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ritualist's dance is awesome!

Someone who knows what they're doing put the links back on the bottom...I'm failing. 23:04, 15 September 2008 (UTC)

Secondary profession info[edit]

Much of the secondary profession info here seems redundant to me. Unless there is something exceptional about using a particular secondary then we should not list information about it. LordBiro 16:01, 10 June 2007 (UTC)

I think all of the information that isn't specifically about Ritualists should be split to a usage guide or something. - BeX 02:55, 11 June 2007 (UTC)
how about split it to an usage guide(sounds good) like BeXoR suggested, move to their appropiate skill pages if info is not noted there already, and/or create a beginner's choice guide for picking helpful secondary choices and what they bring to the primary profession since most people always seem to ask what secondary class they should decide upon and why. Or to encourage to experience with least helpful choices to come up with something out of the box.--Bane of Worlds (talkcontribs) 12:48, 11 June 2007 (UTC)

Rits vs Necros[edit]

This might be my mind going crazy but it seems like rits seem to dislike necromancy. Look at some of the dialogue from Ritualist NPCs "The onus is again upon the Ritualists to attend to the Necromancers' foul leavings." -Professor Gai. Even Master Togo seems to have a bit of negative predisposition towards necros "I think you will find [Headmaster Kuju] quite pleasant, for a necromancer" -Togo. Seems odd as they both venerate the same god, albeit in different ways. --The preceding unsigned comment was added by User: .

There isn't really any precedent that says that segments of people who venerate the same god must get along. The real world is full of examples of such conflicts as a result of a different interpretation or a focus on a different aspect. -- sig 12:05, 5 November 2007 (UTC)
N/Rt good restoration healer, probably better than rit primary. Rt/N good minion master, probably better than necro primary. >.< Limu Tolkki 23:15, 12 January 2008 (UTC)
Bit late to the party, but here goes. Yes, Ritualists think Necros are unpleasant, but that's not them disliking Necros, would you appreciate someone turning your gran into a Bone Fiend? Didn't think so, Necros are the "evil" profession even when saving everyone from Shiro. Yes, so Gai does seem rather biased, but Togo's comment is perfectly fair if you look at the armor Necros wear even. Obsidian male armor = pleasant guy? Okay. 12:55, 18 December 2008 (UTC)
I play as a rit. My brother plays as a necro, and we get along quite well, I provide the spirits, they put out the range damage, and he uses his lich to bring the bodyblocking power of minions. Works very well for a 2 man team...
The necros do however get a bit of negative feedback from the population, due to the fact of what they do...The Orlando 03:59, 12 December 2009 (UTC)

Spirit Mania[edit]

To defeat a Ritualist with a build of heavy spirits it's pretty tough and pulling a strategy to hit them, and to count that you have the skill to do it. Letting them to build their own spirit topia, it's something that I see a lot. With that many spirits around, it's almost impossible or suicidal for a Warrior, or any profession for that matter to pass, and many take that route(Blind was Mingson, anyone). One tactic is to wait for the Ranger, pray that he/she have a Flatbow or Longbow, to clear some spirits out of the way or for a Elementalist to clear a path, then charge the Ritualist.--ShadowFog 21:44, 22 January 2008 (UTC)

With a low or no rank in Spawning Power, the spirits are on one hit. If they have another effect, such as Shadowsong or Wanderlust-they have deffects, such as low duration/health loss on effect/low levels. Ninjas In The Sky 19:34, 20 February 2008 (UTC)
I see what you mean. I was playing as an A in RA, the foe Rt pull Wanderlust, Pain, Bloodsong and Shadowsong. Just when I saw he pulled Bloodsong, I decided to go and test it out. The spirits are really weak when the Spawning Power is low, check their health. If your Spawining Power is at least at 12,thats 48% more health, a level 7 spirit would go from 140 to 207 health.--ShadowFog 14:06, 5 March 2008 (UTC)

Can I manage?[edit]

I've been having trouble with Elementalists, I see that the Ritualist has nothing against an Elementalist build, easily destroys the spirits due to low health and armor even though the Spawing Power only lengthens their life but not for long enough to pull another to keep your build going, "killing your build" in seconds, any advice when you go against an Elementalist other than the obvious fact, spike him first before he spike you.--ShadowFog 21:57, 12 March 2008 (UTC)

You could just be a warrior with interupting skills stops them cold! You could also be a Mesmer and just drain everything that they need most spells have high energy requirements. So the best build against Ele's would have to be Warrior Mesmer --The preceding unsigned comment was added by User: (talk).

