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Old Oct 20, 2006, 04:05 AM // 04:05   #1
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Default ritualist first time character

I'm thinking of making a ritualist as my first time character. I'm going to list my reasons and concerns for this, feel free to leave feedback, corrections, opinions, or flame.

1. Broad enough skill set to adapt to needs of group and be a viable profession in any situation? (I'm very concerned with having a profession that can participate in everything that PvE has to offer)
2. Ritualist somewhat analogous to WoW shaman? (my favorite WoW class, endgame WoW just gave me a headache)
3. Soloability?
4. Ease of play for learning the game?
5. Secondary profession? (plenty on this from other threads here, but if you want you can comment on this, especially as regards making a character that can be used in any run.) P.S. most concerned with using N or R.
6. Lastly, how does a N/Ri stack up against an Ri/N on the concerns I listed above?

Sorry for all the questions. I've ordered the game and don't actually have it in my hands yet, but am itching with anticipation.
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Old Oct 20, 2006, 06:06 AM // 06:06   #2
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First off, Welcome!


Quote:
Originally Posted by Windjammer
1. Broad enough skill set to adapt to needs of group and be a viable profession in any situation? (I'm very concerned with having a profession that can participate in everything that PvE has to offer)
Ritualists dabble in everything and master nothing. They are very easy to adapt to just about any need your Group has, and they fill any number of roles very well. In that regard, they are very enjoyable.

Quote:
Originally Posted by Windjammer
2. Ritualist somewhat analogous to WoW shaman? (my favorite WoW class, endgame WoW just gave me a headache)
Never played WoW, so I can't help you there.

Quote:
Originally Posted by Windjammer
3. Soloability?
There are any number of solo farming builds for a Ritualist if that is what you are talking about? Guild Wars is pretty team orientated, but it's not hard to use the Automated Henchmen.

Quote:
Originally Posted by Windjammer
4. Ease of play for learning the game?
It's definately not the easiest class to play... but then again neither is the Necro. Ritualist rely on synergizing their skills much more than any class in the game. They have a wide variety of skill 'types' and it makes playing them something unique and challenging. But it's not hard to pick up either.


Quote:
Originally Posted by Windjammer
5. Secondary profession?
I've not used many if any of the skills from my secondary. Serpents Quickness (a ranger skill) is a popular skill in many Ritualist builds. A Rit/Necro can run a Minon Bomber build, but there's not much else in that line that you particularly need. I use a Ritualist/Mesmer to give me options on Energy Management. I would NOT use an Elementalist, a Monk, an assassin or a Warrior as your secondary. But they other three have plenty of viable options.

Quote:
Originally Posted by Windjammer
6. Lastly, how does a N/Ri stack up against an Ri/N on the concerns I listed above?
They are about the same in difficulty, Necro farming/solo builds arent' as common AFAIK. They don't really compare well, because they are so different.

Good Luck!
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Old Oct 20, 2006, 07:15 AM // 07:15   #3
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I've got a little time here, so will share my opinion.

First of all, Ritualist is a great profession and fun to play. I'm currently playing a Ritualist as my main focus, and have been playing a N/Mo since the orignal release of GW, along with many other profession combinations.

Quote:
1. Broad enough skill set to adapt to needs of group and be a viable profession in any situation?
It can be difficult getting accepted into a group as a Ritualist, unless there isn't a monk around or they want two monks when there's only one available.

When playing my Warrior, I'm often accepted into parties early while they're initially forming, and when a Ritualist comes along they often aren't accepted right away unless the party leader understands what they can do, or there isn't a Monk around, or someone in the party really pushes to grab them (like me!). They don't get passed over as much as Assassins or Mesmers, but enough to possibly be a drag if you just want to get into parties quickly or without much hassle. Just don't be surprised if from time to time you spend thirty minutes to an hour looking for a group and end up taking henchmen into a mission instead.

The best profession for guaranteed partying for any mission or quest is a healing or protection Monk, followed by a Warrior, then probably a Minion Master.

