PDA

View Full Version : Restoration Tactics


TBMarauder
22-01-2006, 15:27
Thanks to the initiative shown by Fownkaymownkay, I am making this thread for you all to post any Restoration-based tactics and strategies.

Please keep it OT. :)

Too Hot Fo You
23-01-2006, 18:00
Alright I think I'm the first one to make the move then. Ritualists won't be able to replace healer monks? Will they? No they can't heal for enough, divine favour is too good. So what about a prot monk? These Weapon Spells would be so good on a prot monk.

Well. What about both? A Restoration Ritualist, replacing the healer AND the prot monk. See how it works and feel free to comment.
(I upped the values a bit, how I think they will be at 16attributes, but they should be higher, so the values are not 100% accurate, blame me for it if you want, I don't care)

//3x Main Heals
Soothing Memories
Energy: 5, Recharge: 5, Cast: 1
Heal ally for 90, if you hold an item, you gain 3energy.

Mend Body And Soul
Energy: 5, Recharge: 3, Cast: 1
Ally healed for 70 and looses 1condition for each Spirit in your area.

Spirit Light
Energy: 10, Recharge: 4, Cast: 1
Ally healed for 150, you sacrify 10% health if not spirit in your area.

//Defensive+Regen Weapon Spells and 1regen Spirit
Vengeful Weapon
Energy: 5, Recharge: 3, Duration: 8, Cast:1/4
Target Ally steals 60health from the foe that attacked him.


Weapon of Warding
Energy: 10, Recharge: 5, Duration: 10
Ally has 50% chance to block and +4health regeneration

Recuperation
Energy: 15, Recharge: 60 , Duation: 45, Cast: 3
Binding Ritual, allies gain +4health regeneartion.


//Elite for energy.
Attuned was Songkai {E}
Energy: 10, Recharge: 60, Duration: 45, Cast: 2
Hold ashes, spells cost 50% less to cast.

//Anti Hex
Holy Veil


Ok let me explain how it works.
1) You can spamm Weapon of Warding constantly on 2people, and as they will also be under the effect of recuperation, they will have a constant health regen of 8pips.
2) You always use your Attuned Elite, for energy.
3) Now against Rangerspike or IWAY, if you see the target, cast vengeful weapon, IWAY warriors will kill themselves in no time!!!
And the Rangerspike is generally dead. Vengeful weapon will be the rangerspike killer, no doubts. Rangerspiking will die, like Spiritspamming did, every build had the time of their life, but everything has an end.
4) As you hold ashes, and you gain 3energy from casting soothing memories, I don't know now how it is, but then generally Smoothing memories should cost you 2-3energy, getting 3energy back means that you can spamm that healing spell and even get energy back from it!!!
5) Use Mend Body and Soul in combo with an spirit spammer in your team and gg conditions.
6) Spirit Light, just a nice healspell for 5e with ashes.
7-8) I think that goes by saying, always recast Recuperation and preveil yourself or your fellow monks.


Any comments on this build are welcomed, it is generally about having a monk that can do both, prot and heal. Quite powerful. Making energy management no issue. The only problem could be hexes. But hey, why do we have the mo/me's ? let em do the dirty job and blame them for not having removed migraine afterwards :D

stueyman
23-01-2006, 23:51
i ran build nearly identical to this in halls. only difference was i had flesh of my flesh instead of recuperation, as we had another ritualist in the group with it. i liked it, but i'll wait until i get UAS again to call it a great build.

on that note, we had a 3 ritualist back line and did just fine, no monks. :D

WhiteZombie
24-01-2006, 07:51
i made this build to function as a backline defence. much like the above build, it can heal and protect, with the added bonus of having a nice little defensive trick up its sleeve.

Rt/Me

armor:
restorers headwrap w' rune of superior restoration

+energy body armor w' rune of superior vigor

+health pants w' rune of superior spawning

+health gloves and boots.

attributes: 12 (15) spawning, 12 (16) restoration.

the skillset goes a little like this:

attuned was songkai: at 15 spawning you get a flat 50% off your spells, making the downside of losing your weapon alot more bearable. you should have a base of 33 energy, which is more than enough when all your spells cost 0-5 energy to cast.

arcane echo: mostly for soothing memories. who can pass up a 0 energy 106 health heal twice every 5 seconds? it can also be used for other spells. ill get to that later.

soothing memories: the famed 0 energy heal. its very nice when echoed if youre facing heavy sustained damage or need to heal someone up fairly quickly alongside...

