Power Ritualist is a Necromancer specialization that utilizes Boon Corruption through skills such as and . It also outputs a decent amount of Damage, notably thanks to its unique mechanic : . Most of its impact being Ranged, it is a really strong safe choice for the Necromancer class, but doesn't provide the prized from Power Scourge.
It relies on Spirits and their associated Innervations for various effects; our 2 - 4 skills in Ritualist's Shroud will allow us to spawn these Spirits while our F2 - F4 will unleash them for extra effects. Leaving shroud will destroy them, disabling the use of their respective Innervations skills. Using is our main priority due to its consequent Damage and Crowd Control output : we will double it thanks to .
is also buffed by a variety of traits:
- significantly increases Damage from our Spirits.
- helps Remove Boons when you use .
Use on the squad main spikes to swiftly generate and cleave enemy Downs, while outputting Crowd Controls. Its Range will allow us to surprise enemies which didn't disengage early enough.
Axe, Focus and Greatsword will also help us to control the fight from Range with , and .
The usage of your main Cooldowns will systematically be called if you are using voice communication with your Commander. If not, try to synchronize it as much as possible with the rest of your squad for maximal efficiency.
Your main Cooldowns to look at are and . It is strongly advised to inform your Commander when has five seconds of Cooldown left and when it is ready.
Outside of your main timings, keep rotating your skills efficiently in order to generate Downs and to keep Removing Boons.
- deals a lot of Damage while Removing Boons from nearby enemies.
- is a strong single target combo spike to prevent a squishy enemy player from casting freely.
- , are strong, short range fillers that should be used as much as possible anytime you get the opportunity to.
Mind using your Cooldowns together such as and : they deal massive Damage and can generate multiple Downs when overlaping their effects.
grants you a native 50% Damage Reduction.
It is important to remember that even though we have Life Force that can be used as a secondary Health Pool, this should be avoided. Ideally, Life Force will be spent exclusively to deal Damage with our skills.
is a powerful instant teleport which can help you surviving most situations by going back to your stack. It can be interesting to keep this skill defensively if you struggle too much staying alive.
will allow us and our sub-group to take less Damage on the few next incoming hits. It can be used before any important clash, notably on the first Ranged spike at the start.
is an excellent party-wide Stun Break which also provides an unique mitigating and life steal effect : try to optimize its use to turn the fight outcome by saving your allies from Crowd Controls or preventing important enemy bursts.