While I really like Ritualist skills, I wouldn't consider them to be viable in any situation. They're energy intensive and very conditional upon spirits, party placement and what you're holding, often with slow casting and recharge times. During timed missions or when the team is in a hurry, it's very difficult to be effective with Spirits because of the long casting and recharge times.

Of all the professions I've played, Ritualist is the slowest paced with the least amount of action, though this is offset by its deep and complicated skillset and strategy. I'd suggest that it's the second most complicated profession in the game to master well, with Mesmer being the first.

The profession with the most viable and desired skillset in PvE under any situation is again a Monk, followed by a Warrior and then probably a Necro (MM, BiP, SS).

Quote:
2. Ritualist somewhat analogous to WoW shaman?
I can't answer to this, since I've never played WoW.

Quote:
3. Soloability?
If by "soloablitiy" you mean going out alone with a party of Henchmen or Heroes, then sure. I'm developing my Ritualist to be a party leader for the Heroes in Nightfall, as it will fill that role nicely. But if you mean going out solo with no party, with a normal everyday build setup, and coming back in one piece without dying multiple times? No way. Not unless it's a specific farming build for a specific area.

I'd rank the best solo professions without using a farming build as: Ranger, Necromancer, Warrior, Monk, Elemenalist, Assassin, Mesmer, Ritualist. Some will disagree on the order, but Ritualist is in the bottom three for sure.

Ritualist is a party support class. One can offset this with a secondary, or use a specific build that works solo in some places, but to be able to go anywhere in PvE by yourself or with a small hench team, it's not really the best choice. It certainly can be done... I'm just saying it's not the best choice for going solo.

Quote:
4. Ease of play for learning the game?
In my opinion, there are three really challenging and complicated professions in this game: Mesmer, Ritualist and Assassin. All professions have their challenges and potential to be complicated, but these three have the least amount of straightforward one-shot skills that have noticeable effects, being mostly dependant upon other variables or skills and working behind the scenes. Both Ritualist and Mesmer could be viewed as more about controlling the battlefield rather than eliminating or healing individuals, though they can certainly do the latter, just not as effectively as the other classes can.

The easiest profession for learning the game is by Anet's own admission a Warrior. A Necro Minion Master is another good option as well. Monk is a good starting profession, but it's a completely different type of play style from the rest because one is mostly targeting the party rather than the enemy.

If my very first character had been a Ritualist, I don't know if I'd have stuck with it. Maybe I would have, but the pace and overall approach is very different from any other profession. I remember when I first started how excited I was to try the Mesmer profession right away, but it was really complicated and not an easy way to learn the game, so I dropped it. Later on when I picked it up again and knew the game, I was able to get it and appreciate the Mesmer's power on the battlefield much better.

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5. Secondary profession? (plenty on this from other threads here, but if you want you can comment on this, especially as regards making a character that can be used in any run.) P.S. most concerned with using N or R.
Of those two, Ranger offers more versatility in skill selection and gameplay diversity. Serpent's Quickness is a good alternative to Ritual Lord if one has the Prophecies campaign, but it's not available in Factions. I'd probably be running a Rt/R if I hadn't already unlocked so many Ranger skills with other characters. I changed my Ranger's secondary to Rit and really like what that combination can do. Ranger is probably the most self sufficient profession, and so it complements the Ritualist very well.

The Necro secondary is good for minion boming or a minimal tanking army, but not really much else from my perspective. I ran a Rt/N for awhile and eventually changed it, simply because Blood and Curses just didn't seem to gel with the Ritualist, except for maybe Chilblains for triggering certain Ritualist spells based on conditions. Plus Blood and Curses really need to be high level with runes to be worthwhile, and the Curses line in Factions is kinda lame when compared to Prophecies. When I wasn't minion bombing or toting around a weak Flesh Golem as a pet, the only thing I ever carried was Plague Touch for condition removal, focusing on Ritualist skills almost entirely.

