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Guild Wars Best Ritualist PVP Builds

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NameBest Ritualist PVP Builds
CategoryPVP
This article covers in-depth 5 of the best Ritualist PvP builds.

Contents:

1) Weapon of Remedy Flag Running Ritualist - Ritualist / Assassin
2) Destructive Was Glaive Ritualist - Ritualist / Elementalist
3) Honorable Weapon Ritualist - Ritualist / Monk
4) Warmonger's Support Ritualist - Ritualist / Monk
5) Offering of Spirit Support Ritualist - Ritualist / Any Profession

1) Weapon of Remedy Flag Running Ritualist - Ritualist / Assassin - (Guild vs Guild)

Attributes:

Channeling Magic - 12 + 1 + 1
Restoration Magic - 12 + 1
Shadow Arts - 3

Skills:

- Weapon of Remedy (Elite) - For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 15 ... 63 ... 75 Health from that foe and loses 1 Condition. Cast Time: 1/4 Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Weapon of Warding - For 5 ... 9 ... 10 seconds, target ally has a Weapon of Warding that grants target ally +2 ... 4 ... 4 Health regeneration and a 50% chance to block. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Wielder's Boon - Heal target ally for 15 ... 51 ... 60 points. If that ally is under the effects of a "Weapon Spell," Wielder's Boon heals for an additional 15 ... 63 ... 75 Health. Cast Time: 1/4 Second, Recharge Time: 4 Seconds, Energy Cost: 5
- Splinter Weapon - For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1 ... 4 ... 5 attacks deal 5 ... 41 ... 50 damage to up to 3 adjacent foes. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Ancetors' Rage - For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5 ... 89 ... 110 lightning damage. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Protective Was Kaolai - Hold Kaolai's ashes for up to 15 ... 51 ... 60 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 10 ... 70 ... 85 Health. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Dark Escape - For 5...13...15 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack. Cast Time: Instant, Recharge Time: 30 Seconds, Energy Cost: 5
- Dash - For 3 seconds, you run 50% faster. Cast Time: Instant, Recharge Time: 8 Seconds, Energy Cost: 5

Equipment:

- Full Survivor Insignias with Runes of Vitae and a Rune of Restoration for Burning Isle.
- Weapon with "I Have the Power!" inscription and an assortment of shields.
- Set with 40% Halves Skill Recharge for Channeling Magic
- Set with 40% Halves Skill Recharge for Restoration Magic
- Set with two +15 / -1 inscriptions for emergencies

How to use efficiently:

- Start off the match by precasting this item spell to gain a 30% damage reduction provided by the armor bonus and drop the ashes to use as an emergency Heal Party or when energy is low to regain the benefits from your weapon set.
- Use Weapon of Remedy, Weapon of Warding, and Wielder's Boon to heal the party while at the flag stand. They can also be used as self heals if needed.
- Use Splinter Weapon and Ancestors' Rage on front liners to blow up foes who ball up for are of effect buffs or heals.
- Use Dark Escape to save yourself from spikes.

2) Destructive Was Glaive Ritualist - Ritualist / Elementalist - (Heroes Ascent)

Attributes:


Channeling Magic - 12 + 1 + 2
Earth Magic - 10
Restoration Magic - 8 + 1

Skills:

- Destructive Was Glaive (Elite) - Hold Glaive's ashes for up to 10 seconds. While you hold her ashes, all Ritualist skills have 10% armor penetration. When you drop her ashes, you lose all Enchantments and all foes in the area are struck for 10 ... 82 ... 100 lightning damage. Cast Time: 1 Second, Recharge Time: 10 Seconds, Energy Cost: 10
- Ancestors' Rage - For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5 ... 89 ... 110 lightning damage. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Splinter Weapon - For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1 ... 4 ... 5 attacks deal 5 ... 41 ... 50 damage to up to 3 adjacent foes. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Weapon of Warding - For 5 ... 9 ... 10 seconds, target ally has a Weapon of Warding that grants target ally +2 ... 4 ... 4 Health regeneration and a 50% chance to block. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Glyph of Lesser Energy - For the next 15 seconds, your next 2 Spells cost 10 ... 16 ... 18 less Energy to cast. Cast Time: 1 Second, Recharge Time: 30 Seconds, Energy Cost: 5 - Use this before Entangling Asp to regain energy. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Ward Against Foes - You create a Ward Against Foes at your current location. For 8 ... 18 ... 20 seconds, non-Spirit foes in this area move 50% slower. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 15
- Grasping Earth - For 8 ... 18 ... 20 seconds, all nearby foes move 50% slower. Cast Time: 3/4 Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Death Pact Signet - Resurrect target party member with your current Health and 15 ... 83 ... 100% Energy. The next time that ally dies within 120 seconds, so do you. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: None (signet)

Equipment:

- Survivor's Insignia on head, arms, and feet.
- Radiant Insignias on chest and legs.
- Your standard shield swaps.
- High Energy set for pacting.
- 40 / 40 Earth set for snaring.
How to use efficiently:
- Make sure that you maintain Splinter Weapon on your frontliners at all times.
- Hold Glaives Ashes at all times. Note: make sure you manually drop the ashes, if they drop from time expiration they will not trigger damage.
- During a spike, cast Ancestor's Rage on your frontliner, then drop your ashes. Note: the Armor Penetration bonus feature of Destructive Was Glaive makes Ancestor's Rage inflict more damage.
- Use Weapon of Warding on allies taking heavy physical damage, or on your infuser to help regen his health after spikes. When on King of the Hill, keep it on the Ghostly Hero at all times!
- Snare foes with Grasping Earth and Ward Against Foes.
- Use Glyph of Lesser Energy to maintain energy.
- Use Death Pact Signet on dead monks, be sure to switch to your high set before doing so.

3) Honorable Weapon - Ritualist / Monk - (Guild vs Guild, Team Arena, Heroes Ascent)

Attributes:


Smiting Prayers – 12
Channeling Magic – 12 + 1 + 2
Spawning Power - 3

Skills:

- Offering of Spirit (Elite) - Gain 8 ... 15 ... 17 Energy. If any Spirits are within earshot, you do not sacrifice Health. Cast Time: ¼ Second, Recharge Time: 15 Seconds, Energy Cost: 5
- Ancetors' Rage - For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5 ... 89 ... 110 lightning damage. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Splinter Weapon - For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1 ... 4 ... 5 attacks deal 5 ... 41 ... 50 damage to up to 3 adjacent foes. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Warmonger’s Weapon - For 5 ... 13 ... 15 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10
- Smite Condition - Remove one Condition from target ally. If a Condition was removed, foes in the area take 10 ... 50 holy damage. Cast Time: 1 Second, Recharge Time: 7 Seconds, Energy Cost: 5
- Judge’s Insight - For 8 ... 18 ... 20 seconds, target ally's attacks deal holy damage and have +20% armor penetration. Cast Time: 2 Seconds, Recharge Time: 10 Seconds, Energy Cost: 10
- Strength of Honor - While you maintain this Enchantment, target ally deals 3 ... 13 ... 15 more damage in melee. Cast Time: 2, Energy Cost: 10, Energy Upkeep: -1 Energy Regeneration
- Death Pact Signet - Resurrect target party member with your current Health and 15 ... 83 ... 100% Energy. The next time that ally dies within 120 seconds, so do you. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: None (signet)

Equipment:

- Full set of Survivors Insignia..
- High energy, Low energy and High armor weapon sets.
How to use efficiently:
- Start off by casting Strength of Honor on your melee players.
- Then when you are about to spike, cast either Splinter Weapon or Warmongers Weapon on them.
- Try to make sure that you cast all the weapon spells on different melee players because they won’t stack.
- After you are done casting all of the weapon spells cast Ancestors Rage.
- After you spike just continue through the cycle.
- Offering of Spirit obviously should only be cast after you have used Bloodsong unless you direly need the Energy.
- If things start going south then use Flesh of My Flesh to resurrect anyone who needs to be.
Some variations you can use in this build:
- Smite Condition can be replaced with Smite Hex (Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 10 … 70 holy damage.) if you feel it would be more beneficial.
- If you have several others you know are going to be good with Resurrection then you can trade out Death Pact Signet for Nightmare Weapon: (For 12 seconds, target ally has a Nightmare Weapon. Target ally’s next 3 attacks are reduced by 10 … 42 damage and steals up to 10 … 42 health.)

4) Warmonger's Support Ritualist - Ritualist / Monk - (Team Arenas)

Attributes:


Restoration Magic - 10 + 1
Channeling Magic - 12 + 1 + 1
Spawning Power - 6 + 1
Protection Prayers - 6

Skills:

- Offering of Spirit (Elite) - Gain 8 ... 15 ... 17 Energy. If any Spirits are within earshot, you do not sacrifice Health. Cast Time: ¼ Second, Recharge Time: 15 Seconds, Energy Cost: 5, Health Sacrifice: 17%
- Bloodsong - Create a level 1 ... 7 ... 8 Spirit who dies after 30 ... 126 ... 150 seconds. Attacks by that Spirit steal up to 5 ... 21 ... 25 Health. Cast Time: 3 Seconds, Recharge Time: 30 Seconds, Energy Cost: 5
- Warmonger's Weapon - For 5 ... 13 ... 15 seconds, if target ally attacks a foe who is not attacking, that foe is interrupted. Cast Time: 1 Second, Recharge Time: 20 Seconds, Energy Cost: 10
- Ancestors' Rage - For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5 ... 89 ... 110 lightning damage. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Mend Body and Soul - Target ally is healed for 20 ... 96 ... 115 Health. That ally loses one Condition for all Spirits within earshot. Cast Time: ¾ Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Aura of Stability - For 3 ... 9 ... 10 seconds, target other ally cannot be knocked down. Cast Time: ¼ Second, Recharge Time: 12 Seconds, Energy Cost: 5
- Holy Veil - While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. Cast Time: 1 Second, Recharge Time: 12 Seconds, Energy Cost: 5, Energy Regeration: -1
- Death Pact Signet - Resurrect target party member with your current Health and 15 ... 83 ... 100% Energy. The next time that ally dies within 120 seconds, so do you. Cast Time: 3 Seconds, Recharge Time: 12 Seconds, Energy Cost: None (signet)

