GW2 Ritualist
Utilities:
- Weapon Spells: Weapon spells grant short term bonuses to the Ritualist that can be ended early for a powerful instant effect. Only one Weapon Spell may be active at a time.
Splinter Weapon: Attacks deal x damage to adjacent enemies
- Wielder’s Strike: Deal x damage to all targets in area
Nightmare Weapon: Attacks Siphon Health and inflict bleeding on enemies
- :
Sundering Weapon: Attacks inflict Vulnerability on enemies
- Wielder’s Zeal: Gain Retaliation and Fury for X Seconds
Weapon of Aggression: Grants Quickness for the duration of the skill
- Spirit’s Strength: Knock back enemies and gain Might for X seconds
Weapon of Shadow: Attacks inflict Blinding
- Mending Grip: Cure conditions on self
- Binding Ritual: Summon a stationary Spirit to aid in combat
Spirit of Pain: Summon a spirit to attack your enemies.
Spirit of Agony: Summon a spirit to attack your enemies, applies random conditions
Spirit of Life: Summon a spirit to heal your allies
Spirit of Shelter: Summon a spirit to shield your allies, grants Protection and 10% chance on hit to gain Aegis
Spirit of Destruction: Summons a spirit that will damage enemies on death, damage increases the longer Destruction is alive
- Ashes: Hold the ashes of your ancestors to replace weapon skills for sort term. Ashes may be dropped at any time for a large benefit. Ashes will be dropped at skill end.
Ashes of the Destructive:
- [ 1 ] :
- [ 2 ] :
- [ 3 ] :
- [ 4 ] :
- [ 5 ] Drop Ashes: Deals X damage and inflicts Vulnerability to all enemies in the area, return to normal weapon.
Ashes of the Protective:
- [ 1 ] :
- [ 2 ] :
- [ 3 ] :
- [ 4 ] :
- [ 5 ] Drop Ashes: Grant Protection and Aegis to nearby allies, return to normal weapon.
Ashes of the Vengeful:
- [ 1 ] :
- [ 2 ] :
- [ 3 ] :
- [ 4 ] :
- [ 5 ] Drop Ashes:
Ashes of the Anguished:
- [ 1 ] :
- [ 2 ] :
- [ 3 ] :
- [ 4 ] :
- [ 5 ] Drop Ashes:
Ashes of the Defiant:
- [ 1 ] :
- [ 2 ] :
- [ 3 ] :
- [ 4 ] :
- [ 5 ] Drop Ashes:
- Signet:
Signet of Ghostly Might:
- Passive: Gain X Power and X Critical Damage
- Active: Grant Might and Fury to self and allies
Signet of Creation:
- Passive: Gain X Healing Power and X Boon Duration
- Active:
Signet of Binding:
- Passive: Gain X Condition Damage and X Condition Duration
- Active:
Signet of Spirits:
- Passive:
- Active:
Death Pact Signet:
- Passive: Gain Regeneration
- Active: Revive allies
Healing:
- Default:
Mend Body and Soul: Heal for X and cure all conditions on Self - Weapon Spell:
Weapon of Warding: Gain Protection and Regeneration
- Wielder’s Boon: Heal for X and grant Aegis to self - Binding Ritual:
Vampirism: Summon a spirit to heal you with each attack. - Ashes:
Ashes of the Generous: 30 sec duration 60 sec cooldown
- [ 1 ] Soothing Memories: Heals you and adjacent allies for X
- [ 2 ] Spirit Light: Heals you and nearby allies for X
- [ 3 ] Renewing Memories: Cure conditions on you and adjacent allies
- [ 4 ] :
- [ 5 ] Drop Ashes: Heals you and nearby allies for X, return to normal weapon.
Elite:
- Binding Ritual
Call to the Spirit Realm: - Other
:
:
There are many blank spots I know… and odds are if the class is added it won’t use the same skill designs I’ve suggested but they are there to give a conceptual idea. Any suggestions to fill in the gaps would be welcome.
(edited by Panda.1967)
Reseved for future use
You may now post
Never happen. Your ritualist has been absorbed into the guardian, mesmer, and engineer.
Rather see them come out with something fresha nd new rather than re-hash old classes that have analogues already in place.
