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This build is in the metagame and deserves to be stored.

This build has received an overall rating in the range from 3.75 to < 4.75 and thus qualifies for the lower category of working builds: Good.

This build has been designed for the following use:

Metacapecategory
Notes on Flux Interaction
Flux This build is positively affected by the Flux: Amateur Hour.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Secondary necromancer and elementalist build variants becomes more powerful against their respective primary professions. No other professions will deal additional damage against ritualists.
Flux This build is positively affected by the Flux: Hidden Talent.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Secondary profession utility skills become more powerful.
Flux This build is positively affected by the Flux: Meek Shall Inherit.
See the build's talk page for discussion and ramifications not noted here.  
Notes: Play 18 channeling magic and the variant here. More powerful than most unfluxed alternatives.
Flux This build is positively affected by the Flux: Jack of All Trades.
See the build's talk page for discussion and ramifications not noted here.  
Notes: You can adjust your attributes to get bonuses from the flux; works best with secondary profession elite skills. See here.
Flux This build is positively affected by the Flux: Chain Combo.
See the build's talk page for discussion and ramifications not noted here.  
Notes: With Xinrae's weapon it's easy to build up the damage bonus.
Flux This build is positively affected by the Flux: All In.
See the build's talk page for discussion and ramifications not noted here.  
Notes: You can play 16 channeling magic and a build variant which makes use of the flux effect, see here.

Random arenas ritualist based on spirits and channeling magic's energy management. Inflicts pressure on the opposing team with various options to adapt to the day's meta and current flux.

Build core[]

Ritualist /Any  

OptionalOptionalOptionalEssence StrikeRenewing SurgeOptionalBloodsong (PvP)Optional

optional
optional
optional
Essence Strike
Renewing Surge
optional
Bloodsong (PvP)
optional

Core usage[]

Weapon sets

  • Use your 40/40 sets for casting spells of the respective attributes.
  • Switch to your high energy set when needed.
  • If available, use your 40/20/1 channeling magic for the creation of channeling magic spirits.
  • Switch to your shield set when idle or under attack or attacking with nightmare weapon.
    • Equip the correct shield for the opponent you face.
    • Use the cripple shield in the crag to traverse magma fields.

Skills

  • Place bloodsong (PvP) such that it will be in your back, but in casting range. This way you can benefit from your spells' additional effects while keeping the spirit safe. If an opponent pushes up to attack the spirit, this will put a lot of pressure on their team.
  • Use renewing surge on recharge to gain energy and pressure foes. Prefer using it on frenzy warriors. If part of your build, use it to cover more important hexes.
  • Use essence strike to gain additional energy.

Variants and variant usage[]

