New to Rt

br0thergr1m

Academy Page

Join Date: Aug 2006

Dallas

{Shepherds Of Silence}

Rt/R

I like underdog professions, and I feel that the Rt is the king of being overlooked. Ive been playing it for a few days now, and i can see all of the possiblilites that can come out of this profession. What is a good build for starting out in Factions? What attributes are junk? Is there a build that can be used both stationary and on the move? These guys without a doubt have the coolest looking armor.

Biostem

Biostem

Jungle Guide

Join Date: Oct 2007

Quote:
Originally Posted by br0thergr1m
I like underdog professions, and I feel that the Rt is the king of being overlooked. Ive been playing it for a few days now, and i can see all of the possiblilites that can come out of this profession. What is a good build for starting out in Factions? What attributes are junk? Is there a build that can be used both stationary and on the move? These guys without a doubt have the coolest looking armor. I like offense. As such, I went channeling and spawning power. If you want a bit more versatility, go w/ communing. If you want to be a healer/buffer, go w/ restoration.

As far as I'm concerned. here's how I look at it:

Channeling - this is where the majority of you direct damage attacks come from. It is a little light on the actual spirit summons, but has some of the best weapon spells (nightmare weapon & splinter weapon).

Communing - this is the majority of your spirit summons and where most of your utility skills come from. You'll find spirit summons to help block attacks, blind enemies, reduce incoming damage, etc. It's a good attribute line in general, but it really doesn't stand out in any one area.

Restoration - this is where you'll find your healing skills, condition removal, and other healing-oriented skills. Not a bad line, but I don't like being the healer; I usually give my heroes restoration skills as support.

Spawning Power - possibly one of the less useful primary-profession-only attributes, this is where I put any points in that I don't need, or if I want a specific effect. For instance, I used to use the agony spirit binding ritual from the channeling line, but it damages itself to cause the effect. Spawning power gives your spirits more HP, so it's worth investing into it to extend that spirit's life.

IMO, the ritualist allows you to play the roll of nuker, healer, or protection monk depending upon how you spec yourself. Given the right criteria, (holding an item, a spirit in earshot, affected by a weapon spell), you can do a better job than an elementalist or monk. Some may argue this, and there may be certain builds that excel in certain instances, but overall the versatility the ritualist offers is unmatched.

Bargamer

Krytan Explorer

Join Date: May 2006

Rt/N

Please read the stickied threads, as well as poke around the internet. With these links and some skill, you should fly through PVE. PVP, you really need to get with a top Guild.

http://pvxwiki.com/wiki/Special:Pref...&namespace=100
http://wiki.guildwars.com/
http://gw.gamewikis.org/wiki/

br0thergr1m

Academy Page

Join Date: Aug 2006

Dallas

{Shepherds Of Silence}

Rt/R

Quote:
Originally Posted by Biostem
I like offense. As such, I went channeling and spawning power. If you want a bit more versatility, go w/ communing. If you want to be a healer/buffer, go w/ restoration.

As far as I'm concerned. here's how I look at it:

Channeling - this is where the majority of you direct damage attacks come from. It is a little light on the actual spirit summons, but has some of the best weapon spells (nightmare weapon & splinter weapon).

Communing - this is the majority of your spirit summons and where most of your utility skills come from. You'll find spirit summons to help block attacks, blind enemies, reduce incoming damage, etc. It's a good attribute line in general, but it really doesn't stand out in any one area.

Restoration - this is where you'll find your healing skills, condition removal, and other healing-oriented skills. Not a bad line, but I don't like being the healer; I usually give my heroes restoration skills as support.

Spawning Power - possibly one of the less useful primary-profession-only attributes, this is where I put any points in that I don't need, or if I want a specific effect. For instance, I used to use the agony spirit binding ritual from the channeling line, but it damages itself to cause the effect. Spawning power gives your spirits more HP, so it's worth investing into it to extend that spirit's life.

IMO, the ritualist allows you to play the roll of nuker, healer, or protection monk depending upon how you spec yourself. Given the right criteria, (holding an item, a spirit in earshot, affected by a weapon spell), you can do a better job than an elementalist or monk. Some may argue this, and there may be certain builds that excel in certain instances, but overall the versatility the ritualist offers is unmatched. PERFECT! Exactly what I was looking for TY TY TY !