Never happen. Your ritualist has been absorbed into the guardian, mesmer, and engineer.
Rather see them come out with something fresha nd new rather than re-hash old classes that have analogues already in place.
Ok I said it in my last topic over this and i will say it again. The Ritualist WAS NOT absorbed into any of the existing classes.
The Guardian: The Guardian was derived from the Monk class and absorbed most of the Paragon class. It was largly based around the Warrior for combat with elements of both Paragon and Monk included.
The Mesmer: The Mesmer in GW2 was an evolution upon the original conceptual design of the Mesmer in GW1. An Illusionist, plain and simple. The Clones and Phantasms are an evolution on that concept nothing more.
The Engineer: It was stated before that the Engineer’s turrets were loosely inspired by the Ritualist’s spirits. However it was not an absorbtion of the class in any way shape or form.
The essence and playstyle of the Ritualist has not surfaced in any of the GW2 classes.
You can keep saying that but it has been absorbed. The guardian spirits and the mesmer clones are more or less exactly like the spirits the ritualist used. Warrior actually absorbed a good bit of the paragon as well.
The ritualist doesn’t offer anything NEW. All your doing is reskinning skills already in existence more or less.
Amusing you name the guardian as absorbing the monk when the devs actually point to elementalist for several monk-like GW2 itinerations (hint, take a good hard look at water skills).
Also, your “binding ritual”? Look at the Ranger spirits for buffs/protection. As for attacking people? Engi turrets, plant turrets, Necro flesh worm…all are already there.
Just say you miss the flavor of the class, thats all there is that differentiates it from what is already in the game, the way the skills look.
The Ritualist is, was, and always has been way differnt from the other classes. Even the GW2 version of classes don’t capture what the Ritualist was. You can say that certain elements are reflected in specific area’s of other classes until your blue in the face. It won’t change the fact that what made the Ritualist class unique just isn’t there in any of them.
The new version of the Mesmer may have been built around controling illusionary clones to eat away at your enemy little by little and manipulate the battlefield through them. But that’s just an adaptation of how the Mesmer was meant to be in the first place. The only differnce is that in GW2 they manipulated the battlefield by using hexes on enemies that allowed them to effectively control their target’s actions rather than with clones and conditions that more or less accomplish the same goal.
The Ranger’s Spirits were a feature that existed in GW1 since day one, quite honestly the GW2 Ranger’s Spirits are a bit of a downgrade from the GW1 Ranger’s Spirits.
It’s not a matter of aesthetics at all. The Ritualist at it’s core was a uniquely fun class and I just want to see it brought back into the GW universe as a new class in GW2.
I played GW1…all of the classes. As someone who played it…you can see parts of it in the classes I stated.
Putting it into GW2 will just be a hodge-podge of current class skills.
I get it, you are hung up on the Ritualist. I and many others miss the Paragon (hoplites rule!). They are gone however, absorbed into the current classes. Right now it would just be a reskin of existing skills for either class to suddenly be added.
New ideas that aren’t just reskins of current skills would be better recieved and allow new ways to play. Like a class that uses shouts as a means of debuffing enemies (closest thing we have now is warrior “fear me”).
I just want a playable and balanced pet class. That is an example of something not in the game yet. A true pet class not a hyrbid like the Ranger.
Ehmry Bay – Legion of the Iron Hawk [Hawk]
You need to focus on an unique class mechanic first. What you are presenting now sounds to much like the guardians.
When building the class they said they focused on archtypes first and then designed around that. Get that unique mechanic that differentiates iy from current. And it has to be the class mechanic not just some of the utilities. That uniqueness should be present no matter what build you would make
You need to focus on an unique class mechanic first. What you are presenting now sounds to much like the guardians.
When building the class they said they focused on archtypes first and then designed around that. Get that unique mechanic that differentiates iy from current. And it has to be the class mechanic not just some of the utilities. That uniqueness should be present no matter what build you would make
I could take it back to my first draft which had the 3 boons triggering their “Passive” effects off of spirit summons the way they functioned in GW1. But that would almost require that the weapon skills summoned spirits and I’d rather not have that be the class mechanic because then people will say that it’s a re-skin of the Mesmer and that’s not in any way the intent of the class.
