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Old Apr 25, 2007, 03:38 AM // 03:38   #1
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Default The Ritualist Basics

I have been playing the Ritualist class exclusively for a while now. I have seen many Ritualist players play good skill bars poorly. I have done my share of that as well. I would just like to offer some advice/tips to those unsure about exactly how to play the ritualist that I have learned through trial and error. This thread will not focus on skill bars as much as suggestions on how to play the bars more effectively in PvE.

Continue Reading for Oso Minar's excellent explanation of Ritualist skill triggers. Post #11

A. Considerations of Spirits

This is where many problems are experienced. Placement is everything when it comes to spirits. There are many things a ritualist must remember when placing spirits.

1. Like all classes you must be aware of the enemy. The right spirit choices can make an area much easier. Disenchantment, for example, can be effective when facing enchantment based groups.

2. All spirits have the attack range of a longbow. This range is increased slightly when placed on a hill or other inclined area. Use this range to your advantage. Remember: Spirits CAN be obstructed by the environment.

3. Spirits have AI of their own. Calling targets and using Painful Bond can help direct their fire. However, they will target the foe with the lowest hp over your called target. They also will defend themselves when attacked.

4. Spirit Placement is important. Again, when possible use the terrain to your advantage. Do not, however, stand in one spot and drop all the spirits you are using. Spirits are much more effective when spread into a "wall." This wall can provide a temporary barrier that can save the monks and other back line characters when aggro gets messy.

When dealing with heavy AoE, spread your spirits very far apart. Because of the high recharge time it is never good to have all your spirits wiped out with one AoE spell.

Ideally, the spirit line should be midline. This provides enough distance to keep them from being attacked. Spirits are fragile afterall. This also allows a screen to help protect the backline team members from the stray creature that runs through the front line.

5. In bad situations, the ritualist can use spirits to screen the retreat of the party. Zig-zag placement as the survivors withdraw and slow the enemy down as they focus on killing the spirit. I have often set up and entire spirit line and sacrificed myself to let other team mates retreat to safety.


6. [By ArKain:]
Understand what each of your spirits does, and keep it in mind

Shadowsong will keep a melee attacker blind for its duration, but if you place it up front, there's the possibility it'll "lock" onto a caster, leaving the melee'er to woop your ass freely. Consider putting shadowsong at a distance from where you want to place most of your spirits: that way when an melee attacker arrives, he'll be the only target within the spirit's range. Same with disenchantment (place it on the backline if possible, so it aims at the bonder or takes out attunements).

Also take note that placing multiple spirits on one spot then Painful Bonding an enemy will provide some very effective spiking every 1.75 seconds, plus any effect the spirits have (which is why a lot of rits like wanderlust: if the enemy is knocked down, he takes at least another hit from multiple spirits)


B. Support Role Considerations


Ritualists have the ability to support other classes like few other can through weapon spells.

1. Remember only one weapon spell can be on each person. Spells like Weapon of Quickening, although made for the ritualist, can help other players. Weapon of Quickening, for example, can speed up the cool down for an elementalist.

2. Weapon spells are extremely situational. Survey the battlefield before applying a spell. Splinter Weapon, for example, does little good on a single target; however, place the spell on the warrior in the front line using Cycle Axe...

3. The ritualist can have a lot of armor with the right inscriptions and a weapon spell. If things are going badly for the softer characters, a ritualist can tank for short periods to relieve some of the pressure on the monks.

4. Remember, Weapon Spells can be used on ally npcs, pets, and minions. Ally Npcs include the guards and other characters you see throughout the game.

C. Melee Considerations


The ritualist can melee/combat like the other classes.

1. You are not a Warrior. Although a ritualist can have decent armor, they are not a warrior or a paragon. Ritualists are meant to be secondary melee characters using the Spirit Strength builds. The melee ritualist can handle the stray creature or run in after the warrior has established strong aggro. The latter is not recommend for any duration however.

2. I tend to run midline interception as a melee ritualist. My job is to protect the monks and other softer backline characters.

Edit by Silly Warrior: I changed the name from " Skills every Ritualist should master" in our effort to start the new Basics thread. This will stay as the new thread until someone writes a better one!

Last edited by Silly Warrior; May 21, 2007 at 01:27 AM // 01:27.. Reason: Basics.
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Old Apr 25, 2007, 03:49 AM // 03:49   #2
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D. Channeling Considerations

Channeling can do a fair amount of damage. It is best when used against enemies weak against lighting.

