16 Feb 2009 at 23:51 - 1
First of all, sorry if there were any mis-spelt words in the title.
Ok, so my question i'd like to someone's advice on is, With the Ritualist, are they any way connected to the elementalist, Damage wise that is.
I'm a big fan of the elementalist, so making a Rt would seem like a good choice, wouldn't you think? or would i be wrong? I really don't know!!

All i know is they spam spirits, so...
Any help would be great
Thanks,
Ghost.
17 Feb 2009 at 00:01 - 2
Elementalist isn't so good for damage, more for support (wards, blind spamming, etc) or for healing exploits.
With a Ritualist, you can take Assassin's Promise and combine lots of Ritualist stuff.
17 Feb 2009 at 01:23 - 3
[Splinter Weapon] and [Spirit Rift] and [Ancestor's Rage] are amazing for damage in PvE.
17 Feb 2009 at 02:57 - 4
Splinter wep and Volley has one of the highest damage outputs for PvE. Get a team of them and you have more damage than some CoP teams, (and eles)... But with great power comes great annoyance... rits are difficult to really play, yes you can do the splinter volley, anyone can do that, but to truely play rit and give rits power take some time and experience...
And @ Zahr, eles arnt used much with support imo, they actually have been dwindeling in numbers cause of the shadowform duration cut down, so they arnt good in UW or FoW anymore.
17 Feb 2009 at 03:31 - 5
Quote:
Originally Posted by guildwiki
elementalist
the elementalist is the classical "fireball-and-lightning bolt" spellcaster of the game. Their power lies in their ability to do a large amount of damage in a short time with effective energy management skills. Their spells can deal considerable aoe or spike damage, as well as provide supportive wards to protect allies. Elementalists are one of the most sought-after classes in pugs (behind monks) due to their sheer damage output. An elementalist primary may also often be paired with another caster class as secondary (necromancer, mesmer, or monk), simply to gain the benefits of their primary attribute, energy storage. The patron deity of each elementalist varies according to their specialization: Dwayna to aeromancers, balthazar to pyromancers, melandru to geomancers, and grenth to hydromancers; lyssa is the goddess associated with energy storage.
Glyphs are exclusive to the elementalist profession. However, perhaps because of this, elementalists are the only class that have no signets at their disposal.
The primary elementalist's base armor provides 60 armor, +10 energy, and +2 energy recovery. A starting primary elementalist begins with 30 base energy and 4 energy recovery.
Energy storage is the elementalist's primary attribute, which increases maximum energy.
Quote:
Originally Posted by guildwiki
ritualist
the ritualist is a shamanistic profession introduced in guild wars factions. They specialize in the arts of channeling the powers of the dead and the spirit world, though in a more subtle manner than necromancers, and are capable of effective healing, much like monks. The ritualist can be recognized by its typical robes, garnished with bones, teeth, shells, and other objects. Like monks and necromancers, they also wear magical tattoos. Furthermore, ritualists are blindfolded to better communicate with the spirit realm. The patron god of ritualists is grenth.
Ritualists provide party support as well as offensive enhancements through:
- binding rituals: Create supportive spirits by "binding" them with ethereal chains. These spirits are capable of dealing damage ([[pain]), healing ([[recuperation]), or negating damage altogether ([[union]).
- item spells: Conjure ghosts by containing their ashes within an urn. These bundle items allow you heal ([[protective was kaolai]), deal damage ([[cruel was daoshen]), and resurrect allies ([[lively was naomei]).
- weapon spells: Improve allies' weapons with magic effects that may heal ([[weapon of warding (pve)]), increase damage ([[brutal weapon]), or provide other benefits ([[guided weapon]).
Ritualists shine most in team support, similar to monks. Ritualists are able to solo quite well, as well as effectively tank - given they run the proper builds. A ritualist's strength lies in preparing for battle by summoning spirits and manipulating urns before battle even begins. Although, more recently, ritualists can be found in heroes' ascent, dealing massive damage through such spirits and channeling magic for powerful spikes.
The primary ritualist's base armor provides 60 armor, +10 energy, and +2 energy recovery. A starting primary ritualist begins with 30 base energy and 4 energy recovery.
The ritualist's primary attribute is spawning power, which increases the duration of weapon spells as well as provide additional health to spirits and creatures you create.
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19 Feb 2009 at 13:21 - 7
right now there is a rt/d spirits strength build on wiki that is amazing in pve, you just need someone else to cast gdw on you
20 Feb 2009 at 11:31 - 8
To a certain extent, the Channeling attribute is kinda-sorta similar to the Ele's Air Attribute. Once you look past the prevalence of Lightning Damage and Destructive Was Glaive, the only skill in the tree that mentions Armor Penetration, the analogy falls apart.
