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This build has been designed for the following use:

This build utilizes the defensive Ritualist Spirits in combination with skills that allow fast recharge and efficient energy management.

Attributes and Skills

<pvxbig> [build prof=ritua/any spawni=12+1+1 commun=12+1][shelter][union][displacement][armor of unfeeling][optional][optional][Boon of Creation][Summon Spirits][/build] </pvxbig>

  • Optional Optional 1 (Elite Skill):
    • Assassin&#039;s Promise Assassin's Promise → Assassin's Promise allows instant recharge and decent energy management, but be wary of it expiring. Take 2 points out of communing and raise Deadly Arts to 8.
    • Reclaim Essence Reclaim Essence → Excellent energy boosts and instant recharge for your Binding Rituals, however it has a long recharge time. Use just before your spirits die.
    • Ritual Lord Ritual Lord → Ritual Lord offers improved recharge times consistently and can be more reliable than Assassin's Promise. You will need extra energy management however.
    • Weapon of Quickening Weapon of Quickening → Although not as effective as Ritual Lord, Weapon of Quickening is unstripable and can also be cast on your allies. It also effects all spells rather than only Binding Rituals.
  • Optional Optional 2:
    • Spirit Siphon Spirit Siphon → Superb energy management for quick energy boosts when your spirits are out. Take 2 points out of communing and raise Channeling to 8. It is not recommended to use this with Assassin's Promise.
    • Mighty Was Vorizun Mighty Was Vorizun → A good boost to your energy, however be sure not to let it expire in the middle of a battle. Good synergy with Empowerment Empowerment.
    • Feast of Souls Feast of Souls → For decent and supportive party healing. Use when your defensive spirits are low on health.
    • Flesh of My Flesh Flesh of My Flesh or Rebirth Rebirth for a hard res.
    • PvE only skills such as Ebon Vanguard Assassin Support Ebon Vanguard Assassin Support to help trigger Assassin's Promise. Great Dwarf Weapon Great Dwarf Weapon can also be used as an effective melee support skill with Spawning Power (take Earthbind Earthbind with it for more shutdown).


  • Armor: Survivor/Radiant Insignias, Runes of Vitae/Attunement and a Rune of Superior Vigor.
  • Weapons: A Hale Staff of Fortitude or a Spear/Axe/Sword of Fortitude and a Focus of Fortitude.


  • Maintain the necessary enchantments and skills.
  • Cast your three defensive spirits starting with Shelter. Be sure to cast them apart from each other if you are planning on using Spirit Siphon.
  • Use your additional skills:
    • Use Assassin's promise on enemies that are about to die.
    • Use Reclaim Essence when your Spirits are low on health.
    • Use Ritual Lord or WoQ to keep your Spirits refreshed.
  • Weave between your spirits whilst casting Spirit Siphon if you are low on energy.
  • Use Summon Spirits to heal spirits that are low on health and to shadowstep them to safety.


  • Enchantment removal.
  • Hex removal (Assassin's Promise).
  • Interrupts.


  • Nature Rituals such as Edge of Extinction Edge of Extinction. Take 2 points out of communing and raise the necessary attribute to 8. Also be sure not to take any skills that destroy all your spirits (such as Reclaim Essence).
  • Soothing Soothing → Can be useful in areas rich with enemies that spam adrenal skills.
  • If you are using Great Dwarf Weapon, consider taking Earthbind Earthbind for increased knockdown.

See also

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