This build has been archived as of 02:52, 10 August 2007 (CEST), for the following reason:

  • Nerfs to various channeling skills.

This build had been designed for the following use:

This build was in the category No category specified before being archived.

A Heroes' Ascent build utilizing the Ritualist line of Channeling Magic to spike down its opponents, and supportive spirits to increase the defensive capabilities of the team.


<pvxbig> [build prof=Ritualist/Necromancer channeling=12+1+3 blood=8 spawn=10 curse=2][Wielder's Strike][Spirit Burn][Spirit Rift][Blood is power][Bloodsong][rend enchantments@0][Gaze of Contempt][Resurrection Signet][/build] [build prof=Ritualist/Monk channeling=12+1+3 restoration=11+1 prot=6 spawning=2][Wielder's Strike][Spirit Burn][spirit rift][Offering of Spirit][Destruction][Mend Body and Soul][spirit bond][Resurrection Signet][/build] [build prof=Ritualist/Any channeling=12+1+3 restoration=12+1 spawning=3][Wielder's Strike][Spirit Burn][spirit rift][Offering of Spirit][Life][Mend Body and Soul][Spirit Light][Resurrection Signet][/build] [build prof=Ritualist/Dervish channeling=12+1+3 restoration=12+1 spawning=3][Wielder's Strike][Spirit Burn][spirit rift][Offering of Spirit][Recuperation][Spirit Transfer][Pious Haste][Resurrection Signet][/build] [build prof=Ritualist/Dervish channeling=12+1+3 restoration=12+1 spawning=3][Wielder's Strike][Spirit Burn][spirit rift][Offering of Spirit][Recovery][Spirit Transfer][Pious Haste][Resurrection Signet][/build] [build prof=Ritualist/Mesmer channeling=12+1+3 restoration=12+1][Wielder's Strike][Spirit Burn][Spirit Rift][Expel Hexes][Wielder's Boon][Mend Body and Soul][Spirit Light][Resurrection Signet][/build] [build prof=Ritualist/Elementalist channeling=12+1+3 restoration=9+1 water=9][Wielder's Strike][Spirit Burn][spirit rift][icy shackles][Wielder's Boon][Mend Body and Soul][Spirit Light][Flesh of My Flesh][/build] [build prof=Ritualist/Ranger communing=12+1+1 wilderness=6 spawning=11+1][Vital Weapon][Reclaim Essence][Pain][Union][Displacement][Shelter][Empowerment][Frozen Soil][/build] </pvxbig>


  • HSR/HCT Restoration Magic weapons.
    • BiP should bring an enchantment-extending weapon.
  • Survivor Insignia on your armor to increase your health against armor-ignoring damage, degen, etc., or Ghostforge Insignia to increase your armor rating, to avoid redundancy with Vital Weapon.


  1. Set up spirits.
  2. Call targets.
  3. Spike them.
  4. Heal allies as well.

Build-Specific RolesEdit

  1. Use BiP to assist in your teammates energy management. Use Gaze of Contempt on oppurtune targets to remove them of enchantments. Use Rend Enchantments similarly.
  2. Use Spirit Bond to counter spikes.
  3. N/A
  4. Use Pious Haste to run relics.
  5. Ditto.
  6. Use Expel Hexes to alleviate hex pressure on your team, but don't waste it on any anti-melee hex stacks that may be placed on your team (this is HA, after all...).
  7. Use Icy Shackles to snare enemies, particularly enemy runners.
  8. Spread Vital Weapon throughout your team, and ensure that it stays up. Summon the Frozen Soil spirit when your team is at a strong advantage, or is about to pull off a spike.



  • Anti-spike measures (Spirit Bond, Infuse Health, Reversal of Fortune, etc).


  • When setting up your spirits, try to spread them out as much as possible. AoE damage (i.e. SH-way) will destroy your entire team build if you clump your spirits together.
  • Remember to kite melee attackers. Against Zergway teams, your energy management skills should be enough to overcome most of the "Fear Me!" energy denial.

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