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This build has been successfully vetted by the GuildWiki community according to the vetting procedure.

This build has been designed for the following use:

This build has been archived in userspace, at User:RHCP_Fan1/builds/Rt/any_Ritual_Lord, because of the impending builds wipe. Editing this article is likely a waste of time.

Through spamming protective spirits, the Ritual Lord is designed to greatly reduce damage dealt to the team.

Attributes and Skills

RitualistRitualist / Any Attribute Rank
Spawning Power 12 + 1 + 3
Communing 12 + 1
Ritual Lord

Ritual Lord

Boon of Creation

Boon of Creation

Shelter

Shelter

Union

Union

Displacement

Displacement

Optional

Optional

Optional

Optional

Flesh of My Flesh

Flesh of My Flesh

Usage

The end result of this build is that the party will almost always take no more than 30-38 Damage Per Hit and will avoid most attacks.

Counters

Variants

There are two optional slots in the skill bar. These can be filled as follows:

Suggested as a near must have for one of the optional slots. This is not a universal opinion, but should be considered. It will go a long way towards shutting down Adrenaline users.
Pointless in PvE, excellent in PvP. A flat-out damage reduction to give more protection than any amount of Armor. Not always effective.
So-So in PvE, great in PvP. Can't go wrong with additional Armor and Energy, although you lose any Fast Casting/Recharge mods on your weapon.
Overpowered in PvE, excellent in PvP. This far outstrips Heal Party. Chances are, Shelter won't die before it recharges. Feast of Souls can therefore be cast to give the party a strong heal. Used early it will give the party a very strong Heal.
Good in PvE, good in PvP. Gives Union and Displacement a helping hand before they die.
Protects caster and caster's spirits from melee attackers that try to bring them down.
By using two Superior Runes, one each of Communing and Spawning Power, and a Minor Rune of Channeling Magic and putting Communing and Spawning Power at 14, you can put 11 into Channeling Magic and use this skill for much more efficient energy management. Great for PvE, if you stay out of aggro range. Dangerous in PvP because of much lower health.
If your secondary class is Mesmer, put 3 into Inspiration. Not needed in PvE, but you may want it for PvP. Binding Rituals are not spells, so there are less interrupting skills to affect them, but interruptions will not trigger Ritual Lord's Recharge reduction, thus, it's really bad to be interrupted. Don't worry about the low Rank: There will be Energy to spare if Boon of Creation is managed properly.
A longer lasting, cheaper variant of Mantra of Resolve. Only stops one interrupt per cast however.
Many teams (most notably IWAY) prefer to have one Frozen Soil-spirit carried by the Ritual Lord, to prevent enemies from reviving dead teammates. This requires Ranger as secondary profession.
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