Guide to playing as a ritualist

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[edit] Overview

Ritualists often find themselves in support roles for the team. They are unique in their ability to create spirits that will actively heal allies or damage foes (compared to Ranger spirits which all have a global, passive effect). They are armed with weapon spells that enchant an ally's weapon instead of the person, thus avoiding the possibility of being disenchanted by foes. They also may cast item spells to summon ashes of long dead heroes which aid the Ritualist while the urn of ashes is held or when the urn is dropped. Ritualists also come with a variety of direct damage and healing spells, allowing them to fill gaps in a party.

In PvP, Ritualists often use their spirits to influence the battlefield. Supportive spirits can create a safe zone to help mitigate damage, taking the pressure off the team's primary healers. Offensive spirits can create danger zones, resulting in a source of constant, armor-ignoring damage against those who enter their long attack range.

[edit] Basic knowledge

A good ritualist needs to understand the game elements described in these articles:

[edit] Understanding the Profession

Ritualists use their connection with the spirit world to bring forth spirits to aid them or ashes of fallen warriors, which have an effect when dropped.

[edit] PvE

In areas where you move around a lot try to keep your use of Binding Ritual skills to a minimum, an example would be if you are playing as a Channeling Magic Ritualist, you have both Vampirism and Bloodsong, if the situation doesn't call for both spirits to be in play, small number of enemies,etc., just summon one of them to save the other skill just in case if the other battle is farther than the recharge of your Binding Rituals. The PvE skill Summon Spirits enables you to take your spirits with you as long as you don't move out of the range of the spirits.

[edit] PvP

Ritualists have an advantage of creating spirits that can be used in many different ways. Some players use them as a healing backup and a retreat when one player is being chased. Spirits can also be used to help fortify a capture point in AB. There are also Ritualist Spikers which use high powered channeling spells to make quick work of the enemy.

[edit] Staying Alive

In PvP, you should generally carry 1 to 2 healing skills for survival, if you aren't already a healer Ritualist. Especially Spirit spammers find it very useful to take a healing skill, For example Spirit Light and/or Recuperation are useful (and great for spirit spammers!).

In PvE, ritualists should generally rely on positioning for survival. Defensive builds, such as healers and support spirit spammers, should generally take backline positions, while offensive builds such as nukers, offensive spirit spammers and minion bombers should generally take midline positions. Using offensive item spells' PBAoE effects can be quite risky, so caution is advised.

[edit] Playing in a Party

All types of Ritualists are good in a party, but usually require some flexibility. In particular, in order to avoid stacking and overlaping issues, extra care must be taken in coordinating Team builds and Team roles when having two (or more) ritualist within any given party.

[edit] What to Avoid

As a Ritualist, either playing offensive,defensive, or supportive, your spirits must survive for full effect of your skills. Avoid interrupts. Thankfully, in PvE, interrupts are rare, usually coming in the form of knockdown by casters or warriors. Set up your spirits before aggroing the enemies to avoid them. In PvP, interrupts are much more common. Also note that Binding rituals are not spells when determining what skills to watch out for.

Against an Area of Effect Elementalist, you won't have much choice but to keep taking cover. Even the simplest of AoE skills, like Fire Storm will hinder your build. A fire elementalist is not the only one, an earth elementalist can do AoE too; skills like Shockwave can kill your spirits if your Spawning Power is low or in one cast if you have no Spawning Power at all. Playing a match against an AoE Elementalist is to hand them your spirits for sacrifice.

If you plan on going to Random Arenas, think wisely about what build you are going to take. Each player has their own agenda due to builds being completely random. If you are going for spirit spammer, or healing in earshot range, it is wise to advise your team at the start before they overextend. Since the Ritualist is made almost entirely for team players, taking a build that relies on teamwork will not function well in Random Arenas. Not to say you should avoid Random Arenas at all, but take caution when participating in Random Arenas as a Ritualist.

[edit] Play Styles

[edit] Restoration Ritualist

A ritualist focused on healing and aiding, either in place of or in addition to a monk teammate. With a focus on Restoration Magic (the healing, life-stealing, condition-removal branch of Ritualist skills) and a few spirits, the experienced Restoration ritualist can do a good job of healing, can keep a party alive with remarkable competence and stamina, and is not as easily countered by enchantment stripping as a Monk. Restoration spells are also more efficient than many Healing Prayers spells -- for example: Orison of Healing with an attribute spread of 16 Healing Prayers and 13 Divine Favor will heal for 115, less than 16 Mend Body and Soul which may also remove a condition (provided a spirit is present).

