Displacement): http://www.guildwarsguru.com/forum/s....php?t=3033281

Last edited by JoeKnowMo; Jun 13, 2006 at 07:32 PM // 19:32..
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Old Jun 12, 2006, 03:21 PM // 15:21   #14
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Guild: Evil Death Bane [EDB]
Profession: Mo/
Default Rt/R Solo FoW Forest

EDIT*June15: added videos of the run and actual forest farm to the guide.

Profession: Ritualist/Ranger
Name: The Forest of the Vengeful Lord WITH VIDEOS!
Type: PVE, farming The Forest of the Wailing Lord
Category: Tank/Life Steal
Attributes: Restoration: 12+3+1, Wilderness Survival: 12

Skills Set: Vengeful Was Khanhei {E}, Vengeful Weapon, Troll Unguent, Distracting Shot, Storm Chaser, Quickening Zephyr, Generous Was Tsungrai, Soothing Memories

Summary: The goal of this build is to farm the Forest of the Wailing Lord inside FoW using a Ritualist primary. Vengeful Was Khanhei will be your main damage dealing and tanking skill so keeping it up at all times is crucial. This is made possible using the Ranger skill Quickening Zephyr which makes skills recharge twice as fast at the expense of increasing its mana cost by 33%. With Vengeful Was Khanhei having a recharge time of 20 seconds and a spell duration of 11 seconds (at 14+ Restoration), it will be fully charged by the time your initial VWK is blinking and will be spammable for more than 39 seconds after which Quickening Zephyr expires. Another Ranger skill more than compensates for this heavy mana cost and that is Storm Chaser which gives +4 energy whenever hit for elemental damage (when fighting Sheperds and Rock Worms). When fighting Spiders and Spirit Woods however which deal physical damage, Vhengeful Was Khanhei and Vengeful Weapon spamming without Quickening Zephyr is enough to kill them in a decent amount of time.



Notes & Concerns: Like all Forest farms, the hardest part will be getting to the Forest itself. Be warned that you're worst enemy will be the Rock Borer Worms. They use an annoying arsenal of skills; you will find that Pin Down, Concussion Shot and Chocking Gas will give you the most problems (you will be using SPELLS). Timing VWK and VW when fighting these critters is important but it will naturally come after a few runs, or even a few minutes depending on the person.

CREDITS: Go to Dahnel whose Ritualist Vengeful Farming build served as the foundation for this build and Remmeh whose R/Me Solo Forest FoW guide inspired me to create a Ritualist build for soloing the Forest.

Here is a link to the actual thread: http://www.guildwarsguru.com/forum/s....php?t=3054093

*****I'm terribly sorry for the double pooost (again)... .... .... clicked submit twice when the internet turned off a bit

Last edited by antoninus; Jun 15, 2006 at 01:44 PM // 13:44..
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Old Jun 15, 2006, 11:30 PM // 23:30   #15
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Profession: R/N
Default B/P Ritualist Healer

Profession: Ritualist/(any second profession)

Name: The B/P Ritualist

Type: PvE

Category: Healer

Skills Set:
Boon of Creation (Spawning Power)
Recuperation (Restoration Magic)
Life (Restoration Magic)
Spirit Transfer (Restoration Magic)
Mend Body and Soul (Restoration Magic)
Feast of Souls (Spawning Power)
Ritual Lord {Elite} (Spawning Power)
Flesh of My Flesh (Restoration Magic) --- or you may use whatever resurrection spell you're comfortable with

Attributes
Spawning Power: 14 (12+1+1)
Restoration Magic: 15 (12+3)

Summary: This build is meant to essentially replace the healing monk in the Barrage/Pet build. The idea is to use Life and Recuperation to keep the whole area (minions and pets included) healed instead of just spamming Heal Party, and a few single-person healing spells are included. Using this build, you can stay further back when healing, and thus less worry of getting involved in combat.

Notes and Concerns:
Ritualists are notorious for having speed problems when healing, so sometimes a backup healer is necessary. However, a skilled player can almost completely overcome this.

Credit:
Myself, and all those who support the great profession of the Ritualist.