You seem to have missed the part where he's asking about ritualists against elementalists. -- User Sig.png 14:08, 16 April 2008 (UTC)
Dissonance, Warmonger's Weapon, Disenchantment, Wanderlust... just to name a few anti elementalist/spellcaster skill Rits have. Interrupts, enchant removal and knockdown. Can keep an ele busy for a bit. Rits are FAR from helpless against any foe. 17:21, 11 September 2009 (UTC)

Ritualist for PvP[edit]

Ritualist are the most unpopular profession for pvp and only see use in HA and possibly RAs.William Wallace 18:12, 17 April 2008 (UTC)

Well with all this sway stuff in HA now they are seeing more use but they seem quite popular in PVP my rit always gets use whenever it goes to PVP so i have to disagree with you --Wild 07:48, 18 April 2008 (UTC)

I have not seen ritualist popular in pvp anywhere and besides they go down so fast that they are only used as a replacement for a monk.William Wallace 20:09, 19 April 2008 (UTC)

They have no problem with spike healing, they dont need to recast the same spell over and over like the Monk, thanks to skills like Life, Weapon of Shadow,etc. you can make a build with Communing to make a perma blind, so you can heal your teammates if attack by spells, but for Communing solo, is not even worth it. Communing is what Izzy hasn't even considered of looking for fear of GvsG brokenness... just for GvsG... Ive made a complaint here, its the third one so its not new, theres even a table comparing a skill, my guess is maybe they dont want some skills in the game so they nerf them to scare the player from using them.--ShadowFog 18:19, 15 July 2008 (UTC)

Guys quit responding to William Wallace, he is a troll. He basically slags off every profession appart from Dervishes (which he seems to adore for some reason) and most of the stuff he writes is a crock of shit.-- 17:16, 23 September 2009 (UTC)

--And you should stop necroing one year old comments.-- 23:06, 10 October 2009 (UTC)

Ritualists should get the axe in Guild Wars 2[edit]

It was stated that not all 10 professions would return in Guild Wars 2. The Ritualist should be one not to be returned. GW2 does not need a "Jack of No Trade" class. The skill trees can be split and incorporated in other classes if some of the skills are to be brought over. This class has the worst primary anyways so that can be left out completely. --The preceding unsigned comment was added by User: (talk).

Hmm... strange that I've not heard of ritualists being as bad as you claimed. But as for GW2, ArenaNet haven't even announced how professions/classes would work, much less what to retain. So it's a little premature. You might also find this page interesting. -- User Sig.png 15:06, 11 June 2008 (UTC)

Dont feed the troll people... there's better boards to write hate rants to.--ShadowFog 15:31, 11 June 2008 (UTC)

Ritualist are one class that wouldn't bother me at all not seeing in Guild Wars 2. Sure players can say spamming multiple spirits at once is powerful, but still one Savannah Heat can easily take out 9 spirits at once. You can space your spirits out, but with the long casting times it will only mean your wasting valuable extra seconds casting spirits ( meaning that spending two seconds moving and casting a three second spirit will mean that you have wasted five seconds when you be doing something more valuable to your team and note: spirits do not have an impact whatsoever until their sprite animation shows up on screen). There is always the restoration ritualist and even then your looking at the problem of keeping your spirits alive since the majority of restoration magic skills are dependent on spirits. The things that hurt this class the most are: high cost of spirits, long casting time and recast time, very low survival of spirits and the player unless they invest into restoration magic (even if you have thirteen ranks in spawning power, your spirits will still go down fast by simple attack and spell skills), very poor energy management skills (glyph of lesser energy does not lower the cost of spirits), and a primary attribute that only benefits you as the player if you are going as spirit spamming/minion bombing build or weapon spell support. Players can disagree on this writing all they want, but players cannot be oblivious of the fact that almost every spirit has a three second casting time and the shortest recast time is fifteen seconds and with a max health of two hundred when compared to the basic nuking skills that can easily deal over one hundred damage against 60 Al targets and have a recast time around sixteen seconds should tell you how fast spirits go down (spirits are only viable if the opposing team is "dumb" and attacks your team mates/you instead of the spirits). Also channeling magic ritualist do not have the power of an elemenatlist and having to equip a elite skill in order to have ten percent armor penetration whereas elementalist air magic skills have a default of twenty percent armor penetration is non-viable. If you are going to disagree with me on this, then please post back valuable suggestions on they are still useful providing in game results and not nonsense that violates the wiki policies. Also remember that the spirit AI is very limited so Spell Casting Classes can easily hide behind map objects to avoid spirit attacks that would disrupt/damage them.William Wallace 21:50, 15 June 2008 (UTC)