Two other secondaries worth considering are Mesmer and Assassin (o my god, Assassin? what a n00b).

The Mesmer offers energy management skills, interruptions, signets and stances that can support the Ritualist a great deal, not to mention the Echo elite spell. Interrupting skills like Power Drain and Leech Signet can fill up your energy pool while literally saving the party; plus interrupting is something to do during long recharge times, and can actually be more helpful than spiking damage under certain situations.

The Assassin offers Spirit Walk, Dash, Recall and Aura of Displacement without spending any attribute points, allowing the Ritualist to quickly move around the battlefield and position spirits strategically. Many Ritualist skills require touching spirits or party members, or have a very small range of effect (nearby, in the area), so being able to Shadow Step between spirits, foes and allies, or run in quick bursts, actually helps.

The elite skill Assassin's Promise is a great option for eliminating the long recharge times of binding rituals, recharging the entire skillbar when a targeted foe dies and giving an energy boost, and it can be captured before the 6th Mission rather than late in the game. Most of the Assassin skills cost only 5 energy; and one can unlock all skills for both Factions professions with one go through. The issue with dropping items while Shadow Stepping can be a plus if used in the right context, rather than a negative. Taking Assassin for a secondary is a viable alternative, with many options that haven't really been flushed out by the community yet, imho.

Quote:
6. Lastly, how does a N/Ri stack up against an Ri/N on the concerns I listed above?
I'd say N/Ri would be more enjoyable and easier to learn and play, especially if you like a faster pace and want to work with minions more than spirits. Soul Reaping is a powerful attribute to have in PvE, as you'll always have plenty of energy when things die. You'll have access to runes, armor and weapons that maximize Minion Mastery to it's fullest.

Spawning Power helps with minions too, but as a Ritualist primary there are simply limits to what you can do with them. Ritualist minions have more health at lower levels, which is good for tanking. It's also possible to use minions as bombs with Death Nova, alongside other skills which cause damage upon a Spirit's death, to lay waste to a battlefield in a single explosion. However that kind of play requires serious micromanagement to pull off well.

If Spirits are your focus with minions as support, then go Ri/N.

If Minions are your focus with spirits as support, then go N/Ri.

-----

If I may suggest... based on everything you've said here, it might be worth looking at a Necro/Monk Minion Master as your first profession. This is a great starting combination for learning the game, and is a lot of fun to play.

- It's fast paced and easy to get into, yet a challenge to master well.

- Players love a good MM in PvE, so it's not hard to find parties.

- The Monk secondary offers better minion buffing than a Ritualist secondary.

- You can go out solo, or with a modest hench party, and build up an army around you. Plus there are several farming options available.

- When going into an area or mission with few corpses, one can pull from Curses, Blood, Smiting, Protection and Healing to come up with a viable alternative.

- You'll unlock skills from two professions that other players like to have around.

Worth looking into anyway. You can always change secondaries when you get to Senji's Corner after the 4th mission. Just be frugal with skill unlocks before then so they don't get expensive too quickly.

I love the Rituatlist profession, and you'll probably enjoy it a lot. I'm just not sure if I'd recommend it to a new player as a way to learn the game, since it's somewhat of an advanced profession unless one just spams spirits, which they can certainly do but it gets boring fast.

Based on your comments, I'd recommend taking a look at a Necro/Monk Minion Master or a Ranger/Anything before making a decision. If you still want to pursue a Ritualist combo, then consider a Necro/Ritualist, a Ranger/Ritualist, a Ritualist/Ranger or a Ritualist/Assassin. The Ritualist/Mesmer is probably the most powerful combo for a Rit primary, but then you're learning the two most challenging professions at the same time.

Good luck.

Last edited by Kali Ma; Oct 20, 2006 at 02:16 PM // 14:16..
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Old Oct 20, 2006, 01:51 PM // 13:51   #4
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Quote:
Originally Posted by Kali Ma
It can be difficult getting accepted into a group as a Ritualist, unless there isn't a monk around or they want two monks when there's only one available.
You're not the first sought out, but its not hard either. A RITUAL LORD might have problems, but a Rit can easily replace a Heal Spamming Monk or a Damage dealing caster. Either of those to roles are ALWAYS in demand.

