Should I play a Ritualist?
Sarasvati
Hey guys. I have a few rambling questions for you all, as I look into getting started in Guild Wars - possibly Factions if I decide on playing a Ritualist.
1) The class that "theoretically" appeals to me the most is the Ritualist. I like minions, but I think that immobile spirits are more unique in terms of gameplay than minions which follow you around. The only time I've played anything which seems to be similar would be the Forester class in DAOC. They summoned "turrets" of sorts and more or less made an area around them fortified, which they could pull mobs into. Is that fairly accurate as to how Ritualists play? Summoning immobile spirits dpending on the situation, which sit there and attack, or heal, or charge up to explode, and other stuff?
2) How do Ritualists work in PvP? From what I've gathered, arenas seem big. How do immobile spirits work in a setting where people can simply run around your area? Do you fortify important areas with spirits, like flags and such? Are Ritualists seen as viable or even dangerous in PvP?
3) I keep getting mixed input on how easy it is to find groups in GW as a Ritualist. Some say they're one of the hardest to find groups with, and some say they are easy to get groups with. Which is true?
1) The class that "theoretically" appeals to me the most is the Ritualist. I like minions, but I think that immobile spirits are more unique in terms of gameplay than minions which follow you around. The only time I've played anything which seems to be similar would be the Forester class in DAOC. They summoned "turrets" of sorts and more or less made an area around them fortified, which they could pull mobs into. Is that fairly accurate as to how Ritualists play? Summoning immobile spirits dpending on the situation, which sit there and attack, or heal, or charge up to explode, and other stuff?
2) How do Ritualists work in PvP? From what I've gathered, arenas seem big. How do immobile spirits work in a setting where people can simply run around your area? Do you fortify important areas with spirits, like flags and such? Are Ritualists seen as viable or even dangerous in PvP?
3) I keep getting mixed input on how easy it is to find groups in GW as a Ritualist. Some say they're one of the hardest to find groups with, and some say they are easy to get groups with. Which is true?
Terra Xin
Quote:
Originally Posted by Sarasvati
Summoning immobile spirits dpending on the situation, which sit there and attack, or heal, or charge up to explode, and other stuff?
1:yup. There is an entire attribute line which is Communing. This specialises in offensive spirits that attack foes that come into their area, and depending on what type of spirit you summon, can affect foes in different ways (one can blind, one can knock a target over etc). In that same line, you also have spirits that reduce the amount of damage that you take also.
In Restoration magic, all of the spirits are defensive, and deal wtih healing the party so long as you are within the range of that spirit's effectiveness.
In Channeling Magic, the only spirit that blows up after a duration is destruction. When placed properly, it can deal alot of damage.
2: Ritualists are very common in low level PvP areas like Random Arenas, Team Arenas and Hero Battles. they aren't as common in Heroes' Ascent, and are usually played with a full team of ritualists, or they are played as a spirit spammer to fuel a Necromancers' energy.
3: In terms of them getting into groups. Its easy. The difficulty when getting groups however is that you will almost always be asked to play as a healer. Alot of players are rather ignorant in terms of the potential that the Ritualist can deal in damage, so that is very often overlooked.
In Restoration magic, all of the spirits are defensive, and deal wtih healing the party so long as you are within the range of that spirit's effectiveness.
In Channeling Magic, the only spirit that blows up after a duration is destruction. When placed properly, it can deal alot of damage.
2: Ritualists are very common in low level PvP areas like Random Arenas, Team Arenas and Hero Battles. they aren't as common in Heroes' Ascent, and are usually played with a full team of ritualists, or they are played as a spirit spammer to fuel a Necromancers' energy.
3: In terms of them getting into groups. Its easy. The difficulty when getting groups however is that you will almost always be asked to play as a healer. Alot of players are rather ignorant in terms of the potential that the Ritualist can deal in damage, so that is very often overlooked.
Redfeather1975
My favourite 2 classes are mesmer and ritualist. They are both very fun in PVE because you can change your playstyle to just about anything you ever wanted.
