User:Gelbrekt/Heroic Refrain Team/Ritualist Builds
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General Reasoning[edit]
- Blue Text
General Tips for using HR[edit]
- HR affects summoned allies; it has some nice synergy with TENGU FLARES; especially because at least some of them are disprop [e.g mesmers], as well as being affected by Aria of Zeal and "Go for the eyes" (to trigger renewal)
- HR increases damage by minions, but this is actually NOT worth using, since the damage increase is very low, and takes up casting time which could be used to generate adrenaline for "go for the eyes".
General Useful Skills[edit]
- TODO: Add the profession skill here from the main doc, but without repeating the COMMENTS on them.
- Restoration Magic
- Recovery
- Weapon of Warding - Indirectly disprop since its duration becomes very long with high resto + spawn power.
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- Channeling Magic
- Splinter Weapon - Epic due to multiple triggers.
- Essence Strike - Grants 12 energy when maxed!
- Renewing Surge - Grants 10 energy when maxed.
- Weapon of Fury - Can be effective if using martial professions, e.g "Go for the eyes"-spammers.
- Gaze from Beyond - Almost maintainable blindness; Remember that Hero AIs will focus on the same target, making it likely that a mesmer with Epidemic can spread it.
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- Spawning Power
- Ritual Lord
- Soul Twisting
- Wielder's Zeal
- Attuned Was Songkai
- Spirit Channeling
- Boon of Creation
- Renewing Memories
- Ghostly Haste
- Communing
Particular skills to use when Ritualist SECONDARY[edit]
- I don't know what to put here on this page, but this section is USEFUL to avoid repeating yourself on multiple pages.
BUILDS[edit]
Empty Bar[edit]
- [Attributes]
- Optionals
Ritualist - Minion Master[edit]
- 11 Death Magic
- 10+2 Spawning Power
- 10+2+1 Restoration Magic
- All attributes are increased by 5 with Heroic Refrain and Grail of Might.
- Note: At 16 Death Magic and 17 spawning power, bone minions have: 440*(1+0.04*17) = 739 health.
- Must Haves
- REMEMBER: If we have 2 rits (which we should), this opens up more slots, since weapon spells and spirits will not be used on both rits!
- ENERGY MANAGEMENT:
- Boon of Creation - Extremely Powerful if using AwS; Not only is it [disprop] but also AwS increases the EFFECTIVENESS of any energy you gain; Together they become very exponential in how much energy they grant.
- Signet of Creation - Does not grant as much energy as BoC, but has 2 advantages (1) Can be used when at 0 energy and without summoning minions, "guaranteeing" that the rit can jump up to 10 energy to cast AwS if out of energy. (2) Nor vulnerable to enchantment removals, INCLUDING Tranquility.
- Malign Intervention - Already discussed elsewhere; Combine with Verata's Gaze on other chars. REMEMBER THOUGH that the ai MIGHT not use Verata's Gaze effectively.
- Animate Bone Fiend - If using both , It might be worth considering using this as the ONLY minion skill for 3 reasons:
- (1) It is extremely positively affected by AwS and BoC; if both of these are used even this skill - which normally is very expensive - becomes reduced to just ONE energy; AwS reduces it to 9 energy, while BoC grants you 8 energy.
- (2) Malign Intervention already provides a large supply of melee minions.
- (3) At the time of writing, the team does NOT have a dedicated healer (although almost all chars have some significant AoE Heal, AoE damage reduction, or long KD), so using just a single minion skill frees up space for resto.
- Restoration Magic:
- Weapon of Warding - MUST HAVE: It is a great skill on Necros, and now with the rit it has Duration increased by 80%!
- Recovery - STRONGLY consider due to percentage ([disprop]), already discussed.
- Wielder's Boon - EPIC for several reasons (1) While it is normally energy intensive, energy is not a problem here. (2) Synergizes with the long weapon spell duration increase from spawning power.
- Mend Body and Soul - Strongly consider, since this is likely the most effective condition removal. REMEMBER that this skill is affected by spirits summoned by the ranger, e.g Tranquility.
- Flesh of My Flesh - The mesmers will likely not use res, due to being Rangers w serpent's quickness, or necros with Verata's Gaze, so res is relevant.
- Optionals
- Putrid Bile - Nice because it allows the rit to have some offensive potential; without a skill like this, the rit is just a healer MM.
- Animate Shambling Horror - Convenient because (1) the collective health of the 2 minions is very high, which synergizes with the high spawning power; Assuming max attributes (20 DM, 20 Spawn), they have 936 and 864 HP respectively, i.e Exactly 1800 health in total! (2) The jagged horror inflicts bleeding, triggering Fragility.
