Ritualist - Power Ritualist
This build was last updated on November 03, 2025 and is up to date for the October 28, 2025 patch.
Overview
A build designed to strip boons and lay down high area damage.
Skill Bar
Axe/Focus
Greatsword
Utility
Variants
- Offhand Sword
Template Code
[]
Specializations
Variants
- Variants
- currently only works on Spirit autoattacks, not their skills. If that gets patched run it but right now its basically worthless
Variants
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Demolisher
Demolisher
Accessory
Demolisher
Demolisher
Amulet
Demolisher
Demolisher
Ring
Demolisher
Demolisher
Ring
Demolisher
Demolisher
Axe
Marauder
Marauder
Focus
Marauder
Marauder
Sigil
Sigil
Greatsword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- The given setup aims for maximum Effective Health
- You can swap Marauder's to Demolisher's to make healing more efficient in exchange for increasing your chance to be spiked from 100%
- Relic
Sigils
Consumables
Usage
Quick Guide
- Power Ritualist is a utility DPS that sets up its group with boon corruption
- 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
- Wait in for to finishing pulsing to recast it with , filling time with your other Spirit skills and Autoattacks
- 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
- 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
- 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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