  • Elite skill options:
    • Offense
      • Ritual Lord Ritual Lord – 12+1 spawning power; bring at least one more channeling magic spirit. Allows your spirits to be more sturdy, more effective and to be replaced soon after placing them. Better in following falling back opponents than any other spirit ritualist. When creating spirits, use ritual lord the instant before you've finished casting. In case of interruption this avoids being stuck with its effect.
      • Toxic Chill Toxic Chill – 12 death magic; bring lamentation as an additional cover. Use it to spread poison on the opposing team.
      • Corrupt Enchantment Corrupt Enchantment – 10 to 11 curses depending on other curses skills in your build; remove attunements, guardian, spotless mind, attacker's insight, patient spirit or other relevant enchantments. You can also use it as an additional, faster cover for auxiliary curses hexes.
      • Spoil Victor Spoil Victor – 12 blood magic; bring lamentation as an additional cover. Use on the opposing team's damage if yours is under pressure, or their healer if they're under pressure.
      • Glimmering Mark Glimmering Mark – 11 air magic; major source of pressure combined with minor anti-physical shutdown. Works best against hammer warriors.
      • Lightning Surge Lightning Surge – 12 air magic; combine with Teinai's wind and spike targets.
    • Defense
      • Xinrae's Weapon Xinrae's Weapon – 9+1 to 12+1 restoration magic depending on the remainder of your build; stabilize your team at the cost of the opponent.
      • "You're All Alone!" "You're All Alone!" – debuff melees and other physicals.
      • Shield of Deflection Shield of Deflection – 12 protection prayers; protect yourself and team members against physical attacks.
  • Variable skill lots:
    • Channeling magic
      • Nightmare Weapon Nightmare Weapon – transfer 159 health points from the opposing team to yours. When your team is not under pressure, use it on yourself, another defensive character/healer or a bow ranger to deal extra damage. While your team is pressured, use it on characters that need healing and aren't prevented from attacking. If your team is well-suited to spike (i.e. with lightning surge or with a hammer warrior), put the weapon on yourself, throw a spear into the expected spike and immediately, once the spear is in the air, use a targeted damage spell.
      • Spirit Burn Spirit Burn – build pressure with a long-lasting burning. Allows /E builds to use Teinai's wind effectively. If used alongside toxic chill, don't incinerate targets already suffering from both poison and lamentation.
      • Gaze from Beyond Gaze from Beyond – protect your spirit and debuff physical characters in general. Avoid using it on targets attacking party members protected by shield of deflection. Avoid using it on targets under the effect of insidious parasite or faintheartedness.
      • Lamentation Lamentation – armour ignoring damage and area hex. Try to always hit multiple targets for major pressure. Can be used as a cover hex for secondary profession hexes or as a trigger for toxic chill's poison.
      • Destruction (PvP) Destruction (PvP) – second spirit to avoid becoming less effective due to losing bloodsong (PvP). Works best with ritual lord. Place it further pushed up than bloodsong, ideally in choke points.
      • Gaze of Fury (PvP) Gaze of Fury (PvP) – only use with ritual lord. Ideal to detonate either destruction (PvP) or agony (PvP).
      • Agony (PvP) Agony (PvP) – for triple spirit setups alongside gaze of fury (PvP) in ritual lord builds. Place it further pushed up than bloodsong and recycle it with gaze of fury quickly enough before it dies off.
    • Restoration magic
      • Mend Body and Soul Mend Body and Soul – ideal with Xinrae's weapon and a second spirit.
      • Rejuvenation (PvP) Rejuvenation (PvP) – ideal as a backup spirit for builds with Xinrae's weapon and mend body and soul.
      • Life (PvP) Life (PvP) – frequent party heal and secondary spirit for Xinrae's weapon builds.
    • Secondary profession
      • Resurrection Signet Resurrection Signet – if you can afford not bringing 8 other skills.
      • Insidious Parasite Insidious Parasite – 10 curses; combine with corrupt enchantment. Use on quickly attacking physical characters and cover immediately.
      • Faintheartedness Faintheartedness – 11 curses; combine with corrupt enchantment. Use on rangers, hammer warriors, pets and other physical attackers and cover immediately.
      • Defile Defenses Defile Defenses – combine with corrupt enchantment. Use as a cover for insidious parasite or faintheartedness and against opponents with blocking skills.
      • Rip Enchantment Rip Enchantment – 2 to 11 curses; remove attunements, guardian, spotless mind, attacker's insight, patient spirit or other relevant enchantments.
      • Teinai's Wind Teinai's Wind – combine with spirit burn and an air magic elite skill. Use to spike targets or rupt skills like word of healing and apply poison on prediction.
      • Protector's Defense Protector's Defense – 9 tactics; protect yourself, your spirit or party members from physical attacks. Allows to use tactics shields at full effectiveness.

Equipment[]

Runes and insignias

  • Runes depend on your skill choices.
    • Ghost forge insignias are viable for builds with nightmare weapon.
    • Shaman's insignias are viable for ritual lord builds.
    • Blessed insignias are viable for shield of deflection builds and usually a viable choice because of vigorous spirit monks.
    • Survivor and radiant insignias are a solution for all other builds.
  • Rune of superior vigor.
  • Rune of restoration unless you're using "you're all alone!".
  • Fill with runes of vitae.

Weapons

  • 40/40 channeling magic.
  • High energy set channeling magic.
  • 40/40 of your assistant attribute. If your build is channeling magic only, use a 40/20/1 channeling magic.
  • Spear of defense, 10%hct with PvP strength shields of fortitude, +10 armor against each damage type and -20% cripple duration.
    • Protector's defense builds use tactics shields.
    • Toxic chill builds use poisonous spears.
    • You're all alone!" builds use heavy or crippling spears.
    • Rip Enchantment builds use barbed spears.

Common builds[]


Flux variants[]

May: Meek Shall Inherit[]

June: Jack of All Trades[]

November: All In[]


Performs best with/against[]

  • General
    • Party: Full ranged.
    • Party members: Additional spirit ritualists.
    • Party members: Anti-physical.
    • Opponent: Hexway (can't remove spirits).
  • Special
    • Nightmare Weapon Nightmare Weapon – party members: Bow rangers, Grenth's aura dervishes, Bonetti's defense monks.
    • Xinrae's Weapon Xinrae's Weapon – party: Four damage or dual hybrid full ranged.
    • Xinrae's Weapon Xinrae's Weapon – opponent: Teams that primarily work by shutting down a single healer, as you can provide backup healing.

Performs poorly with/against[]

  • General
    • Party members who overextend; teams consisting of mostly melees.
    • Party members ignoring nightmare weapon.
    • Opposing mind burn elementalists, as they can take out spirits with a single spell cast.
    • Opposing teams with multiple shutdown characters camping your spirit creation.
    • Opposing teams with multiple physical characters camping you after taking out spirits. Requires linebacking by team members to overcome.
  • Special
    • If using a build based on anti-physical skills: Opposing full caster teams.
    • If using "you're all alone!"/toxic chill: Opposing teams with superior condition removal, i.e. "it's just a flesh wound. or foul feast.
    • If using shield of deflection: Opposing curses necromancers.

See also[]

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