@LittleYoshi The 3. Monk on the other side will be more useful to the mainteam, than your Ranger and Rit together as they provide pretty much nothing to spikes and the bit of pressure applied from it will be easily healed by Shieldguardians and Healing Bursts alone.
Well, yeah 3 monks heal more than 2 monks and a rit. But also the 2nd rit is going to be dropping pots & spirits. So really, the answer is, I don't know. I think you're just speculating, and so am I. We just don't have the data because it is hard to calculate how much healing 1 monk does, as well as hard to calculate how much healing those two rits would do, with respect to time.
But essentially the more appropriate question is not if 1 rit outheals 1 monk, but if 2 rits outheal one monk while one runs flags, as well as if 1 rit at stand out-damages one necro running flags.
@LittleYoshi So the 1. problem already would be if your build has enough damage to even kill 3 Monks in mainteam.
The more precise question is if the rit at stand does more damage with respect to time than the necro who is running flags all game.
@LittleYoshi That was a bit if theorycrafting and people might or might not agree with me on that one, but there is one problem with it that probably stands above all the others and that is Lord Damage.
A standard Necro Balanced is one of the best 28minute builds in the game.
5 Front (2Melees, Mesmer, 2 Monks) / 3 Back (Ranger, Necro, Monk)
Your team would look something like this if the games go to Lord Damage
5 Front (2Melees, Mesmer, Prot, Runner) / 3 Back (Ranger, Rit, Fuse) and you could change it to send your Weapon Rit together with your fuse to the enemy base and instead defend with Prot + Runner, which would lead to the question if Fuse + Weapon Rit can stay alive somehow, while also giving up on killing the enemy in your own base.
I think it would be preferable to send the stand rit to the enemy guild lord, because with the nature of Xinrae's, does well against guild base NPCs. I agree, the healer monk would have the most synergy with the Xinrae's rit, however, it does depend wholly on the situation. Healers should follow damage in correct proportion. But in the situation you described, where 1 ranger & 1 necro would be defending on the opposing team, I agree that sending the Xinrae's & Healing Monk to split, and Flagger & Prot to base would be appropriate. And I think that would work well. Correct me if I'm wrong, but I think the best skills to use on the Guild Lord if you need to keep him alive would be Infuse, RC, Shielding Hands, and Resilient Weapon. You asked if the Infuse & Xinrae's could stay alive against NPCs, and I think Ranger, and Necro. I think they'd have no problem. We also should ask if the Prot & Flagger Rit could stay alive against a mesmer, and 2 frontlines. Yes I think they'd be well equipped to do so as well.
@LittleYoshi Long story short. Playing with a Rit Runner already gives you a pretty big disadvantage at 28 and imo the only way of playing with it is to run something extremely aggressive and trying to kill as fast as possible, instead of packing more defensive stuff into your build as a compensation for the Ritualist.
Well, as I said in the post you're responding to, the disadvantages come when you keep the traditional #8 rit at stand, or send him against a split. The Xinrae's build for comparison is by nature pretty defensive, in that it punishes people for attacking, removes conditions (burning, crippled, etc.) with a 1/4s cast. It would be easy to modify the build to send the Xinrae's to defend against the split, where the Rit flagger is simply built for running flags better so than anything else.
Again, it seems to me that keeping a Xinrae's rit at stand would provide more damage than a necro running flags. I see you question whether it would provide as much heal as three monks. Of course not. Xinrae's does not heal for as much as a monk does. It doesn't heal for as much as smiter's boon did back in the day. If you play Xinrae's extensively for example in Random Arenas (or anywhere extensively) you can get a good grasp of how much healing it does compared to a standard monk, and I would say it is about between 0.75 and 0.8 the amount of healing as a monk. Admittedly that is estimation, however I think I'm in a good spot to make the estimation and I don't think I'm biased. Also since that rit is also taking protective was Kaoli, you will get party heals making up for HB & SG to some extent. The question then is whether a #8 rit dropping pots & spirits does 0.25 or more the amount of healing of one monk, with respect to time, and I think the answer is yes. I would say it's easily more than 0.3, 0.4, or even much more, because you also include weapons and heals when he is at stand, the weapons last for 10 seconds. For the record, I'm imagining a Spirit Channeling runner as that is what I have the most experience with.
@LittleYoshi Playing Weapon Rit and Runner Rit also makes handling splits a lot more difficult just do add a bit more^^
The problem with splitting is you only have 4 dedicated damage. Honestly it seems silly to take 4 healers & 4 damage, but it just seems even sillier to run flags on a damage that does nothing for team the entire game in 80%+ situations, which are the choices given to us by ANet's last updates.
I think it would make splitting defensively easier, as the flagger can drop pots to effect everyone (splitters if they are compass range), and so can the stand rit. The stand rit can defend quite effectively against splits as he is both healing NPCs and damaging the enemies with the same button-presses, making it easy to do. Xinrae's is effective against elementalists because it limits damage to 5% of total HP, also. Effective against rangers because of the 1/4 cast times & condition removals.