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Ritualist definitely needs to be split up. It has priest-like heals, druid-like plant manipulation, raise undead, and an awkward Ward line that I don't really know how to categorize and doesn't immediately tell you the unit it summons can shield your real units.
Since the developers made Spellblade and Death Knight primarily by splitting up pieces of existing classes and mashing them together(with a few tweaks following), my proposal is to go further with that general idea- split all the classes up into separate trees- such as Warrior being split up into a Knight and Berserker tree, and Ritualist split up into four pieces- a Warding tree, a Healing tree, a Necromancy tree, and... whatever you wanna call the plant tree. Then give rulers a number of points to spend putting trees together into their own skill set, and we have something a good deal more appealing.
As with the Ritualist class, yeah, it has several trees, you don't have to take all of them, but you can if you want some of the mechanical benefits to make your ritualist more survivable. All up to personal preference really.
The healing/buffing tree in all honesty, serves as a massive benefit to necromancer-like builds as you take the regeneration route. Because not just they're regenerating temp hp, they also gain extra buffs that allow them to do more damage and be far more survivable. In general, that tree plays a vital role with the ritualist class builds imo. And if I'll be honest with my opinion, there is no better necromancer than the ritualist because of the healing and buffing factor of it just purely in its kit.
Ritualist is overall very powerful in my opinion, and can be flavored in so many ways rpg-wise, to where they actually thematically fit with no issue.
You pretty much build a control wizard powerhouse that defines your leader stack, but I don't feel a great deal of impact on leader type ANYWHERE else these days.
you need to think about actions as ES - the only two reason i would consider a ritualist ES
Is first for a magical origin build using the he astral skills going for astral bond and swift restoration.
the alternative is to go for the priest side full supportive side pickup- the order forgotten tome -undying loyalty- it kinda works if your going full order enthralling build or something
you round out the build with more unique ES skills/rituals ( if your want a lot ES skills your better off going mage anyway)
The class is almost always a fotenote in my ES builds, which I think is part of the intent, because you have several builds worth of variety just from your Forbidden Tome and initial weapon choice.
However Eldritch Sovereign seems really good when paired with mage since you can massively increase it's magic damage via the Eldritch skills, and the mage skills for a total of +80% magic damage excluding the Channel Power Skill. So I think it might be more reliable as a damage powerhouse, especially since a champion mage can do 64 damage before Channel Power.
> you get free Ignore Status Resistance
> you get extra range
> you get a ton of extra damage
> you get a free teleport
> all your tome skills with unlimited range also get to inflict a silly amount of debuffs
The only thing holding down the ES a bit from soloing entire armies is his innate Slow Movement (3 tiles). So you need to get the Tome of the Archmage ASAP to make this Very Fast Movement, which also adds yet another +30% damage.
For that reason, the Dragon-Warrior lord is currently the absolute premium choice. It's just hilarious how this guy can solo everything long before researching stuff like Explosive Manifestation.
Overall there also is more to the ES which probably hasn't been mentioned yet. For example, whenever you attack an army led by an Astral Sea creature (or just Ethereal?) you may get the option to take control of this leader in exchange for Thralls.
And yes this includes Lost Wizards. Which also get buffed by Cosmic Overdrive.