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Healing Ritualist (Spirit Light Weapon)

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everdream Profile

Author: everdream
View Profile of everdream

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Restoration Ritualist (Spirit Light Weapon Elite)

More powerful party support and heals than any monk!

Hey again, now that i've seered your eyes with the blue font and got your attention by slandering Monks a bit, here's another Ritualist Guide for the novice or advanced Ritualist! This is another incredibly easy to play and quite effective build. To keep things simple and straight forward I’m keeping Title Track Skills out of it, though there are several from all Title Tracks that can add support to this. Also, you can combine Necromancer skills such as Well of Blood and Blood Ritual to add extra support if needed. It’s really open and free to tweaks and personal touches, skill swaps, etc. The point is, a Ritualist can heal very well and in some situations are better than having a Monk.

Here are some examples of where I feel builds like this excel more than what a Monk can do (remembering, 99% of my GW time is spent on a Necromancer, Monk, or Ritualist and I split that evenly between the three professions):

Where this is Key:

1. Teams with Minion Masters: Recuperation and Life are the two dominant skills that aid in a team with 1 or 2 Minion Masters. Pumped up with 16 Restoration, Recuperation lasts longer than its maximum recast time, pending it’s not destroyed first. A Mo/Rt with 12 Restoration will still have the +3 regeneration, but the spirit will die in 39 seconds and won’t have the added life from Spawning Power.

Life is a big heal at maximum duration, which it almost always reaches. At +140 health to All Allies, it does a great job in healing minions. Again, it’s -20 less effective at 12 restoration for a Ritualist Secondary.

2. Team Battles greatly benefit from Ritualists healing or protecting using Spirits, as much as I love playing a Monk, I realize that on Unwaking Waters a Ritualist Healer is a much better choice in comparison to a Monk Healer. That’s just one example. These also heal all Allies, say, Canthan Guards, Sunspears, or our friend “Blobby.”

3. Alliance Battles benefit greatly from these Spirits. It’s funny, 90% of the time I’ve done Alliance Battles with a build like this (with some Mesmer skills to prevent interrupts) I’ve found that I never seemed to primary of a target because no one ever seems know what the heck an Ritualist is packing and I don’t want to suggest that they’re scared, they just ignore me. The spirits also go vastly ignored, then I sit back and watch a massive +140 health go to pretty much every single ally on screen, including our shrines and it just boosts and helps, that simple. Recuperation also boosts big time in this as well. When I see opposing Ritualists like this, I make sure to wreck their spirits as soon as possible.



These are just three examples where I feel this strongly aids your team’s overall cause.

All of this pre-explanation is nice, but time to get down and into it!

Skill Bar and Attributes:



Equipment:



I use all Radiant and Attunement Runes where I can because I’m sure to stay in the back and away from the thick of it. If I am doing PvP I’ll run Ghost Forge on main pieces of armor and then constantly keep up Resilient Weapon for the +10 armor boost.

I use Oola’s Wand or a Kaolin Wand (10/10) and a Restoration Focus from Vasburg Armory.

I use a Superior Restoration Rune on my Tea-Kettle of Restoration Magic Head Piece, a Minor Spawning Rune, and a Rune of Superior Vigor.

The Skills Explained:

1. Spirit Light Weapon, Elite (5e, 1c, 5rc) 10 seconds of healing +16 per second, this doubles if the targeted ally (or you) is within earshot of a Spirit. This has a pretty decent range, and with +32 Health per second and 1/5th the recast time of Healing Hands, I’d say it’s more useful, considering most of Healing Hands only heals when damage is being taken, Spirit Light Weapon will continue to heal even on nasty Degeneration or when someone isn’t taking damage, it just heals. Plain and simple.
This skill is available from Chkkr Brightclaw - Melandru's Hope - Mantis. With 13 in Spawning this skills duration will last 13 seconds.

2. Spirit Light (5e, 1c, 4rc) This is the big direct heal at +188 health and you can target yourself with it! Unlike Heal Other. The only problem with this is if you’re not close to a spirit, you’ll sacrifice 17% health, this shouldn’t happen all that often and even if it does you’re still +111 health after sacrifice.

3. Mend Body and Soul (5e, ¾c, 3rc) Fast way to heal and remove two conditions. It casts really quick, hard to interrupt, and recharges fast.

