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This build is in the testing phase.

Please join the discussion and rate this build if you have experience with this or closely related builds.

This build has been designed for the following use:

Flux This build is only viable during the Flux: Jack of All Trades.
See the build's talk page for discussion and ramifications not noted here.  

Alliance battles pressure team based on fluxed channeling magic ritualists.

Overview[]

Ritualist / Elementalist     

Xinrae's WeaponMend Body and SoulSpirit Boon StrikeSpirit BurnTeinai's WindRenewing SurgeRejuvenation (PvP)Windborne Speed

Xinrae's Weapon
Mend Body and Soul
Spirit Boon Strike
Spirit Burn
Teinai's Wind
Renewing Surge
Rejuvenation (PvP)
Windborne Speed
Ritualist / Elementalist     

Xinrae's WeaponMend Body and SoulSpirit LightSpirit BurnTeinai's WindRenewing SurgeLife (PvP)Windborne Speed

Xinrae's Weapon
Mend Body and Soul
Spirit Light
Spirit Burn
Teinai's Wind
Renewing Surge
Life (PvP)
Windborne Speed
Ritualist / Elementalist     

Glimmering MarkLamentationGaze from BeyondSpirit BurnTeinai's WindRenewing SurgeBloodsong (PvP)Windborne Speed

Glimmering Mark
Lamentation
Gaze from Beyond
Spirit Burn
Teinai's Wind
Renewing Surge
Bloodsong (PvP)
Windborne Speed
Ritualist / Elementalist     

Glimmering MarkLamentationGaze from BeyondSpirit BurnTeinai's WindRenewing SurgeDestruction (PvP)Windborne Speed

Glimmering Mark
Lamentation
Gaze from Beyond
Spirit Burn
Teinai's Wind
Renewing Surge
Destruction (PvP)
Windborne Speed

Builds[]

Pos. 1[]

 save
Template code

Main article

Equipment[]

Weapons

Armour

Pos. 2[]


 save
Template code

Main article

Equipment[]

Weapons

Armour

Pos. 3[]


Creatures you create have 44% more Health, and weapon spells you cast last 44% longer.
 save
Template code

Main article

Equipment[]

Weapons

Armour

Pos. 4[]


Creatures you create have 44% more Health, and weapon spells you cast last 44% longer.
 save
Template code

Main article

Equipment[]

Weapons

Armour

Usage[]

Individual Mechanics[]

Survival

  • Spam Xinrae's Weapon on targets under attack to increase your team's pressure and vastly improve the ritualist's survivability.
  • Heal party members in need with Mend Body And Soul and Spirit Light.
  • Keep blinding physicals with Gaze from Beyond.
    • Communicate your blinds to avoid an overlap.
  • Maintain Glimmering Mark on physicals.
    • This prevents melees from doing converge spikes in particular.
  • Pressure the opposing frontline so it can't follow a ritualist who falls back without risking death.

Positioning

  • 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 (up to outer edge of the aggro bubble) of spirits.
  • 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 are prime targets for a spike with Teinai's Wind.

Killing

  • Part 1: Pressure
    • Target the opponent in the opposing team with the same party number you have. Pressure the target with Renewing Surge and Spirit Burn and, if available, Spirit Boon Strike.
    • Apply additional long-term pressure with Lamentation.
    • Glimmering Mark is to be placed on physical opponents.
      • Don't use it on the target you're playing on anyway, as you'd be cancelling the hex.
      • Use on casters if not enough physicals are available in the opposing team.
  • Part 2: Spiking
    • Every 8 seconds a ritualist calls a Teinai's Wind spike when applying his burning.
    • Prime targets are midline casters because of their relatively low armour ratings. Monks and physicals are more durable.
    • If a frontline player is overextending, punish it with a spike.

Tactics[]

Capturing shrines without defending players

  • Push into shrine range with your entire team.
  • The ritualist who arrives first uses his spirit.
  • Communicate which NPCs receive Glimmering Mark. Spread it on two NPCs and cover with Lamentation. Then simply pressure down the NPCs.

Capturing shrines with defending players

  • Place your spirits in roughly 1.3 to 1.6 earhsot ranges from the shrine NPCs.
  • Put up two Glimmering Marks and cover it by using Lamentation on a different target.
  • Lineback the defending players with your single-target pressure.
  • 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 or kill NPCs.
  • If trying to spike shrine NPCs, put burning on all of them if possible so your spike works on all targets.

Defending shrines

  • Spam Life (PvP).
  • Place Rejuvenation (PvP) behind the NPCs.
  • Place Bloodsong (PvP) on the same height as the NPCs or slightly ahead, depending on how much spirit hate the opponent has.
  • Place Destruction (PvP) further up so your team can push out foes more effectively.
  • Once the opponent attacks, play fully offensively and push him out.

Skirmishes

  • Prepare Life (PvP) and a Destruction (PvP) separated from it. Keep the other spirits as a backup for the next shrine or skirmish or in case your first spirits get killed. The stronger your opponent, the more spirits you'll need.
  • Use the standard pressure and spike protocols.

Setting up spirits against rangers

  • Ritualist A wants to place a spirit but the opposing ranger has condition removal for himself.
  • Ritualist A uses Gaze from Beyond on the ranger and immediately chains his spirit.
  • Ranger removes condition from self, i.e. with Mending Touch.
  • Ritualist B uses Gaze from Beyond on the ranger.

Map control

  • Leave a backup Bloodsong (PvP) or Rejuvenation (PvP) 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

  • 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 one Xinrae's Weapon ritualist on the west/south bridge, and the other on the east/north bridge.
    • Let the Rejuvenation (PvP) one maintain one spirit in the 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 these maps.
  • Non-bridge actions
    • If another team is already holding the bridge for your side, alternate between the equipment posts.
    • Ignore the base.

Etnaran Keys

  • 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.

Saltspray Beach

  • Prioritize the echovald forest part of the map. You gain advantage from the spirits created by the shrine ritualist NPCs.
  • Try to hit foes on the bridge with your area damage from Glimmering Mark and Lamentation.

Grenz Frontier

  • 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.
  • Flesh Wound paragons or Foul Feast necromancers.
  • Ritualist players getting separated from each other.
  • Playing against 6 and more opponents at once.

See also[]

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