1. Be aware of the conditional aspects of your skills. Channeled Strike for instance requires an item to be held to do peak damage.

2. Soul Twisting is a good elite to use with a spirit bonus channeling build. This allows you to move with the team faster.

3. Channeling has some nice ally support spells. Hybrid direct damage and support is always welcome in a party.

[Edited for Accuracy Thanks to lavenbb for pointing out my error]

E. Item Considerations

This is the unique realm of the ritualist.

1. Use mission items to your advantage. If you know a mission has an item you will be lugging around, use that item to boost your skills.

2. Items remove your weapon bonuses. However, the bonuses can kick in as you cast that item

3. Many item spells take time to cast. Be sure you are not in harms why as you cast the item.

4. Lively was Naomei is an area resurrect when dropped. You can also resurrect yourself. However, even if you resurrect everyone in a wiped party, in a mission you will still fail the mission.

5. Item spells can be chained. You drop the item you are holding when you cast the next item spell. You can only hold one item at a time.

F. Restoration

Ritualists can out heal monks in raw healing power with only restoration. However, ritualists are conditional healers.

1. Always be sure you can meet the conditions on your heals. Some heals require a spirit in earshot for instance.

2. Ritualists often have down time as their skills cycle in sequence. Communicate to your party when/if you have a skill cycles.

3. Weapon spells can mitigate damage. Even the Channeling line has several that can while being offensive. Such as Nightmare Weapon.

4. Ritualists tend to work best to relieve pressure. Monks are better spike healers. A healing ritualist's job when with a healing monk is to make the monk's life easier. A mix of healing and mitigation is best when partied with healing monks, depending on the area.


Feel free to add anything else to the advice list.

Last edited by Calen The Civl; Apr 29, 2007 at 02:17 PM // 14:17..
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Old Apr 25, 2007, 02:21 PM // 14:21   #3
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(feel free at edit any of this into the original post btw)

Communing:

Note about spirits: it seems on occasion they need to be "Engaged", by that i mean after first dropping your spirits (offensive spirits that is) they will tend to do nothing until you attack or cast a spell on the enemy. I find that if i start wanding early before all spirits are down this reduces the "Idle time".

Also note that while in areas with low AoE fire, you can gain several benefits from actually placing spirits on the same spot. For example the refire rate of spirits is the same for all, thus placing them all on the same spot giving them the same range allows your spirits to mimic spike damage rather than constant pressure. I like to think of my formations like this:
  • If the enemy has say, more than 2 monks and can withstand a deal of pressure (Spread out spirits for example) then attempt to group the spirits up so they can "spike" single targets.
  • If the enemy has a low number of healers, but has a good deal of damage output themselves, then attempt to spread spirits out giving you an even spread which should help hold back the enemy.

Another note about spirits is that with higher communing they also have higher armor ratings.

The order in which you place spirits also has an effect on how they work, for example placing a Shelter spirit first then a Union spirit will reduce the damage to 10% of your maximum health THEN by reduced by 15. Summoning them in reverse order will cause the Union spirit to reduce damage by 15 first ect ect.

A note on energy management using Boon of creation: Try to Start with a higher costing spirit first, followed by a lower costing, then by a higher costing, then lower costing and so on and so on. Its more effective if you use the lower costing spirits (such as pain and bloodsong) as a "rest" between the high costing spirits, as with boon up they spirits are basicly free casts.

Shouts with affect allies will affect spirits, Shouts such as Anthem of Envy will also affect spirits since spirits attacks are considered skills. Do not however confuse this with shouts such as Anthem of Flame which only affect Part members in range.

Last edited by Dahnel; Apr 25, 2007 at 02:28 PM // 14:28..
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Old Apr 25, 2007, 05:01 PM // 17:01   #4
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Nice edition, Dahnel. I will leave your advice sit for now. It is in a good position.


Other Considerations

The ranger skill Serpent's Quickness is a good addition to the ritualist skill set. Recharge times can be a problem in many builds. Serpents Quickness and Weapon of Quickening do stack to further reduce recharge times.

Beastmaster ritualists can be effective. Pets can make use of many weapon spells. The increases from these weapon spells can offset the slight disadvantage a beastmaster ritualist has against the ranger beastmaster. Of the familiar ritualists (Beastmaster and Golem familiars), beastmaster is the most effective because of the Flesh Golem's poor AI and lack of controls.

