Guide:Generic GvG Ritualist Runner

The flag runner is an essential position in GvG teams, and fills more roles than its name would suggest. In addition to ferrying the flag, this position is responsible for providing mobile defense to respond to splits and help the main team when pressure builds up. Ritualists are very popular for this role due to their versatility and powerful Restoration Magic skills.

The Core Build
[build prof=Rt/any Spawning=6+1 RestorationMagic=12+1+1][Optional][Wielder's Boon][Weapon of Warding (PvP)][Resilient Weapon][Protective was Kaolai][Life][Optional][Optional][/build]


 * The strongest direct heal available to a ritualist runner. Rarely would options such as Spirit Light or Mend Body and Soul be feasible in GvG due to their spirit requirements. A runner cannot usually hover around their spirit(s), they have to be mobile.


 * Provides unconditional blocking and regeneration to the target so long as they don't attack. For obvious reasons, this means it should only be used to protect caster teammates, and never NPCs.


 * Useful for reducing and healing back pressure with its armor and regeneration buff. Note that it requires a condition or hex on the target to have an effect.


 * Provides a small armor boost while held, but is primarily used for its party healing to mitigate pressure when at stand.


 * Due to its low recharge and cost, this spirit is commonly used for providing party healing at stand that can trigger while the ritualist is away from the main team. Other spirit options (such as Recuperation) are usually only used with energy management skills or a confident runner.

Archived Choices
As with many PvP bars, the elite skill defines the build and determines both the playstyle and viability of the runner.

- Build
 * Provides excellent energy return, but has a long recharge and is vulnerable to enchantment stripping.
 * Ties your leftover attributes to Spawning Power which, while good for weapon spell duration, limits secondary support options.
 * Used when expecting little splitting, as this elite usually forces no snare, but allows for Recuperation to be taken in addition to Life.

- Build
 * A powerful form of support that can grant IMS to yourself and an ally, while also providing both parties with AoE knockdowns. It is versatile enough to be used for offense or defense.

- Build
 * The addition of a blinding effect to the skill made this elite viable for countering physicals on splits. The combination of damage and shutdown can force them to disengage while the ritualist heals the NPCs.

- Build
 * A powerful snare with a low recharge that can stop splits from advancing or trap an outnumbered opponent. Also useful for stalling an opposing runner.

Meek Flagger - Build
 * A flagger used during the Meek Shall Inherit flux, taking advantage of the boosted attributes by giving up the elite skill.
 * Potentially resurfaces whenever the Meek flux returns.

- Build
 * A versatile elite that can catch spikes with it's combined heal and damage reduction while dealing damage to opposing splitters.
 * Not very commonly seen.

- Build
 * Provided a snare that was effectively immune to immediate removal, as it crippled the foe when it ended.
 * Nerfed to cause disable on non-assassin skills when used.

- Build
 * Provided a free source of damage to support the team's offense.
 * Fell out of the metagame.

- Build
 * Made enchantments and stances useless for the target, effectively cutting off blocking, IMS, IAS, and prots for the target.
 * Nerfed to have less of an effect, and to cause disable on non-assassin skills.

- Build
 * Provided energy management, much like Spirit Channeling does today.
 * Fell out of the metagame, and is currently inferior to Spirit Channeling.

- Build
 * Provided stronger party healing spirits to reduce stand pressure.
 * Regarded as inferior to the then-popular Monk runners and fell out of the metagame.
 * It likely did not resurface due to the popularity of Spirit Channeling, which has slightly weaker spirits but far less trouble with energy.

- Build 1, Build 2, Build 3
 * A very versatile elite, providing a heal, damage, and condition removal in one skill. Similar to the current effect of Xinrae's Weapon.
 * Fell out of the metagame in favor of overpowered skills (MoI, HC, etc.) and never resurfaced.

- Build
 * The instant recharge allowed for 3x PwK drops before leaving the flag stand, as well as mitigating the snare's long recharge.
 * Fell out of the metagame for party healing in favor of Monk runners and never resurfaced after the nerf to Heal Party.

- Build
 * An almost guaranteed snare and weakness on splits, often rendering lone physical splitters useless.
 * Eventually lost out to Icy Shackles in the metagame, which was a more reliable snare.

- Build
 * Provided speed boosts to the entire team.
 * Fell out of the metagame when ritualists became more split oriented, nulling the benefits of party-wide shouts.

Variants
The variants available to a ritualist runner are largely forced by the choice of elite, so there are few viable options.

