User:Jasminethetender/builds/rit

Ritualist

=Spirit of the Assassin= The Spirit of the Assassin build is a heavy pressure build meant to combine the power of Spirit's Strength with the speed and spammability of dagger attacks. This build is primarily designed for the Random Arenas, but can be adapted for other areas of PvP.

Equipment

 * Halcyon's Armor or armor with Radiant Insignia to have additional energy for the combos. Alternately Blessed Insignia could be used for additional armor while enchanted, or Ghost Forge Insignia could be used for additional armor with a weapon spell. Ghost Forge Insignia has the advantage of relying on weapon spells which can not be removed.
 * Zealous daggers of Enchanting are preferred to help offset some of the costs of the skills.
 * The best Vigor Rune available to help offset the Superior Rune and increase overall survival.

Usage

 * Before engaging in combat, activate Spirit's Strength and follow up with Vital Weapon.
 * Proceed to attack your chosen target with your attack chain. As long as you are enchanted these attacks should rarely miss (they cannot be blocked or evaded).
 * In between chains continue pressure with normal attacks. The damage will still be notable, these attacks are susceptible to evasion and blocking skills though.
 * If you are ever blinded, activate sight beyond sight to quickly cancel the blind effect and prevent future applications for 20 seconds. Alternately, if you suspect blinding from your target apply the skill before engaging your target.
 * When a target dies, or when you need to heal activate Feigned Neutrality and proceed to move away from combat. At 7 seconds it should be enough for a notable heal and the +80 armor should minimalize any incoming damage. Be careful not to use any other skills or attack while this skill is up.

Counters

 * As this build is a pressure build, Weakness will lower the overall damage, lessening the impact of the pressure. Though the effect of this would be minimal as it would only affect base weapon damage and lower attributes by 1.


 * Relying on an enchantment for the additional damage, the build is susceptible to enchantment removal. If such techniques are suspected it is advisable to use sight beyond sight as a cover enchantment. Alternately you could lay Feigned Neutrality on before coming within casting range so that will get stripped instead.


 * This build lacks speed boosts and snares making it extremely susceptible to kiting. The Major Variant listed can overcome this somewhat by adding a snare or speed boost to the optional slot.

Major Variants

 * This variation attempts to capture the strengths of the main build while removing several weaknesses. The overall +Damage from Spirits strength drops a bit in favor of a more variable combo. Additionally the optional slot can be used on the ever popular Falling Spider, OR a speed boost. This will allow for either a spike or an increase in pressure.
 * However by doing so you lose your unblockable attacks.

Minor Variants

 * Other weapon skills can also be effective, more notable ones are Resilient Weapon, and Weapon of Warding, although the higher cost, and lower duration means they are more susceptible to running out of energy.


 * In Alliance Battle and Competitive Mission battles, the Resurrection Signet can be removed and replaced with another skill. Dark Escape is suggested as it can be used before feigned neutrality to greatly increase the survivability of the build.


 * Replace Feigned Neutrality with Shadow Refuge if you prefer a more consistent heal as opposed to a panic button type skill.


 * You can also put the 7 points from shadow arts into deadly arts. Then you can use Impale as extra "unblockable" damage (and deep wound) or Siphon Speed to counter kiting. Both of these skills significantly improve your offensive power. However this makes you reliant on others to keep you alive.

Equipment

 * Use the communing cap to use with the superior rune.
 * Use Halcyon armor for the extra energy. You'll need it.
 * A collector Insightful Channeling Staff of Fortitude should do nicely. Binding Rituals do not recharge or cast faster with a 20/20 Communing Staff because they are not considered spells. But the Hex Painful Bond which is important for this build can recharge faster with a 20/20 Channeling Staff or Wand/Focus.

Usage

 * Start by casting Boon of Creation to keep your energy up and health up while you're casting spirits.
 * Use Ritual Lord, and put down Pain, Shadowsong, and Bloodsong.
 * Use Arcane Echo to set up your Painful Bond.
 * Target a close group of enemies, and hit them with Painful Bond. Use the Echo-Painful Bond on another group, or save it for a few seconds. Your call.
 * Use Vital Weapon as needed. It can also be used as a quick heal.

Counters

 * Energy isn't really that big of a problem since you have the use of Boon of Creation, but excessive energy denial can cause a problem.
 * Getting interrupted while casting a spirit can be a hassle, but is avoidable if you try to hang back and cast the spirits.

Variants

 * Arcane Echo can be replaced by Ghostly Haste, but Arcane Echo is more efficient for Painful Bond in this build.
 * Vital Weapon isn't necessary, but it is a helpful health buffer during Alliance Battles to keep you alive. If you're doing a 1v1 or a Random Arena, try replacing Vital Weapon with Doom. Use Arcane Echo on Doom instead of Painful Bond, since when you're in RA or 1v1, the one hex will usually effect all of your enemies due to close grouping. If you use Doom and Arcane Echo together once you have all of your spirits cast, you can spike for a hefty chunk of damage, along with the high-damage spirits.
 * Arcane Echo can be replaced with Dissonance or Disenchantment, turning this build into a one-man army against melee bosses, like Sskai, Dragon's Birth for farming (PvE).
 * The new Nightfall Spirit Anguish could be used instead of the spirit shown here.
 * If you would like to use a channeling spell instead of arcane echo you could take a minor for communing and a superior + headgear for channeling. The build works just as well since the extra damage from painfull bond and bloodsong ofsets the lost damage from pain and shadowsong. However it does reduce the effectiveness of vital weapon slightly.