Remember that while Restorers may be as powerful (perhaps more so) than their Monk counterparts, but they're rarely as simple to use and may have difficulty switching between numerous targets; since its effectiveness often changes depending on conditional factors such as the presence of Spirits nearby (static-mobility), whether you're holding bundle items (no weapon-mods), and if the spell target is affected by a weapon spell or suffering from hexes. Perhaps the Ritualists’ greatest flaws are the inability to remove hexes, so a mesmer or monk secondary is popular.

Certain Restoration spells are more effective with a spirit around, but you are not tied as heavily to your Spirits as other Ritualists. Many of these spells like Spirit Light, Mend Body and Soul and Ghostmirror Light are cheap and capable of healing a fairly good amount of health or keep a small team going assuming the option conditions are met. Using Skills linked to weapons or holding a bundle items, such as Mending Grip, Soothing Memories and Wielder's Boon allows you to be more mobile. Though the uses are limited, Lively Was Naomei and Restoration can be used to resurrect the entire team, including the caster, after a costly battle. Protective Was Kaolai heal party members and can relieve some pressure off the monk, while Mighty Was Vorizun and Generous Was Tsungrai make for sustainable item spells.

Defensive spirits, from both the Restoration and Communing lines, always affect all allies in the area, making them more effective in larger groups. Preservation or Empowerment make for decent and fairly fast recharging spirits, and Life can be a very powerful spirit, it can be used to set off secondary effects of spells, but it also a stronger, albeit delayed, Heal Party and can be very effective as a party heal when combined with skills to kill spirits, such as Spirit to Flesh. As mentioned above, Recuperation is a poor deal for just one person, but it costs the same whether it affects just the caster or an 12-person party with pets and minions and summons. Furthermore, spirit effects stack with enchantments and other effects (like chants) and can only be removed or ended by the death of the spirit. Unfortunately, as the game is now, spirit effects always take precedence over enchants. That means that Aegis or Guardian will not trigger while Displacement is alive since Displacement will block 75% of all attacks in its range before a check is made to block an attack via an enchantment.

Weapon Spells are very useful for keeping your party alive, as they are not an Enchantment or Stance, and so can only be countered by interrupting them; however, only one weapon spell may be on each ally at a time - Weapon Spells do not stack. Spirit Light Weapon is one of the most powerful heals for its low energy cost, comparable to many powerful healing prayer spells in terms of raw healing. Vengeful Weapon, Xinrae's Weapon and Weapon of Remedy are basically Reversal of Fortune and Life Sheath with a life steal, and is useful for healing Warriors while also adding to their damage output. Weapon of Shadow can relieve the pressure on anyone who is the focus of attacks by blinding attackers. Weapon of Warding helps block attacks while adding mending-like regeneration to the bearer. Resilient Weapon is a good counter for hexes or conditions that cause degen and adds armor, to boot. Vital Weapon is useful for a spammable weapon spell. Finally, the often-overlooked elite Weapon of Quickening can be exceedingly helpful to other casters on your team since it reduces recharge time of spells by a quarter and can be cast on several other people in rapid succession.

For Energy management, spells such as Attuned Was Songkai, Signet of Spirits and Spirit Channeling are extremely helpful, as does Boon of Creation which helps manage energy costs associated with creating spirits. Wielder's Zeal and Renewing Memories also make for cheaper weapon spells. At 12 Restoration Magic and 9 Spawning Power -- Attuned Was Songkai combined with Soothing Memories gives you a 0 energy + 82 point heal every 4 seconds; Boon of Creation combined with Signet of Spirits and Feast of Souls gives you 12 energy + 250 party-wide heal every 20 seconds.

PvXwiki Examples - Attuned Was Songkai Restorer - Caretaker's Charge Support - Signet of Spirits Restorer



[edit] Channeling Ritualist

Channeling skills are the most damage-oriented tools available to a Ritualist. Rivaling in raw firepower and operations of an Air Elementalist, Channeling spells such as Spirit Rift and Ancestor's Rage quickly spike down targets, obliterating enemies through the use of lightning. This type of Ritualist is a very common choice for beginners due to the simplicity of the raw damage, the ease of utilizing Spirit Siphon for efficient energy-management, or the advantage of coupling Restoration line skills with Channeling skills.

