Although the Ritualist wasn’t my personal favorite form GW1, it was still a solid profession both in designed and in play style. It had its own way of doing things that felt unique to the profession. Relying more on the ghosts of history’s past far more then its own abilities. The ritualist was far more then a Totem using profession.
I know the engineer was supposed to replace the play style of the ritualist, and to some extent it does. On the other hand the 2 are different enough both in mechanics and in flavor that both could exist in the same space without ever feeling the same.
One thematic difference between the two is the Engineer is all about progress. They have no time to look at the past, they are in the now and look to the future. While the Ritualist is quite the opposite. The ritualist calls its strength from the past and sees history as a learning tool. Many of the GW1 skills for the ritualist reflected this aspect. The ashes being of ancient heroes who had die, calling on their strength to aid them in the now.
Because of the story that was put in place with Eye of the north, We have heroes from multiple races that could be used for inspiration for many of the Ritualist’s moves. The Ashes of Pyre or maybe Vekk would be an excellent addition. The Ritualist’s also doesn’t have the disadvantage the Dervish does. While the dervish’s entire identity was dependent on the 5 gods, the ritualist isn’t so strict about that. Much of the ritualist had nothing to do with the 5 gods and had more to do with history.
So here are a few thoughts on the mechanics and weapons I think the ritualist should use along with its condition and boon choices.
Mechanics:
The Ritualist would have two primary mechanics it would pull from. Binding rituals and urns. Urns would act as special bundle items with a limited number of charges to be used. The type of effect the urn would use would depend on the ashes of which hero it belonged to. Such as the Ashes of Vekk might cause a blast of lighting and teleport the user. The Binding rituals would be summoned spirits of a emotion, ideal or need. Such as Wrath, peace or shelter. more mechanics might be needed, but I believe these two are a good start.
The mechanics on how these two will work isn’t completely hammered out, but this is my first suggestion. The f1-f3 buttons will act as means to sacrifice your summoned spirits to summon the urn, and depending on the order you used the f1-3 and what type of spirits are sacrificed will determine the urn that will be summoned for your use.
Weapons:
Two handed:
Staff (A controlling weapon, used more to causes imobilizes and fears to keep the foe off your allies)
Longbow (High damage ranged weapon. Summons Spirits to aid you in a spectral assult)
Main hand:
Scepter (Mid range weapon. Used to chill and confuse foes.)
Mace (Melee weapon. Provides boons and knocks down foes)
Off Hand:
Focus (protects allies and the user)
Torch (Burns and summons spirits to aid in battle)
Boons and conditions:
The ritualist would have access to each of the boons. Though the boon they would use the most would be Vigor, protection and retaliation.
The conditions the ritualist would have access to would be Blind, Burning, Chilled, Confusion, Fear, Immobilize, Vulnerability and Weakness. They wouldn’t have Bleeding our poison.
If you have ideas of your own, or thoughts please share. And support the Ritualist and Cantha. If you wish to expand on this, feel free if you don’t agree with some of the ideas leave a detailed reason why and provide a alternative. I look forward to hearing from everyone and please support the ritualist for GW2.