  • Whoah that analysis was so... so wrong. May I ask if you have ever played as a ritualist? "...very poor energy management skills"- this answers my question for me I guess: no.-- 17:24, 23 September 2009 (UTC)
Pretty bad that you cant be satisfied, believe me, people that plays Ritualist knows how to play Ritualist, either playing Kuurong build, managing weapon spells with/or Healing, they know how to play. The obvious fact about a nuker against a Ritualist is a duh! for anyone experience in the class but if that were the case no melee professions would have been playing because there are over dozens of skills to stop them, experience players know when and where to summon spirits, dude you just have to learn to get it over with, if you know you are weak against a certain profession, you wont go against it unless you have the skills for it, the same thing goes for any profession. You are putting the Ritualist on the chopping plate so fast because and maybe you havent seen the potential for it, and/or maybe you've been trying so hard to play with the Ritualist that you haven't realized the use and/or combinations possible available for the Ritualist or you need help with builds that can help you, Im just trying to guess. And if you read past history of the skills and how would they work for the Rt, they were way too broken, still even with the nerfs the class is just as playable as the Dervish class when it is still suffering from nerfs. I won't reply anymore on this thread...Well shame on me for answering.--ShadowFog 04:46, 1 August 2008 (UTC)
Ritualist suffers from the same thing as all hybrids in rpgs. If it's nukes and heals were better you'd have a nuking healer that spent way fewer skill points and elem and monks would be dumb. One thing is monk has three trees one for heals one protection and one punoishment, rits have all three in one tree for alot fewer skill points. Tuffer to balance.
Rit/monks absolutely own solo though (<cough> <cough> Vengeful was <cough> Khanhei). PvP they ussually aren't too good but they are awesome PvE. William- sure, spirits have a 3 sec at least casting time but some have massive 100+ sec durations- you only need to summon them once then you can simply drag them around the battlefield with Draw Spirit/Summon Spirits. They are awesome healing; while monks are a lot better at 'spike' single target healing, rits have balanced healing such as Recuperation therefore a rit and a monk in a team are a force to be reckoned with healing wise. They are even pretty good in melee with Spirit's Strength. And as for the bloke at the top- mate SP is not pointless at all; most rit builds revolve around spirits, and weapon spells and please go and play as a ritualist instead of reading a page about them before criticizing the build.

Jack of No Trades my ass! have you noticed the recent buff? they own now Zachariah Zuan. 18:20, 27 July 2009 (UTC)

Actually I agree with the original posters basic point. I've always had a devil of a time with Hard Mode so as Joke I assembled and all /Rit Team every Hero had the power to summon spirits; and I soon settle into a rythem of spam spirits, Pull, spam, Pull. And it works way tooo well. While Warriors and Eles have a real hard time in HM that I can see. But we are supposedly Playing Hero's whats Heroic about cowering behind a wall of Minions, and damned abominations. I do hope for GW2 the Devs will remember, we are Hero's - and Hero's in Fanstasy Fiction tend to be Swordsmen(and women) Magi, and Rangers like Aragorn; Necromancers and Spirit Spammers have their place - They are the Bad Guys. Just my 2Cents/ --Blackbirdx61 21:54, 18 May 2012 (UTC)