[Addition to this post]

As a ritualist, you are able to exploit enemy spirits in ways no other class can. Gazy of Fury, for example, replaces any spirit including ranger spirits with your own spirit. Consume Soul destroys the enemy's spirit and heals the party. These skills are great to take along in an area that are heavy in enemy spirits.

Ritualists excel in a variety of roles on one bar. They can augment the damage of party members through weapon spells while still providing some protection for the party and dealing direct damage through channeling. Just be cautious not to try to do too much on one bar. Overextending the skill bar of the ritualist is very easy to do and care render you ineffective.

Last edited by Calen The Civl; Apr 29, 2007 at 03:41 PM // 15:41..
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Old Apr 25, 2007, 06:33 PM // 18:33   #5
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Don't forget about my build! (Calen, I invite you to watch me play sometime, if you've never seen/tested my build before. Altho, your thread seems to be focusing on general attributes, rather than specific builds, especially odd hybrid builds like mine.)

The Minion Bomber/Explosive Creation build:
http://www.guildwarsguru.com/forum/s....php?t=3039479
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Old Apr 25, 2007, 10:34 PM // 22:34   #6
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can people stop spamming Rt/N builds all over every thread :/
(can ppl stop acting like the build they come up with is NEW... ive seen (and been) rit MMs since the start of factions...sorry to kinda single you out, bargamer, but i am kinda sick of everyone who says this is my build i made it every needs to give me $1 when they use it...)

anyways it is a nice to see a pve guide which i hope will encourage people to play rits and play them well.

i dont understand the D.4. section much though ... i cant think of any water spells off the top of my head that use lightning damage... maybe a really neat glimmering mark build would be using channeling but... other than that i dont see the need to state that it can go well with its secondary, many secondaries go well with rit. assassin 2nd can let you teleport between spirits... necro 2nd can make you an unique MM... i just dont think it is necessary.

Last edited by Trylo; Apr 25, 2007 at 10:42 PM // 22:42..
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Old Apr 25, 2007, 11:07 PM // 23:07   #7
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Understand what each of your spirits does, and keep it in mind
Shadowsong will keep a melee attacker blind for its duration, but if you place it up front, there's the possibility it'll "lock" onto a caster, leaving the melee'er to woop your ass freely. Consider putting shadowsong at a distance from where you want to place most of your spirits: that way when an melee attacker arrives, he'll be the only target within the spirit's range. Same with disenchantment (place it on the backline if possible, so it aims at the bonder or takes out attunements).
Also take note that placing multiple spirits on one spot then Painful Bonding an enemy will provide some very effective spiking every 1.75 seconds, plus any effect the spirits have (which is why a lot of rits like wonderlust: if the enemy is kd'd down, he takes at least another hit from multiple spirits)
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Old Apr 26, 2007, 01:26 AM // 01:26   #8
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There are other people who spam the Bomber build besides me?? And yes, I realize that the build isn't new, that's why the guide/thread is a year old. XDDD

PS: Maybe he means Air spells?
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Old Apr 27, 2007, 12:12 AM // 00:12   #9
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This thread is more concerned about play mechanics than builds, bargamer. Builds are for another thread.

Trylo, I have seem a few water spells that increase damage based on lightning damage. I cannot think of them off the top of my head however. I decided to state the obvious for the starter ritualists. Most ritualists take Mesmer or Monk as a secondary. I have only see a handful water/channeling rits.

I will add, Arkain's advice to my OP.
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Old Apr 27, 2007, 01:55 AM // 01:55   #10
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Worth knowing.... Elementalist baddies will damage clustered spirits very rapidly. I've made the mistake of setting 2-3 spirits on top of each other to spike...only to watch a Kournan scribe nuke them out of existence. (I should have put dissonance up....)

I dismissed item and ashes spells initially--why would I put my weapon down? But a +15 spike in energy is pretty darned helpful mid fight, when I'm low on energy. Many of the other classes in the game have "passive" energy management--you gain energy without doing much thinking: The Ele has a huge pool, the necro soul reaping and assassin critical strikes, the ranger expertise. The rit does NOT have a similar system, and so spells are needed to help manage energy. So, be sure you walk out the door with at least one energy management skill, because you're no use to the party when you run out.

Cheap heals rock. The rit has several 5-energy heals with fast recharges, that, coupled with recuperation and life can help keep a party alive. On several occassions, I have been the "2nd monk" that a party needed, and done fine. Recuperation makes everyone's job easier.... as long as they understand how it works.