...spirit light: nice little heal as well. with this and an echoed soothing memories you can heal for 384 health in 3 seconds with a 2 second downtime for 5 energy.

weapon of warding/vengeful weapon: one of these will do, as im certain another player on your team would have the other. weapon of warding is an awesome skill, under attuned was songkai its a personal aegis and (zomg) mending all rolled into one, and its spammable. vengeful weapon is also very good against warriors and assassins. arcane echo it for the best results ;)

life: mostly used as an annoyance and a deterent for the enemy to rush the backline. still, a heal for when the enemy, yourself, or time kills it is pretty handy, especially if you combine it with...

spirit to flesh (/rupture soul): spirit to flesh is the main reason i take life over another spirit. situations allowing, friendlies can fall back close to life (or the backline can stand nearby) and cop a ~390 spike heal in an area. you can always swap this for rupture soul as a deterant to assassins and warriors that feel the need to rush your backline, if you feel all the healing is a bit overzealous. at 15 spawning theyll be blinded for 12 seconds and take 140 damage, and sacrificing life will heal friendlies in the area as well.

the last skill i usually take as a res signet. save flesh of my flesh for an rt with a tad more health, since youll only have around 400 with the superiors on you. it goes without saying this build works alot better with an assisting prot monk :)

Avendiel
24-01-2006, 15:18
3) Now against Rangerspike or IWAY, if you see the target, cast vengeful weapon, IWAY warriors will kill themselves in no time!!!
And the Rangerspike is generally dead. Vengeful weapon will be the rangerspike killer, no doubts. Rangerspiking will die, like Spiritspamming did, every build had the time of their life, but everything has an end.


Vengeful Weapon: For 8 seconds, the next time target ally takes damage from a foe, that ally steals up to 20-56 Health from that foe.

Too Hot Fo You
25-01-2006, 22:41
Thanks for the information, I guess I oversaw that, damn glasses ^^

Tyrandee Aerowind
20-02-2006, 15:22
i played a restorationritualist in the pvpweekend. i really liked it:D i kinda just used the rit/mo premiumbuilt given but with some minor adjustments.
my skills were:

spirit light(heals a lot and if you have spirits up you won't sacrifice health.)

mend body and soul(heals a bit and takes away conditions when you have spirits up)

weapon of wardening( gives healthgen and 50%chance people will miss attacks on the ally)

wielder's boon(gives extra healing when under a weaponspell so i always cast it after i cast weapon of wardening)


spirit of preservation(heals an ally in the area every 4seconds for like 130health, very usefull) it's an eliteskill
spirit of recuperation(gives all allies in the area healthgen)

resssignet(the flesh my flesh takes so many health away, not affordable enough to take it.)

spirit of life(gives health to all allies in the area when it dies. very usefull and handy!!!)

Tactics:

1. tell your teammates they have to stick close to the spirits! very important. there are some noobs that wont listen so just leave if they don't. it's so annoying. especially the warriors not listening and rushing in.

2. summon the 3 spirits, you get loads of healthgain and when the spirits are up there's noway they can kill you combined with your healingskills

3 when your spirits die summon new ones as fast as you can. the most annoying things are ele's using area of effect spells so all your spirits die, this is were spirit of life comes in handy!:smiley: i tested it and it works great. it gives health when it dies so you always get a last push. and it automatically dies after 30seconds so you have a mass healthgain anyway when it doesnt get killed. use it properly:)

4. just cast the weapon spell when you or allies get attacked and heal yourself and others as much as possible. and use the spell that removes conditions when you have your spirits up on allies. very usefull.

5. some people finally realised you have to kill the spirits first before you kill a healingritualist, unfortunatly they dont know what each spirits does so they will kill the spirit of life too:laugh: giving you and all allies health again:wink:


this is a large portion of the premade rit/mo but it works good. i'm not even using monkskills in this way so it's a good idea to change the second class of the monk to mesmer or ranger. ranger for evasionskills(even though weapon of wardening gives evasion) or quick skillrecharge(for the spirits) , mesmer for energystealingskills(haven't tried it but this is something i really wanna try, it could give you some extra energy to heal, this is the most important factor a restorationritualist, the energy. most of the healskills are quick recharge so thats not a problem).

Archangel Raguil
17-03-2006, 22:41
To me, Spirit of Preservation seems like a nice catch for PvP, along with other skills that are dependent on spirits. It heals quite a bit, although I will admit it can be killed... but there are quite a number of skills that allow you to kill your own spirit for various benefits, so it's not too bad. Creating a spirit build, though, should having this over Attunement, IMO. It also sets up a nice base for your group, and at the very least diverts attacks from the party members to it.

Attunement seems like a natural for PvE, because spirits aren't that mobile, and would be hard to use without a party that wouldn't mind waiting for your skill to recharge...

