User:NightSilva/builds/pvp/ritualist

= Rt/A Spirit of the Assassin =

{tested-build|AB|CM|RA}

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. Alternatively, a Blessed Insignia could be used for additional armor while enchanted, or a Ghost Forge Insignia could be used for additional armor with a weapon spell. The 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. Alternatively, 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 minimize any incoming damage. Be careful not to use any other skills or attack while this skill is active.

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.
 * Consider using Deadly Paradox in the optional slot; this would allow more frequent use of Feigned Neutrality.
 * 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 you 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.

= Rt/A Support Runner =

{tested-build|GvG}

This is a support build designed to be resilient, counter ganks, gank NPCs and provide healing support/spike assistance when needed. It can be run in other settings as well with the simple expedient of substituting a resurrection signet for example.

Equipment

 * Since it is unlikely that your hands will be empty this is less important, however a Restoration Staff with double Health mods doesn't hurt.
 * Armour as desired, my setup is with Survivor Insignia, a minor Restoration rune, minor Channeling rune, 2 runes of Vitae and a superior Vigor. This results in a very high health total, especially when holding Generous Was Tsungrai (I believe that it exceeds 700 with a morale bonus).  Radiant Insignia may be a reasonable alternative, to get more energy available when holding items.

Usage
The role this flagrunner has is to run flags, provide a solid ganking/counter ganking build, and good support for a ganking team/counter ganking team via the healing/pressure damage from the two life stealing weapon skills. Resilient Weapon allows dealing with degeneration pressure and support at the flagstand, while Soothing Memories is your efficiency heal for others. When not carrying a flag, Generous Was Tsungrai serves as your trigger for efficient use of Soothing Memories and Channeled Strike, while providing extra health and an efficient heal.
 * When running flags, simply use Dash for speed.
 * To gank archers/footmen/kinghts/bodyguard your damage will come from the lifesteals Vengeful Weapon and Weapon of Remedy, simply interrupt heals with the Disrupting Dagger.
 * Countering a ganker or ganker pair will usually involve using the Generous Was Tsungrai for cheap self heals and a bigger buffer of health, and the Vengeful Weapon and Weapon of Remedy to heal and reflect damage. Soothing Memories is also very efficient, and should be used.
 * Resilient Weapon doesn't mix well with the other two weapon skills, but is a good counter to degeneration based ganking or pressure on you while running/at the stand. Spreading it around reduces damage via the armour boost and regenerates your team.  When approaching the flagstand it can be a good skill to use, as it is unstrippable and you are almost certani to be snared/crippled etc..., thus it provides +24 AL and 6 pips of regeneration while your team tries to support your flag push.
 * Channeled Strike can serve as a spike assist when at the stand, or to finish off a ganker.
 * As with many running builds, it is advised to call for help against multiple gankers or to use the NPCs wisely; the build works very well with even 2 attackers, but is vulnerable to chained knockdowns.
 * Your energy isn't unlimited, in one on one situations you can likely exclusively use the weapon skills to steal health, then when the enemy is low use Channeled Strike to finish him, but with multiple opponents to hold off lean more heavily on the efficient Generous Was Tsungrai and Soothing Memories until help arrives.

Counters

 * Diversion, knockdown chains, interrupts (though the fast skills are tough to interrupt), life stealing enemies (it isn't damage), hexes and energy denial.

Variants

 * A simple substitution of Renewing Surge for Channeled Strike allows for DPS rather than spike assistance, this can be handy to ward off caster harassment when running.
 * Mend Body and Soul can replace Soothing Memories for a bigger heal.
 * Substituting Shadow of Haste for Resilient Weapon allows for speedy withdrawls and mobility advantages, but makes harrassment by hex snaring or degeneration builds (such as Me/A Crippling Anguish flag runners) more hazardous.

Equipment

 * Armor with Radiant or Survivor Insignias.
 * A set of weapons and focii: a low energy set, usual set, and high energy set for swapping.