The Neglected Communing Tree[edit]

This skills has been neglected by Anet. 25 energy 5 second casting skills? Spirits that can be activated for only a few seconds and have their recharge up to 45? And the elites are very poorly done. Has anyone been able to make build that consisted on Communing, Restoration and Spawning?--ShadowFog 02:47, 4 October 2008 (UTC)

I had one until Defiant Was Xinrae was nerfed. Quite disappointing looking at that attribute. Noctarch 03:02, 4 October 2008 (UTC)
Indeed. As a Ritualist primary player, I have noticed how bad Communing is. It has the most offensive spirits, but they often don't last their recharge. It has interesting item spells and skills, but they don't fix some general problems. Armor of Unfeeling is a nice concept, but you're far more likely to be interrupted than spiked while summoning, and KD's are frequently used in spikes in place of interrupts for a greater effect, this stops neither (Although base damage reduction is the most efficient means of reducing damage taken). Mighty Was Vorizun is a great skill, but there's not enough in communing to merit much use inside of it. The weapon spells in communing are among the best non-elites, but despite having great utility in general, they have no use with anything else in Communing. The elite skills in Communing (all 3 of them) are all mediocre at best. Wanderlust is a good spirit for locking enemies in your spirit spam, however it deals no damage, damages itself, and has minimal survivability to go with long casting time and poor recharge. Weapon of Quickening would be a far greater skill if it had a 1 second casting time. However, most builds can't afford to bring it as a supporting weapon spell, and it usually only gets self-used. A terrible shame considering how much potential this could have on an ally. Signet of Ghostly might is at best a good means of giving your minion extra damage before you bomb them, however Jagged Bones gives you a free minion when the last one dies and Flesh Golem will hit harder than any other minion with this anyway. So fairly useless. When used with spirits, you have better alternatives, especially when you consider that the non-elite skill [Painful Bond] works better for extra spirit damage. There were two reverse-diversion skills in communing that got swapped to Restoration magic, so now Communing has even fewer options. Poor, poor Communing. PowerGamer 00:24, 7 December 2008 (UTC)
Vorizun is pretty terrible. 2s cast time for less armor than pot and it doesn't even party heal (or give any other useful benefit? :/). -User Auron csig.png Auron 01:47, 30 December 2008 (UTC)
Communing is mainly useful for beating the Bison tournament. Vili User talk:Vili 02:55, 30 December 2008 (UTC)
Vorizun has no benefit? I herd 30 energy is gud. That skill has more synergy with skills like caretaker's charge and the like than any other. Pot belongs on N/Rt healers and that's about it. ~ Chao 06:18, 21 March 2009 (UTC)
Your weapon sets should already be giving you anywhere from 10-20 energy and/or 5-16AL, which is why it's such a useless skill. No drop effect is bad, amirite. Vili User talk:Vili 06:27, 21 March 2009 (UTC)
Even so, I still prefer 30 to 20 extra energy. And though you do have a good point, I think this is one spell the ritualist might prefer keeping up rather than dropping after X seconds. ~ Chao 19:45, 24 March 2009 (UTC)

lol a good savahna heats cna take out spirits and a good knock down cna takeo ut savhana heat or a good savage bow cna tke down eles just like a warrior can take down ranger with whirling then rits cna take warriors down with spirits dont be ignorant

