Ritualist - Diviner Ritualist
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Dps, Burst and Boonrip
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on November 12, 2025 and is up to date for the November 18, 2025 patch.
Overview
A build designed to strip boons and lay down high area damage while providing
Quickness
Skill Bar
Axe/Focus
Greatsword
Utility
Variants
- Offhand Sword
Template Code
[]
Specializations
Variants
Equipment
Head
Diviner
Diviner
Shoulders
Diviner
Diviner
Chest
Diviner
Diviner
Hands
Diviner
Diviner
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Diviner
Diviner
Accessory
Marauder
Marauder
Accessory
Diviner
Diviner
Amulet
Diviner
Diviner
Ring
Diviner
Diviner
Ring
Diviner
Diviner
Axe
Diviner
Diviner
Focus
Diviner
Diviner
Sigil
Sigil
Greatsword
Diviner
Diviner
Sigil
Sigil
Rune
x6
x6
Infusion
x16
x16
Infusion
x2
x2
Relic
Equipment Variants
- Stats
- Swap the Marauder's to Berserker's if you prefer
- Relic
Sigils
Consumables
Usage
Quick Guide
- Diviner Ritualist is a utility DPS that sets up its group with boon corruption and
Quickness - Your highest priority is using your and together with other necros in squad on the commanders call to create an opportunity for your group to generate kills
- Use like wells - at the same time as other necros on the commanders call
- If you commander doesn't call , use it to punish the enemy group pushing into yours
- Use with your groups spikes to add burst
- Use ⇒ to add extra damage on top of your other spikes
- Use and to apply
Quickness via - Wait in for to finishing pulsing to recast it with
- Save to
Pull enemies into your groups spikes or catch enemies when they try to kite your group - Focus on using Axe/Warhorn until you need or on Greatsword
Surviving
- This build has moderate passive defense
- This build has low mobility skill access
- This build has low active defenses
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Overall Priorities
- High
- Wells
- Boon rip
- Moderate
- Damage
- CC
- Low
- Support
Detailed Explanations
Wells
- Try to save your Well skills for the commanders call
- If you aren't using voice communication, use your wells at the same time as the other Necromancers in your group
- Cast before , due to the longer cooldown
- Only use your Well skills at the same time, do not use one early and desync their cooldowns
- When using ground AoEs like or , try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
- Immediately after placing both wells cast then enter to activate and remain in shroud for the duration of the wells
Boon rip
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- As with wells, use on your commanders call
- If you commander isn't calling instead use it when the enemy group is pushing towards you or your group is in melee
- Combine with and whenever you can
- Otherwise cast as often as possible while in range
- Make sure to enter in range to proc
Damage
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- Use immediately after
Weapon Swap and use it again immediately before swapping back
- Delaying your
Weapon Swap slightly for the cooldown is fine
- Delaying your
- adds significant burst, use it when you group is spiking together, especially when you cast Wells or
- Always cast first when entering to proc
- You must wait for the spirit to finish casting its skill before reactivating or you will waste whatever is left of the first cast
- This also applies to leaving shroud before the second cast is finished ticking
- Once your second cast is finished ticking, leave shroud unless you are getting unblocked hits
- Use and before casting to fill downtime waiting for ticks and apply
Quickness via
- Always cast immediately after casting
- You must wait for the spirit to finish casting its skill before reactivating or you will waste whatever is left of the first cast
- and are very short range and come with long cast times, only use them when your entire group is pushing melee and it is safe to do so
- Use ⇒ ⇒ pick off isolated players
CC
- Use when:
- Your group calls a spike such as Wells
- Your group is range spiking the enemy
- Enemy groups move defensively while your group is pushing
- Do not use when:
- Your group is pushing and the enemy group is pushing
- Your group is moving away from the enemy
- It would pull the enemy group out of your groups spike (except for range spikes)
- You can use a Stow Weapon keybind halfway through the cast of and the pull will finish casting while you can immediately start casting other skills
Support
- Your Spirit skills proc for
Quickness. This makes it very important to use and your Spirit skills as frequently as possible - Cast immediately after casting , but only if your group needs the
Stability since the cooldown is long - Use when your group is trading hits with the enemy or right before the enemy group spikes
- Use before the enemy group spikes yours to absorb large hits
- also stunbreaks, if you're having trouble surviving you can save it to stunbreak yourself instead
Ratings
Comments
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