While Channeling skills do not have the 25% armor penetration inherent in many of the offensive Air Magic spells, (Destructive Was Glaive causes 10% armor penetration to all Ritualist skills) most do better damage versus cost. Builds like this often spam damaging spells as often as possible, resulting in constant damage output (only Physical and Spirit Wranglers yield higher damage). And unlike Air Magic, Channeling Magic spells often have their own skills dedicated to energy management and the wise player will take this into account when devising a build.

Ritualists can be both direct and support damage dealers by using the skills in the channeling line. Builds like this usually make use of a single spirit or an item spell (or both) to take advantage of conditional effects on spells like Essence Strike, Spirit Burn, Renewing Surge, Clamor of Souls and Caretaker's Charge. The ability to summon damage-dealing spirits, namely Bloodsong and Agony, and to support the party through utility weapon spells such as Splinter Weapon, Warmonger's Weapon, Weapon of Quickening and Weapon of Fury further increases the usefulness of Channeling skills.

In PvE, utility slots are usually filled with powerful PvE-only skills, such as Great Dwarf Weapon and Great Dwarf Armor. In addition, the nature of Channeling Magic allows for greatest diversity of effective builds, suitable for nearly all fields of play, then other Ritualist styles.

However, most skills are semi-complicated and comparatively underpowered unless a condition is met; such as the 3-second delay in Spirit Rift. It is typical for Channeling Ritualists to find one or two conditions, add one or two skills to ensure they are always met, then use the pool of skills that require those condition to fill out the rest of the primary skills. Like Elementalists, it is best to focus on either single-target or AoE skills. Energy management is crucial, since unlike Elementalists, the Ritualist energy pool is usually fairly small.

The Communing line’s Mighty Was Vorizun and the Spawning Power Wielder's Zeal can also help alleviate the problem with modest investments. Additionally, Offering of Spirit and Signet of Spirits are the Channeling Magic elite skills commonly used for energy management.

PvXwiki Examples - Signet of Spirits Channeler - Destructive Was Glaive Channeler - Warmongers Weaponist Support - Weapon of Fury Support - Weapon of Quickening Support



[edit] Physical Damage Ritualist

These far more unusual Martial Ritualists use the elite skill Spirit's Strength, combined with a Weapon Spell and 'Ghost Forge' insignia, to deal damage through physical attacks rather than spells. The Ritualist must second a profession that can use a physical weapon (either as Warrior, Assassin, Dervish, Paragon or Ranger secondary) to properly use the skill and often requires support skills from allies to mitigate lack of defense. With a low armor rating, the Ritualist is vulnerable on the frontline. The payoff however, is a physical damage output on par with any Martial-profession could reasonably achieve; a fair trade for any who enjoys courting Grenth’s doorsteps.

PvXwiki Examples - Splinter Barrage - Great Dwarf Spirit



[edit] Flagger Hybrid Ritualist

These hybrid-Ritualists -- common among GvG teams -- use skills like Armor of Mist and Weapon of Warding to run the flag and provide moderate support and utility when needed. Typically, these Ritualists use several Restoration Magic skills like Protective Was Kaolai, Recuperation, Resilient Weapon in addition to utility granted by a secondary-profession.

  • ParagonParagon: Ritualists using shouts such as "Fall Back!" and "Incoming!" are capable of making its team (and allies) a lot more mobile in addition to healing.

It is crucial that their skills can be used to help themselves when running, and others when called for as they are more often than not alone on the battlefield.

PvXwiki Examples - Icy Shackles Runner - "Incoming!" Flagger - "Your All Alone!" Runner



[edit] Spirit Lord Ritualists

Ritualists sub-types reliant upon three (or more) spirits as the core foundation of thier builds currently fall under these two play-styles.

[edit] Spirit Support (Defensive)

These Spirit spammers are fairly common and defensive variety of Ritualists. The most frequent tactic always involves summoning the use of Shelter, Union, and Displacement (in that order). Protective spirits are favored by them in conjunction with Armor of Unfeeling to help ease the strain on the party's primary healers and to greatly extend the life of the party. Spirit Supporters generally focus on summoning spirits as frequently possible with skills like Reclaim Essence, Ritual Lord, Soul Twisting, and Weapon of Quickening in addition to energy management skills like Boon of Creation and Energetic Was Lee Sa or Mighty Was Vorizun. These spirits usually disappear quickly, so spamming Summon Spirits as well as having high rank in Spawning Power will help keep them active as long as possible.

The more aggressive-variety may also use offensive spirits to both aid allies or disables foes. (See Spirit Wrangler Ritualists.)