Quote:
Originally Posted by Kali Ma
While I really like Ritualist skills, I wouldn't consider them to be viable in any situation. They're energy intensive and very conditional upon spirits, party placement and what you're holding, often with slow casting and recharge times. During timed missions or when the team is in a hurry, it's very difficult to be effective with Spirits because of the long casting and recharge times.
You don't need a bar full of spirits to use them, and it's actually very easy to have a spirit availble. The Recharges are comparable to other classes except for Binding Rituals, which as I said you don't need a full bar of. The other conditions are not always on the same bar. You can pick and chose your skills, and you dont' always have to have a spirit or an item spell to make them work. A Ritual Lord is only a 1/4 at best of what a Rit is capable of. But with one or two spirits, the duration of an engagement with a mob is not so long as to have to cast them more than once, and it's easily recharged by the time you meet the next one, even in a quickly moving group.

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Of all the professions I've played, Ritualist is the slowest paced with the least amount of action, though this is offset by its deep and complicated skillset and strategy.
Again, it's comparable to other classes. I thought playing a Minion Master was incredibly slow and boring. Really only a Ritual Lord is slow paced. Channeling and Restoration are both on par with other classes in terms of action.


Quote:
Originally Posted by Kali Ma
I'd rank the best solo professions without using a farming build as: Ranger, Necromancer, Warrior, Monk, Elemenalist, Assassin, Mesmer, Ritualist. Some will disagree on the order, but Ritualist is in the bottom three for sure.
See, I'd say: Monk, Warrior, Ranger, Rit, Mesmer, Ele, Necro, Assassin. Monk and warriors are the kings of farming. Ranger's, Rits, Mesmer, Ele's, necro's all tied... but only cause the casters can easily use the monk farming tricks with a secondary. Assassin is by far the worst to farm with.
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Old Oct 20, 2006, 02:40 PM // 14:40   #5
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You're not the first sought out, but its not hard either. A RITUAL LORD might have problems, but a Rit can easily replace a Heal Spamming Monk or a Damage dealing caster. Either of those to roles are ALWAYS in demand.
I think this becomes more true the further into the game one gets. Early on it can be much harder to find players who recognize what Rits are capable of.

Quote:
See, I'd say: Monk, Warrior, Ranger, Rit, Mesmer, Ele, Necro, Assassin. Monk and warriors are the kings of farming. Ranger's, Rits, Mesmer, Ele's, necro's all tied... but only cause the casters can easily use the monk farming tricks with a secondary. Assassin is by far the worst to farm with.
I don't necessarily equate "soloing" with farming. Some people like to actually play solo with standard, non-farming builds, just for the challenge of it. For farming purposes, I would agree that the Monk and Warrior are hands down the best choices, with all others relying on a Monk secondary to get the job done.

Now a Ranger can truly go solo in the wilderness without a monk secondary or a special "farming" build by using traps, evasion, kiting, nature rituals and a pet. A Minion Master can do it too, if they bring along something to create the corpses quickly, though it's a challenge to get momentum going, and there are certain corpseless areas that just aren't doable.

Last edited by Kali Ma; Oct 20, 2006 at 03:07 PM // 15:07..
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Old Oct 20, 2006, 03:04 PM // 15:04   #6
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Quote:
Originally Posted by Kali Ma
I don't necessarily equate "soloing" with farming.
Ah, yes. In that case, Ranger and Necro are at the top.
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Old Oct 20, 2006, 03:22 PM // 15:22   #7
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Quote:
Originally Posted by Windjammer
I'm thinking of making a ritualist as my first time character. I'm going to list my reasons and concerns for this, feel free to leave feedback, corrections, opinions, or flame.

