Build:Team - AB May Ritualist Pressure

Alliance battles pressure team based on fluxed channeling magic ritualists. Depending on map and player/equipment availability additional ritualists or fluxed spear warriors can be added. The recommended setup is triple ritualist solo warrior.

Pos. 1
[build prof=Rt/A RestorationMagic=10+1 ChannelingMagic=12+1+3 SpawningPower=8+1][Spiritleech Aura@13][Renewing Surge@18][Gaze from Beyond@18][Spirit Burn@18][Nightmare Weapon@18][Bloodsong (PvP)@18][Mend Body and Soul@13][Dash][/build] Main article
 * May Channeling Magic Ritualist

Equipment
Weapons Armour
 * 40/40 Channeling Magic
 * High Energy Set Channeling Magic: Wand of Memory with "Seize the Day" with Channeling Magic Focus of Aptitude with "Live for Today"
 * 40/40 Restoration Magic
 * Sundering Spear of Defense with "Don't Think Twice" with Strength Shield of Fortitude with "Riders on the Storm"
 * 5 x Ghost Forge Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Pos. 2
[build prof=Rt/A SpawningPower=8+1 RestorationMagic=10+1 ChannelingMagic=12+1+3][Lamentation@18][Renewing Surge@18][Gaze from Beyond@18][Spirit Burn@18][Nightmare Weapon@18][Rejuvenation (PvP)@13][Mend Body and Soul@13][Dash][/build] Main article
 * May Channeling Magic Ritualist

Equipment
Weapons Armour
 * 40/40 Channeling Magic
 * High Energy Set Channeling Magic: Wand of Memory with "Seize the Day" with Channeling Magic Focus of Aptitude with "Live for Today"
 * 40/40 Restoration Magic
 * Sundering Spear of Defense with "Don't Think Twice" with Strength Shield of Fortitude with "Riders on the Storm"
 * 5 x Ghost Forge Insignias
 * 1 x Rune of Superior Vigor
 * 1 x Rune of Vitae

Pos. 3
[build prof=Rt/A RestorationMagic=12+1 ChannelingMagic=12+1+3 SpawningPower=3][Lamentation][Renewing Surge][Essence Strike][Spirit Burn][Nightmare Weapon][Life (PvP)][Spirit Light][Dash][/build] Main article
 * May Channeling Magic Ritualist

Equipment
Weapons Armour
 * 40/40 Channeling Magic
 * High Energy Set Channeling Magic: Wand of Memory with "Seize the Day" with Channeling Magic Focus of Aptitude with "Live for Today"
 * 40/40 Restoration Magic
 * Sundering Spear of Defense with "Don't Think Twice" with Strength Shield of Fortitude with "Riders on the Storm"
 * 5 x Ghost Forge Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae

Pos. 4
[build prof=W/P Strength=12+1+3 SpearMastery=12][Flail@18][Barbed Spear@14][Maiming Spear@14][Disrupting Throw@14][Blazing Spear@14][Merciless Spear@14][Lion's Comfort@18][Sprint@18][/build] Main article
 * May Spear Warrior

Equipment
Weapons Armour
 * Vampiric and Zealous and Icy Anniversary Spear "Arbalest" of Defense with "Dance with Death"
 * Strength Shield of Fortitude with "I Can See Clearly Now"
 * Furious Anniversary Spear "Arbalest" of Fortitude with "Dance with Death"
 * Strength Shield of Fortitude with "I Can See Clearly Now"
 * 5 x Sentry's Insignias
 * 1 x Rune of Superior Vigor
 * 2 x Runes of Vitae
 * 1 x Rune of Clarity

Individual Mechanics
Survival Positioning Killing
 * Ritualists permanently maintain [[Nightmare Weapon@18] on themselves.
 * This allows the effective usage of [[Wielder's Boon@13].
 * +15 armour from the insignias.
 * Enables to drain 58 health points per attack.
 * Drain health and deal pressure with [[Nightmare Weapon@18].
 * Use your shield set for this to gain additional +14 armour rating.
 * Attacking with the spear is faster than with a wand.
 * Only provide the warrior with [[Nightmare Weapon@18] if you are safe on your ritualist and can take cover behind your team.
 * When a ritualist gets focused, i.e. elementalists use [[Lightning Surge@16] on him, immediately [[Dash] away and cover behind team and spirits.
 * Heal party members in need with [[Mend Body And Soul@13], [[Wielder's Boon@13] and [[Spirit Light@15].
 * Keep blinding physicals with [[Gaze from Beyond@18].
 * Warriors selfheal with [[Lion's Comfort@18].
 * Pressure the opposing frontline so it can't follow a ritualist who falls back without risking death.
 * Warriors cripple the opposing frontline with [[Maiming Spear@14].
 * Stand spread out.
 * Keep your spirits at least half an earshot range separate from each other. This makes them immune to area damage and wastes time of target switching melee players.
 * Always stay in earshot range (outer edge of the aggro bubble) of spirits if you play ritualist.
 * Let the warrior push up further so he can easily attack casters, including the opposing backline, and take most of the fire. Due to his large base armour rating he has good qualities as a tank.
 * If you're a ritualist and being focused, fall back. Opposing frontline players can't follow you as they'll get killed by pressure and focused [[Nightmare Weapon@18] fire.
 * Part 1: Pressure
 * Warriors spread bleeding on the opposing team with [[Barbed Spear@14].
 * Ritualists spread burning with [[Spirit Burn@18].
 * Ritualists spread additional pressure with [[Renewing Surge@18] (always use on different targets) and [[Lamentation@18].
 * Throw [[Nightmare Weapon@18] spears at foes playing offensively.
 * Rupt [[Healing Burst] with [[Disrupting Throw@14].
 * Increase [[Bloodsong (PvP)@18]'s pressure with [[Spiritleech Aura@13].
 * Increases the spirit's DPS to 20.
 * Part 2: Spiking
 * Ritualists prepare [[Nightmare Weapon@18] and push up in range of the target.
 * The warrior calls a spike on a pressured target with [[Blazing Spear@14] followed by [[Merciless Spear@14] and [[Disrupting Throw@14].
 * If using two warriors, use [[Spear of Lightning@14] on the second warrior during the spike.
 * The ritualists follow by throwing a spear on the target and immediately start using one of their damage skills ([[Spirit Boon Strike@18]/[[Gaze from Beyond@18]/[[Spirit Burn@18]) on the target.
 * This cancels the recovery phase from the attack and results in very effective damage compression. The damage will hit with only a minor delay in time.

