rit good for pvp?
horus Dark
Hi all,
I used to play a 20 a/w
But thats along time ago.
In order to get a feel of the game agian i am going to re-roll.
My goal is to do some pvp/gvg.
Is rit a decent choise?
And witch seccondary proffesion would you choose with gvg in mind?
Was thinking mesmer.
any insights would be nice. ( iread the sticky )
I used to play a 20 a/w
But thats along time ago.
In order to get a feel of the game agian i am going to re-roll.
My goal is to do some pvp/gvg.
Is rit a decent choise?
And witch seccondary proffesion would you choose with gvg in mind?
Was thinking mesmer.
any insights would be nice. ( iread the sticky )
Bug John
rits are mostly used as flag runners atm
they are very versatile
Rt/A or Rt/E would be my choice for this purpose, depends on your running and your elite skills
they are very versatile
Rt/A or Rt/E would be my choice for this purpose, depends on your running and your elite skills
cgruber
rt/me gets play.. Usually Expel Hexes, Splinter Wep, Ancestors rage and the rest is fairly optional.
phan
-[skill=text]weapon of remedy[/skill]
-[skill=text]weapon of warding[/skill]
-[skill=text]wielder's boon[/skill]
-[skill=text]splinter weapon[/skill]
-[skill=text]Ancestors' Rage[/skill]
-[skill=text]protective was kaolai[/skill]
-[skill=text]dash[/skill]
-[skill=text]dark escape[/skill]
-[skill=text]weapon of warding[/skill]
-[skill=text]wielder's boon[/skill]
-[skill=text]splinter weapon[/skill]
-[skill=text]Ancestors' Rage[/skill]
-[skill=text]protective was kaolai[/skill]
-[skill=text]dash[/skill]
-[skill=text]dark escape[/skill]
Is a very nice GvG runner build mostly used to split with cripshot and run flags ofc =)
rt/a =)
rt/a =)
Flem
I don't know anything about rit, but why are they chosen as runners over rangers or dervs? just curious.
Gift3d
You can totally own in RA running around spamming wanderlust and 7 other spirits like a clueless jackass - RITZ OWNZ
ender6
Quote:
Originally Posted by Flem
I don't know anything about rit, but why are they chosen as runners over rangers or dervs? just curious.
Their utility skills are the main reason they are chosen as flag runners. The fact that they have access to Splinter Weapon and Ancestor's Rage is ideal for flag stand skirmishes. They also possess a geat deal of survivability with WoR/Weapon of Warding.
As for PvP in general:
1) GvG -- Flag Runner.
2) TA -- Support Rit, might entail WoR(or Expel hexes), Warmongers, AoS etc.
3) RA -- Wanderlust spirt spammer (they stink IMO) Preservation healer (stink as well) or a WoR/Channeling hybrid.
4) AB WoR/anything goes -- just add speed buff (though spirits are hard to use unless you have a non PUG team).
5) HA Spiritway i suppose.
As for PvP in general:
1) GvG -- Flag Runner.
2) TA -- Support Rit, might entail WoR(or Expel hexes), Warmongers, AoS etc.
3) RA -- Wanderlust spirt spammer (they stink IMO) Preservation healer (stink as well) or a WoR/Channeling hybrid.
4) AB WoR/anything goes -- just add speed buff (though spirits are hard to use unless you have a non PUG team).
5) HA Spiritway i suppose.
Zahr Dalsk
In RA/TA/AB (low-end PvP) you can do some extreme healing and really piss the enemy off. Unlike the Monk, which needs prots to be effective, a Ritualist has so much healing power and e-management that they can get by easily just spamming heals. In high end HA/GvG they'll want a flag runner or weapon rit or something.
Winstar
Quote:
Originally Posted by Flem
I don't know anything about rit, but why are they chosen as runners over rangers or dervs? just curious.
The answer to this question comes from looking at the basic function of a runner in a GvG given the build a team is running.