1. Broad enough skill set to adapt to needs of group and be a viable profession in any situation? (I'm very concerned with having a profession that can participate in everything that PvE has to offer)
Welcome to the Ritualist clan.

While this maybe true (some will argue not), it will take you a while to get to be the true Jack-Of-All-Trades. Groups currently have a stated formula of what they want in the group. At least 1 Warrior, 1 Necromancer (either MM or SS depending on situation), 2 healers (currently many still prefer 2 monks, but that is slowly changing ), 1 nuker. There are still some people who are ignorant about the powers of the Ritualist, and hopefully you will join us in educating these poor souls that Ritualists is more than a spirit spammer/blind spellcaster. As you see I've listed 5 out of 8, but this is generally what people want to see as a bare minimum (not including solos, 2 - 5 man farms). You can be a healer, protector, and eventually a nuker (that takes the longest to master).

Quote:
Originally Posted by Windjammer
2. Ritualist somewhat analogous to WoW shaman? (my favorite WoW class, endgame WoW just gave me a headache)
I too have not played WoW. The best I've played is War Craft III, but not much of it. Can't help.

Quote:
Originally Posted by Windjammer
3. Soloability?
There are a few solo builds, so yes, it is possible.

Quote:
Originally Posted by Windjammer
4. Ease of play for learning the game?
If you ask people, they'll tell you no. Certain aspects (like healing) are easy to grasp (just like a monk). However, to do very well as a healer (just like any profession) does take time to master. Communion spells are a bit different as certain spirits must be placed in a certain order, or the effects of them will be lost and inefficient.

Channelling is straight forward, but to be really good at it, it takes time to see what really does damage and what can keep you going (ie: Essence Strike + spirit in area).

Quote:
Originally Posted by Windjammer
5. Secondary profession? (plenty on this from other threads here, but if you want you can comment on this, especially as regards making a character that can be used in any run.) P.S. most concerned with using N or R.
Rangers - Traps and other spirits can be usefull. Serpents of Quickness is great (with other spirits that quicken recharge time). You can really screw up enchanters with a ranger spirit, and since Weapon spells are not enchantments, they are not affected.

Necromancers - benefit from Spawning for MMing.
- boon of creation and explosive growth affect minion summoning
- signet of creation is the use for MM bombing
- party healing with wells of blood are good

Mesmers - good for energy management

Quote:
Originally Posted by Windjammer
6. Lastly, how does a N/Ri stack up against an Ri/N on the concerns I listed above?

Sorry for all the questions. I've ordered the game and don't actually have it in my hands yet, but am itching with anticipation.
N/Rit - stronger minions (armor, damage), less healthy though (lack of Spawning - Spawning 16 + Death Magic 12 > Death Magic 16)
- more minions (Death Magic 16 = 10 minions controlled, DM 12 = 8)
- stronger Necromancer powers otherwise

Rit/N - healthier minions
- stronger healing
- stronger Ritualist skills otherwise

Hope this helps.
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Old Oct 20, 2006, 04:55 PM // 16:55   #8
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WOW!! Other people have some REALLY long post! I'll try to keep mine short...

1) Read this thread that's found on the FIRST PAGE!!
2) ...
3) Any prof can solo, consider you can all be 55 w/ some kind of attack skills.
4) Um...no!!! Rt is one of the hardest class play, right after mesmer...or equally as hard. If you go straight after direct damage/heal spells, you can't do any better than ele/mo. The correct usage of Spirit and Weapon spell is what makes Rt superior to ele and mo.
5) ANYTHING! No! I do mean anything! Rt is prof that get the MOST out of their secondary profession. Again, see this thread for details. Attuned Was Songkai makes caster prof a great secondary and Weapon Spells make melee prof great secondary.
6) Are you talking about minion usage? If so...

N/x - Paper cutter build, it's for people with no brain and control. You don't even need to target anything! Just keep mashing button until you're out of energy.