correction: anything can take out spirits since they are so puny. --The preceding unsigned comment was added by User: (talk).
That's probably a part of why they increased their levels by 4 in PvE. Spirits get a lot more armor per level than players do -- in hard mode, I'm lucky if my savannah heat takes the spirits down to half health. --Jette User Jette awesome.png 20:23, 2 July 2009 (UTC)
That may be true for PvE (and hard mode creatures have more attribute points), but for PvP they still are hard to play. I really wish they'd have a proper overhaul. It's not like I can run 15 in every attribute realistically lol. (would love to sign but I don't feel like making another account when I already have a wikia one that should be able for reuse here too).
"ritualists are hard to play in pvp"
Cool story bro. Also, wikia is almost as bad as ANet. --Jette User Jette awesome.png 19:10, 3 July 2009 (UTC)
I totally agree about communing being neglected. Most Rit spirit spammers now favour channeling magic over Communing due to Signet of Spirits and Bloodsong. All they need to do is boost the communing spirits' durations and I'd use communing more.-- 23:54, 29 August 2009 (UTC)
For all intents and purposes, Ritualists do not even have multiple attribute lines because Channeling and Restoration both do everything. Restoration has strong point healing, strong party healing, strong prot, strong resurrects, very strong condition removal (that last one is meh at best usually, but it's also awesome versus disease, so stfu), a powerful spike heal, and even skills to do pretty decent damage (among half a dozen other things with no energy cost, activation time or recharge). Channeling is just as bad, but focuses on damage instead of healing (but still does both). Let's compare to monk attribute lines: Healing does exactly that: it heals. That's it. Pure, basic redbarring. Not saying it's for shitheads or anything; any monk job is going to require skill, but all you can really do using skills from the Healing Prayers line is redbar. The closest thing to a prot spell in that line is Healing Seed. Prot spells originally were almost purely for protting, but recently (uh... holy crap, it's been 3 years since NF came out!? Ugh) they've received more heal-like spells, but none of them are quite as powerful as this monster, so it's a moot point anyway. But for the most part, prot does exactly that: it prevents damage, in one form or another. There are some exceptions to this, for example, RC is one of the most widely used prot spells, and it would fit in better with healing prayers than prot. That skill is elite, however, and has been a staple of play since basically forever. Divine favor has various "utility" skills usually related to boosting the effect of skills in the other lines (divine boon, healer's boon, smiter's boon, boon signet, some other boons I've forgotten), saving/gaining energy (Divine Spirit, Signet of Devotion, etc.), or weird stuff that doesn't really fit in anywhere else, like Divine Intervention (which, by the way, is one of my favorite skills in the game because it's such a huge heal but you really have to predict when the target will die to get any effect out of it... a shame the recharge is so high it's inviable, otherwise it'd be great fun to use); and of course, Smiting Prayers is for damage (or running a gay gimmick, at your discretion).
See the difference? With a monk, you need to put points into 2 or 3 attribute lines in order to be effective, and you need to dedicate your entire bar to keeping your team healthy. With ritualists, you can do everything a monk can (except remove hexes, which is a fruitless endeavor anyway) with points in only one line, and many of the effects can't be removed, whereas monk prots can, often with extremely unpleasant side-effects. Not only that, but ritualists' primary attribute has no bearing whatsoever upon the effectiveness of restoration magic. Ooh, I can dump 10 points in spawning power for 2 seconds of WoW! Yeah, real impressive. Or you can dump 10 in Soul Reaping and never even so much as have to think about energy -- plus you'll have enough left over to put points in some retarded attribute like Death so you can shit minions all over the place and put WotP on the altar. Let's review what a single character can do as an N/Rt:
  • Never worry about energy
  • Heal, prot, resurrect and remove conditions
  • Contribute to party damage with minions and similar gimmicky effects
  • Remove enchantments en masse
As opposed to a (non-smite) monk, who can:
  • Heal OR prot, with a few points in the other line to help, but not enough to handle everything on his/her own; and possibly remove conditions/hexes
  • ...oh wait, that's it.
Is there really even a debate here? Combine all that with the fact that you can play the N/Rt builds effectively by licking the keyboard, whereas monk builds can take months or years to master, and there's really no competition. Hm. Why is it my rants always move from the subject matter to something totally unrelated? Maybe I should take one of those YouTube classes on essay preparation. --Jette User Jette awesome.png 03:55, 30 August 2009 (UTC)

gotta disagree for a couple reasons one: your assuming stuff is dying giving you energy, which is not the case all the time. and two: no hex removal. Materia user 20:59, 22 September 2009 (UTC)

N/Rts are better at healing but their spirits tend to be a load of epic fail (they can be taken out easily with single AoE attacks!) while SP gives Rit primaries an edge in Spirit Wrangling. Also, Spawning can add up to 4 secs to WoW just with minor runes, and WoW is one of the shorter weapon spells anyway. Great Dwarf Weapon, Vital Weapon and Weapon of Quickening for example get an excellent duration boost from Spawning.-- 23:24, 19 September 2009 (UTC)

