to mitigate damage w/ those two spirits, can heal for about 100 health w/ Spirit Light, and do around 90 damage apiece w/ Spirit Boon Strike and Channeled Strike.
A true Rit's role is never solely nuking, spirit spamming, or healing...It is a COMBINATION of the 3! You are the jack of all trades (in the casting line, anyway). One of the best qualities of Rits is to be able to think on your feet; you have to figure out how skills can stack (Generous followed by Channeled) and to think on your feet. You have to always be keeping an eye on the health of your party, the duration of spirits, and the HP of your enemies. Rits require true multi tasking capabilites, and that is why there are few good ones......no one wants to focus that much. In fact, it is similar to a Paragon...A good paragon can really buff your team to extremes.
=============================================================================== 3h.3- Starting Out..
Ok, so you chose a rit.....I don't know if you are stupid, dedicated, brilliant, or all three. If you succeed at your job, people will praise the ground that your character walks on. If you fail, on the other hand.......well, that is the polar opposite. I would recommend starting in the following manner:
A. Buy Resto Skills at first....they will help get get you in groups and keep that group alive...
B. then get a few Channeling skills as well as a couple of spirits. I would recommend three: Union, Shelter, and Bloodsong. The first two help to mitigate damage, and the last one STEALS health. Not deal, STEAL.
C. Upgrade your armor (most notably your chest and leg armor) at Ran Musu Gardens, if you can. This will help to cover your soft underbelly and protect you more.
D. Get the 30 bonus skill points quickly. They WILL help you when you get to the mainland.
And finally, E. As soon as you hit mainland, get a run to Kaineng Center. There, you can access (and buy) every non-elite Rit skill in Factions, which will help you deck yourself out even faster.
After that, you are open to your own whims, but remember....Combination of the 3....Do not focus on one sole art.
=============================================================================== 3h.4- Secondary Profession Opinions
Once again, I'll be rating the secondaries of a class, this time, the Ritualist.
W = Warrior E = Elementalist R = Ranger D = Dervish
P = Paragon N = Necromancer Me = Mesmer Mo = Monk
A = Assassin Rt= Ritualist
Rt/W: Eh......not so much. You could use the stances and some of the tactics skills, but that is about it.
My Rating: 3/10
Rt/E: Hmm.....More access to nuking skills....could work, though you lack good Energy Management. Alright, though.
My Rating: 5/10
Rt/Mo: The ULTIMATE healing machine, but unable to remove hexes...Resilient weapon can cover for you for a little bit however.
My Rating: 7.5/10
Rt/R: The ultimate spirit spammer, though I don't know why you would want to go this way...Though you do get a weapon.
My rating: 6/10
Rt/Me: Hmmm. You have hex removal! Yay! This could work, too. Very well, at that.
My rating: 7.5-8/10
Rt/N: You can summon minions w/ more Hp...but that would not be the best way to go...You could hex, though, which would make your job easier. Leeching your opponents health isn't that bad...
My rating: 7/10
Rt/P: Once again, shouts, chants, and stances. Although these would work a bit better than the Warrior...after all, your buffs would go to casters...If you are back there w/ em...
My Rating: 6/10
Rt/A: I see very little potential other than shadow arts, but that is still very lacking.
My rating: 3/10
Rt/D: Read the above, but change Shadow Arts to Earth/ Wind Prayers. These seem to work a bit better than the sin, however...
My rating: 5/10
=============================================================================== 3h.5- Build Ideas
Ok.....I honestly don't know a whole lot of Rit builds, but here are a couple that seem to have worked so far:
Taka's Pure Shing Jea Monastery restoration Rit:
Recuperation Generous Was Tsungrai Soothing Memories Spirit Light Flesh of my Flesh Weapon of Warding Vengeful Weapon Resilient Weapon
At this point, you would pretty much put everything to the Restoration Magic Line. Go figure. No, as in literally, go figure.
Taka's SJ Monastery Combination Ritualist:
Generous Was Tsungrai Recuperation Weapon of Warding Channeled Strike Spirit Boon Strike Bloodsong Flesh of My Flesh *Optional*
For the optional, I would recommend something like Resilient Weapon, to lessen the burden on the monks. If you are acting as the main healer, find a really good spirit or skill that can heal people. I have a Few offensive spells to help heal your spirit (Spirit Boon Strike) and Channeled Strike to maximize your potential. If people hammer on you, then yeah, bring all of your healing prowess, but otherwise, bring two nuking skills. Might I recommend Spirit Rift? It has a delayed reaction, so if you know that it will kill it in 3 seconds (after all, the Warriors are attacking it, you know), fire it to strike the final blow. =============================================================================== 4. All about your Character and Conditions When you create a character of course the character starts at Level 1. Your character will have no skills, 100 health and 20-40 energy based on your primary class. Warriors start with the lowest energy, and Elementalists start with the highest. How quickly your energy regenerates also depends on your profession. As with any role playing game as you battle foes and complete quests your character will level. Leveling will allow your character to gain Attribute points as discussed in Section 2, 20 health, and 1 skill point. Skill points are used to purchase skills from Skill trainers through the world. This is different from the first Guild Wars game, skills beyond the basic ones earned in training quests are no longer given through quests they must be purchased. As you purchase skills the amount of gold required will increase starting at 100 and maxing out at 1000 gold (or 1 Plat). So, at level 20 (the max level) your character's base health will be 480, and it will have earned 170 attribute points. Energy is not increased by leveling; only skills or armor can raise max energy. Health can be modified with runes, either in positive or negative direction. This will be discussed in the section on Runes.
4a. Conditions Various conditions can afflict your character while in the game world. Most of these conditions are negative and generally either cause your character to lose health, reduce the speed in which it moves, or hinder its attacks. The various conditions are described below:
Poison: Causes health degeneration of four, usually inflicted by a ranger, and usually lasts for 45 seconds or more. Water in various swamps is also poison to players, but usually the health degeneration is only one or two.
Disease: Causes health degeneration of four also, usually inflicted by a Necromancer. This effect usually lasts for under 30 seconds, unlike Poison.
Bleeding- Causes health degeneration of three, inflicted by a Warrior type character using an attack skill or a Rangers trap. Generally bleeding lasts for greater than 30 seconds.
Fire (Burning)- The most damaging condition causes health degeneration of seven, but usually only lasts less than ten seconds.
Blind: Causes most melee attacks to miss their mark, and generally is most devastating to a Warrior character. Rangers will also miss most of their shots. This effect generally lasts around 30 seconds, and in often inflicted by a Mesmer or Elementalist.
Deep Wound: Inflicted by a Warrior foe most often using an attack skill, your max health is reduced by 20% for the duration of the effect usually around 30-45 seconds.
Cripple- Inflicted again by a Warrior or a Rangers traps, being crippled will greatly reduce your spell for the duration of the effect usually 30 seconds.
Dazed- Basically "Blind" for mage characters. The amount of time needed
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