Rt/N - Minion bomber can do more damage with good control (target your minion and go death nova!) it's just that minion bomber build lacks one skill to blow up your minion. (No...taste of death don't do enough damage to kill a full health bone minion and therefore can't blow it up) Now we're just waiting for this elite. With this, we'll be able to blow up minion anytime we want and provide decent energy management.
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Old Oct 21, 2006, 02:55 AM // 02:55   #9
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I play an Me/Rt and a Rt/R and I find the Me/Rt is very interesting, in that it uses two classes that work well on opposite sides of the gameplay spectrum. An Rt has many neat preparation abilities, a Me has many cool twitch abilities, and both have a very broad range of skills to play all sorts of roles.
Give it a try if you like that kind of thing. I hope it's fun for you.
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Old Oct 21, 2006, 05:57 AM // 05:57   #10
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Ritualist is a GREAT class for a transplanted WoW shaman imo. i was a die hard WoW player until very recently--retired from that game having been at the bleeding edge in content etc. when i came to this game, i had a lot of similar goals to the OP, from the sound of things.

my first char was a ritualist/mesmer. after that i tried everything else at least for awhile, and now my main is...another ritualist/mesmer. this primary/secondary pair is a hoot, and when i want to change flavors a bit, i go swap secondaries to be ritualist/monk or ritualist/necromancer. that's a very big swing in terms of playstyle and abilities, and easily satisfies all those urges you will get as someone who is attracted to versatility. with a rit, you can have incredible healing utility, solid spike ability via channeling, good sustainable dps via communing, and some fun money making ability with Vengeful was Khanhei farming builds.

people talk a lot about energy management as the main reason to go with mesmer as a rit secondary. personally, i chose it for one major reason: arcane echo. wow, that is one sexy skill.

at any rate, i strongly recommend making a rit. i can guarantee you won't regret it, and if you do your homework and tinker with the class, you'll be able to find all kinds of creative and very effective applications for skill pairings. everything from spirit spamming communing/spawning power builds to weapon spell/heal mobile healer builds. there's just a huge range of possibilities. unlike most games, though, i don't feel like being a jack of all trades means giving up the ability to wow people like the more pure classes do. if you get good at this class, you'll turn lots of heads.

have fun
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Old Oct 23, 2006, 04:28 PM // 16:28   #11
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OMG, thanks everybody for all the response!

I finally got the game and started playing, and I absolutely love it.
In some sense the 'fun factor' that WoW had is lacking; GW character models look a bit stiff and the environment isn't so full or bright as WoW. And there doesn't seem to be the same degree of character interaction in GW with no dueling, no on demand character inspection, and the absence of localized chat (all chatter is broadcast to everyone in the region). These features are fairly superflous however. And GW excels in the excecution of the class system and is just more playable. WoW classes have only 2 or 3 viable skill specs, and it is costly to change skills; meaning you generally pick a spec and stick with it. Further, for most classes, a PvE spec sucks at PvP and vise versa; meaning you generally pick an aspect of gameplay and thats all you do. All the good items in WoW are bop, or bind on pickup, meaning only the person picking up an item can ever use it. And all the best items drop in raid instances, which take 40 people and 4 or 5 hours to complete. And it may take several attempts before the item you need drops, and then you may not win it. Meaning at endgame you may spend 50+ hours raid time just to get one item. And PvP gear... is an f'ing nightmare to get. Your PvP time is basically matched up against everyone elses to determine rank, meaning you have to be in a good pvp guild, and spend more time playing then anyone else in order to get the best gear. In short, you must have no job no school and do crystal meth to get good pvp gear; alternatively you can hire a small country to pvp your character for you.

I'd also like to say, the GW community is much more pleasant. But then, consdidering everything I wrote above, if you had to play WoW, you'd be jaded too.

In short, GW is the better game. It's about playing and analytical thinking skills; to design a good build and play it well.