  • AssassinAssassin: In PvE, Assassin's Promise can be used in combination with many short lived spirits to counter the recharge. It also takes advantage of Signet of Creation and Signet of Binding in prolonging the lives of spirits for enough time to summon their replacements; without the usual downside of self-destruction and the fact that it doesn't cost any energy.
  • MonkMonk / ParagonParagon: Since this style doesn't require the Ritualist to be near battle, party-wide support skills such as Heal Party, Aegis, or Cautery Signet may be helpful should the party need someone to use them.

Defensive supporters may further split points between Communing and Restoration, trading slots for healing spirits like Life, Recovery, Rejuvenation and the other passive spirits Empowerment, Soothing and Restoration may also be included, while Spirit to Flesh and Spirit's Gift are used to provide additional healing.

PvXwiki Examples - Defensive Spirit Lord - Battle Meditation

Note: Before the altered-functionality of Soul Reaping, they were used as a battery to provide energy to necromancers.

[edit] Spirit Wrangler (Offensive)

A Ritualist manager of offensive spirits that uses channeling skills like Painful Bond to dramatically increase damage to foes done by allied spirits, Spirit Boon Strike to damage foes while healing the spirits, Signet of Spirits to summon even more powerful attack spirits, and Offering of Spirit or Spirit Siphon to gain energy when spirits are within earshot when Boon of Creation is not enough as energy management. Like modern squad-automatic-riflemen (Gunners), Spirit Wranglers skilled enough to know when/where to deploy attack spirits on called-targets are well-respected for their relentless concentrated firepower; this style is probably what you want to focus on if you like doing damage, but don't want be on frontlines of the battlefield.

In PvE, Spirit Wranglers are great for setting ambush points on patrols and can take down almost any typical foe extremely fast. However, they are stationary and it may be difficult to get them to focus fire. The greatest liability for any Ritualist is when their spirits are not focus-firing; instead attacking anything else to the point of uselessness, or worse comatose. Summon Spirits is useful for overcoming the stationary penalty and forcing spirits to reaquire the same target, but they sometimes have a noticeable delay before they actually start attacking again. By placing offensive spirits just outside the aggro range, those spirits can deal heavy damage if they focus fire on a target.

In PvP, Spirit Wranglers are useful against random groups such as in Random Arenas and Alliance Battles. Many prefer Disenchantment and Shadowsong for reliable anti-buffs and shutdown roles, along with Signet of Ghostly Might (PvP) for bursts of spike-damage. However, disciplined/experienced players know better and will avoid these spirits the best they can. The worst dangers in PvP are interrupts and knockdowns, as they can easily capitalize on the long cast and recharge of binding rituals.

Many offensive spirits (binding rituals) such as Pain, Bloodsong, Anguish, Gaze of Fury and Vampirism deal small amounts of armor-ignoring damage. However, with a large number of spirits and topped off with Painful Bond, these small numbers add up devastatingly quick. With the exception of these long-lived spirits, any Binding Ritual should be refreshed upon recharged, giving a fresh supply of attacking spirits.

Soul Twisting and Anguished Was Lingwah can also be used in spirit wrangling builds as many battles occur quickly and getting spirits up early in battle can prevent problems such as interruption while giving the Ritualist a means to utilize any spells full potential. A few healing skills can be taken as a complement.

PvXwiki Examples - Mobile Spirit Wrangler - Battlebox Spirit Spammer



[edit] Minion Bomber Ritualist

Minion Bombers are quite a unique breed of Ritualists. Relying heavily on Necromancer skills such as Death Nova and Animate Bone Minions, the primary goal of a Minion Bomber is to create a quick army of disposable creatures, deploy them as guided "smart-bombs" and explode them on his enemies. Ritualist/Necromancer characters are well suited for this task, thanks to skills like Explosive Growth and Signet of Creation. As a bonus, Spawning Power also increases the maximum health of minions. While a Necromancer can use more or less the same "Sapper" tactics, Ritualists do it with far greater style.

-See the Minion Master for more notes on running minion builds.-

Ritualist’s clever use of Death Nova with Signet of Creation and Flesh Golem helps to mitigate the energy deficiency and can supercharge minions before they explode gloriously in battle. Spells such as Explosive Growth and Spirit's Gift will trigger upon minion creation, providing more incentive to create minions, blow them up, replenish them just as quickly, and create more minions with the defeated foes' corpses. This accelerated minion creation takes full advantage of the "Summoned Creature" creation enchantments available to a ritualist to provide very cheap and hardy minions that can be used as often as the spell is ready. Aura of the Lich in particular strengthens Death Magic skills such as Putrid Bile or Deathly Swarm, further expanding bombing synergy. In addition, when used with Jagged Bones these skills can lead to cascade effects of several concurrent area-of-effect explosions combined with area-of-effect degeneration and even allied healing.