4. Resilient Weapon (10e, 1c, 4rc) Again, this is a quick recharging spell that lasts for 26 seconds with this build. Hexes and Conditions against your team are always around and +Armor is always helpful. Comparable Monk skill is Healing Breeze, this spell can be stripped, lasts for half the time, and doesn’t give an armor boost of +24, which reduces damage which means less healing. Pending for Resilient Weapon to work, you need to have a Hex or Condition on that particular target, but like I said before, especially in hard areas, it’s almost all the time. Though Healing Breeze on a typical Healing Monk is good for 10-12 seconds with +8-9 Regeneration, it still in my mind doesn’t compare to the overall abilities of Resilient Weapon for preventing death.

5. Spirit To Flesh (10e, ¾c, 15rc) this is really optional, I put it in this build to show how massive some of the healing power really is. If you flag your team well or if they’re actually people and group well than this can create an insane amount of allied healing abilities in the nick of time. I’ve used Spirit to Flesh in AB’s at shrines and it just boosts them when they’re near death and really delays the opposing team at times from taking over a shrine.

6. Recuperation (25e, 3c 45rc) as explained before, heals every ally pretty much on the radar! Very critical aid in keeping minions alive longer and allies that Monk’s would have a hard time healing individually. Only problem with this is recasting it as it will tap up to 3 seconds away from casting other heals which could mean a dead teammate, usually not though, just mentioning to potential problems. Getting interrupted also can happen, bring Mantra of Resolve from the Mesmer side of things if interrupts may be a problem and drop a different skill.

7. Life (10e, 3c, 20rc) same purpose as Recuperation, this is the spirit I’ll target with Spirit to Flesh if there’s no Ranger spirit around to sack, or if the Ranger spirit is more important than Life, then I’ll sack life, either way some spirit will be sacked, the Spirit responsible for the sacking will be sacked.

8. Flesh of Flesh… Resurrect. If the worst occurs, lightning strikes, you get ganged, you have quad-aggroed groups of Aatxes, Destroyers, Margonites, or some other nasty mob, then bring this!

Playing the Build:

Same thing as a monk pretty much, watch the health bars, watch for hexes and conditions, removes conditions with Mend Body and Soul, heal really weak players with Spirit Light, continue casting Spirit Light Weapon whenever it’s available, particularly on tanks and those in the ‘thick of it’. Keep your spirits up and know where they are in relation to your party for using Spirit Light Weapon or Spirit to Flesh. Timing is key in placing spirits as well, if you can silent count 19 seconds then wreck life with a spell it will be good. Use Resilient Weapon on those either waiting for Spirit Light Weapon or those under heavy degeneration.


Here's a shot of the Spirit Life expiring, you'll notice a big party heal going throughout, this can be timed after you play this a while. I find it kicks in just when you need it to with the proper timing! Also, note Olias is getting the +32 Health per second from Spirit Light Weapon, this totals out to being +416 Health over its duration.

Stay back! You’re a caster and a healer; you’re there to help, not to kill, so there’s no need to be standing beside your Warrior, Dervish, or Assassin. Chill with the Ranger’s, they are cooler anyway with their break dancing.


This is a shot of Life getting sacked by Spirit to Flesh a bit pre-maturely. I need to heal the minions up after the fray. There's a lot off screen as well. This just shows the close support potential, it's like timing Divine Intervention to every ally that's close to you!

Best Combination: Protection Monk + this = very safe and secure party, I particularly use Lina when I have no other real monk and very rarely run into trouble.

Energy Management should not be an issue in this build as the spells do not have a huge energy cost and Recuperation is only cast once every 45 seconds.


Yet another sacking of Life, this was timed out a bit better. It really heals the rear of your party in a pinch.

Ritualist vs. Monk Argument:

Well, both do what they need to do and do it well. Monk’s are definitely stronger direct healers, meaning if you’re at 15/530 health, a Monk can get you up to full health faster than a Ritualist can under normal circumstances and at any time (a Ritualist would need to wait for Life to build some time up and then use Spirit to Flesh), Ritualist’s and Monks both can shield teams from attacks and absorb damage. Monk’s again do it directly with spells and enchantments and Ritualist’s do it with spirits and weapon spells. Monk spells tend to carry a bigger heal, even in protection mode. Ritualist’s have the ability for their heals to steal health from enemies while healing (ie: Vengeful Weapon, Nightmare Weapon, etc.) the tad bit of offensive healing is much like a Necromancer’s Blood Magic.


In this shot, you can see the effective range of Spirit Light Weapon as it heals Devona up pretty much as she takes damage. Like Healing Hands, just better in most situations.