Energy Management
Most runners will need an energy management skill to cope with the fairly high costs of the skills (Wielder's is the only 5e skill in the core bar). The most popular runner bars today dedicate a skill to this, but in the past ritualist runners would often slot additional utility instead.


 * The best option for elementalist secondaries outside of elite skills.
 * Can save a total of 15e per use.


 * Not a net gain in energy, but provides a cheaper heal that can conserve energy over using nothing but Wielder's Boon.
 * Rarely seen on current runners, which mostly don't have room, but was popular on non-elemenatlist secondaries which had room for it.

Snare
If possible, a long-lasting snare should be brought to aid in countering opposing splits and stalling opposing runners. Sometimes however, teams will forgo a snare on their runner in exchange for additional support or a different form of control.


 * The usual choice for a non-elite snare.
 * Long duration, but long recharge as well.


 * Short duration, but relatively low recharge.
 * Has bonus degeneration against foes suffering from Cracked Armor. Useful if paired with an air elementalist or dervish.

IMS
An increased movement speed is essential for flag running and splitting, so dedicating a skill slot to it is non-negotiable. The IMS must come from the secondary profession as well, meaning that a monk, mesmer, or necromancer secondary is not feasible. The choice between IMS is largely up to the attribute of the elite used, rather than considerations between the IMS skills themselves.


 * Requires no attribute investment or casting time.
 * Unlikely to be removed.
 * Very short duration, and a low average IMS.


 * Prevents a knockdown.
 * Low uptime and average IMS.


 * Large armor boost and IMS.
 * Can be removed.
 * Not fully maintainable, unlike other enchantment-based IMS skills.


 * Short cast time, but a sizable energy demand.
 * Can be removed.
 * Decent average IMS.


 * Long cast time for an IMS, but can be used on allies.
 * Can be removed.
 * Constant 33% IMS.

Other
Skills in this list are rarely taken, but have niche usage.


 * Steal spirits from the opposing ritualist runner. This both relieves pressure on your team and increases pressure on theirs.


 * Very effective against physicals, but has a much longer recharge than Weapon of Warding.
 * A caster affected by this can inflict blind twice via attacks while still keeping the full duration of the weapon spell. Attacking a third time as it's about to end can effectively extend the protection offered by the spell.
 * Not recommended for use on NPCs or physicals, as it will end early.

At Stand
When with the main team, the ritualist acts as a third member of the backline to take pressure off the monks. The primary contributions will be through party healing and protection.
 * Life should be placed close to the edge of the battle, but within spirit range of the entire team. Placing it too close runs the risk of interruption and early spirit death, which reduces the healing.
 * Protective Was Kaolai usually shouldn't be held for extended periods of time, as the small armor bonus is usually not better than using a 40/40 or defensive set. However, holding onto it can allow for double dropping the pot, which can provide a good spike party heal.
 * The weapons both have 1 second casts, which means you will need to watch the field and appropriately pre-prot to get effective use out of them. They are poor spike catches due to their casting time, and Wielder's is all but worthless until you've protted your target.

Flag Running

 * Maintain your IMS when running between the flag and the flagstand.
 * When you return to the stand with the flag, it is usually a good idea to use a weapon spell to prot yourself initially. You will very quickly become the priority target.
 * Look ahead to prevent being bodyblocked. You will likely be snared at this point and your IMS won't do much to relieve it.

Defending NPCs

 * You will need to pre-prot NPCs with Resilient Weapon, both for the weapon's bonuses and to be ready with Wielder's Boon. Weapon of Warding will not be useful for the NPCs, as they auto-attack which removes it.
 * Be wary of attempts to pressure you directly. If possible, avoid being in range of opposing casters, use obstructions against rangers, and the terrain against physicals. Assassins with shadow steps will require you to preprot yourself.

Weaknesses

 * Lack of condition or hex removal. Unlike the monk runners that became popular while their party heals were strong, the most these builds can usually do against conditions and hexes is use Resilient Weapon. Fortunately, this is usually sufficient in combination with an appropriate split partner.
 * Clunky direct healing. While Wielder's Boon is a fast 1/4 cast, it requires a weapon spell on the target to be of much use. If a weapon is not already on the target, this build will have some trouble coping with spikes. This can be mitigated through pre-protting.
 * The cast times of most of the skills are 1 second or more, and at least half of the energy costs are 10 energy. These factors make you more vulnerable to interruption, as multiple cancel-casts are not feasible.