Signet of Ghostly Might (PvP) can be used for more precise bombing, while Signet of Spirits makes for clever energy-management for when corpses are scarce.

PvXwiki Examples - Explosive Creation Bomber

Note: Ritualists are not recommended as more traditional minion masters. As compared to a primary Necromancer, a Ritualist's minions will have lower levels due to the inability to use Death Magic runes, resulting in weaker armor and lower health, and Boon of Creation provides less energy than Soul Reaping.



[edit] Assassin Spike Ritualist

Assassin Spikers have a number of PBAoE spells and Weapon Spells to strengthen attacks. Item skills such as Grasping Was Kuurong, Cruel Was Daoshen, and Destructive Was Glaive as well as spells such as Ancestors' Rage, Essence Strike, Channeled Strike, Doom and Spirit Rift deal a decent amount of area damage/energy gain. An experienced Assassin Spiker can deploy a well timed/placed Destruction, use Shadow Fang against a foe followed by using both Swap and Rupture Soul on the spirit to create a deadly PBAoE-spike with minimal chance of retaliation due to Blindness; assuming anyone is still (barely) alive.

However, with a low armor class, the Ritualist is very vulnerable on the front line. The goal of this role is usually to defeat a foe quickly before it can retaliate; but most prefer skills such as Resilient Weapon are often taken as a defensive option for when under pressure.

PvXwiki Examples - Grasping Bomber Spike - Ebon Vanguard Nuker

[edit] Choice of Secondary Professions

The Ritualist plays very well with using only its profession skills, and can be known as a "Jack of all trades". However, they still may find benefit from a secondary profession. Ritualists may gain additional interrupt skills from the Mesmer profession as Ritualists only have a few interrupt skills. Their lack of hex removal can be gained from the Monk and Mesmer professions. The physical damage dealing professions are used to play a unique breed of Ritualists along with the skill, Spirit's Strength, to deal heavy damage.


[edit] WarriorWarrior

Defensive stances from the Tactics line combined with defensive Item Spells can offer protection against foes. Shouts such as "Shields Up!" or "Watch Yourself!" can provide defensive benefits to most of your party. "You're All Alone!", an uninterruptable snare and debilitator, is particulary favored.

The elite skill Spirit's Strength can be used for a large damage boost combined with a warrior's melee weapon and their respective Attack Skills to function more like a warrior than a Ritualist.


[edit] RangerRanger

The Ritualist's Spawning Power can be used to reinforce nature spirits with additional health.

Serpent's Quickness or Quickening Zephyr can reduce the lengthy recharge times on Spirits in place of Ritual Lord to use another elite. Ranger traps can be used to protect vital spirits or allies.

Many running skills like Storm's Embrace, Natural Stride, and Storm Chaser can be used.

The Ritualist's Splinter Weapon is good for a ranger so that he can attack many enemies in a small area (3 Max.) Combining Splinter Weapon with Barrage allows even more enemies to be hit simultaneously. Using a long or flatbow for increased range can also add to this deadly effect.

The elite skill Spirit's Strength can be used for a large damage boost combined with Bows and Bow Attack Skills to function more like a ranger than a Ritualist.


[edit] MonkMonk

Monk skills can provide additional condition removal and give the Ritualist hex removal. Skills such as Martyr or Draw Conditions can be used with Resilient Was Xiko and Resilient Weapon to put conditions on a single person best able to handle them.

Attuned Was Songkai can be used to spam Heal Party or high cost Protection Prayers spells.

Smiting Prayers skills like Zealot's Fire can be used with spammable weapon spells like Vengeful Weapon to help the ally and punish melee foes who are harassing spell casters or melee characters who are taking damage.


[edit] NecromancerNecromancer

Spawning Power can provide more health to minions at the cost of lower level minions. Spawning Power skills can make great use of minion creation skills to add damage and energy management when summoning minions in a large group and the use of skills like Death Nova to damage foes when minions fall in battle(also with the help of Dark Bond to redirect damage dealt to you to one of your minions) which is common in Minion Bomber builds.

Curses skills like Corrupt Enchantment or Rend Enchantments help with both offense and defense in a pinch.

Attuned Was Songkai and Awaken the Blood(+2 to Blood & Curses) could be used to spam Life stealing spells in Blood Magic line or spam curses.


