So after a long hiatus from Guild Wars, I'm back and looking for a character to play as a main (All campaigns, moving into HM, etc).
I like the idea of the ritualist, but I'd like some opinions from you guys on how they play out with H/H teams. For instance, they have many items spells, and I know I hate solo'ing missions that require me to carry an item, as my henchies are not as responsive. Same goes with healing (targetting your team vs calling targets), how do you get around the added fustrations caused by this?
I'm probably missing some basic function of GW here, so I'd appreciate any advice.
Rits and H/H'ing
Toryss
Cosmic Error
In general, Weapon spells>Item spells, so don't worry about Item spells that much.
knives
[skill]Ancestors' Rage[/skill][skill]Splinter Weapon[/skill][skill]Offering of Spirit[/skill][skill]Protective was Kaolai[/skill]
These are usually the skills on any rit build. The only item spell you'll be using would be PwK, and thats not meant to be held. Cast -> drop when you see the need for a partywide heal.
These are usually the skills on any rit build. The only item spell you'll be using would be PwK, and thats not meant to be held. Cast -> drop when you see the need for a partywide heal.
cellardweller
I'd also add that you should use a hero with a pet. They make much better targets for ancestors rage than melee heroes/hench warriors due to their funky runaway at the wrong time logic.
DDL
I managed most of factions with henchies alone using this
[skill]Flesh of my Flesh[/skill][skill]Ancestors' Rage[/skill][skill]Splinter Weapon[/skill][skill]Wailing Weapon[/skill][skill]Displacement[/skill][skill]Shelter[/skill][skill]Union[/skill]+usually a capsig, tbh, since I didn't have many elites for a while..soul twisting or Offering of Spirit would be good elites, I suspect. Channelling 16, Communing 12, Spawning the rest. FomF just as a hard rez for post-battle screwups (thanks, talon.. -_-) rather than in battle rez, mostly.
Admittedly I had no idea what I was doing, but it seemed to work: with henchies you can at least prevent random LEEEROYS so you can preprot with all the sprits, then whack splinter on talon or devona as you call a target, wailing on anyone attacking a monk or ele, ancestor's on anyone in the middle of things (as noted, pets are good for this, so get Aurora for the luxon arc and whack it on poor wee hector), recast spirits as necessary if time and energy permit, otherwise just spam splinter, wailing and ancestors on recharge.
Swap out wailing for nightmare weapon if you have enough interrupts (like daeman, for instance).
So yeah, that worked for me (though I'm also open to advice).
(oh, and spiritwise, place shelter before union...and in battle, recast displacement if taking melee-heavy aggro, union if not)
[skill]Flesh of my Flesh[/skill][skill]Ancestors' Rage[/skill][skill]Splinter Weapon[/skill][skill]Wailing Weapon[/skill][skill]Displacement[/skill][skill]Shelter[/skill][skill]Union[/skill]+usually a capsig, tbh, since I didn't have many elites for a while..soul twisting or Offering of Spirit would be good elites, I suspect. Channelling 16, Communing 12, Spawning the rest. FomF just as a hard rez for post-battle screwups (thanks, talon.. -_-) rather than in battle rez, mostly.
Admittedly I had no idea what I was doing, but it seemed to work: with henchies you can at least prevent random LEEEROYS so you can preprot with all the sprits, then whack splinter on talon or devona as you call a target, wailing on anyone attacking a monk or ele, ancestor's on anyone in the middle of things (as noted, pets are good for this, so get Aurora for the luxon arc and whack it on poor wee hector), recast spirits as necessary if time and energy permit, otherwise just spam splinter, wailing and ancestors on recharge.
Swap out wailing for nightmare weapon if you have enough interrupts (like daeman, for instance).
So yeah, that worked for me (though I'm also open to advice).
(oh, and spiritwise, place shelter before union...and in battle, recast displacement if taking melee-heavy aggro, union if not)
Pick Me
Quote:
Originally Posted by Toryss
So after a long hiatus from Guild Wars, I'm back and looking for a character to play as a main (All campaigns, moving into HM, etc).
I like the idea of the ritualist, but I'd like some opinions from you guys on how they play out with H/H teams. For instance, they have many items spells, and I know I hate solo'ing missions that require me to carry an item, as my henchies are not as responsive. Same goes with healing (targetting your team vs calling targets), how do you get around the added fustrations caused by this?
I'm probably missing some basic function of GW here, so I'd appreciate any advice. About 90% of the time I H/H with all my characters (including my Rit).
On the odd time I will carry an item spell (PwK, grasping was kurrong, cruel was daoshen, generous was tsungrai, attuned was songkai or the item spell from GWEN that gives energy regen - can't remember the name).
I rarely play the healer in a H/H group, I'm more offensive. Remember, some spells give bonuses when holding an item. In an H/H group, no one complains about your skill bar, which is why I have item spells, so I can experiment with them and other spells.
Weapon spells are generally better.
I like the idea of the ritualist, but I'd like some opinions from you guys on how they play out with H/H teams. For instance, they have many items spells, and I know I hate solo'ing missions that require me to carry an item, as my henchies are not as responsive. Same goes with healing (targetting your team vs calling targets), how do you get around the added fustrations caused by this?