Equipment

 * Emissary's Armor for additional armor.
 * A Zealous sword or axe of Enchanting with +15% Damage While Enchanted modifiers.
 * The weapon modifiers aren't strictly needed.
 * A Spawning offhand of Fortitude with "Faith is my Shield" inscription.
 * You may take a shield instead if you want more armor.
 * The best Vigor Rune available to help offset the Superior Rune and increase overall survival.
 * 2x Rune of Vitae.

Usage

 * Before engaging in combat, activate Spirit's Strength and follow up with Vital Weapon.
 * Proceed to attack your chosen target with the help of Flurry.
 * If you are ever blinded, activate Sight Beyond Sight to quickly cancel the blind effect and prevent future applications for 20 seconds. Alternately, if you suspect blinding or enchantment removal from your target, apply the skill before engaging your target.
 * Use Wielder's Boon for healing.

Sword:
 * Use Distracting Blow to interrupt important skills.
 * Use Final Thrust to finish off enemies.

Axe:
 * Use Dismember to inflict a deep wound.
 * Use Executioner's Strike for additional damage.

Counters

 * As this build is a pressure build, Weakness will lower the overall damage, lessening the impact of the pressure.


 * Relying on an enchantments for the additional damage, the build is susceptible to enchantment removal. If such techniques are suspected it is advisable to use sight beyond sight as a cover enchantment.

Variants

 * In Alliance Battle and Competitive Mission battles, the Resurrection Signet can be removed and replaced with Weapon of Warding, Sprint, or another attack skill.
 * In PvE, the Resurrection Signet can be replaced with Flesh of My Flesh for a reusable res skill.

Axe:
 * Replace Flurry for Furious Axe or any other attack skill.
 * Replace Dismember or Flurry for Cyclone Axe for areas where there are a lot of enemies.
 * Replace one of the attacks with Distracting Blow or Disrupting Chop if you think you'll need to interrupt enemies.

Sword:
 * Replace Distracting Blow and Final Thrust with Sever Artery and Gash.
 * Replace Distracting Blow with Hamstring if you want to stop kiting enemies.
 * Replace Distracting Blow with Savage Slash.

Either:
 * Replace one of the attacks with Wild Blow to remove stances that prevent you from hitting.

Equipment

 * Staff does not matter as you are holding an item
 * Use Radient insignia on chest and legs and heralds insignia for rest. Runes of attunement on armor as well with a superiour vigor if you can.

Usage

 * Hold Mighty was Vorizun at all times
 * Select your target
 * If the target is stationary then use Spirit rift followed imediately with channeled strike (the two should activate together delivering 200+ dam)
 * Use Caretakers Charge whenever you can as it costs no energy and heals you
 * Renewing Serge can be used to deal constant pressure damage.
 * To heal use Caretakers charge and soothing Memories (this will heal for 129 health at the cost of 2 energy) if under heavy fire use Mend Body and Soul as well.
 * Due to this builds excellent energy management you can move from target to target without waiting.

Counters

 * Daze can be fatal as with most casters

Variants

 * If using this build in TA or RA switch Spirit Rift for Ancestors' Rage as people move about far too much for Spirit Rift to be effective.


 * To avoid Daze, switch both heals with Pain and Bloodsong, this way Backfire and Daze do not effect you and one of the other spells such as Spirit Rift can be switched for Spirit Light so you heal more (148 every 4 seconds) with spirits and the spirits damage over 50 per second and can be used as support. Pain can also be switched back out for Spirit Rift or another heal if one is lacking.

=Glaive's Priest=

The Glaive's Priest is an offensive Channeling Ritualist utilizing Destructive was Glaive with some energy management and healing capability.

Attributes and Skills

 * Bloodsong can replace Destruction for a more durable spirit that lasts much longer.(note recharge Differences)
 * Spirit Siphon can be used in place of the Res
 * Resilient Weapon can replace Channeled Strike for a Condition counter.

Equipment

 * Armor
 * Any armor you see fit.


 * Weapons
 * standard HCT and HSR Staff.

Usage

 * Make sure your Spirit is within earshot, otherwise, this build is rendered useless.
 * Spirit Transfer allows a nice spike healing to yourself, also deducting life from Destruction. You can use this skill or Gaze from Beyond to trigger Destruction when the spirit is dying.
 * Cast Destructive was Glaive.
 * Execute basic attack skills. 10% armor penetration hurts people a lot, especially the skill Gaze from Beyond and Channeled Strike
 * Always have a spirit near you. Remember: Ranger spirits are spirits too!(It's better to be paranoid than dead)
 * When Glaive is running out, recast it.

Counters

 * Anti-Caster measures. (Daze, Backfire, etc.)
 * Having your Spirit constantly targeted and quickly killed off.

Variants

 * Mend Body and Soul or other Restoration spells may replace Spirit Transfer.


 * Resurrection Signet can be swapped for.....
 * Death Pact Signet
 * Life to give yourself a nice heal.
 * Renewing Surge for damage
 * Spirit Boon Strike for spirit healing + damage


 * Soothing Memories can replace Draw Spirit.

Some options are...
 * Notetably, you can replace skills for more AoE damage..
 * Spirit Rift
 * Ancestors' Rage( needs to be in melee range, or someone who is near the enemy)