User:Khoross/Rt/R Spiritual Warrior

This is a ritualist build that uses Spirit's Strength to do a great deal of bonus damage per attack, and ranger stances to have a good attack speed at all times. While this does less damage than IW, it works with ranged weapons, specifically wands, and does not prevent hits, so putting more points into your secondary can allow you to effectively use their weapons and attack skills for bonus damage, if desired. This primary version focusses on IAS rather than attack skill damage, and should get up a decent DPS despite this.

Equipment
A wand or staff is a must in this build for the faster attack speed than a bow. I would suggest one with +5 energy while enchanted, if you can find one.

As you will be spending much to all of your time enchanted, equipment with good bonuses while enchanted is great, as is equipment that increases Spawning Power, as each point of spawning is +2 damage on every attack.

For a PvP character, a 20/20 Communing or Spawning wand and an off hand with Health + 45 while enchanted, Armor + 5 while enchanted or with Health + 30, Spawning Power + 1 (20% chance) is best.

For Armor, Emissary's Armor or Halcyon's Armor is best. Emissary's if you think you will come under a strong assault, Halcyon's if you're worried about energy.

Counters
Stripping or interrupting Spirit's Strength removes most of your damage potential.

Interrupting both your weapon spells (most likely due to Power Block) when the one on you is running out removes your damage until they have finished recharging.

Diversion on both weapons spells, on Spirit's Strength, or on either stance will cause problems. If you see Diversion on you, don't cast until it's gone.

Massive energy denial preventing you from using your weapon spells will stop you doing damage.

Usage
At the start of the battle, cast Spirit's Strength and Wielder's Remedy. When the enemies are getting close to attack range use Vital Weapon and trigger Tiger's Fury AFTER the weaon spell has finished casting (otherwise the skill is locked before casting finishes, and the cast fails). Open fire on the team's target, trying to stay away from the main combat if possible.

If they have blinding skills, use Sight Beyond Sight when you can, to make yourself immune, and use Weilder's Remedy and recasting weapon spells when they recharge while it's down to keep it off you.

When necessary, recast Spirit's Strength, Vital Weapon and Wielder's Remedy, and if the target uses defencive stances, activate Guided Weapon.

Variants
Anything that adds more damage per attack is a good addition to this build. The elemental conjures would work well, as would moving some points from communing to a weapon skill and using attack skills to do yet more bonus damage.

Any maintained weapon spell can be substituted for Vital Weapon. I would suggest switching from Communing to Restoration and taking Weapon of Warding and/or Resiliant Weapon.

Guided weapon can be switched to another IAS skill, an attack skill, or a heal.

Death Pact Signet can be substituted for Rez Sig.

Using an axe or sword would have the advantage over wands that they attack faster, but they are melee range only, so you'r need better defences.

The standard sword warrior Sever, Gash, Final combo is improved greatly by this, as is the axe warrior chain Dismember, Agonizing, Executioner's.