A suggestion I saw in the past suggested making the Ashes be the class mechanic but those really were just a small part of the class originally… Their suggestion was to have F1-F4 as various Ashes… holding the ashes would grant you a personal buff in one area for a while, then the ashes could be dropped to have an AoE effect of some kind depending on the ashes.
Another idea I had was to turn the Weapon Spells into their Class mechanic. F1-F4 1 active at a time, granting you and your allies a unique benefit depending on the Spell that is active… but that would likely end up having everyone gravitate towards a specific Weapon Spell and rarely if ever changing through them.
F1-F4 could also be spirit summons
Personally I feel the 3 Boons are the best option. The exact benefit of them can be argued and perhaps a more unique mechanic revolving around them can be found if you honestly believe it to be to similar to the Guardian.
I know my suggestion is excessively detailed but I’m not opposed in any form to alterations. I’d love to see some constructive discussion on things. Even if the suggestion doesn’t make it into the game, it would be nice to get feedback and input on how things should work if the Ritualist were to resurface in GW2. This isn’t a topic about “should it be added” but rather a topic about “If added, how?”
The signet-like F1-3 skills, along with everything else, basically make this a light-armor guardian.
I miss the ritualist too, but there is there is no room for them in GW2. The best deal – as I see it – would be for an expansion to add a few ghostly summons and some other rit-like abilities to the necromancer, making them a true master of the dead: body and soul. This would be more than enough for me.
There is no reason to bring the Dervish back. All Melee hits multiple targets and if you paid attention, the human gods are ignoring us, which is where the Dervish is said to get their power.
The Rits still exist in the Engineer, Guardians and Slyvari. What you are really asking is for the OP SoS builds.
For the Paragon, just allow the spears to be allowed above water by certain classes. No need to make a new class.
Perhaps the key is to reinvent the ritualist. They have had 250 years to expand their art. Just like necros learned death is everywhere and don’t rely on fresh corpses any more.
What if we made a mechanic using the totemic aspect of the urn lore of captured spirits. Blend in real world influence from voodoo loa and their relation to the priest. End up with a small pantheon of ancestor spirit archtypes. The riualist starts only being able to bind a single spirit but progresses to be able to bind 3.
Each would be shown by a spirit glyph that floats above and behind the ritualist. Picture the captain with the ice dragon bonkai from Bleach. He has those 3 glyphs that float above him.
Each spirit could give a passive ability. The riualist could also cut these spirits loose for an aoe effect based on the the types of spirits bound. There could be several families of spirit. Using voodoo loa again for this example. In it all loa more or less fall into 3 families. If mimiced in gw2 the aoe could have various effects based on the composition of those currently bound. Make the effect stronger the more of the same type involved. This the mechanic becomes a balance of individual passive abilities vs the aoe makeup.
Obviosly the spirit runes would disappear when the aoe is set off.
This strikes me as a potential way to being ritualist to gw2 with a unique mechanic and tie it to its roots while updating for the 250 gap.
Captured spirits? Congratulations, you are guarenteeing every norn will target your class for extinction. The norn, as a race, are rather touchy about the whole spirits being messed with in any fashion that is not mutual agreement of both parties. Slvari are right behind them thanks to the inquest messing with mosshearts (the sylvari dolyaks essentially) and messing with the spirits within the mosshearts.
Voodoo would be an interesting direction to go in, it touches on necromancy a bit (thematically, not literally) ut definately is all based upon the spirit world rather than the phisical. I could see the class itself being called the Shaman. Have the class be about interacting with spirits. It would also be hilarious to have an elite that locks someone in place as your character stabs a voodoo doll and causes damage to the captured target.
Talking spirits along lines of ghosts and such. Norn rever the Spirits. Big difference. Plus it was the old ritualists that captured spirits with ash urns. Modern ones would bond not enchain.
Think of the spirits like those from 13 ghosts. Plus I said like loa to a voodoo priest. They bond themselves to a loa. But that loa isby no means a slave.
But yes ritualist has always been a shamanistic class but I would rather see it named Ritualist over shaman simply as ritualist has lore to help flesh it out.
Voodoo doll just a bit cliche