Continue Reading for Oso Minar's excellent explanation of Ritualist skill triggers. Post #11
A. Considerations of Spirits
This is where many problems are experienced. Placement is everything when it comes to spirits. There are many things a ritualist must remember when placing spirits.
1. Like all classes you must be aware of the enemy. The right spirit choices can make an area much easier. Disenchantment, for example, can be effective when facing enchantment based groups.
2. All spirits have the attack range of a longbow. This range is increased slightly when placed on a hill or other inclined area. Use this range to your advantage. Remember: Spirits CAN be obstructed by the environment.
3. Spirits have AI of their own. Calling targets and using Painful Bond can help direct their fire. However, they will target the foe with the lowest hp over your called target. They also will defend themselves when attacked.
4. Spirit Placement is important. Again, when possible use the terrain to your advantage. Do not, however, stand in one spot and drop all the spirits you are using. Spirits are much more effective when spread into a "wall." This wall can provide a temporary barrier that can save the monks and other back line characters when aggro gets messy.
When dealing with heavy AoE, spread your spirits very far apart. Because of the high recharge time it is never good to have all your spirits wiped out with one AoE spell.
Ideally, the spirit line should be midline. This provides enough distance to keep them from being attacked. Spirits are fragile afterall. This also allows a screen to help protect the backline team members from the stray creature that runs through the front line.
5. In bad situations, the ritualist can use spirits to screen the retreat of the party. Zig-zag placement as the survivors withdraw and slow the enemy down as they focus on killing the spirit. I have often set up and entire spirit line and sacrificed myself to let other team mates retreat to safety.
6. [By ArKain:]
Understand what each of your spirits does, and keep it in mind
Shadowsong will keep a melee attacker blind for its duration, but if you place it up front, there's the possibility it'll "lock" onto a caster, leaving the melee'er to woop your ass freely. Consider putting shadowsong at a distance from where you want to place most of your spirits: that way when an melee attacker arrives, he'll be the only target within the spirit's range. Same with disenchantment (place it on the backline if possible, so it aims at the bonder or takes out attunements).
Also take note that placing multiple spirits on one spot then Painful Bonding an enemy will provide some very effective spiking every 1.75 seconds, plus any effect the spirits have (which is why a lot of rits like wanderlust: if the enemy is knocked down, he takes at least another hit from multiple spirits)
B. Support Role Considerations
Ritualists have the ability to support other classes like few other can through weapon spells.
1. Remember only one weapon spell can be on each person. Spells like Weapon of Quickening, although made for the ritualist, can help other players. Weapon of Quickening, for example, can speed up the cool down for an elementalist.
2. Weapon spells are extremely situational. Survey the battlefield before applying a spell. Splinter Weapon, for example, does little good on a single target; however, place the spell on the warrior in the front line using Cycle Axe...
3. The ritualist can have a lot of armor with the right inscriptions and a weapon spell. If things are going badly for the softer characters, a ritualist can tank for short periods to relieve some of the pressure on the monks.
4. Remember, Weapon Spells can be used on ally npcs, pets, and minions. Ally Npcs include the guards and other characters you see throughout the game.
C. Melee Considerations
The ritualist can melee/combat like the other classes.
1. You are not a Warrior. Although a ritualist can have decent armor, they are not a warrior or a paragon. Ritualists are meant to be secondary melee characters using the Spirit Strength builds. The melee ritualist can handle the stray creature or run in after the warrior has established strong aggro. The latter is not recommend for any duration however.
2. I tend to run midline interception as a melee ritualist. My job is to protect the monks and other softer backline characters.
Edit by Silly Warrior: I changed the name from " Skills every Ritualist should master" in our effort to start the new Basics thread. This will stay as the new thread until someone writes a better one!
