Build Difficulty: ● ● ● ○ ○
优点
- Plenty of CC
- Lots of cleave
- Simple rotation
缺点
- Requires accurate positioning
[&DQg1OTInTD+HHQAAVR0AAHMBAACBAAAAfR0AAAAAAAAAAAAAAAAAAAAAAAADMgAFAFoAAA==]Build Difficulty: ● ● ● ○ ○






苦难法池 can be replaced with
蝗虫纹章 for more Boon Removal at the cost of Damage. Make sure you have the
苦难纹章 trait in order to make it strip boons.
| Ritualist's Shroud | Default Keybind |
|---|---|
1 | |
2 | |
3 | |
4 | |
5 |
could be a decent option to bring more offensive boons to the party with Might.
is another great option on that tier to bring Condition Removal to your squad.
Offhand Sword can be considered over Focus to get more AoE damage at the cost of single target spikes and Boon Removal.
Feel free to replace any Marauder gear for Demolisher gear if you have access to it. You can also be running Berserker gear pieces as you get more confident with your positioning.
Power Ritualist is a Necromancer specialization that utilizes Boon Corruption through skills such as
腐化法池 and
夜幕降临. It also outputs a decent amount of Damage, notably thanks to its unique mechanic :
祭祀帷幕. Most of its impact being Ranged, it is a really strong safe choice for the Necromancer class, but doesn't provide the prized
恐怖吐息 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
流浪灵魂 is our main priority due to its consequent Damage and Crowd Control output : we will double it thanks to
灵魂扭曲.
祭祀帷幕 is also buffed by a variety of traits:
Use
祭祀帷幕 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
噬灵盛宴,
刺骨恶寒 and
黑暗抓攫.
It can be interesting to use or on this spike.
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.
Mind using your Cooldowns together such as and : they deal massive Damage and can generate multiple Downs when overlaping their effects.
Always try to double thanks to . In order to do that, we will often shortly delay entering shroud as Cooldown is slightly higher than Cooldown.
should always be used with . Though, as it has exactly half its Cooldown, we will be able to instantly use it once more off-sync to get it right back on the next . If you do so, it is really important to not delay its use to keep a good spike synchronization over the fight.
Always cast instantly after in order to put it on Cooldown and get procs more often.
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.
| Skill | Defiance Break | Source |
|---|---|---|
| 900 Range | Greatsword | |
| 2 Seconds | ||
| → | 1 Second |