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Rt/Me Guardian

=Introduction= The Guardian uses the Restorers' strongest skill line : The weapon spells. While Monks excel in either Protection or Healing, the Ritualist is a balance of both - basically the "Reverse Ranger" - focusing on protecting his/her allys, and throwing in the ocassional heal.

Note: Any Ritualist benefits greatly from having atleast one "class-mate" in their group, so consider this when setting up your team. See also section Teaming Up. Also, this build has mainly been played in Alliance Battles&PvE Mode, and should be seen as a basic Template that builds up on Weapon Spells to benefit the team.

=Overview=

Skills and Attributes
You can also swap Inspiration Magic for Spawning Power, and use the Urn "Attuned was Songkai" instead. Change this to whichever sort of Energy Managment you prefer (Situational Energy Recovery with Hex Removal feature vs Steady energy cost reduction with maximum energy penalty when cast)

=Equipment= Although Urns unequip your weapons, and hence the benefits that come from them, it is recommended that you pick +fastcast +recharge gear, as you might not always be running around with an urn/flag/orb in your hands. Also, it adds an extra kick of speed to the slow 1s cast times.

Guardian Style

 * Headgear: Restorer's Headwrap + Superior Rune of Restoration
 * Chestpiece: Shaman's Raiment +15 Health
 * Gloves: Emissary's Bangles +15AL While under the effect of a Weapon Spell
 * Leggins: Shaman's Leggins +15 Health and Vigor Rune of your choice
 * Shoes: Oracle's Shoes +10AL While holding an Item

Caster Style

 * Headgear: Restorer's Headwrap + Superior Rune of Restoration
 * Chestpiece: Halcyon's Raiment +3 Energy
 * Gloves: Halcyon's Bangles +1 Energy
 * Leggins: Halcyon's Leggins +2 Energy
 * Shoes: Halcyon's Shoes +1 Energy

=The How To's=

The Weapon Spells
It is crucial that you can determine the damage your target is suffering from, because one Spell is better at countering a certain damage type (i.e. Melee) than the other. Remember that you can only have one active Weapon Spell at a time, casting another on the same person will overwrite the previous one!

Your basic Weapon spell, it blocks 50% of the attacks, and adds +4 Health Regeneration. Use it if your Weapon of Shadow is Recharging, or if you need a Regeneration boost. The cast time of 2 seconds is relatively long, though. With its long duration of 21seconds, it helps alot to keep your party under a constant Weapon Spell effect, which is required for Wielder's Boon. Also, when suffering from a Hex of Condition, it adds up a nice Health Regeneration of +6 and +24 Armor. Useful to make Warriors, Assassins and Rangers a) Blind b) Annoyed. It buys you precious time to heal your team or fend off that Hammer Warrior next to you. It works great in conjunction with Weapon of Warding: If WoS is about to run out, cast a Weapon of Warding ontop.
 * Weapon of Warding
 * Resilent Weapon
 * Weapon of Shadow

The healing amount might not seem much, but its basically spam-able, especially if you echo it. From my expierience however, this Skill is not as useful as the other three if you don't dedicate half a skill bar to it.
 * Vengeful Weapon

The Urn(s)
Albeit having two hands, you can only carry one Urn, so it is of limited use to bring more than one urn along, with the exception of "Lively was Naomei". Also, similar to spirits, they are very situational, so its good to know what you're facing and whether you are going into a PvP or PvE battle.

Lasting about as long as its recharge time at level 16, this skill can save your day. It adds +26 Armor and prevents your spells from being interrupted. Best to be pre-cast before heading into battle, beause its casting time alone will make you an easy picking for any somewhat skilled Mesmer. Rangers could possibly be fended off by casting Weapon of Shadow / Weapon of Warding beforehand (and them wasting one interrupt on it)
 * Tranquil Was Tanasen

If you chose to push Spawning power instead, this urn can help you to reduce your energy costs by roughly 50% and even lower if you are using Soothing Memories. However, unless you have a steady energy income you might suffer from a negative energy pool after re-casting it (as you do with all urns) Works great for PvE + Spirit Light. Adds Armor and Energy, quick and Simple. Use this if you are planning to use the elite slot otherwise. A Mass-Ressurection urn. An alternative for the Ritualists single target Rez "Flesh of my Flesh" Adds +2 Health regeneration for every hex and condition you are suffering, and removes up to 4 of them if you drop it. Choose it if you know that the area will be Condition and / Or hex - heavy.
 * Attuned Was Songkai
 * Mighty Was Vorizun
 * Lively Was Naomei
 * Resilent was Xiko

The Heals
Ritualist's Heals are fairly slow, with the exception of Vengeful Weapon and Mend Body and Soul. However, they tend to cost less than Monk heals, so you can heal for quite a while without running out of energy too soon.

The Orison of Healing for your Ritualist - with the exception that you can lower the energy cost to near zero if you are holding an item. Works especially well with "Attuned was Songkai". Orison of Healing the 2nd if you will, however with a slightly reduced recharge time than Soothing Memories. This skill will only remove conditions if you are in the area of a Spirit. This works for any sort of spirit, friend and foe alike, including Ranger spirits. However, its not entirely useless without spirits, it basically works as your "Quick Heal". Quantity over Quality.
 * Soothing Memories
 * Wielder's Boon
 * Mend Body and Soul

Spirit light heals for a total of 162 Health. However, it costs 10e to cast, drains 10% health if you are not near a spirit, and has a 4 second recharge. Not 100% recommended for this build.
 * Spirit Light

=Playstyles= Here are some Variants of the basic Alliance-Battling Guardian. And yes. They come with a Rez ;)

Teaming Up