Also, why is this on the rit page? your talking about a necro/rit. Roflmaomgz 18:57, 5 October 2009 (UTC)

So... to explain Jette cool story, communing sucks.-- 14:47, 7 January 2010 (UTC)

Major Buff[edit]

yeah...they finally they're up to speed with other profs now thanks Anet ^^ Zachariah Zuan. 18:21, 27 July 2009 (UTC)

yep, I'm picking up casual groups as a Rt and getting folks asking for my builds (since they did not know about the changes)... I'd have no problem taking a Rt along who knew what they were doing MrPaladin talk 18:30, 27 July 2009 (UTC)
Yeah Rits are excellent in PvE now. One thing though is that Spawning needs some sort of energy management. The problem with rit primaries is that their healing builds are being run more effectively on necro primaries than on rit primaries. I'd say they should add this effect to Spawning: "for every 4 ranks in Spawning you gain 1 energy every time you cast a binding ritual or weapon spell" (as well as the current effects of the attribute of course- bonus to spirit health and weapon spell duration). That might give it a bit more of an edge over Necro primary /rt healers.-- 23:51, 29 August 2009 (UTC)

But in pvp rits are still behind.... sooooo slooooow.they really need to give ritualists some sugar. agreed? (cant get my sig down) [The Wind Sage Sept. 23rd 09]

They're still very good at HA, AB, FA and GvG, but in small fast engagements such as TA I agree, they do need a bit of a buff.-- 17:20, 23 September 2009 (UTC)
I agree. Too far behind of the other classes in PvP. Their spirits have low health, their binding rituals take too long and their primary attribute has not been buffed. In all PvP areas, most of their skills are crap.-- 12:06, 21 January 2010 (UTC)

Icon resemblance?[edit]

Is it me, or does the Ritualist icon look a whole lot like the symbol of the Esoteric Order of Dagon? The Boz 00:00, 20 September 2009 (UTC)

Yes, I imagine it was inspired by that symbol. —Jette User Jette awesome.png 14:01, 23 September 2009 (UTC)
There is no way of knowing if the eye symbol being linked to inspired or was inspired by the GW ritualist symbol - also, that symbol isn't used by the modern-day counterparts of the EOD. Far more likely that a snazzy design from GW appears on cafepress t-shirts than the other way around. User Fox.jpg Fox (talk|contribs) 22:14, 28 August 2010 (UTC)

Elite Skill Buff![edit]

The problem with rits is that they get quite a few energy management elites which are not needed. There are plenty of better non-elite skills: Boon of Creation and Spirit Siphon do the job fine, and if you aren't using spirits, grab Mighty was Vorizun or EwLS. These weak energy management elite skill need to be changed fastish! PvE Rits also need more decent elites since SoS is dwarfing all of them, there is no competition!-- 15:34, 14 October 2009 (UTC)

And who was that pointed at? - Reanimated X 15:41, 14 October 2009 (UTC)
It's not just Rits who need better improved elites. I also wish that there was better EM in Restoration Magic. I go to broke crazy fast. 17:23, 19 October 2009 (UTC)
Then split some of your attributes into Channeling like every other restoration rit and use the EM from it. Tbh, Rits are better as a support damage/healing class than a pure healing class anyway. Karate User Karate Jesus KJ for sig.png Jesus 17:26, 19 October 2009 (UTC)
The problem with rit elite skills is that many of them are almost duplicates:

Some of them are in need of subtle buffs.-- 17:34, 16 November 2009 (UTC)

I will be so happy if their primary attribute had:"Lower the recharge of your binding rituals by x%".-- 14:44, 7 January 2010 (UTC)
Ritual Lord & Soul Twisting accomplish this, essentially Spawning Power does indirectly lower the recharge of binding rituals by X. --Falconeye 18:18, 5 June 2010 (UTC)
What, by giving up your elite slot? That's not even indirect. Communing does that too. Assassin's Promise does it. 15:44, 20 August 2010 (UTC)

Summoners Are Freaking Awesome[edit]

