After feeling ritualist is being undershadow by the assasin (typical... people seem to love anything related to ninja) and that I found my self plenty of time during this hour, I just decide to share some of my opinion about ritualist skill (thank GW knight templar for such neatly organized and simple informative skill section, with pictures too!).
Ritualist brought 2 completely new system into GW, one being weapon spell, another being holding ahes. This 2 system of buff is unremovable as enchantment unless by death, with ashes by the player's will also. Another large contribution ritualist made was making spirit a huge matter in the battle field. Forification strategy are now stronger than ever.
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One of the first thing I went for was the channeling during the event as a ritualist (perhaps due to that I was an elementalist ever since I join GW, and me prefering a quick result for the work I do).
Channeling Magic:
Straight foward damage dealing, elementalist style. Better or worse, hard to say.
-Spirit Rift (Spell) Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 10..94 [122] lightning damage.
-Ancestor's Rage (Spell) All foes adjacent to target ally are struck for 10..82 [106] lightning damage.
-Destruction (Binding Ritual) Create a level 1..8 [11] Spirit that dies after 30 seconds. When this Spirit dies, all nearby foes take 1..4 [5] damage for each second the Spirit was alive.
-Cruel Was Daoshen (Spell) Hold Daoshen's ashes for up to 15..51 [63] seconds. When you drop his ashes, all nearby foes are struck for 40..112 [136] lightning damage.
Spawning
-Rupture Soul (Spell) Target allied Spirit is destroyed. All nearby enemies are struck for 50..122 [146] lightning damage and become Blinded for 3..10 [13] seconds.
PvP
With the above few skills, I was able to play around with 3-4 different variations of spike by a single ritualist alone. I can soon see these ritual spike becoming mostly useless once ch2:faction be release into the community for 1 month; the same thing happened to lightning surge as from beta to retail.
PvE
Excluding destruction, those above skills will be quite powerful for a PvE group. However, considering the armor level and health of most monsters, this might not be so. However, unlike the spawning power and communing line, channeling is full of mobility.
Note:
*Destruction does armor ignoring damage.
*Spirit burn seem to be bugged or the skill decription is wrong.
*If a spirit party is ever created, you can bet this line is going to be use often.
*slow casting, but cheap and decent recharges.
*wailing weapon can make a monk as annoying as an interrupt ranger.
*weapon spell is not an enchantment
Ritualist's energy management is also top notch with
-Spirit Siphon (Spell) Target spirit loses all Energy. You gain (15..27 [31])% of that Energy. (channeling)
If you decide to go channeling that is, as it aren't that great until you hit 11 channeling or so (8 energy gain; 5 energy used).
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Restoration Magic:
I can't deny how good ritualist healing are for being just one line attribute (thats one of their strong point).
-Weapon of Warding (Weapon Spell) For 5..10 [11] seconds, target ally has a Weapon of Warding that grants target ally +(1..3 [4]) Health regeneration and a 50% chance to "Block".
-Spirit Light (Spell) Sacrifice 10% Health. Target ally is healed for 50..134 [162] Health. If any Spirits are in the area around you, you don't sacrifice Health.
-Spirit Light Weapon ELITE (Weapon Spell) For 10 seconds, target ally gains 3..13 [16] Health each second. Spirit Light Weapon ends if that ally is not near a Spirit.
-Spirit Transfer (Spell) Target ally steals up to 5..41 [53] Health from all Spirits in the area.
-Wielder's Boon (Spell) Heal target ally for 15..51 [63] Health. If that ally is under the effects of a "Weapon Spell", Wielder's Boon heals for an additional 10..34 [42] Health.
-Mend Body and Soul (Spell) Target ally is healed for 10..70 [90] Health. That ally loses one Condition for each Spirit in your area.
These are all quite standard healing skills, with spirit transfer being the more interesting one.
PvP
Ritualist can't compete with the current boon prot in both energy and healing efficiency, with restoration magic alone that is.
PvE
A ritualist will be just fine in terms of healing. Recuperation give mending to all the ally under its effect without costing you a single energy after usage, who wouldn't want that?
Note:
*Spirit Light Weapon is like a regen yet stackable with regen.
*Preservation spirit would heal anyone randomly, would ignore the dying and heal the full hp.
*Mend Body and Soul have the power to replace mend aliment and mend condition, but considering the build of today's boon prot, it is not likely so; the currentl boon prot is more than enough.
*If anything, I would actually see restoration magic as the most useless line of the Ritualist, due to that other can do better in everything it do; for PvE it might not matter.
*THE potential new attribute line for new farming builds.
