Okay so I'm in desperate need of advice on a starter build for a Ritualist/Necro, I'm starting with Factions and for those who don't know i've taken on a project where I'm playing through the entire GW series and filming it:
http://https://www.youtube.com/watch...xHsnZ6F89ENvtQ
Now I'm struggling with finding a decend build, I'm more than familiar with playing a Necro but as my main class is Ritualist this time round I'm struggling, can anyone give me some useful skill advice?
Ritualist Build Advice for my Series
MookiePlays
Zephyr of Light
You could make use of Bone Minions and Explosive Growth, or try something with Healing and Vampiric Bone Horror's.
Xenomortis
Focus on Channeling and pretend you're an Ele?
Don't remember having any difficulties doing that when I started my Rit, although it was some time ago now.
Don't remember having any difficulties doing that when I started my Rit, although it was some time ago now.
cosyfiep
yeah, when I started (factions was brand new) challenging wasnt so great, so I played mostly ele. Most of the good rit skills arent around at the beginning but there are a few good necro minions available--so go that route sounds plausible.
I also did a monk/rit who focused more on communing than channeling (pain and shadowsong) with spirit light for healing and then other monk healing spells. You could use the communing and minions....
I also did a monk/rit who focused more on communing than channeling (pain and shadowsong) with spirit light for healing and then other monk healing spells. You could use the communing and minions....
Bristlebane
As you're filming, I think it's a great oportunity to show of various ways a Ritualist can contribute. Good or bad, conventional or unconventional.
In the end it all comes down to what kind of play style you enjoy. Here's an example of something different:
Play with a trapper team, and pull foes using a Spirit of Destruction as bait. Spirit would have 80-90 armor, around 450+ health. Use Armor of Unfeeling to add additional survivability. Melees not obliterated by initial traps should die from Spirit of Destruction + Rupture Soul = almost 300 AoE damage.
When spirit dies along with all melee foes, rest of the mobs (Rangers, Paras, Casters) will run for your team, at which you time an Aura of the Lich with Explosive Growth, causing massive AoE to finish them off. Edge of Extinction could be thrown in as well since you already have traps.
This should work well in any narrow passage and probably good enough for HM as well.
Might give it a try in a 4-party Vanquish. In such case a Rejuvenation Spirit might work better as it has higher level and health, if Destruction spirit is killed too quickly. That would give you the role of healing for any surviving foes.
In the end it all comes down to what kind of play style you enjoy. Here's an example of something different:
Play with a trapper team, and pull foes using a Spirit of Destruction as bait. Spirit would have 80-90 armor, around 450+ health. Use Armor of Unfeeling to add additional survivability. Melees not obliterated by initial traps should die from Spirit of Destruction + Rupture Soul = almost 300 AoE damage.
When spirit dies along with all melee foes, rest of the mobs (Rangers, Paras, Casters) will run for your team, at which you time an Aura of the Lich with Explosive Growth, causing massive AoE to finish them off. Edge of Extinction could be thrown in as well since you already have traps.
This should work well in any narrow passage and probably good enough for HM as well.
Might give it a try in a 4-party Vanquish. In such case a Rejuvenation Spirit might work better as it has higher level and health, if Destruction spirit is killed too quickly. That would give you the role of healing for any surviving foes.