Go rits.
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Old Apr 27, 2007, 04:28 AM // 04:28   #11
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"Triggers" and Build Synergy:

Most Ritualist spells and skills will rely on one of three things for a "bonus effect":

-Spirits
-Item Spells (ashes)
-Weapon Spells

Pay attention to the skills you'd like to use, and the triggers that you want to bring along with you. If you don't have any good Item Spells, for instance, shy away from skills that trigger off of them.

It's best to not try to include spells of all three types in your build. For one, bringing a "trigger spell" (an item spell, a weapon spell, or a spirit) for each prerequisite leaves you with few skills for the rest of the bar. Although there are builds with all three triggers, most builds can synergize well using two or even one prerequisite type of spell.

"Trigger spells" explained by type, with example skills:

Item Triggers:
[skill]Generous was Tsungrai[/skill][skill]Mighty was Vorizun[/skill]---[skill]Renewing Surge[/skill][skill]Soothing Memories[/skill]---[skill]Destructive was Glaive[/skill]
Most ash-triggered spells are of a "Set it and forget it" variety. Most common item spells are long-lasting, such as Generous was Tsungrai or Mighty was Vorizun. Combine that with the fact that your timer is the only limiting factor on how long you can hold your ashes (spirits can be killed), meeting the prerequisite on spells is extremely easy. Example skills can be seen in Renewing Surge, which eliminates cooldown with an item, or Soothing Memories, which grants a small energy boost if cast while holding an item. These are simply common spells; there are many other skills worthwhile to look at in their own right, such as Destructive was Glaive. While holding it, even non-triggered spells receive a bonus in firepower. This makes synerging between other trigger-types that much easier, if only for a quick spike!

Spirit Triggers:
[skill]Recuperation[/skill][skill]Mend Body and Soul[/skill]---[skill]Bloodsong[/skill][skill]Essence Strike[/skill]---[skill]Offering of Spirit[/skill]
Most spirit-triggered spells are of the same "Set it and forget it" variety. You simply place your spirit and go to town with your spells, while the spirit is just a stationary base of operations. This platform is slightly more tricky than item spells, because your spirits can be killed (often quite easily, without points in Spawning). Consideration must be paid to spirit placement, because if your spirit is killed, it could spell bad news for you and your efficiency. Simple triggers include a Recuperation/Mend Body and Soul for healing, and Bloodsong/Essence Strike for nuking. With Mend Body and Soul, you get an additional condition removal, and Essence Strike allows for a nice energy gain. Offering of Spirit, a Nightfall elite, is a wonderful skill to add in to a spirit-based build, as it gives a very large pool of energy without a health hit if a spirit is around.

Weapon Spell Triggers:
[skill]Renewing Memories[/skill][skill]Wielder's Remedy[/skill]---[skill]Splinter Weapon[/skill][skill]Weapon of Warding[/skill]---[skill]Wielder's Boon[/skill][skill]Wielder's Strike[/skill]
Weapon Spells can work differently than the other two. Many times, Weapon Spell builds will use additional enchantments to boost the power of the weapon spell itself. Spells like Renewing Memories or Wielder's Remedy are cast BEFORE the weapon spell, but they will provide additional benefits to the spell. Weapon spells such as Splinter Weapon or Weapon of Warding are popular both for damage output and protective healing. Other skills can be used AFTER the weapon skill is on a character, as well (assuming the weapon spell lasts long enough; Splinter Weapon, for example, is removed very soon after completion). Wielder's Boon more than doubles its healing if a weapon spell is on a character, and Wielder's Strike doubles damage output as well. Weapon Spell builds are a little tricker, and often rely on enchantments, so be wary of the enemies you'll be facing (if there's a lot of enchantment removal, your skills often won't be quite as effective).

Combination Triggers:
[skill]Empowerment[/skill][skill]Mighty was Vorizun[/skill]---[skill]Recuperation[/skill][skill]Spirit Light Weapon[/skill]---[skill]Attuned was Songkai[/skill]Often, one type of skill will also serve as a trigger for another! This allows for wonderful synergy between build types, as you can get two prerequisites out of the way in a manner that complements both! For example, Empowerment, even though it is a Spirit, provides an amazing pool of energy when an item spell like Mighty was Vorizun is used. When both are active, you can use spells that both use spirit and item triggers with no fear! Similarly, Recuperation and Spirit Light weapon may be different trigger-types, but Spirit Light Weapon is augmented by Recuperation, and spells of both types can be used. Attuned was Songkai is a great skill, because it links Item Spells with either Spirits OR Weapon Spells.