[edit] MesmerMesmer

Ritualists can make use of mantras to gain armor against elemental attacks and gain energy whenever hit by elemental attacks. Mantra of Resolve is used to protect against interrupts which is useful when summoning spirit. Arcane Echo is used to increase the damage potential of channeling magic builds and enable Ritualists to farm with Vengeful Was Khanhei effectively.

They can also make use of stances like Physical or Elemental Resistance and an addition of hex removal. Also, Mesmer interrupts make a nice addition to the three Ritualist interrupts.

The Inspiration Magic skills Tease, Power Leech and Leech Signet provides excellent mixture of interrupts and energy-management.

The Mesmer skill Signet of Midnight can be to blind the user and the foe while taking advantage of Resilient Weapon and Resilient Was Xiko.


[edit] ElementalistElementalist

Air Magic skills can be used to inflict damage with armor penetration or conditions like weakness from Enervating Charge which can be combined with the Channeling Magic lightning spells for an effective blind-causing Ritualist. Many glyphs can be used to reduce recharge time and energy cost on spells in the Ritualist's lineup or to help spread item and weapon spells. Note that binding rituals are unaffected.

Several knock down skills from the Earth Magic line can benefit greatly from Earthbind spirit.

Water Magic provides a strong snare with skills like Icy Shackles and offers mobility/protection through Armor of Mist.

Ward spells can help protect the party in addition to a defensive spirit like Union to stay alive longer. Ward Against Foes can be used to slow down melee foes that are aiming to destroy the spirit. Note that wards do not affect spirits.

Glyph of Lesser Energy can also be a very valuable non-elite energy management skill, especially for more of the costly weapon spells. Note though, that this skill does not apply to binding rituals as they are not spells.


[edit] AssassinAssassin

Assassin skills from the Shadow Arts line is used primarily for mobility purposes to evade and escape from attacks with Dark Escape, Death's Retreat, and Return allows to shadow step to a safer location or for defensive purposes with skills like Feigned Neutrality and Shroud of Distress. Note that shadow stepping will cause a bundle item like an urn and ashes to drop which can be used as an advantage depending on the bundle being held.

Spirit Walk allows efficient travel between spirits to use skills that require the Ritualist to "touch" their spirits to work or to just escape to spirit that may not be near the foe. Swap allows the Ritualist to switch places with a spirit like Destruction, Shadowsong, or a minion while escaping from the foe.

Spirit Lords can make use of Assassin's Promise to increase mobility by recharging slow recharging spirits with energy return provided that the hexed foe is killed in time.

Mark of Death can reduce healing, providing strong flag stand support, Hidden Caltrops provides an effective slowdown, and Dash speeds up the flag runner.

The elite skill Spirit's Strength can be combined with Daggers and Dagger Attack Skills for a large damage boost to function more like an assassin than a Ritualist.


[edit] ParagonParagon

Vocal was Sogolon can be used to make all shouts and chants last longer. There are four good candidates within the Command line: "Never Surrender!", which provides health regeneration; "Stand Your Ground!", which increases armor for non-moving allies and useful for spellcasters; "Fall Back!" and "Incoming!" which are capable of making party members (and allies) a lot more mobile in addition to healing. Signet of Synergy could be used as a substitute Ghostmirror Light as Ritualists usually do not utilize enchantments.

"Help Me!" could be used to make other allies' Spells targeting you cast 50% faster for damaging foes near you or healing/protection just in case you’re being targeted.

The leadership skill Hexbreaker Aria can be used as an unlinked conditional hex removal.

The elite skill Spirit's Strength can be combined with a Spear and Spear Attack Skills for a large damage boost to function more like a paragon than a Ritualist.


[edit] DervishDervish

Ritualists can make use of skills from the Wind Prayers attribute like Featherfoot Grace to move and remove conditions quicker. Earth Prayers such as Veil of Thorns can be used to cripple the attacking foe and escape.

Enchanted Haste, Fleeting Stability, and Vow of Silence are useful in running builds for speed boosting, spell immunity and healing skills.

The elite skill Spirit's Strength can be combined with a Scythe and Scythe Attack Skills for a large damage boost to function more like a dervish than a Ritualist.

[edit] Further Reading


Guides for all Professions
Core: Warrior WarriorRanger RangerMonk MonkNecromancer NecromancerMesmer MesmerElementalist Elementalist
Factions: Assassin AssassinRitualist Ritualist        Nightfall: Paragon ParagonDervish Dervish