Pretty much any class with an army in its pocket is going to own. Life as a necro was always pretty easy, but these days life as a rit seems even easier - no need for corpses. My rit should be turning 4 years old any day now; in terms of power creep, it feels like rits have come a hell of a long way and have matured into a really fun class. Good work Anet! ;) Cirian 17:41, 6 July 2010 (UTC)

SoS LFG...SoS LFG...SoS LFG...x20 on party search = not fun. 15:42, 20 August 2010 (UTC)
Mmm, but you know there can only be a single SoS in a party. I have a hero (Razah) run it as I'd rather run restoration (Xinrae's Weapon), with a resto/communing Xandra (Wanderlust) and an expertise/communing Jin (Signet of Ghostly Might). Cirian 17:49, 16 September 2010 (UTC)

Hex Remover[edit]

ritualists really need an hex remover so they can replace a monk on pvp --The preceding unsigned comment was added by (talk).

why is it that[edit]

eles, and rangers think they can do a better job as a rit than a rit can? 16:26, 6 February 2011 (UTC) PS: I am so sick of taking my rit in party and having a ele or ranger tell me I have to resto because they only can run sos. 16:28, 6 February 2011 (UTC)

Eles have little else to do in HM besides blind spamming, and rangers can use spirits without having energy management problems that rits do not have anyway. Koda User Koda Kumi Horns1.GIF 17:04, 6 February 2011 (UTC)
(1) Look for non-spirit offensive alternatives, e.g. using Caretaker's Charge or Clamor of Souls. Or explosive growth MMs can be fun, too. (2) I wouldn't PUG with a group that thinks that eles and rits can do better; if they have trouble understanding how to run other builds, I would have trouble trusting that they can handle anything tricky in the mission/bounty.
(3) The nickname of spirit spammer isn't ironic; in fact, it's blinder than most other builds b/c you can't easily direct the spirits. (4) Eles have dozens of other useful variations: tanking, wards, disruptions, etc. They should be a very versatile class and not dependent on secondaries.  — Tennessee Ernie Ford (TEF) 17:50, 6 February 2011 (UTC)
The point is not that rits can only be spirit spammers in pve (though some people seem to think that is the case), but that the OP is tired of eles and rangers who want to take a spirit build because they fail at their own job, and he has a good point. I remember inviting rangers thinking they could interrupt things (what a concept!) but instead got 2 spirit spammers bitching over 1 role. Koda User Koda Kumi Horns1.GIF 17:10, 8 February 2011 (UTC)

Ritualist Solo[edit]

Sorry if I'm a bit embarrassing or asking stupid questions its just that I'm new here and to Guild Wars so I was wondering - Ritualists can solo, can they? I really don't know, I've just got a new account and made a Ritualist cause she looks pretty but yeah, can they solo kill , or...? Ro. --Rosieee 09:46, 22 February 2011 (UTC)

If you know what your doing, yeah. It usually invloves running the typical channeling build with the Signet of Spirits elite. Along with Bloodsong, Painful Bond, and a few other things. This is pve only mind you, pvp is a whole different story. 14:01, 23 May 2011 (UTC)

Trivial trivia[edit]

I think what the IP was trying to say by reading the edit note was Revenant bears similarity to Ritualist. The current wording makes it sound backwards like Rits came after Revenants. If Sally were using Bob's answers to cheat on a test would you say "Sally copies Bob" or "Bob copies Sally"? Idk if switching the wording sounds any better :\

  • The Revenant from the Guild Wars 2 Expansion Heart of Thorns, who channel the power from the Mists and often wear blindfolds to shut out their physical world interaction, bears many similarities to the Ritualist profession.

Idk why blindfolds matter, not every rit gets that stupid purple thing. Perhaps this is better?

  • The Revenant from the Guild Wars 2 Expansion Heart of Thorns bears many similarities to the Ritualist profession. Both channel the power of the spirit world and often have obstructed vision.

Or even just do a gw2w tag like this instead...

Gw2logo.png The Guild Wars 2 Wiki has an article on Revenant (somewhat similar to Ritualist). 07:17, 4 June 2017 (UTC)