Ritualist - Support Ritualist
The community gave this build a rating, making it second-tier: Good
Focused on: Healing, Boon removal and Boon support
Designed for: WvW Zerg
Difficulty:
Easy
This build was last updated on November 01, 2025 and is up to date for the October 28, 2025 patch.
Overview
A build designed to strip boons and bring
Quickness as well as other boons
Skill Bar
Staff
Greatsword
Utility
Variants
- Utility
- Swap
Template Code
[&DQg1PhM1QCrnGgAAdgEAAHMBAADXGgAA6BoAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- Variants
- - If not running
Equipment
Head
Minstrel
Minstrel
Shoulders
Minstrel
Minstrel
Chest
Minstrel
Minstrel
Hands
Minstrel
Minstrel
Legs
Minstrel
Minstrel
Feet
Minstrel
Minstrel
Backpiece
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Accessory
Minstrel
Minstrel
Amulet
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Ring
Minstrel
Minstrel
Staff
Minstrel
Minstrel
Sigil
Sigil
Greatsword
Minstrel
Minstrel
Sigil
Sigil
Rune
x6
x6
Infusion
x14
x14
Infusion
x4
x4
Relic
Equipment Variants
- Relic
- Sigils
Consumables
Usage
Quick Guide
- Support Ritualist is a utility boon Support that sets up its group with boon corruption and
Quickness - Your highest priority is using your 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
- Play in Staff until you need to cast or
- Use your Mark skills to heal allies via , saving to condition clear and for
Stability - Use your CC and Boon Strip skills to support your groups spikes
- Save to
Pull enemies into your groups spikes or catch enemies when they try to kite your group - Use to grant boons via by using all your Spirit skills
- Always cast first when entering for
Dodge in downtime to proc and
Overall Priorities
- High
- Wells
- Moderate
- Boon rip
- Boon support
- Heal/Cleanse Support
- Low
- CC
Surviving
- This build has high passive defense
- This build has low mobility skill access
- This build has moderate active defenses
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Detailed Explanations
Wells
- Save your 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
- When using pulsing ground AoEs like , 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
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
- Enter to proc when your group pushes into the enemy
- + has a substantial range and should be used directly after / or before to combine the boon rip on spikes
Boon Support
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- To maintain
Quickness you must enter frequently and cast Spirit skills to proc
- Generally you should cast first to proc , but if extra
Might is more desirable than what gives, use first instead - Once all your Spirits are on cooldown, leave
- Generally you should cast first to proc , but if extra
- Always cast immediately after casting
- Cast immediately after casting , but only if your group needs the
Stability since the cooldown is long
Dodge whenever you have downtime or your Endurance would cap out to proc and
Heal/Cleanse Support
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- You should stay in Staff until or are needed
- All your Mark skills on Staff heal and give additional effects via
- Hit enemies with them when possible, but prioritize allies
- Use as often as possible for healing
- is also for healing, but with a bigger heal and longer CD, so save it for when more healing is needed
- should be saved for condition clear
- Save for
Stability when it can't be covered by the main stability provider in your group
- If possible hit enemies with in particular, since the
Fear is a useful CC
- If possible hit enemies with in particular, since the
- 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
- is your most powerful condition clear skill, use it any time your group is trading hits with the enemy in close range
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
- should be saved to hit allies, but hit enemies as well when possible
- You won't be able to save / for spikes to activate, but can be delayed slightly if that would help them line up better
- Keep in mind that activates at the spirits location
Ratings
Comments
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