My mesmer has been a fast casting everything. Even a FC primary healer in a mission or two!
My ritualist has been a healer, nuker, warrior, spirit spammer, ect. ect.
Both fun in PVE if you just like experimenting with playstyles and changing roles because you are shizo.
My mesmer has been a fast casting everything. Even a FC primary healer in a mission or two!
My ritualist has been a healer, nuker, warrior, spirit spammer, ect. ect.
Both fun in PVE if you just like experimenting with playstyles and changing roles because you are shizo.

Sarasvati
I'm currently patching Factions, as my Ritualist - Sarasvati Devananda. Yeah, I know, it is a mouthful.
In any case, I'm wondering what build I should try out first to get me familiar with PvE as I am leveling up (quickly, from what I hear) in Factions. I like Necromancy almost as much as the ritualist spirit-summoning stuff, so should I go "Minion Bomber" as is listed on this forum?
I also like disabling and hampering targets, and being a general pain in the arse support-class.. maybe I should try a Ritualist/Mesmer?
I really don't know. Any advice would be appreciated here.
In any case, I'm wondering what build I should try out first to get me familiar with PvE as I am leveling up (quickly, from what I hear) in Factions. I like Necromancy almost as much as the ritualist spirit-summoning stuff, so should I go "Minion Bomber" as is listed on this forum?
I also like disabling and hampering targets, and being a general pain in the arse support-class.. maybe I should try a Ritualist/Mesmer?
I really don't know. Any advice would be appreciated here.
Redfeather1975
Necromancer is a good secondary.
You can use the healing ritualist spells that sacrifice life to trigger Dark Aura (non-aggro creatures will get hurt, but still won't attack you!).
You can use weapon spells on minions.
You can use several spawning skills on minions too.
Overall it's a very good combo.
Ranger is also a good secondary, but probably not as fun as necromancer, unless you have Nightfall, because there are several skills that make the Rt/R combo fun in NF (like Spirit's Strength).
You can use the healing ritualist spells that sacrifice life to trigger Dark Aura (non-aggro creatures will get hurt, but still won't attack you!).
You can use weapon spells on minions.
You can use several spawning skills on minions too.
Overall it's a very good combo.
Ranger is also a good secondary, but probably not as fun as necromancer, unless you have Nightfall, because there are several skills that make the Rt/R combo fun in NF (like Spirit's Strength).
Dodo The Extinct
I`d suggest having Necromancer as your secondary. The Ritualist MM, is a fairly powerful build, that is good a diverting damage, and causing it at the same time. Plus, it can help you get into groups.
I don`t think many people would suggest going Rt/Me anymore, since the VwK nerf. Being Rt/Me in PvE is pretty bad, considering that your secondary doesn`t really have many skill synergies with your class.
PvP-wise, Ritualists are very uncommon. You should`nt go through PvE with a tricky secondary and expect to be rewarded with PvP involvement when you finish.
I don`t think many people would suggest going Rt/Me anymore, since the VwK nerf. Being Rt/Me in PvE is pretty bad, considering that your secondary doesn`t really have many skill synergies with your class.
PvP-wise, Ritualists are very uncommon. You should`nt go through PvE with a tricky secondary and expect to be rewarded with PvP involvement when you finish.
Sarasvati
Quote:
Originally Posted by Dodo The Extinct
PvP-wise, Ritualists are very uncommon. You should`nt go through PvE with a tricky secondary and expect to be rewarded with PvP involvement when you finish.
Could you clarify this a bit for me? I'm not sure what you mean - I thought that the professions were fairly well balanced.. and I thought that if you wanted to engage in PvP, that you didn't have to be "rewarded" with it, or given permission to engage in it, per se.
Sort of confused.
Also, if I go forward with this Rit/Necro bomber build - how should I approach the early levels? Right now I more or less summon Union and Pain, throw Painful Bond on a tough monster, and cast either life-drains or nukes like the Spirit Void or Swarm to bring monsters down.
Currently using awarrior and healer as henchmen.
Sort of confused.