Actual Thread:http://www.guildwarsguru.com/forum/s....php?t=3057821
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Old Jun 16, 2006, 07:49 AM // 07:49   #16
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Profession: Rt/Me
Default

Profession: Ritualist/Mesmer
Name: Her Phoenix
Type: PvE
Category: Support/Damage
Skills Set: Soothing Memories, Mend Body and Soul, Channeled Strike, Clumsinuess, Empathy, {Elite}Power Leech, Flesh of My Flesh, Capture Signet
Summary: To beal and provide covering fire
Guide: Heal when you or your party is low on HP and retaliate with channeling /illusion/domination spells.
Notes & Concerns: Stay behind the party at ALL times
Credit: I Vettera
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Old Jun 18, 2006, 03:43 AM // 03:43   #17
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Join Date: Jun 2006
Default Spirit Battery Spiker

Profession: Ritualist/Any

Name: Spirit Battery Spiker

Type: made for PvE, with some tweaking may be applicable to GvG/PvP

Category: Spike Damage

Attributes:
16 Channeling (+1 helm, +3 rune)
7 Restoration (+1 rune)
12 Spawning (+1 rune)

Skills Set:
Destruction- create lvl 11 spirit that dies after 30 sec. 5 damage to all foes in area for every second alive (channeling)
Gaze from Beyond- nearest spirit loses 42 health, 3 damage to target foe per health point lost (channeling)
Essence Strike- 53 damage to target foe, +8 energy if near spirit (channeling)
Spirit Burn- 53 damage to target foe +31 if you are near spirit (channeling)
Lamentation- 106 damage to target foe near spirit/corpse (channeling)
Rupture Soul- destroy target spirit, deal 122 damage and blind for 10 seconds all foes in area (spawning)
Generous was Tsungrai- +184 self heal (restoration)
Flesh of my Flesh- rez (restoration)

Summary: Basic spike build with the exception that you're somewhat tethered to the spirit. First cast destruction and then find a foe to start spamming gaze/essence strike/spirit burn on. Spells were chosen for recharge time and mana cost and the damage to destruction spirit caused by casting gaze is minimal since it has 320 health and enemies tend not to target it. If you get rushed while spamming cast lamentation and rupture soul if you need to for a quick 228 + (5*however long destruction survived, 150 max), should help you clear the immediate area quickly. Quick and powerful self-heal is available if needed. Spirit placement/timing is critical to maximize rupture soul + destruction. I recommend mystic armor for +15 armor while activating a skill. Weapon is whatever you like, I was using NPC channeling staff.

Notes/Concerns: Clearly there's no elite. I welcome suggestions for one but at the time I had just arrived at Kaineng so there wasn't much available. Also lamentation has been difficult to use so I was thinking of trading it for spirit rift for the 122 damage after 3 seconds to target foe and surrounding enemies. Minor drawback to using destruction is that it isn't doing anything during those 30 seconds, no attacking at all. Not too big a worry because you're using it to fuel the other skills, and anyway it's probably not worth it to allot points to communing for an alternate spirit. I created this post so I could get criticism and fine-tune it so suggestions are, again, welcome.

Credits: Invented it myself but have absolutely no idea if something similiar has been posted elsewhere.
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Old Jun 20, 2006, 12:07 AM // 00:07   #18
Jungle Guide
 
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Location: Wessst Siiide, USA
Profession: Mo/
Default

Profession: Rit/Mo

Name: Spike Spam

Type: PvE

Category: Spiker

Attributes:
Channeling 12 + 1 + 3
Spawning 11 + 1
Healing Prayers 8

Skills Set:
Spirit Rift
Ancestors Rage
Channeled Strike/Splinter Weapon
Essence Strike
Destruction
Attuned Was Songkai
Healing Breeze
Flesh of my Flesh

Summary: Start with Attuned Was Songkai for the reduced energy cost for the rest of your skills. Place Destruction down and then go to work on a mob with Spirit Rift and Ancestor's rage for some nice AoE damage. Follow with Essence Strike and Channeled Strike. Then use Spirit Rift again. Spirit Rift and Essence Strike are you 2 main spam spells with a recharge time of 5 seconds and 8 seconds respectively. Use Channeled Strike and Ancestor's Rage as they become available. The energy gain from Essence Strike is especially nice while holding Attuned Was Songkai. Combined with the downtime of your spells, you should have few energy problems during most battles.

Notes & Concerns: If you want to do more AoE damage, you can swap out Channeled Strike for Splinter Weapon. Cast Splinter Weapon on as many of your teamates as you can before a battle (you should be able to get it on at least 4 teamates before it runs out on the first one you cast it on, and still have time to put up Destruction) for some pretty big armor ignoring AoE damage.

As most mobs will come to you, you should be able to stay within range of Destruction for the energy gain from Essence Strike.