The goal of runner is not simply getting the flag from base to stand over and over again. They are generally asked to provide a number of functions during a match, often
(1) Base defense: when someone splits to put try and kill npcs (something even more important given recent changes to vod) your runner is often the first on the scene to deal with it. They need to be able to heal npcs and also keep themselves alive until whatever support is required falls back to help.
(2) Splitting: In most cases when your team wants to split for whatever reason (pressuring a flaggrunner, killing Npcs, falling on a split by the other team) they need some healing support that won't require pulling a monk from your main team which can greatly compromise their position.
(3) Party Heals: Sticking party heals on monks has traditionally been unattractive given the options. Rits happen to have a really good skill in protective was kaolai which also happens to be decent in situations 1 (in terms of keeping yourself up) and 2
(4) Adding something at the stand: When the runner is at the stand its nice to be able to add something to the mix.
In general a rit in many cases is an ideal choice to accomplish these goals. It has reasonably strong heals and defensive skills (WoR, WoW, wielders, prot was kao etc.) adds pressure at the stand and aoe at vod with splinter and ancestors and of course you slap dash or some other runs on the bar and you can move around the map quickly and pac man flags if you need as well.
These are just some basic considerations of course. Different builds might require different runners which is why rits are not always used of course, but in general the reason you don't see warriors and rangers and dervishes and such as primary runners is that they don't really meet the requirements of the position, though on occasion builds have run these as well.
The goal of runner is not simply getting the flag from base to stand over and over again. They are generally asked to provide a number of functions during a match, often
(1) Base defense: when someone splits to put try and kill npcs (something even more important given recent changes to vod) your runner is often the first on the scene to deal with it. They need to be able to heal npcs and also keep themselves alive until whatever support is required falls back to help.
(2) Splitting: In most cases when your team wants to split for whatever reason (pressuring a flaggrunner, killing Npcs, falling on a split by the other team) they need some healing support that won't require pulling a monk from your main team which can greatly compromise their position.
(3) Party Heals: Sticking party heals on monks has traditionally been unattractive given the options. Rits happen to have a really good skill in protective was kaolai which also happens to be decent in situations 1 (in terms of keeping yourself up) and 2
(4) Adding something at the stand: When the runner is at the stand its nice to be able to add something to the mix.
In general a rit in many cases is an ideal choice to accomplish these goals. It has reasonably strong heals and defensive skills (WoR, WoW, wielders, prot was kao etc.) adds pressure at the stand and aoe at vod with splinter and ancestors and of course you slap dash or some other runs on the bar and you can move around the map quickly and pac man flags if you need as well.
These are just some basic considerations of course. Different builds might require different runners which is why rits are not always used of course, but in general the reason you don't see warriors and rangers and dervishes and such as primary runners is that they don't really meet the requirements of the position, though on occasion builds have run these as well.
DreamRunner
Quote:
Originally Posted by Zahr Dalsk
In RA/TA/AB (low-end PvP) you can do some extreme healing and really piss the enemy off. Unlike the Monk, which needs prots to be effective, a Ritualist has so much healing power and e-management that they can get by easily just spamming heals. In high end HA/GvG they'll want a flag runner or weapon rit or something.
What? A rit is support, not for healing. Also, I don't know why you would call TA, low-end, but I am guessing you don't run TA much either.
A rit mostly uses support such as weapon of warding and weapon of remedy while the monk heals.
Both classes need support spells to be effective, it isn't one or the other.
A rit mostly uses support such as weapon of warding and weapon of remedy while the monk heals.
Both classes need support spells to be effective, it isn't one or the other.
Zahr Dalsk
Quote:
Originally Posted by DreamRunner
A rit is support, not for healing.
You clearly have not played Ritualist much, or you'd realize it is both. GG.
MasterSasori
I see some Rt/D support with pious haste going around. They basically have weapon spells like warding and splinter, heals like mend body and soul, and the channel spell, ancestor's.
ender6
Quote:
Originally Posted by Zahr Dalsk
You clearly have not played Ritualist much, or you'd realize it is both. GG.