- Animate Vampiric Horror - Already Discussed elsewhere; it is [disprop] due to increased dmg and healing.
- Recuperation - The energy is NOT A PROBLEM (see Animate Bone Fiend), and if you get 19 resto, it grants +4 pips. However this might be superflorous with the AoD derv.
- Spirit Light - Strong heal, but not likely better than Wielder's Boon and Mend Body and Soul.
- Ghostly Haste - Likely a good idea to use if not using QZ.
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- Optionals
- (NOTE: Many skills for the rit has already been discussed in the doc, dont reinvent the wheel)
- Other elites than AwS MIGHT be usable; check this.
- Weaken Armor - To increase minion damage, and to trigger Fragility. Note that this needs no or minimal attribute investment since it lasts 10 seconds at level 5.
Full bar suggestions - ASSUMING there is a BiP[edit]
Rit 1a[edit]
- Attributes
- 11 Death Magic
- 10+2 Spawning Power
- 10+1 Restoration Magic
- Gear
- (Has often limited relevance since they have AwS most of the time; HOWEVER it is relevant if this skill gets interrupted).
- Staff [since it has 20% recharge reduction, which is great for AwS to allow it to recharge faster]: 10/10 cast reduction is good.
- Insignias: Most likely Surviviors is best (doesn't likely play a huge role though).
= Rit 1b - If there is only ONE rit[edit]
Rit 2[edit]
- This rit likely had too good energy management using Signet of Creation, so i added Mark of Pain instead. While Curses is not heavily invested in, at 4 curses it ends up at 9 curses, causing MoP to deal 28 damage, which is pretty decent.
- Attributes
- 11 Death Magic
- 10+2 Spawning Power
- 9+1 Restoration Magic -> The rit can handle lower resto, since Life & Mend Body and soul are not particularly affected, and Spirit Transfer heals 250 at 15 resto.
- 4 Curses -> Ends up at 9 curses, causing MoP to deal 28 damage, which is pretty decent.
- Gear
- SAME as the other rit.
- SUGGESTION: I swapped Spirit Transfer for Spirit Light since (1) The rit uses life, which isn't negatively affected by this skill, and is recast frequently. (2) The cast is instant and the healing spike is massive.
= Rit 3 - Alternative suggestion using Shambling Horror[edit]
- List of ADVANTAGES in using the Shambling Horror on the Ritualist instead of the Contagion Necro (For the "first draft" team build:
- The Contagion Nec is more suitable for using Bone Fiends:
- The nec has Higher Death Magic, causing his Bone Fiends to deal higher damage (i.e more suitable for DPS).
- The nec has TONS of energy due to very high soul reaping and many cheap skills.
- The Ritualist is more suitable for using Shambling Horrors.
- He has Spawning Power, increasing the HP, which is better for Melee minions.
- The Ritualist has fairly limited energy (despite AwS, due to having many energy-intensive skills).
- The rit stands near the player, becoming affected by Ebon Wisdom Ward, which is very useful for the Shambling Horror.
- Other: Switching the skills around this way frees up skill icons:
- The rit can swap out Boon of Creation (which wasn't ideal anyway)
- The nec can swap out both minion skills, since Bone Fiend is good enough on its own.
- The Contagion Nec is more suitable for using Bone Fiends:
- Note: Weapon of Shadow replace with Weaken Armor if the party does not have cracked armor.
Brainstorm - Weapon Spell Spammer[edit]
- IDEA
- With Renewing Memories (boosted with HR), Weapon spells have their cost reduced by 50%. This could be complemented with additional energy management skills, to allow for extreme energy managemet
- In ADDITION, the DURATION of the weapon spells are boosted significantly due to spawning power, and if the build uses all rit attributes except communing, only 3 attributes are needed.
- Spawning Power
- Restoration Magic
- Channeling Magic
- Elites
- Top-prio
- Attuned Was Songkai - Reduces energy costs even further. allowing complete spam
- Spirit Light Weapon - Heals almost 40 health per second, in addition to lasting VERY LONG due to spawning power (around 17 seconds) for only FIVE energy and 5s cooldown!
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- Must-haves
- Splinter Weapon - Disprop.
- Weapon of Warding - Epic due to block, even if low resto since the duration is increased with spawning power.
- Verata's Gaze - If there is space, as discussed before regarding Verata's.
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- Optionals
Rit Channel Resto Support[edit]
- IDEA
- Rit has lots of disprop skill, and can make an offensive healer in addition to providing defensive abilities.
- [Attributes]
- Optionals