ritualist first time character
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)
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.
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.
SnipiousMax
First off, Welcome!
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Originally Posted by Windjammer
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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.
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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.Quote:
I can't answer to this, since I've never played WoW.
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:
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: |
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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.
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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. Quote:
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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I too have not played WoW. The best I've played is War Craft III, but not much of it. Can't help.
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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).
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).
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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:
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