Yes they can do both. In PvP though you will only find healing Rits in RA and maybe AB. In TA rits run primarily support roles. In GvG they run utility roles as well.
Also TA has been overrun by a lot of gimmicky builds as of late, but i still wouldn't call it low end PvP. I also found it funny that you consider HA highend PvP.
I think I would rank it sorta like this:
Low end:
-AB
-RA
Mid range:
-HA
-TA
High end:
GvG
Of course that's just me.
Also TA has been overrun by a lot of gimmicky builds as of late, but i still wouldn't call it low end PvP. I also found it funny that you consider HA highend PvP.
I think I would rank it sorta like this:
Low end:
-AB
-RA
Mid range:
-HA
-TA
High end:
GvG
Of course that's just me.
samcobra
A ritualist in PvP is valued mainly due to a small selection of skills that are very powerful.
The foremost of these would be [skill]Splinter Weapon[/skill] and [skill]Ancestors' Rage[/skill]. These two skills are very powerful AoE, providing lots of damage and support to your frontline. The key to splinter weapon is to remember to use it often (oh and have 14 chanelling to hit the breakpoint). Remember to weigh out any investment in the primary attribute (spawning power) with the benefit it will provide, and not just put points into it for no reason. Since there are no break points in spawning power, there will often be rits with only their extra points left over put into spawning.
Ritualists also have access to unremovable [skill]Weapon of Warding[/skill], which can often decide the outcome of a skirmish and will be the highest priority for interruption.
As a ritualist in GvG, you'll need to be cognizant of your surroundings and be able to keep up NPCs or players on a split. You'll need to be able to run flags and splinter your frontline to splinter bomb at VoD (although nowadays splinter weapon is much less effective at VoD than it used to be). Most rits in GvG either utilize a secondary skill elite such as [skill]Icy Shackles[/skill] to snare the opponents or the elite Restoration skill [skill]Weapon of Remedy[/skill], which is a cheap and fast condi removal as well as a mini-rof. If using Weapon of Remedy, most rit runners utilize an assassin secondary for the run stances, namely [skill]Dark Escape[/skill] and [skill]Dash[/skill].
Playing a ritualist in the Hall of Heroes will usually involve a channelling/smiting buffer. This type of rit maintains smiting enchants ([skill]Strength of Honor[/skill] and/or [skill]Judge's Insight[/skill]) on the frontline and supplies them with splinter weapon and ancestor's rage, being fueled by [skill]Offering of Spirit[/skill]. Another rit bar forgoes elite energy management for the intense AoE damage of [skill]Destructive Was Glaive[/skill].
The ritualist also has some good party healing options, the foremost being, of course [skill]Protective Was Kaolai[/skill], which is versatile and maintains mobility and instant party heal when needed. Another strong party heal for a more static situation is [skill]Life[/skill], which provides regular spikes of party healing to help alleviate pressure.
Ritualist can also be used in PvP in several niche builds, such as when spamming [skill]Brutal Weapon[/skill] for Ranger spike or [skill]Vital Weapon[/skill] or when as part of a Ritualist spike (although this has been nerfed and is not extremely viable any more).
Finally, in low-end pvp, ritualists are often used due to their ability to lay down annoying spirits (usually of the communing line). Some examples of these are [skill]Shadowsong[/skill], [skill]Wanderlust[/skill], [skill]Displacement[/skill] etc. Being stationary turrets, rit spirits are usually very fragile and AoE can easily take out an entire set of spirits set up by a bad Ritualist. Also, rit spirits are very easy to interrupt using a hard interrupt, due to their long cast, etc. Some fun builds, on the other hand include the use of [skill]Spirit's Strength[/skill], such as Rt/A or Rt/P or [skill]Nightmare Weapon[/skill].