I'm probably missing some basic function of GW here, so I'd appreciate any advice. About 90% of the time I H/H with all my characters (including my Rit).
On the odd time I will carry an item spell (PwK, grasping was kurrong, cruel was daoshen, generous was tsungrai, attuned was songkai or the item spell from GWEN that gives energy regen - can't remember the name).
I rarely play the healer in a H/H group, I'm more offensive. Remember, some spells give bonuses when holding an item. In an H/H group, no one complains about your skill bar, which is why I have item spells, so I can experiment with them and other spells.
Weapon spells are generally better.
Zahr Dalsk
With H/H I run a Spirit Axe build using Spirit's Strength, multi-target attacks like Cyclone Attack and Whirlwind Attack, and Splinter Weapon or Weapon of Aggression. Sometimes also run Splinter Barrage or channeling.
Antithesis
Rits are solid offensive and defensive support characters. You can easily mix the two on the one bar and go with something like -
Offering of Spirit [e]
Splinter Weapon
Ancestor's Rage
Mend Body and Soul
Spirit Light
Protective Was Kaolai
Life
Death Pact Signet
I'm not a fan of setting up Spirits before every battle, targetting friendlies for both healing / buffing and having to know where they are in relation to the enemy to be effective...leave the complex stuff to Heroes with their godly reactions and battlefield awareness.
I prefer slightly more exotic and offensive builds that Heroes have no hope of running - D-Slasher War, SY/TNTF Para, Assassin's Promise Nuker Ele, Death Blossum / Moebius Sin, Eternal Avatar Derv, Echo SS Nec, Cry of Pain Mes etc.
I've gone with a Spirit's Strength Splinter Volleyer - pet and Ancestor's Rage optional. It's damaging, effective and fun. It doesn't require idiot savant reactions nor a heap of mental exertion to run, giving you time to actually lead the party in battle by prioritising targets, monitoring patrols, managing agro, kiting from melee trains etc.
Offering of Spirit [e]
Splinter Weapon
Ancestor's Rage
Mend Body and Soul
Spirit Light
Protective Was Kaolai
Life
Death Pact Signet
I'm not a fan of setting up Spirits before every battle, targetting friendlies for both healing / buffing and having to know where they are in relation to the enemy to be effective...leave the complex stuff to Heroes with their godly reactions and battlefield awareness.
I prefer slightly more exotic and offensive builds that Heroes have no hope of running - D-Slasher War, SY/TNTF Para, Assassin's Promise Nuker Ele, Death Blossum / Moebius Sin, Eternal Avatar Derv, Echo SS Nec, Cry of Pain Mes etc.
I've gone with a Spirit's Strength Splinter Volleyer - pet and Ancestor's Rage optional. It's damaging, effective and fun. It doesn't require idiot savant reactions nor a heap of mental exertion to run, giving you time to actually lead the party in battle by prioritising targets, monitoring patrols, managing agro, kiting from melee trains etc.
spirit of defeat
If you are patient enough the youcan take 6 spirts set then up then lure.
Cebe
Quote:
Originally Posted by Toryss
So after a long hiatus from Guild Wars, I'm back and looking for a character to play as a main (All campaigns, moving into HM, etc).
I like the idea of the ritualist, but I'd like some opinions from you guys on how they play out with H/H teams. For instance, they have many items spells, and I know I hate solo'ing missions that require me to carry an item, as my henchies are not as responsive. Same goes with healing (targetting your team vs calling targets), how do you get around the added fustrations caused by this?
I'm probably missing some basic function of GW here, so I'd appreciate any advice. If you're using heroes, take a warrior hero, and set him/her up with Triple Chop or Cyclone Axe. You can then spam Splinter Weapon and Ancestors' Rage on the warrior. You can then take a little energy management (Offering of Spirit is great, but Spirit Channeling will "do" if you're just starting out in Factions)...then also a couple of heals (Mend Body and Soul, Protective was Kaolai, Soothing Memories, Spirit Light are all good) so that if your hench/hero monks aren't doing their job you can step in and heal for a while. Channeling-Resto hybrids - best of both worlds.
Ritualist Guide contains some specimen builds.
I like the idea of the ritualist, but I'd like some opinions from you guys on how they play out with H/H teams. For instance, they have many items spells, and I know I hate solo'ing missions that require me to carry an item, as my henchies are not as responsive. Same goes with healing (targetting your team vs calling targets), how do you get around the added fustrations caused by this?
I'm probably missing some basic function of GW here, so I'd appreciate any advice. If you're using heroes, take a warrior hero, and set him/her up with Triple Chop or Cyclone Axe. You can then spam Splinter Weapon and Ancestors' Rage on the warrior. You can then take a little energy management (Offering of Spirit is great, but Spirit Channeling will "do" if you're just starting out in Factions)...then also a couple of heals (Mend Body and Soul, Protective was Kaolai, Soothing Memories, Spirit Light are all good) so that if your hench/hero monks aren't doing their job you can step in and heal for a while. Channeling-Resto hybrids - best of both worlds.
Ritualist Guide contains some specimen builds.