WoW is just about spending as much time playing as possible. period.
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Old Oct 23, 2006, 05:14 PM // 17:14   #12
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I'd agree with pretty much everything Kali Ma said regarding the rit and the profession overviews except for Monk being on the easy end to play. Monk is probably the hardest profession in GW to play well. No other profession has to do as much as a monk in term of player ability. Positioning, energy management, kiting, watching enemy for potential spikes all while keeping the party alive makes monk by far the hardest to play.

Rit is a lot of fun to play because you can go damage dealer or healer or protector. It's very versitale and adaptable to play. I wouldn't recommend it for your first profession in GW, but since you already found the fourms you should have no problem. gl hf and welcome to GW.
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Old Oct 24, 2006, 11:26 PM // 23:26   #13
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When I first got factions a few months ago (don't own the first one) I made a rit and an assasin.

I found both were hard to get into parties with and found myself henching it a lot. Being a noob I found the rit to be quite boring and ended up deleting my character so I could make something else. I ended up making a mesmer which is my favorite character so far.
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Old Oct 25, 2006, 12:42 AM // 00:42   #14
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In the beginning, I thought the Ritualist was completely boring. I hated it. It was no fun at all. But, after I got past Kaineg, things got SO much better.

In the end, Ritualists are a very fun class to play. They have their own style that is so unique and fresh
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Old Nov 01, 2006, 06:45 PM // 18:45   #15
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Dodo,

what changed that made the ritualist fun for you? Do you play in groups or with henchies. Thanks
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Old Nov 01, 2006, 06:56 PM // 18:56   #16
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Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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My guess would be the fact that you now can get real skills. Kaineg Center is where you can get all the skills, and once past there, you can get elites, which is where the true fun begins.
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Old Nov 01, 2006, 07:45 PM // 19:45   #17
Pre-Searing Cadet
 
Join Date: Oct 2006
Guild: LSC
Profession: R/N
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how soon can you get to Kaneig center and what skills make the rit more fun? thanks.
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Old Nov 01, 2006, 08:16 PM // 20:16   #18
Frost Gate Guardian
 
Join Date: Jun 2006
Profession: Mo/Me
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I hated the ritualist class, until I finally got off 'noob island' in Factions and was able to get access to the better skills.

Kaineg Center really opened things up for me. Good thing too, as I was about to delete my rit until I reached Kaineg. Once I saw the skills in Kaineg Center, I was hooked!
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Old Nov 02, 2006, 02:56 AM // 02:56   #19
Krytan Explorer
 
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Join Date: Jul 2006
Guild: Cookie Cutter [FTW]
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Ritulist is one class that really has to have all of its skills in order for you to be effective. Its skills are so very interconnected that a missing spirit can screw over an entire build

the ritulist is my favorite, it can do anything, caster dmg,Melee dmg(nightfall only), healing, prot. and even ward dmg(attacking spirits), also commanding minions as a minion bomber Rt/N which is the best early build to go. as both explosive creation/boon of creation/death nova, and the dual minion summon are available early.

The ritulist is not for you if you like to fit into stereo type non innovative builds. liek to play a popular class. or any of that.

Ritulists are well liked, because of how visible they are, spirits can be seen, and your average ignorant PuGS asume that yoru spirits must be doing something good since there are so many.

and a big big bonus, i think ritulists look cool =).

rits are propably the least popular class in GW, down there with mesmers.
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Old Nov 18, 2006, 02:27 PM // 14:27   #20
Ascalonian Squire
 
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Join Date: Nov 2006
Location: England
Guild: The Jade Pheonix [Jade] leader
Profession: Rt/Mo
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i really dont understand why ritulists are the least popular class i really love them .
there are so many pointless skills that a rt has but there are also some really good ones such as wonder lust an elite that can be found in tahnnakai temple (explorable area) capped from Quansong Spirtspeak

I highly recomend capping this skill if you havnt already as it is very useful it disrupts the enemy when it uses a skill Create a level 1...7 Spirit. Whenever this Spirit's attack hits a stationary foe, that foe is knocked down and the Spirit loses 70...54 Health. This Spirit dies after 30...54 seconds.
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