The restoration line of ritualists provide some of the most efficient heals in the game. However, restoration heals are often used on secondary professions, since they receive no real benefit from spawning power. Good restoration skills include [skill]Mend Body and Soul[/skill], [skill]Spirit Light[/skill], and [skill]Spirit Transfer[/skill]. Of direct restoration heals used on a primary ritualist, [skill]Wielder's Boon[/skill] is probably the most prevalent, due to its fast cast time and the fact that most non-gimmick PvP rits utilize weapon spells.
Unfortunately, due to the limited pool of 'good' ritualist skills, this class is highly dependent on the skill balance of those skills. This means that if these skills are nerfed, the ritualist will most likely see very little play, whereas if maintained at the status quo, they border on overpowered. The concept of the class itself creates the main problems in skill balancing, as the idea of a 'tinkerer' (the original developmental concept of the ritualist) isn't really easy to keep as a balanced class. As such, the general use of a ritualist in the current metagame is as a support/utility class, whether it be in the form of a buff rit, flagger, or some other form.
tl;dr Use more splinter and ancestors rage to win.
The foremost of these would be [skill]Splinter Weapon[/skill] and [skill]Ancestors' Rage[/skill]. These two skills are very powerful AoE, providing lots of damage and support to your frontline. The key to splinter weapon is to remember to use it often (oh and have 14 chanelling to hit the breakpoint). Remember to weigh out any investment in the primary attribute (spawning power) with the benefit it will provide, and not just put points into it for no reason. Since there are no break points in spawning power, there will often be rits with only their extra points left over put into spawning.
Ritualists also have access to unremovable [skill]Weapon of Warding[/skill], which can often decide the outcome of a skirmish and will be the highest priority for interruption.
As a ritualist in GvG, you'll need to be cognizant of your surroundings and be able to keep up NPCs or players on a split. You'll need to be able to run flags and splinter your frontline to splinter bomb at VoD (although nowadays splinter weapon is much less effective at VoD than it used to be). Most rits in GvG either utilize a secondary skill elite such as [skill]Icy Shackles[/skill] to snare the opponents or the elite Restoration skill [skill]Weapon of Remedy[/skill], which is a cheap and fast condi removal as well as a mini-rof. If using Weapon of Remedy, most rit runners utilize an assassin secondary for the run stances, namely [skill]Dark Escape[/skill] and [skill]Dash[/skill].
Playing a ritualist in the Hall of Heroes will usually involve a channelling/smiting buffer. This type of rit maintains smiting enchants ([skill]Strength of Honor[/skill] and/or [skill]Judge's Insight[/skill]) on the frontline and supplies them with splinter weapon and ancestor's rage, being fueled by [skill]Offering of Spirit[/skill]. Another rit bar forgoes elite energy management for the intense AoE damage of [skill]Destructive Was Glaive[/skill].
The ritualist also has some good party healing options, the foremost being, of course [skill]Protective Was Kaolai[/skill], which is versatile and maintains mobility and instant party heal when needed. Another strong party heal for a more static situation is [skill]Life[/skill], which provides regular spikes of party healing to help alleviate pressure.
Ritualist can also be used in PvP in several niche builds, such as when spamming [skill]Brutal Weapon[/skill] for Ranger spike or [skill]Vital Weapon[/skill] or when as part of a Ritualist spike (although this has been nerfed and is not extremely viable any more).
Finally, in low-end pvp, ritualists are often used due to their ability to lay down annoying spirits (usually of the communing line). Some examples of these are [skill]Shadowsong[/skill], [skill]Wanderlust[/skill], [skill]Displacement[/skill] etc. Being stationary turrets, rit spirits are usually very fragile and AoE can easily take out an entire set of spirits set up by a bad Ritualist. Also, rit spirits are very easy to interrupt using a hard interrupt, due to their long cast, etc. Some fun builds, on the other hand include the use of [skill]Spirit's Strength[/skill], such as Rt/A or Rt/P or [skill]Nightmare Weapon[/skill].