Creating a Build:
First, I find that it's easiest to decide which triggers you want to use. I'll normally run two triggers for flexibility, but the choice is yours to make.

In deciding which triggers to choose, I often will ask myself what the nature of the fights will be. If it's a mad-dashing level with lots of running and few stationary fights, I'll normally bring Items and Weapon Spells, because they often allow for the most flexibility in terms of movement. If the mission is slower and more based around survival, I'll normally bring Spirits and Items, as I just have a personal bias towards Spirits.

Next, look to see what triggers you want to bring, and if there are any obvious choices between ones that you think will play off each other (see the Combinations above). This part is ENTIRELY up to you, however; pick skills that you're comfortable with and that will work for you. For example, I usually bring Life over Recuperation, due to the high energy cost and longer recast time of Recuperation. Both spirits are great, but I just have a personal preference.

Finally, choose the skills that you want to use, and make sure that they run off the correct triggers! Make sure to make your build based on the area, as well; if there are many clumped-up foes, Spirit Rift may be a good idea...but in an open area, Spirit Burn may be a more effective choice.

----------------

And HAVE FUN! The Ritualist is a wonderfully complex class, but there are some great and unique combinations out there! I love playin' my Ritualist, and this post is just sort of a breakdown of how I'll form a build for missions. Very rarely do I look at a random build and say, "Meh, good enough," although there are certainly good catch-all builds for any area. This is just my whole thought-process regarding creating builds, and if we're talking game-mechanics people should know, I certainly think the intricacies of all the triggers should be noted in detail.

Apologies if this is too long; I'm writing my thesis at the moment, so I'm really in "WRITE A LOT" mode. Also, keep in mind that the skills I used as examples are merely that; there are LOADS of great skills. I just used these because they're simple, and the bonus is easy to understand.

If anybody would like in-game advice or to run with me, look me up! I'd be happy to teach anybody about my favorite class! Name's Oso Minar!
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Old Apr 28, 2007, 12:25 AM // 00:25   #12
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Quote:
Originally Posted by Calen The Civl
This thread is more concerned about play mechanics than builds, bargamer. Builds are for another thread.

Trylo, I have seem a few water spells that increase damage based on lightning damage. I cannot think of them off the top of my head however. I decided to state the obvious for the starter ritualists. Most ritualists take Mesmer or Monk as a secondary. I have only see a handful water/channeling rits.

I will add, Arkain's advice to my OP.
Some Air Magic spells has the condition "if target is under a ____ magic hex, then ___". It's a property of specific air magic spells, not water magic. There is no water magic spells that increase lightning damage.
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Old Apr 28, 2007, 12:28 AM // 00:28   #13
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great posts so far, and as a rit at heart, i know i have to put something =D


Rits have probably some of the most efficient energy management skills in GW. If you time these with the conditions to meet them, you will stun any caster in the game with your stamina. Just remember that many of the more popular ones will destroy your energy pool in a mater of seconds if you're not careful.

A problem I see many rits encounter is with Attuned was Songkai (AwS). This is an EXTREMELY powerful managment skill, but since it is an item spell, it causes your max energy to decrease. Doesn't sound bad, right? When you drop 12 en lower and have little energy to begin with, you are sitting there like a target. IT DOES NOT MATTER HOW MUCH YOUR ENERGY COST DECREASES IF YOU DON'T HAVE ANY TO BEGIN WITH! But if you cast this before you cast anything else, you have 45 seconds of half cost euphoria.

Another small problem is with the newly released Reclaim Essence. This skill has massive potential ( i personally use it a lot with life at the last second for good results) but has a minor drawback, especially if any of your teammates happens to be a MM. Reclaim essence says "targeted" summoned creature, but I have found when i even have spirits down, you can eat up a MM's spirits if you just randomly press it hoping for your spirit to be autotargeted.

My last thing to remember ( this goes out to the healers in the crowd.) If you're using resilient weapon, watch what you do with mend body and soul. If your tank has bleeding on him or even poison, do not use mend body and soul on them! +6 health regen and 24 AL outrageously counters the -2 to -4 degen and puts the condition in your favor!