Biostem

Biostem

Jungle Guide

Join Date: Oct 2007

Another big factor lies in the insignias you choose to put on your armor. Whichever attribute line you choose, you definitely should equip insignias that synergize well with it; for my channeler, I went w/ the "+15 armor while activating skills" insignia, since I'm almost constantly casting stuff.

I've tried communing but I just don't care for it.

Another big thing to look for are staves that have a "halves casting time of _____ skills", as it will really help w/ those long-casting time binding rituals. I've also had some success w/ a rt/n minion bomber, using ancestor's rage and death nova on them. The bonus from spawning power gives them more HP, so their lower level is somewhat made up for.

As for armor, the max damage rt armor uses some pretty exotic materials, like monstrous claws. I actually found exotic armor to be most affordable, as silk seems to be a more common drop in factions than in other campaigns.

Bargamer

Krytan Explorer

Join Date: May 2006

Rt/N

Ancestor's Rage AND Nova? What's your usual attribute distribution, Biostem? You must be pretty good at those minion selections. By the time Nightfall came around, I was sick and tired of it, so I let my Heroes do all the work, LOL. And when GW:EN came around, Putrid Bile and Necrosis became my new best friends, as they are "target foe" spells.

Toutatis

Toutatis

Walking Wiki

Join Date: Nov 2006

Isle of Medication

Visitors from Aranna [VFA]

Me/E

Quote:
Originally Posted by Biostem
Another big thing to look for are staves that have a "halves casting time of _____ skills", as it will really help w/ those long-casting time binding rituals. Bear in mind that binding rituals are not classed as spells by the game mechanics, so a HCT mod needs to be specific to skills and not just spells (though personally, I don't think I've come across any of those yet)

Also, if you plan to use spirits as a ritualist be very careful about where you place them. They're powerful, but very fragile even when you take Spawning Power into account. They also have quite long ranges (attack spirits have longbow range and AoE buff spirits have a huge area of effect, although I can't remember the exact range). Make sure you set down your spirits out of harm's way otherwise they'll be gone very quickly and you'll lose whatever benefits those spirits were giving you.

Also, something that hasn't been noted in this thread about Spawning Power yet: it also makes your weapon spells last longer. If you're going to use a build based on weapon spells, make sure to pump a few points into spawning power so you don't have to recast them as often

-Makai-

-Makai-

Jungle Guide

Join Date: May 2007

WA

DH

Rt/

Quote:
Originally Posted by Toutatis
Bear in mind that binding rituals are not classed as spells by the game mechanics, so a HCT mod needs to be specific to skills and not just spells (though personally, I don't think I've come across any of those yet)

Also, if you plan to use spirits as a ritualist be very careful about where you place them. They're powerful, but very fragile even when you take Spawning Power into account. They also have quite long ranges (attack spirits have longbow range and AoE buff spirits have a huge area of effect, although I can't remember the exact range). Make sure you set down your spirits out of harm's way otherwise they'll be gone very quickly and you'll lose whatever benefits those spirits were giving you.

Also, something that hasn't been noted in this thread about Spawning Power yet: it also makes your weapon spells last longer. If you're going to use a build based on weapon spells, make sure to pump a few points into spawning power so you don't have to recast them as often For that matter, most Restoration spells have incredibly short casting times. Therefore, if customizing a Restoration staff, keep that in mind.

Lhim

Lhim

Krytan Explorer

Join Date: Sep 2007

Rt/

Quote:
Originally Posted by Toutatis
They also have quite long ranges (attack spirits have longbow range and AoE buff spirits have a huge area of effect, although I can't remember the exact range). Make sure you set down your spirits out of harm's way otherwise they'll be gone very quickly and you'll lose whatever benefits those spirits were giving you. I think the range of AoE Spirits are half a radar, though I'm not sure either.

Gambit Shinobi

Gambit Shinobi

Lion's Arch Merchant

Join Date: Nov 2007

Heroes Alliance

A/D

I think you should start with the basics. Summon some of the usual damage-dealing spirits and get familiar with the Weapon spells. After you get comfortable with that stuff, move onto Restoration, healing your party. Later on, you can experiment with nuking and also a protect Rit build. In my opinion, Resto and protect Rit are the hardest to master as a Ritualist. It takes the most work and timing to do well, but it can also make you a very valuable asset in parties.