Foxy
01-04-2006, 19:13
These are some skill builds i thought of i still need 2 add some skills. If u have any sugestions let me know. These Builds are more 1Player focus builds so i think i need some party skills.

Ritualist healer
flesh of my flesh
spirit light weapon
spirit light
recuperation
preservation
mend body and soul
wielders boon

Ritualist protector
vengeful weapon
weapon of shadow
weapon of warding
attuned was sonkai
wielders boon
union

Artemis Shadowhawk
01-04-2006, 19:45
Ritualist Healer:
I think Spirit Transfer is far too great of a skill to be ignored. Also Spirit Light Weapon and Preservation are both elites.

Both:
I think you really need to invest a little bit more in some Spirit boons if you plan on bringing Union or Preservation.

Overall, I'd say they are adequate builds. Nothing too special though.

Archangel Raguil
02-04-2006, 02:52
These are some skill builds i thought of i still need 2 add some skills. If u have any sugestions let me know. These Builds are more 1Player focus builds so i think i need some party skills.

Ritualist healer
flesh of my flesh
spirit light weapon
spirit light
recuperation
preservation
mend body and soul
wielders boon

Ritualist protector
vengeful weapon
weapon of shadow
weapon of warding
attuned was sonkai
wielders boon
union

Unless I'm missing something, Spirit Light Weapon and Preservation are elite skills... so you can't use them both. I also never really saw the purpose of spirit light weapon, as it gives roughly the same healing as a good healing breeze, but it's an elite skill. Generous was Tsungrai is a nice self heal, IMO, and because you don't use any other ashes, it should work nicely. If you do use the Generous was Tsungrai, I would also recommend using Soothing Memories, so that you have more energy while you're holding onto it. An alternative is Protective Was Kaolai. You can cast it when you're taking a lot of damage, and then wait for it to heal you.

If you use Spirit Transfer and Mend Body and Soul, I highly recommend carrying Life, to give you another spirit. Personally I would stick with Preservation as your elite skill, rather than Spirit Light Weapon. It also means that you would have three spirits (Life, Recuperation, and Preservation). This allows you to remove 3 conditions with Mend Body and Soul, and for you to gain even more health when you use Spirit Transfer.

I'm not sure from your post if you're interested in PvE or PvP. If you're doing PvP, I highly recommend something to deal with hexes. Either use your secondary for it, or go with Resilient Weapon. That should offset damage from health degeneration hexes. If you're doing PvE, you might want to bring Draw Spirit, so that you can bring your 3 spirits with you after combat. It's only important when you are running into enemy after enemy, though.

If you're not using any secondary skills for your Ritualist Healer, I would recommend having a Monk secondary, and using either Rebirth in PvE, or Resurrect, Vengence, or Resurrection Signet in PvP. Flesh of my Flesh is interesting, but if you're under attack it can kill you. Worse, the person you're bringing back might have only a little health, and be quickly killed again.

For your Ritualist Protector, I would highly recommend having a Monk seondary and using some protection skills. Replace Vengeful Weapon and Wielder's Boon for Protective Spirit and Reversal of Fortune. However, if you don't want to be a monk, I think that Weapon of Shadow needs to be used carefully. It doesn't last that long, but the recharge time is 25 seconds, so you need to cast it only when it will be most effective.

Also, because you're using Attuned was Songkai, I think you should use Soothing Memories... it would help you with your energy usage, and give you a nice self-heal. As a protector, I would recommend you keep Mend Body and Soul, to help remove conditions. Recuperation would still be a nice spirit to have, as the health regeneration can help against hexes with health degeneration.

Because you're using Union, you're putting points into Communing... I would highly recommend using more than that one skill. Displacement, Shadowsong, and Shelter are some powerful protection spirits. Mighty Was Vorizun is a nice ashes to hold, but it conflicts with Attuned was Songkai.

Vengeful Weapon and Wielder's Boon don't seem like skills that are too good, IMO. Vengeful Weapon doesn't help much - it steals 47 health at level 12 Restoration. That's only a 47 health heal, and that's what you should be concerned about as a Protection Ritualist. Not how much is stolen from the enemy.

Wielder's Boon... I never really liked that skill at all. It heals for 51 health, and 85 health if who you cast it on has a weapon. Soothing Memories already is an 82 heal, and if you are holding an item, you gain 3 energy! It's a much better skill, I'm not sure why Wielder's Boon exists at all. Mend Body and Soul isn't bad either, with 70 health healed, and for every spirit nearby, a condition is removed. Soothing Memories only takes 1 more second to recharge than Wielder's Boon, and costs the same energy and has the same cast time. Mend Body and Soul has the same energy cost, but a shorter cast time (3/4 second versus 1 second) and a shorter recharge time (3 seconds versus 4).