After reading the posts above, newer rits must know we are one the hardest classes to control, but also becoming the most powerful. For the old proph players celebrating their 2 year right now, they will know that we are becoming "the new mesmers"
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Old Apr 28, 2007, 12:22 PM // 12:22   #14
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This is turning into a Ritualist bible, someone should compile it all into a book >.>



P.s. i'll add more when i get home

Last edited by Dahnel; Apr 28, 2007 at 12:39 PM // 12:39..
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Old Apr 28, 2007, 05:55 PM // 17:55   #15
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If the Necromancer forum has a stickied thread called "Necromancer Basics," I don't see why this unappreciated profession shouldn't have a similar thread.
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Old Apr 29, 2007, 07:16 AM // 07:16   #16
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Be aware of your strengths and weaknesses. Make your builds focus on your strengths to make you a unique and useful player, not a discount version of another class. Attempting to replace a mm, ele or monk will only lead to never finding a groups.

For restoration rits: You have many useful weapon spells, such as weapon of warding that provide unstrippable protection for long periods of time. You have numerous spirits that provide party wide benefits, like recovery. You tend to have good energy management.

You do not have the ability to effectively heal spikes. You do not have effective hex removal without a secondary class. You can't prot stack a tank like a monk.

For channelers - You have attractive weapon spells, such as splinter weapon and warmonger's weapon, that can create all sorts of chaos. You have excellent spiking skills. You tend to be a bit heartier than other classes as you can easily bring one or two nice defensive skills from other lines.

You do not do as much DPS with direct damage spells as an ele, nor do you do as much AoE DPS. Your energy management is inferior to an elementalist's, meaning you cannot spam skills thoughtlessly. Your reliance on spirits may make you less mobile. Your direct damage spells lack a secondary effect useful for shutdown, like weakness from enervating charge.

For communing rits: Your spirits can provide insane DPS and shutdown an area very effectively. Your spirits can provide ok passive defense for short periods of time, and are especially effective at preventing spikes during a short window. You have vital weapon.

Your spirits take a long time to set up, making them pointless in an area where you need to be moving a lot. Spirits are easily killed even with high spawing power. You cannot sustain your group defensive spirits for long periods of time. You generally will have massive energy issues without an energy elite. Your recharge times suck.

For rits in general: You are not a tank, as fun as spirit's strength is. You are not a monk, and shouldn't think you can completely replace one. A monk cannot completely replace you, either. You are not a minion master, as fun as it is to blow up minions all day long. You are not an ele, and shouldn't stand around spamming damage spells (of course, neither should an ele, but that's another story). You're a rit, and you kick all sorts of ass in the right hands, and you're one of the most versatile classes in the game, albeit one of the worst understood.
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Old Apr 29, 2007, 07:53 AM // 07:53   #17
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I like the ideas here. Good guidelines for both new and experienced rits. Stuck like a traffic jam [irritatingly and with much cursing].
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Old Apr 29, 2007, 02:13 PM // 14:13   #18
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Quote:
Originally Posted by lavenbb
Some Air Magic spells has the condition "if target is under a ____ magic hex, then ___". It's a property of specific air magic spells, not water magic. There is no water magic spells that increase lightning damage.
Ah, Thank you for the clarification. I unfortunately do not have much experience with elementalist spells. I will edit my OP.

Nice to see this thread has achieved Sticky status. Lets keep the tips and tricks coming.
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Old Apr 29, 2007, 06:39 PM // 18:39   #19
Desert Nomad
 
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Join Date: Jan 2006
Location: Canada, Qc
Guild: [Holy]
Profession: Me/Mo
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A little add in

E. Item Considerations

Just takes note that we can see which type of Ashes a Ritualist can hold in hands by looking the skin


- A red mixed with black squaring box is an offensive items, generally create damage around the taker

- A yellow urn represent a defensive or support items, boosting your ritualist and self care

- The last one is only "Lively was Naomei". The color is gray with a form of a big urn. Meaning its a resurrection item.
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Old May 16, 2007, 06:06 PM // 18:06   #20
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Join Date: Apr 2007
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Vital Weapon:

I found that vital weapon is a great spell to keeping allies alive.
- It doesn't conflict with any other classes' ability to heal or other spell triggers (such as being triggered only if no enchantments on player) because it's a weapon spell.
- At 5 energy and 1 casting time it can act as an emergency heal if it hasn't already been cast on the target at the time. It can boost a player's hp by 150+ at 12 communing.
- Allies with a larger hp are easier to heal and allows for more efficient use of healing spells. It can help extend the life of the shelter spirit by adding about 15 hp to the requirement for it's trigger. This means that shelter will be alive longer for the more damaging spells.
- At ~30+s duration with a recast of 2 at 12 communing. It's great for triggering the effect on armors with +15 armor when affected by weapon spells.

Last edited by kaply; May 16, 2007 at 06:10 PM // 18:10..
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