You can go with any secondary and the self- heal from that class if you like or go with Restoration instead of Healing Prayers.

Credit: The GWFreaks build creator that really helps to speed up the process of posting builds.

Link to Discussion: http://www.guildwarsguru.com/forum/s...76#post1573076

Last edited by JoeKnowMo; Jun 20, 2006 at 12:19 AM // 00:19..
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Old Jul 19, 2006, 09:03 AM // 09:03   #19
Frost Gate Guardian
 
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Location: Poland
Guild: Uber Pro Gamers [leet]
Profession: Me/E
Default

Proffesion: Ritualist/Monk

Name:Ritualist infuser

Type:8v8,PvE,4v4 (with modifications)

Attributes:
Restoration: 12 +1 +3
Spawning Power: 12 + 1
Healing Prayers: 3

Skills Set:
Mend Body And Soul - good and spammable healing, turns to mini-RC if spirits are around
Soothing Memories - another spammable healing spell, used with GwT will be almost free to cast
Spirit Transfer - instantly heals someone for 237 hp if there is ANY spirit in area, emergency heal for tough situations when
Infuse Health - key of this build, using it with GwT is extremally effective - you heal for more hp than usual infuser monk and can immediatly restore yourself by just dropping ashes
Recuperation - like having someone constantly cast healparty every few seconds, keeps some pressure off
Life - having your team restored to full hp every 45 seconds helps a lot, especially in matches with hex/degens or smite builds but even when facing balanced it removes a lot of pressure from monks
Generous Was Tsungrai - best self preserving skill in game especially with spike heavy metagame, comboes with infuse giving this build purpose
Spirit Channeling (elite) - steady energy managment, allows this build to always have energy for infusing

Summary: As skillset implies, this build is replacer for usual infuser monk in HA (altough its versatile, effective and usefull even outside of it). Infuse comboed with GwT makes this build more effective than monk infuser and doesn't rely on WoH to heal it after spike healing. Other skills allows it to do some pressure healing and conditions removing (very good at that - almost like having another RC prot). In addition - spirits benefit whole team removing stress from other monks. Ofcourse this builds needs some changes in usual 3 monks backline. The best solution is to go with usual RC/prot and modyfied Woh/HP that uses SB in place of WoH. Also this build works great along with Rt lord spirit spammer - it allows removing more conditions with MBaS and using spirit transfer more often. And Rt lord can use feast of souls on life spirit to have party recharged when desired. I did many testings of that setup and I must say it works perfectly fine, providing more healing than usual 3 monk backline. This build is also very good in PvE - one that break stereotype of Rt healer being subparr to monk one.

Notes & Concerns:Spirits should be placed at beggining of battle and later should be timed well - there is nothing worse than missing infuse while placing spirits. This is not big concern but requires some experiance and timing.
Modyfied version of this build can be used in TA. Spirit channeling is swapped for preservation, and infuse for weapon of shadow. It makes very solid healer that is VERY hard to take down standing next to preservation and holding ashes. It got me few gladiator points so you can test it if you like.

Credit:Goes entirely to the finest person I know - me...

Link to Discussion:http://www.guildwarsguru.com/forum/s....php?t=3026383
TeeGee is offline   Reply With Quote
Old Oct 21, 2006, 06:13 AM // 06:13   #20
Pre-Searing Cadet
 
Join Date: Oct 2006
Profession: Rt/Me
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Profession: Ritualist/Monk

Name: Payback

Type: mobile healer, partner/caddie for warrior, sin, or dervish.

Attributes: Restoration 16 (12 + 1 + 3), Smiting 12.

Skills Set:
1. Retribution
2. Zealot's Fire
3. Vengeful Weapon
4. Attuned was Songkai or Vengeful was Khanhei
5. Mend Body and Soul
6. Soothing Memories
7. Wielder's Boon
8. Weapon of Warding or Resilient Weapon.

Summary:
not a lot of mystery here. this build is best used in conjunction with a melee heavy partner, though it will work with just about anyone. obviously, the idea is to load up your partner with Retribution and then maintain zealot's fire on them so that you can continually smack down anyone in melee range of your buddy by spamming vengeful weapon and fast casting direct heals on him. with your attributes set up as shown, the damage done to anyone hitting your partner is going to be substantial, and your buddy won't be in much danger of dying. this is GREAT for fixing the MM problem by running your partner right into the pack of pets and going crazy.

with the pbaoe put out naturally by dervishes, this build is bananas. ran it during the trial period, and it was absolute insanity.
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