The restoration line of ritualists provide some of the most efficient heals in the game. However, restoration heals are often used on secondary professions, since they receive no real benefit from spawning power. Good restoration skills include [skill]Mend Body and Soul[/skill], [skill]Spirit Light[/skill], and [skill]Spirit Transfer[/skill]. Of direct restoration heals used on a primary ritualist, [skill]Wielder's Boon[/skill] is probably the most prevalent, due to its fast cast time and the fact that most non-gimmick PvP rits utilize weapon spells.
Unfortunately, due to the limited pool of 'good' ritualist skills, this class is highly dependent on the skill balance of those skills. This means that if these skills are nerfed, the ritualist will most likely see very little play, whereas if maintained at the status quo, they border on overpowered. The concept of the class itself creates the main problems in skill balancing, as the idea of a 'tinkerer' (the original developmental concept of the ritualist) isn't really easy to keep as a balanced class. As such, the general use of a ritualist in the current metagame is as a support/utility class, whether it be in the form of a buff rit, flagger, or some other form.
tl;dr Use more splinter and ancestors rage to win.
DreamRunner
Quote:
Originally Posted by Zahr Dalsk
You clearly have not played Ritualist much, or you'd realize it is both. GG.
Run around in only RA and AB do you? But I would love and see how far you can get with only a healing rit in TA. Oh wait, you will probably get destroyed by a magebane ranger.
zling
Quote:
Originally Posted by DreamRunner
Run around in only RA and AB do you? But I would love and see how far you can get with only a healing rit in TA. Oh wait, you will probably get destroyed by a magebane ranger.
the healing Rit is usually accompanying a monk, not going solo...
anyway for GvG, which is the top PvP format the Rit is used mainly for flag running as others have said.
perhaps there are some rare builds with a weapon spammer rit as well.
anyway for GvG, which is the top PvP format the Rit is used mainly for flag running as others have said.
perhaps there are some rare builds with a weapon spammer rit as well.
DreamRunner
Quote:
Originally Posted by zling
the healing Rit is usually accompanying a monk, not going solo...
That was exactly my point.
Cosmic Error
Restoration magic is VERY good, but if you're only going to use Restoration Magic skills, you might as well play a monk. The best way to use restoration magic is to use a couple of toys from the line, like [card]Life[/card], along with some Channeling spells, like [card]Ancestors' Rage[/card], one of the best damn skills in the game.
llsektorll
rit flag runners in the meta suck imo.... old school water ele was the best... before that crip shot.... and even the pious haste monks are good
like most caster they are better midlining.... though you are really bored you can run spirit strength rit/w
like most caster they are better midlining.... though you are really bored you can run spirit strength rit/w
N1ghtstalker
don't forget the Spirit Strenght Rt/A
they can hit really hard
i even bested Assassin's with that build
except for good sins that knew what they were doing
a normal sin just shadow steps to me and cuts like hell
a good sin that sees me uses other stuff and rips my enchantments rendering my powers useless
they can hit really hard
i even bested Assassin's with that build
except for good sins that knew what they were doing
a normal sin just shadow steps to me and cuts like hell
a good sin that sees me uses other stuff and rips my enchantments rendering my powers useless
samcobra
pretty sure a good sin kites you and kills their monk or NPCs instead of focusing on a relatively useless char like you.
On another note.... Spirits Strength= better version of IW? (except for the whole unblockable thing)
On another note.... Spirits Strength= better version of IW? (except for the whole unblockable thing)
street peddler
dont try to be a main healer...we get skills like this [skill]weapon of remedy[/skill] for a reason.
Cosmic Error
Quote:
Originally Posted by samcobra
...On another note.... Spirits Strength= better version of IW? (except for the whole unblockable thing)
Pretty much, the main advantage (And in some cases, disadvantage) SS has over IW is that the attacks actually hit, allowing you to gain adrenaline for warrior/paragon attacks, as well as inflict status effects from attack skills. Also, the bonus damage stacks with the damage you would normally inflict with the weapon, which makes it essential to invest in a weapon mastery attribute.