Usage

 * Try to stay with at least one other teammate. Use Weapon of Remedy and Vengeful Weapon in combat to remove conditions and reduce pressure.
 * Use Mend Body and Soul to counter slightly higher spike damage, or assist your monks at the flagstand.
 * Keep enemies snared using the water hexes.
 * Use Armor of Mist to help running flags or getting around the battlefield.
 * Keep Resilient Was Xiko up when faced with YAA warriors or assassins.

Counters

 * This build has no direct hex control. Resilient Was Xiko partially negates most hexes, but it cannot be counted on for hexes with effects besides degeneration.
 * This build is fairly weak on defense if you actually get hit. Try to stay always with at least one other teammate.

Variants

 * Replace one of the snares with Gale (and shift the required minimum points into Air Magic) for a utility/interrupt skill.
 * Replace either the Resurrection Signet or a snare with Vapor Blade, to participate in spikes.
 * Soothing Memories is a more efficient but less powerful heal than Mend Body and Soul, and can serve in its stead.
 * Generous Was Tsungrai can replace Resilient Was Xiko, allowing an emergency heal and health buffer rather than an emergency condition removal.
 * If Generous Was Tsungrai is used, Flesh of My Flesh can serve as a hard rez.

= Rt/Me Painful Echo =

{tested-build|AB|RA|general}

This build is designed to integrate the damaging communing spirits with some support skills from spawning, and a hex from channeling. The result is a spike based on spirits, which is extremely effective in AB and PvE, and with some variants it is equally powerful in Random Arena and 1v1.

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.

Template
= Rt/R Nightmare Marksman =

{tested-build|RA|TA|HA}

The Nightmare Marksman is a true nightmare due to its high life steal spike.

Attributes and skills

 * slot 1:
 * , used against spirit spammers.
 * used between Dual Shot and Distracting Shot.
 * useful for additional energy management (with QZ).
 * slot 2:
 * gives a little pressure and its a spirit so you don't need to sac hp on Offering of Spirit.
 * , the less arrow flight time the better... and it’s a spirit just like Bloodsong
 * makes it harder to dodge arrows... Spirit...
 * , for blocking purpose.
 * if you don’t want to wait 10 seconds between the spikes... Spirit...
 * same as above.
 * , used against blind.
 * , if you don't think 171 every 10 second or so is enough...
 * slot 3:
 * every RA build should have this equipped
 * Or any of the previous mentioned skills if you think the build lacks defense/offense
 * Or any of the previous mentioned skills if you think the build lacks defense/offense

Equipment

 * Armor: Any armor works, energy management shouldn't be an issue but never hurts.
 * Weapons: Vampiric Recurve bow of Defense with "I have the Power!" and an Insightful Communing Staff of Defense

Usage

 * Use Kindle Arrows followed by Nightmare Weapon and then Dual Shot + Distracting Shot followed by Lamentation if equipped
 * Put up a Bloodsong or Favorable Winds near your location if you have it equipped to remove sacrificing life for Offering of Spirit
 * Use Offering of Spirit as much as possible (if near a spirit)

Counters

 * Interrupt
 * Diversion
 * Blocking
 * Blind if Sight Beyond Sight isn't equipped
 * Hexes that causes you to Miss on attack

Attributes and skills
As you can see this variant uses a pet to add pressure between the spikes.
 * slot 1:
 * slot 2:
 * Any of the previous mentioned skills if you think the build lacks defense/offense
 * slot 2:
 * Any of the previous mentioned skills if you think the build lacks defense/offense
 * slot 2:
 * Any of the previous mentioned skills if you think the build lacks defense/offense
 * slot 2:
 * Any of the previous mentioned skills if you think the build lacks defense/offense
 * slot 2:
 * Any of the previous mentioned skills if you think the build lacks defense/offense
 * Any of the previous mentioned skills if you think the build lacks defense/offense

Attributes and skills

 * Optional skills should be a self heal, Troll Unguent works well, but its long cast time is undesirable to some.
 * Doom was suggested and can be used for added damage to help your group's damage output.
 * Draw Spirit can be helpful in fast moving environments.