Also, if I go forward with this Rit/Necro bomber build - how should I approach the early levels? Right now I more or less summon Union and Pain, throw Painful Bond on a tough monster, and cast either life-drains or nukes like the Spirit Void or Swarm to bring monsters down.
Currently using awarrior and healer as henchmen.
Redfeather1975
I think Dodo meant PVPing with your PVE character later on.
As for rits in PVP, in RA you'll see quite a few. Every once in a while you'll see one in HA or TA and in GvG I believe they are somewhat rare.
PVP with a minion bomber build is hard because you won't have the resources until people start dropping. Maybe that's what he meant, if you were thinking of PVPing with your PVE character later on.
As for rits in PVP, in RA you'll see quite a few. Every once in a while you'll see one in HA or TA and in GvG I believe they are somewhat rare.
PVP with a minion bomber build is hard because you won't have the resources until people start dropping. Maybe that's what he meant, if you were thinking of PVPing with your PVE character later on.
Bargamer
Did I hear that someone wanted to make a new Minion Bomber? Well, today is your lucky day! Read the following guide that I wrote, and you should be fine for the rest of the game. Some other things you should know: Until you get your first Animate, you're pretty much going to be playing like a Spirit Spammer. Stay back, and let your party do all the work. Later parts of the game, look up Rit/Monk builds for areas that are scarce on corpses, or have heavy interrupts, like Tannaki Temple or Arborstone. If you need help, feel free to poke Soy Oil in-game. (PS: Most people agree that for learning how to play the game, the Core chapter, Prophesies, is the easiest.)
http://www.guildwarsguru.com/forum/s....php?t=3039479
http://www.guildwarsguru.com/forum/s....php?t=3039479
Sarasvati
Yeah, I only have Factions. I have a good grasp on how to play, so to speak - but it will just take a bit of getting used to the mechanics. I rolled on ritualist, then re-rolled as a male character, and am going through it again - after a Necro to 7, and a Mesmer to 6, etc. So I am ready to really "push ahead" with my Ritualist.
The only thing I don't know how to do is PLAY as a spirit spammer. Do I just throw pain and union spirits down, buff myself and then cast Painful Bond on targets to pull them?
The only thing I don't know how to do is PLAY as a spirit spammer. Do I just throw pain and union spirits down, buff myself and then cast Painful Bond on targets to pull them?
Calen The Civl
I will copy and paste a spirit placement suggestion of mine from another thread. Spirit placement could almost be a science.
"The key to spirits is placement. Learn to read your team and terrain to set up the most effective spirit placement. This takes practice but remember that spirits have roughly the same range as a longbow or a flatbow. It may prove to be helpful to practice visualizing range and using a longbow on a target to help you grow used to range placement.
Generally, keep your spirits in the backline and wand the target to help direct their attack a little better. Spirits die quickly when attacked so spreading them apart to avoid AoE is advisable."
Original Thread: http://www.guildwarsguru.com/forum/s...php?t=10114173
Now, there are different ways to lay the spirits depending on how your team cooperates. Be sure to keep attacking spirits on high ground when possible; it seems to slightly increase their range. Straight line placement is fine but are vulnerable to AoE attacks. Triad placement (where the enemy is lured into a spirit triangle) helps confuse the ai of the victim.
The worst way to position spirits is to "stack" them on top of each other in the same position. This may be done with union and similar spirits far from the backline, but there really is no reason not to just tap a movement key a few times and place another spirit.
There are plenty of threads explaining skill sets but few talk about how to place spirits for effectiveness.
"The key to spirits is placement. Learn to read your team and terrain to set up the most effective spirit placement. This takes practice but remember that spirits have roughly the same range as a longbow or a flatbow. It may prove to be helpful to practice visualizing range and using a longbow on a target to help you grow used to range placement.
Generally, keep your spirits in the backline and wand the target to help direct their attack a little better. Spirits die quickly when attacked so spreading them apart to avoid AoE is advisable."