Equipment:

- + 5 Energy / + 30 Health Spear and a selection of shields.
- A secondary spear with + 20% Enchanting Duration instead of Health for casting Aura of Stability.
- A low and a high energy set
- A 40 / 40 Channeling set
- Full set of Survivor's Insignias

How to use efficiently:

- Set up Bloodsong in a good position, and recast it as often as you need.
- Assist in healing using Mend Body and Soul.
- Maintain Aura of Stability on the main healer.
- Buff your frontline with Warmonger's Weapon, and recast it as necessary.
- Keep your energy at a reasonable amount with Offering of Spirit.
- Use Ancestors' Rage for support in spikes or for general pressure.
- Use Holy Veil for prebuffing and general hex removal.
- Use Death Pact Signet to resurrect fallen allies, especially if they still have a working Resurrection Signet.

5) Offering of Spirit Support Ritualist - Ritualist / Any Profession - (Guild vs Guild)

Attributes:


Channeling Magic - 12 + 1 + 1
Restoration Magic - 12 + 2
Spawning Power - 3

Skills:

- Life - Create a level 1 ... 8 ... 10 Spirit. When this Spirit dies, all non-Spirit allies within its range are healed for 1 ... 6 ... 7 Health for each second this Spirit was alive. This Spirit dies after 20 seconds. Cast Time: 3 Seconds, Recharge Time: 20 Seconds, Energy Cost: 10
- Splinter Weapon - For 20 seconds, target ally has a Splinter Weapon. Target ally's next 1 ... 4 ... 5 attacks deal 5 ... 41 ... 50 damage to up to 3 adjacent foes. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 5
- Ancestors' Rage - For 1 second, nothing happens. When this skill ends, all foes adjacent to target ally are struck for 5 ... 89 ... 110 lightning damage. Cast Time: 1/4 Second, Recharge Time: 8 Seconds, Energy Cost: 5
- Mend Body and Soul - Target ally is healed for 20 ... 96 ... 115 Health. That ally loses one Condition for all Spirits within earshot. Cast Time: ¾ Second, Recharge Time: 3 Seconds, Energy Cost: 5
- Protective was Kaolai - Hold Kaolai's ashes for up to 15 ... 51 ... 60 seconds. While you hold his ashes, you gain 24 armor. When you drop his ashes, all party members are healed for 10 ... 70 ... 85 Health. Cast Time: 1 Second, Recharge Time: 15 Seconds, Energy Cost: 10
- Weapon of Warding - For 5 ... 9 ... 10 seconds, target ally has a Weapon of Warding that grants target ally +2 ... 4 ... 4 Health regeneration and a 50% chance to block. Cast Time: 1 Second, Recharge Time: 5 Seconds, Energy Cost: 10
- Offering of Spirit (Elite) - Gain 8 ... 15 ... 17 Energy. If any Spirits are within earshot, you do not sacrifice Health. Cast Time: ¼ Second, Recharge Time: 15 Seconds, Energy Cost: 5, Health Sacrifice: 17%
- Flesh of My Flesh - Lose half your Health. Resurrect target party member with your current Health and 5 ... 17 ... 20% Energy. Cast Time: Instant, Recharge Time: 4 Seconds, Energy Cost: 5

Equipment:

- Full set of Survivor's Insignias and a rune of Superior Vigor.
- A weapon of Fortitude with + 5 Energy. A Half Cast Time / Half Recharge Time channeling set for casting weapon spells.
- A Focus of Fortitude.
- A + 10 armor shield of Fortitude for every type of damage.

How to use efficiently:

- Place Life in a strategic position allowing for a large area of effect heal when it ends.
- Make sure to always maintain Splinter Weapon on your front liners at all times.
- Use Mend Body and Soul for a general heal and condition removal.
- Use Weapon of Warding to relieve physical pressure.
- Use Ancestors' Rage for spike assistance, or general damage.
- Use Offering of Spirit for energy management.
- Use Flesh of My Flesh as a hard resurrect.

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