20 Feb 2009 at 11:55 - 10
first of all this is camp fire so we're talking about PvE here not PvP. in PvE Elementalists are still most commonly used as nukers, usually Fire but sometimes Earth too. these nuker builds deal a lot of AoE damage which is why they're useful in PvE.
now Ritualists are very versatile. they can deal direct damage, most channeling spells, however these lack in the AoE department that Elementalists excell at. however they can deal a lot of AoE support damage with spells like [skill]splinter weapon[/skill] and [skill]ancestor's rage[/skill] why support you ask? because you need to cast them on a melee character on your team, not directly on the monsters.
so if you like Elementalists, I assume you like the nuking builds as these are the most common Elementalist builds, at least in PvE. in this case you will find Ritualist rather lacking, cause they dont have the nuking power Elementalists have. Elementalist nukers are 1 of a kind(excluding fast casting Mesmer/Elementalists). however damage is not just about nuking, all melee classes(Warrior, Dervish and Assassin) can deal a lot of AoE damage as well. well Assassins dont have as much AoE damage skills however the spammable [skill]death blossom[/skill] is enough to do a lot of it. mix with [skill]Moebius Strike[/skill] to make the entire chain spammable. Necromancers can also deal a lot of damage, however it is support damage, similar to the Ritualist but a bit different, you do cast it on the monsters but it's either damage over time or you need a melee class to attack that monster. AoE degeneration like [skill]suffering[/skill] and [skill]lingering curse[/skill] or on attack/skill effects like [skill]spiteful spirit[/skill] or skills that require physical damage(melee attacks) to trigger, [skill]mark of pain[/skill] or boost your melee class'es damage, [skill]order of the vampire[/skill][skill]order of pain[/skill][skill]dark fury[/skill]. not that all these skills deal AoE damage or support AoE damage from melee classes, there are also single target versions of some of these skills such as [skill]insidious parasite[/skill] and [skill]barbs[/skill]. of course there also are Mesmers, Smite Monks, and Paragons that can deal damage, be it direct or support.
so the best advise I can give you is to try out the different classes and switch your play accordingly. locking into a single play style(in your case nuking) is inadvisable as all classes in this game(including the Elementalist) are very versatile.
20 Feb 2009 at 18:13 - 12
Personally I dislike [spirit rift] due to the cast time and delay in damage.
24 Feb 2009 at 21:04 - 15
Personally, I agree that rits are harder to play (although I do believe that all professions take time to master). I think it comes from the fact that Rits tend to have very conditional skills so it's harder to maximize damage (than an ele) or healing (than a monk). Rits are also pretty diverse and can do a lot of different things. If anything, it takes more experience and experimenting than some of the other professions.
25 Feb 2009 at 09:40 - 17
If you want to deal direct damage, you'd better stay on your Elementalist. Ritualists can deal great damage, but only with a Warrior or any other good frontline in their team. [Splinter Weapon] [Ancestor's Rage] and [Offering of Spirit] can be combined with practically anything. A few examples are [Mark of Pain] and [Barbs] or [Smite Hex] [Smite Condition].
It might sound boring, but the only real effective skills for a Ritualist are the ones mentioned above and [FoMF]
Both defensive spirits and offensive spirits are too time consuming for what they do.
25 Feb 2009 at 13:20 - 19
Quote:
Originally Posted by Lusciious
eles > rit in damage
thats what i think
that is debatable.
25 Feb 2009 at 13:30 - 20
Armor ignoring dmg > non ignoring dmg
ALL elementalist damage except [energy blast] + [obsidian flame]= non armor ignoring.
Splinter Weapon + any damage source (hell wield a spear and do might -1's) = Armor ignoring damage.
Rits win.
25 Feb 2009 at 13:39 - 21
HM elementalists don't really stack up against Rits in terms of damage, the enemies armour is just too high. Its odd, but true. Over AoE, sticking a [[Splinter Weapon (PVE) @14] on someone with Whirling Axe, Whirlwind attack, volley, barrage, incendiary arrows, or just on a constant +33% attack speed sin will pump out craploads of damage. Combine that with [[Ancestors' Rage (PVE) @14] and support through party heals ([[protective was kaolai @13] and [[Life @13]) and almost infinite energy ([[offering of spirit @14]). A good rit is a lot more useful than a nuking ele in PvE HM.
25 Feb 2009 at 14:09 - 22
Quote:
Originally Posted by Lusciious
eles > rit in tanking
Tell that to 600Rt players... :P
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