Tactics
Capturing shrines without defending players Capturing shrines with defending players Defending shrines Skirmishes Setting up spirits against rangers Map control
 * Push into shrine range with your entire team.
 * The ritualist who arrives first uses his spirit.
 * Kill the shrine NPCs with [[Lamentation@18] and standard pressure.
 * Place your spirits in roughly 1.3 to 1.6 earhsot ranges from the shrine NPCs.
 * Prepare [[Nightmare Weapon@18].
 * Pressure the shrine NPCs with [[Lamentation@18] and possibly [[Renewing Surge@18] and [[Spirit Burn@18].
 * Lineback the defending players with your warrior.
 * Pull back and force the opposing players to retreat if they follow you with the standard pressure protocol.
 * You will quickly wear out the opposing team.
 * Spam [[Life (PvP)@15].
 * Place [[Rejuvenation (PvP)@13] behind the NPCs.
 * Place [[Bloodsong (PvP)@18] on the same height as the NPCs or slightly ahead, depending on how much spirit hate the opponent has.
 * Prepare [[Nightmare Weapon@18].
 * Once the opponent attacks, play fully offensively and push him out.
 * Prepare [[Life (PvP)@15] and one other spirit separated from it. Keep the last one as a backup for the next shrine or skirmish or in case your first spirit gets killed.
 * Use the standard pressure and spike protocols.
 * Ritualist A wants to place a spirit but the opposing ranger has condition removal for himself.
 * Ritualist A uses [[Gaze from Beyond@18] on the ranger and immediately chains his spirit.
 * Ranger removes condition from self, i.e. with [[Mending Touch].
 * Ritualist B uses [[Gaze from Beyond@18] on the ranger.
 * Leave a backup [[Bloodsong (PvP)@18] or [[Rejuvenation (PvP)@13] at shrines you have captured.
 * This allows to retreat to a shrine if needed and defend it effectively without requiring to set up new spirits.
 * Always try to keep one spirit further pushed up than the other. This allows to fall back a bit without losing spirit advantage. Foes that follow you will suffer from your team's general pressure.

Strategy
Kaanai Canyon and The Ancestral Lands Etnaran Keys Saltspray Beach Grenz Frontier
 * Bridge Control
 * Due to the spirits and stationary combat proficiency of this team it is ideally suited to be the bridge control team.
 * If playing for the defending faction: Start at the portal to the northwest resurrection shrine (Kaanai Canyon) or southwest resurrection shrine (The Ancestral Lands) and attempt to capture it.
 * Proceed with capturing the entire bridge.
 * Send the bloodsong ritualist on the west/south bridge, the rejuvenation ritualist on the east/north bridge.
 * Let them maintain one spirit in their respective resurrection shrine and one on the bridge.
 * Wait with your other players either in the centre of the bridge or with one of the scout ritualists.
 * Scouting. The two ritualists watch out for attacking opponents.
 * Defense. Solo defend against any solo attackers. Call your team if a team approaches. Bridge control is the key to victory on this map.
 * Non-bridge actions
 * If another team is already holding the bridge for your side, alternate between the equipment posts.
 * Ignore the base.
 * Kurzick: Prioritize capturing the south side of the map and defend the ranger attack point.
 * Luxon: Prioritize holding the central resurrection shrine and try to push on the ranger attack point.
 * Prioritize the echovald forest part of the map. You gain advantage from the spirits created by the shrine ritualist NPCs.
 * Try to block the bridge with your warrior so foes suffer area damage from [[Lamentation@18] or waste time trying to push past the bridge, allowing you to power spread pressure on them with your ritualists.
 * Prioritzie holding the central resurrection shrine.
 * Also attempt to control the west side of the map when you're currently not needed at the resurrection shrine.

Counters

 * Anti summoning skills, most notably [[Spiritual Pain] and [[Holy Spear].
 * Dual ranger setups.
 * Always prepare spirits before engaging.
 * Build:P/W PvP Flesh Wound or [[Foul Feast] necromancers.
 * Focus on hex pressure and spiking.
 * Ritualist players getting separated from each other.
 * Playing against 6 and more opponents at once.

Variants

 * Bring [[Holy Spear@14] on your warrior(s) if the meta features minion masters or ritualist spirits. Also speeds up capping of shrines with ritualist NPCs.