Original Thread: http://www.guildwarsguru.com/forum/s...php?t=10114173
Now, there are different ways to lay the spirits depending on how your team cooperates. Be sure to keep attacking spirits on high ground when possible; it seems to slightly increase their range. Straight line placement is fine but are vulnerable to AoE attacks. Triad placement (where the enemy is lured into a spirit triangle) helps confuse the ai of the victim.
The worst way to position spirits is to "stack" them on top of each other in the same position. This may be done with union and similar spirits far from the backline, but there really is no reason not to just tap a movement key a few times and place another spirit.
There are plenty of threads explaining skill sets but few talk about how to place spirits for effectiveness.
Dodo The Extinct
Quote:

hmmm, I`ll use an example.
Jimmy wants to play a Ritualist, and he is very excited about using his PvE Ritualist in a PvP arena. However, Jimmy doesn`t know what kind of secondary that he should give his Ritualist. His PvE friends say Rt/N is a good choice, but Jimmy doesn`t see Rt/Ns in gvg! Jimmy only sees Rt/E in gvgs. Jimmy wants to go Rt/E so he can gvg with his char!
This is a really bad desicion, because Ritualists are barely ever used in gvg, and because Rt/E basically sucks in PvE when compared to the other professions. My point, is that you should just pick a secondary that excells at PvE, and not one that excells in PvP.
Hopefully that helped....I wish I was better at explaining

Servant of Kali
First of all - nice nickname 
Now,
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Originally Posted by Sarasvati

Now,
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Also, good thing is that most people think they aint good in PvP, which is something you can use as an advantage. As long as you dont copy the builds of others, you will do great (well, of course, depending on how well you learned Rt hehe).
Oh, and when i say they are excellent in PvP, that includes GvG too.
Quote: I keep getting mixed input on how easy it is to find groups in GW as a Ritualist. Some say they're one of the hardest to find groups with, and some say they are easy to get groups with. Which is true? Fairly easy. Noobs will not take you in a group as they think Rt's aint as good as <insert whatever>, but Rt is absolutey great in PvE, and blatantly overpowered in some areas. The problem is that whammos dont play Rt's, Rt's are too advanced for a whammo, just as a mesmer is. Still, it's not difficult to find a group, but sometimes be prepared to be a healer (which i find fun as well), because group might need it and there's no monk around.
Overall, Ritualists have insane versatility, one of the best, if not the best. You can be healer, channeler (elemental dmg), dmg spirits (not as good as if u were R/Rt..), defensive spirits (nerfed, but still overpowered in some game areas IMO), MM bomber, melee (Spirit Strenght daggers) and any hybrid of each (Rt's also excel at hybrids, since their primary sucks, but it also isnt needed in most cases).
Quote: I'm wondering what build I should try out first to get me familiar with PvE as I am leveling up Levelling up is just a process of getting to know profession skills. In low lvl areas, i'd say channeling will do nicer dmg than communing, while communing does better dmg in high-end areas (since it's armor ignoring).
As a general rule of thumb, try to avoid "builds" and always see what fits your playstyle. Quite often this means taking someone elses build and partially (or even completely with time) modify it to suit your needs and playstyle, while maintaining the effectiveness (or increasing it). ΒΈ
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I also like disabling and hampering targets, and being a general pain in the arse support-class.. maybe I should try a Ritualist/Mesmer?
No. Mesmer doesnt really have anything to add to your arsenal. Or, in other words, mesmer will do better what you would do with mesmer skills, since he can use higher attributes than 12 (by adding runes). Instead, you should work on studying Rt skills and discovering Rt arsenal. Disabling and hampering can does be done in various ways: 1) spirits such as Shadowsong or Dissonance (again, R/Rt is better at this) 2) using weapons such as Warmongers Weapon 3) reducing their dmg output or healing (restoration line) 4) other In 99% cases, you will use only Ritualist skills. Yes, you absolutely dunnot need secondary profession, especially in PvE. Sometimes, as in GvG, it will be useful that you take a skill from another class, because of a synergy effect with your team build. But that is a specific situation, not a rule. Think as a Ritualist. Be a better Ritualist, not better mesmer than mesmer itself. Quote:
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