The nice thing about Ritualist Weapon Spells is they cannot be shattered or stripped like enchantments. With high spawning, Weapon Spells last a long time just naturally, whereas a Monk would need to bring along a Enchanting 20% of be running Blessed Aura, which well… takes up space on your skill bar.

They both essentially do the same thing, just in different ways, slightly different spells. Monk’s have Guardian, Ritualist’s have Weapon of Warding, both are good and you could argue which one’s better. The downside to Weapon Spells is that you can only have one on at a time cast on you, whereas you can have a boat load of enchantments on you. Again, the downside to enchantments is they can hurt you as fast as they help you, depends on what you’re fighting, whereas, Weapon Spells can’t be stripped, shattered, revealed, or removed.

I could likely do a guide solely on the topic of Monk and Ritualist with both sides being put on the balance, but I don’t believe there would be a definite winner overall. I’d almost guarantee they’d balance out at being the same in usefulness and abilities.

Ritualist Slogan “Heal Different”

I hope you enjoyed reading my guide on Restoration Ritualist (Spirit Light Weapon) I had done a similar Rt/N Guide before called “Support Ritualist,” but I find this to be more heal strong rather than Caster Support with Blood is Power.

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User Comments
  Laidy Rayne on 01/16/08 23:40

I can almost see her downstairs in the first screeny. Wish I could remember which movie/ show I got downstairs from.

Very nice guide, I will have to try this one out :)

  Kanna on 01/16/08 23:50

Excellent guide, Dreamy. :)

  Hardstrike on 01/17/08 03:43

Ive used to run something like this too, its awsome!
Only I used the mesmer sig for energy management (if you have less than "x" energy you gain "x" energy) dunno the name.


Nice guide :)

  Sargent989 on 01/17/08 08:49

This build is actually pretty good and I've never seen a build use spirit to flesh since the old rit spike a few months ago. Good contrast to the obvious monk healer

Very nice  betrayal on 01/17/08 09:43

QUOTE
^Just pointing out mistakes. 

I wouldn't call it mistakes, that's only your opinion. Beside 2 of 3 main keys are about PvE so I would say he made this guide (and tested it) mainly for PvE. What youre pointing out above is mostly for PvP. I have no experience in PvP so.... but overall for PvE this build is flawless.

Anyways very nice guide. I use similar build when I play rit sometime. I use preservation instead of Spirit Light Weapon and vengeful weapon instead of resilient weapon. Goodjob, very well explained.

  Andemius on 01/17/08 10:08

Very good guide, I'm sure to be trying this out, Thanks.

  A l on 01/17/08 10:39

QUOTE
Another add: Don't try to outsmart a site admin, cus you'll always lose.


What the hell.......

Nice guide ED. Going to try this on my Rit :]

  Im Nuclear on 01/17/08 10:50

Uhm.. template code..? ^^;

  HackingHippie89 on 01/17/08 11:20

Very nice guide..did some experementing in isle of the nameless with degen to see exactly what 32 health per second would equate to with regen turns out its about 20 pips of regen...looks like i've vastly underestimated SLW

anyway, as meg said this build shouldnt go anywhere near pvp with the exception of AB and perhaps RA

  mginn82 on 01/17/08 11:36

Nice guide ED. I've run a similar build before but I hadn't run across that Spirit to Flesh skill before, looks interesting... Might look into working that in.

  The Soul Eater on 01/17/08 14:45

I run a build very close to yours, and it works great. SLW is a very useful skill. In many cases you can keep your team alive with this build. Good job, gold star for you.

  everdream on 01/17/08 15:02

QUOTE
Very nice guide..did some experementing in isle of the nameless with degen to see exactly what 32 health per second would equate to with regen turns out its about 20 pips of regen...looks like i've vastly underestimated SLW


i underestimated it for the longest time too! and yea, it's pretty good for what it costs. certainly not the worst elite in the game.

  XMegidoX on 01/17/08 16:12

In that case, why not just say for alliance battles instead of team based pvp such as alliance battles?
Also, I dont think this would be a bad build for RA/TA, just bear in mind what I pointed out if you want to try it there.

  everdream on 01/17/08 16:29

touche, you have your request. hehe.

i love my edit button.