Equipment

 * Armor:: Any armor really works, energy management shouldn't be an issue but never hurts.
 * Weapons:: Insightful Communing Staff of Fortitude or Hale, the added health cushion comes in handy.

Usage

 * Put Boon of Creation on yourself at the start of the match and keep renewing it as needed, its recharge is slightly less than its duration so use that as a guide.
 * Activate Serpent's Quickness just before you complete your first ritual.
 * Put down Wanderlust first, then Shadowsong
 * Other spirits down in any order
 * Maintain Boon of Creation and keep dropping spirits as soon as they're recharged
 * Exception:: Pain lasts much longer than its recharge so judge that as needed
 * Try to always have Serpent's Quickness on before dropping Wanderlust, otherwise there's a large gap where you won't have it.

Counters

 * Interrupt Rangers and Mesmers can trash this build, if you find you're being interrupted try dropping Union first, and hope they interrupt that, then put down Shadowsong or Wanderlust when they don't have an interrupt ready.
 * Diversion can also do some damage to this build, so take note when it's on you, and what you're casting next. Pain is the best to cast to take Diversion away because of the shorter recharge and long life span.

Variants

 * Spirits can be changed out; Earthbind may be preferred by some to keep them on the ground after Wanderlust.
 * Subclass can be changed to Mesmer and use Mantra of Concentration or Mantra of Resolve to foil interrupts but the recharge time hurts this build a lot.
 * Mantra of Resolve can also devastate your energy supply, so be careful
 * Add Brambles and make sure you are using Devona, knockdown Heroes, or knockdown based party members for a great time. If you can get another party member to add Lacerate lots of things will die really quickly.
 * If you want to have a higher damage output you may want to put in Bloodsong instead of Union.
 * In Luxon vs. Kurzicks you can sub Draw Spirit in for Resurrection Signet because your teamate will be revived quickly and Draw Spirit will enable you to bring your spirits to the front lines faster. Also when your doing this instead of putting Draw Spirit in the optional spot you can put a healing spell like Spirit Light in there.
 * For TA when you are certain you will have a dedicated healer this build deals more damage and disrupts the enemy much more. Casting is same as standard build, right down the line.

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.

Attributes and Skills

 * The Optional Slot is intended to be the utility slot and should be used as such. A Hex Removal skill is probably the best way to utilize this slot.

Equipment

 * Emissary's Armor, Oracle's Armor, and Halcyon's Armor all make good choices.
 * Any Staff or Wand/Offhand combination will work as long as they are linked to Restoration Magic.

Usage

 * Cast Generous Was Tsungrai and Renewing Memories
 * Generous Was Tsungrai will not only provide healing, it will also make Soothing Memories less expensive.
 * Alternate Weapon of Remedy and Vengeful Weapon for quick, spammable heals that also provide damage. Weapon of Remedy also provides condition removal.
 * Use Weapon of Warding on allies who are under heavy pressure.
 * Use Soothing Memories as a low cost heal

Variants

 * Consider Mend Body and Soul as a faster heal with a lower recharge.
 * Consider Wielder's Remedy.
 * Consider using a skill from your secondary profession like Holy Veil, Hex Breaker, Return, or Wary Stance.
 * Consider replacing Renewing Memories with Channeling.
 * Consider Guided Weapon

Equipment

 * Staff does not matter as you are holding an item.
 * Use a Radiant Insignia on chest and legs and Herald's Insignias for everything else. Runes of Attunement on armor as well with a Rune of Superior Vigor if you have it.

Usage

 * Hold Mighty was Vorizun at all times
 * Select your target
 * If the target is stationary then use Spirit Rift followed immediately with Channeled Strike (the two should activate together thus delivering 200+ damage)
 * Use Caretaker's Charge whenever you can as it costs no energy and heals you.
 * Renewing Surge can be used to deal constant pressure damage.
 * To heal use Caretaker's 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.