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Communion:
The most support utility in one attribute line I had ever seen. If I must decribe with core class reference, it would be a line that is protection monk/spirit ranger/ward&hex elementalist/shutdown necro/anti-warrior mesemer squeezed into one line.
(too lazy to put copy-paste skills @_@)
PvP
This going to be one of the most annoying single line for the offense team, more annoying than warrior facing ward against melee. Once shelter and union is put on the field, no one can ignore those spirits; for every sec your ritualist battle your opponent's damage dealer for the survival of those spirits, your team are closer to wining (if your offensive power are enough). While you worry about shelter and union, you will have to worry about other things such as shadow song, disenchantment and dissonance shutting your attack force down. This one line will most likely change the current metagame of PvP when it is attached to spirit spam.
PvE
Most might feel that ritualist won't do great in PvE with this line, but I do not believe that is true. Against a mob of large number you can survive, while your battle will drag longer and allow the recharge to be just fine. Against a small number of mobs, you won't need much to begin with, therefore the ritualist won't have to put up all the spirits.
Note:
*Capable of replacing defensive support ele.
*When both shelter and union is on the field; it is more effective to kill union first then shelter, because shelter will be weaken more by itself while you kill union comparing to vise versa.
*These spirit must be treated like monk (primary target), and unlike monk, they can not be shutdown (while spawning attribute making them quite durable).
*AoE elementalist may have a role in top GvG if comunnion ritualist ever get too popular.
*I would hate to watch a GvG of team base on communion ritualist; the most obvious way to beat it is to fight the opponent out of spirit range, or split them up; any spirit team that know their own weakness can and will camp guild lord for that next 30 minutes until VoD, dragging to VoD will be a good thing for them if anything. At this rate, both team would need a communion ritualist to fight at fair level. The only way this doesn't happen is if barrage/elementalist/channeling can succesffully destroy those spirits easily; if the spirit team can spam shelter and union, taking spirit out easily won't likely to happen. There are also plenty of anti-interruption.
*Binding ritual is not a spell.
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Spawning Power:
This line is probably a must have for most of the ritualists out there. A line that primary necro wish they had.
PvP
Make your spirit live even longer, what can be better? With Ritual Lord (not stance nor enchantment, 12 sec recharge on both shelter and union? wow...).
PvE
If you are looking for a minion master to tank, you probably won't need necro again... The 4% spawning power make a lv10 bone minion to have more hp (459 with 16 spawn) than a lv18 bone horror (440). Although the bone horror probably have more armor (did anyone test that? someone should), but the bone minion make it up for having more.
Note:
*Signet of creation is only half of the answer to spirit spam, all it do is resetting the field AFTER 30 sec. If the ritualist can not be stop while they put up more spirit after the reset, it would a pointless effort. Not only that, signet of creation won't effect any new spirit that is comming out after its usage. While using the signet, you are under threat of interruption too.
*Ally destroying spirit skills allowed alot of ranger ritual also become more flexible, such as when you need your own frozen soil to die.
*healing ball may be ressurected onto the PvP field again.
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Interesting things to think about
A potential overpower build? A good number of Rt/Mo + Ancestor's rager + zealot's fire + sending a warrior to chase someone.
A more powerful version of 55 monk or maybe a 55 ritualist?? 55 + protective spirit + regen + Vengeful was Khanhei
A more powerful version of trapper farming? Cruel was daoshen + traps
Nightmare weapons potential in spiking?
Potential of vengeful weapon comparing to reversal of fortune?
What type of damage does spirit of pain deal? If it is physical, will it OoV/OoP effect it as somehow the damage dealt by them was counted as your? (under predatory season, you are healed whenever pain does dmg, so I heard)
Will earthbind power thunderclap enough to make it worthy?
defensive w/rt = the new paladin?
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Seemingly useless skills:
Doom- Not enough damage for its energy, recharge, damage, and also situational.
Dulled Weapon- Not practical at all, there are plenty of other things out there. This is only good if there are large number of crit assasins out there while a cover hex is used with it. As good as scourage sacrifise.
Destruction- Chance of it reaching its highest potential are slim to none in high-end PvP, even if it did reach the higher, it isn't enough. Even reaching half way would be a problem, it also isn't worthy to keep alive given the tiny AoE size as a spirit.
Mighty was Vorizun- I can't see how this space is worth it, if it stack with weapons then I would be happy to take it. Carrying this also means you can not use other item spell.
Blind was Mingson- Throw dirt had better effect than this... How often do you see throw dirt in GvG? Might be good in CA.
Lively was Naomi/Restoration- It is better if you make your build to never need this skill.
Resilient Was Xiko- Not worth giving up your weapons for the little effect it gave. Maybe good for CA.
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