  XMegidoX on 01/17/08 16:31

<3 u too :-p

  everdream on 01/17/08 16:39

comment section is happy again! the guide is happy again and near-faultless now :P we can resume our normal site life again. yay!

and for the 0ff-topic record, this is what i see when i look at myself:
RAWR! lol.


  woodstock on 01/17/08 21:11

Uber guide!! I need to try this! heh, "Quad aggro'd" that is generally how my teams die xD

  Belshazaarswrath on 01/17/08 23:05

Nice guide

  Zephyr_Storm on 01/17/08 23:38

Nice guide Everdream ^_^. I run one that is similar on my Rit, so I agree with you on the pwnage that SLW does in terms of healing :). Cheers ^_^

  Blazings on 01/18/08 11:09

I got just one more add. It has nothing to do with this build, but more about rits in general.
Isn't it really hard(/boring)to keep up the spirits all the time. My experience is that the party kills a small mob, walks further, kills mob, etc. When you kill the first mob, your spirits are doing an overkill (if you use channeling spirits). At the second mob, everyone is fighting and you are waiting for your spirits to recharge.

Ritualists in PvE are very handy for missions where you have to defend one point, but in general there is a bit of a faillure.
Since you are 100x more exp with rits in PvE.. do you have any solution to this? I came up wth 2:
1. Ritual Lord (but costs ur elite)
2. Don't spam all your spirits at one mob.

  Lost Noob on 01/18/08 11:51

Perfect timing for this guide to show up, made a rit a few days ago and now i got a nice build :)

great guide!

/wave

  everdream on 01/19/08 10:50

QUOTE
I got just one more add. It has nothing to do with this build, but more about rits in general. 
Isn't it really hard(/boring)to keep up the spirits all the time. My experience is that the party kills a small mob, walks further, kills mob, etc. When you kill the first mob, your spirits are doing an overkill (if you use channeling spirits). At the second mob, everyone is fighting and you are waiting for your spirits to recharge.


it can be an inconvieniance if you were playing with an inexperianced Rt, but an experianced one will have timing down on when to lay spirits and where, particularily for this build.

as for recasting on 2nd mobs, a lot of spirit builds will involved a skill that reduces recharge time from 30-45 seconds to 15-30 seconds. in all honestly, most mobs take longer than 15 seconds to kill, in most cases sometimes even a minute. skills are long recharged even under normal recharge rates to lay them again for a second mob.

also count in distance from mob to mob and you shouldn't really have a problem with waiting for spirits to recharge.

spirits getting destroyed is another thing and that does indeed suck if you just placed a spirit and it gets wiped out immediately after, i try hard not to place them like that, but can't help it sometimes.

hehe. hopefully this answered some things blazings.

  TheBeano on 01/19/08 18:49

As always, ED, a pleasure to read. Well done!

How about this for the Rit Slogan?

"Ritualists... the other healer meat."

  everdream on 01/20/08 00:35

sounds good Beano! hehe.

and thanks.

  Magical Samurai on 01/20/08 09:31

If I have this build set up on a hero, will it run it well enough to make it beneficial - or should I alter a few skills?

-Magical Samurai

  Blazings on 01/20/08 09:41

Ty ED that answerd my question ^^ And by the time I hit lvl 20 with my rit I learned how to place the spirits.

@Samurai: I think heroes suck as spirit spammer anyway ^^ They stack em at one place making a small AOE kill all spirits.

  Fat_Smurf on 01/26/08 21:38

this is why I love rits

  fearofdoom on 01/28/08 06:54
 
I love your guide the lay out and everything. But monk's will own rit's every day healing and protting. Thats what monks are for. I know rits are powerful healers, but when your spirits die, you are hurtting while a monk gardians and the guy lives.

I really likes the layout just the rit can not match the prot's and heal's of a monk.

PS-Don't use superior runes. The +3 you get from it is not worth the -75 health.

  everdream on 01/28/08 23:29

QUOTE
PS-Don't use superior runes. The +3 you get from it is not worth the -75 health.


glad you like the layout, been making guides like this for 2 years. hehe.

about the Sup Rune, i use it because for certain farm builds it does matter when dealing with split attributes, for PvE i'll use a Sup. Vigor and will swap weapons to a something with +60HP if i'm getting Degened or rank hard hit, normally good placement will keep me away from getting hit that fatal 50-75 health that i would have if i used a minor or major rune.

everyone has their reasons, yours is valid too, i just don't like rune swapping because i'm cheap. :P

  Wife of Everdream on 02/20/08 00:06

there are so many new ways of using characters in this game, learning more and more about the complexities of it. ED good job at writing this guide

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