= Rt/any Glaive's Priest =

{tested-build|AB|CM|RA}

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)

= Rt/any Ritual Lord =

{tested-build|TA|general}

Through spamming protective spirits, the Ritual Lord is designed to greatly reduce damage dealt to the team.

Usage

 * Stand as far away from combat as your spirits can be and still affect allies.
 * Use Boon of Creation for Energy management. Cast it first, then begin casting Shelter.
 * Activate Ritual Lord during shelter. Like a stance, it has zero casting time so it can be cast during other skills.
 * Invoke Displacement then Union.
 * Be sure to constantly refresh Boon of Creation and Ritual Lord.
 * Typically, Displacement will run out fairly quickly, at which time Union will start eroding. Before Union runs out, your Displacement should be recharged and ready. Invoke it as soon as it becomes ready again.
 * For the duration of the battle, try to balance Union and Displacement so that at least one of them is in effect, while always maintaining Shelter. This will make healing extremely easy.

The end result of this build is that the party will almost always take no more than 30-38 Damage Per Hit and will avoid most attacks.
 * In Alliance Battles and certain missions (Amatz Basin, etc.), the effects are even better. All 3 spirits affect allies, as opposed to only party members. Thus, even 1 Ritual Lord can turn the tide of battle.

Counters

 * Removing Boon of Creation will greatly reduce the energy management within this build.
 * Likewise, any energy denial skills can greatly impact the build's effectiveness.
 * If targeted, the build will usually die quickly as it does not have attack or healing skills.
 * Interrupts while creating the spirits will force the player to wait the full length of recharge time.

Variants
There are two optional slots in the skill bar. These can be filled as follows:


 * Soothing
 * Suggested as a near must have for one of the optional slots. This is not a universal opinion, but should be considered. It will go a long way towards shutting down Adrenaline users.


 * Armor of Unfeeling
 * Pointless in PvE, excellent in PvP. A flat-out damage reduction to give more protection than any amount of Armor. Not always effective.


 * Mighty Was Vorizun
 * So-So in PvE, great in PvP. Can't go wrong with additional Armor and Energy, although you lose any Fast Casting/Recharge mods on your weapon.


 * Feast of Souls
 * Overpowered in PvE, excellent in PvP. This far outstrips Heal Party. Chances are, Shelter won't die before it recharges. Feast of Souls can therefore be cast to give the party a strong heal. Used early it will give the party a very strong Heal.


 * Signet of Creation
 * Good in PvE, good in PvP. Gives Union and Displacement a helping hand before they die.


 * Shadowsong
 * Protects caster and caster's spirits from melee attackers that try to bring them down.


 * Spirit Siphon
 * By using two Superior Runes, one each of Communing and Spawning Power, and a Minor Rune of Channeling Magic and putting Communing and Spawning Power at 14, you can put 11 into Channeling Magic and use this skill for much more efficient energy management. Great for PvE, if you stay out of aggro range. Dangerous in PvP because of much lower health.


 * Mantra of Resolve
 * If your secondary class is Mesmer, put 3 into Inspiration. Not needed in PvE, but you may want it for PvP. Binding Rituals are not spells, so there are less interrupting skills to affect them, but interruptions will not trigger Ritual Lord's Recharge reduction, thus, it's really bad to be interrupted. Don't worry about the low Rank: There will be Energy to spare if Boon of Creation is managed properly.


 * Mantra of Concentration
 * A longer lasting, cheaper variant of Mantra of Resolve. Only stops one interrupt per cast however.


 * Frozen Soil
 * Many teams (most notably IWAY) prefer to have one Frozen Soil-spirit carried by the Ritual Lord, to prevent enemies from reviving dead teammates. This requires Ranger as secondary profession.

= Rt/any Wall of Defence =

{tested-build|AB}

AB battles, make a wall of spirits around bases.

Usage
During AB summon all the spirits around a base and when somone comes they will die quite easily.

Counters
nukers, elementists can use fire storm or meteor shower and kill all your spirits and monks can just heal themselves.