I'm not sure exactly what changes you want to make, now that I've overwhelmed you with information, but I'd love to see your build again, when you're done!

Soundwave
15-04-2006, 09:36
As far as wielders boon, I used it during the PvP event and I really liked it.

When your tank or whoever is really getting beat on, like REALLY beat on, toss him a weapon of warding and wielders boon. That gives them not only the 85 healing of wielder's boon (at max rank of course), but for 10 seconds they have +4 health regen and 50% to block. I'd argue that this combo is much better for a tank's survival/recovery in pvp as opposed to two healing spells.

BostonVaulter
06-05-2006, 08:46
the problem is that weapon of warding has a 2 second cast time, which is an eternity in pvp

Phoebus
07-05-2006, 01:04
Weapon of Warding could be useful on a Me/Rt.

12-14 Fast Casting
12 Restoration
9 Inspiration

Mantra of Recovery (E)
Flesh of my Flesh (2.5 second cast)
Generous was Tsungrai (5E, 0.5s cast, 7.5s recharges, +122 max hp, 190hp heal)
Soothing Memories (2or5E, 0.5s cast, 2.5s recharge, 82hp heal)
Weapon of Warding (10E, 1s cast, 2.5s recharge, 10 seconds of +4 regen and 50% block)
3 slots open for Inspiration/Restoration skills

Phoebus
07-05-2006, 05:38
With Mantra of Recovery, Spirit Transfer becomes viable anti-spike at 5s recharge.

Diversion, Guilt, Shame, Drain Enchantment, Power Drain, Energy Tap could also be very useful skills under mantra of Mantra of Recovery.

ps.: I was too late for an edit.

Valkyries
12-05-2006, 19:28
Hi everyone,

Here is a new resto Rit/Mo build that I started using and honestly its very very impressive. I urge everyone to give it a try before posting that it isn't viable or a Monk is better :D I can heal just as good as a Monk in most situations if not better.

Heres the build. Then Ill talk a little about each:

Ritualist/Monk

15 Restoration (+3 Sup Rune)
14 Spawning Power (+1 Minor rune, +1 Headpiece)
3 Healing

Skills:
1)Mend body and soul
2)Soothing memories
3)Generous was Tsungrai
4)Spirit transfer
5)Preservation (E)
6)Flesh of my Flesh
7)Recupation
8)Infuse health

So lets start out with

Mend Body and Soul
- Great fast heal for Ritualists. Removes conditions as well, great skill

Soothing Memories
- This is good but maybe replaced if I can find something better. I find that I have plenty of heals at my disposal so this REALLY isn't needed. Its not that this is a bad skill because it certainly is not, but I have so many other skills that I find I use before this which makes it not as much needed as it should. This is a wildcard slot atm. Im trying things like Shelter, Union and a few others here... so suggestions welcome.

Generous was Tsungrai
- This is simply awesome! Used with FomF and Infuse health and it really gives you some nice combos with the build.

Spirit Transfer
- With Recupation or Preservation in play this heals one ally for 225 health. Thats a pretty big heal for such low Energy cost.

Preservation
- This is an absolutely awesome Elite. Yes I realize its somewhat conditional. But if it stays in play the entire time it nets you 1800 healing to your entire party. In places like GVG/HA and new 12 v 12 alliance battles this can really turn the tides. Too bad the AI sometimes can't get it right. :angry:

Flesh of my Flesh
- Excellent res, which is fast and still gives 20% energy. Use this with Ashes to give them even more life.

Recupation
- A +3 mending for EVERYONE! Can't go wrong with this.

Infuse Health.
- The main trick to the build. Cast ashes and hold onto them. Cast Infuse to heal a party member 300+ health and drop the ashes to get back to full. This works incredibly well.

There are many little tricks that this build can come out with.

Normally what I do is drop a spirit (Recup or Preservation) and then cast ashes and heal as needed. With Infuse and ashes (along with the two spirits) I can basically make sure that the entire party is healed. Preservation is almost like having an immoble hench Monk in play with you (and since the recharge is 45 seconds, it can continuously be cast assuming it doesn't get killed). Actually it maybe even better, spirits at least don't draw all the agro :grin:

Any rate, I hope you enjoy. Comments and suggestions are very welcomed.

Credit goes to TeeGee from GWGURU and the rest of the gang for making this build a very big success. Hope you enjoy playing it as much as I do.

Aldarond
12-05-2006, 19:57
Sounds good, too bad I don't have Preservation unlocked yet. But will try it with Life instead of the elite, should work good aswell :)

Geishe
12-05-2006, 21:38
Hi everyone,

Here is a new resto Rit/Mo build that I started using and honestly its very very impressive. I urge everyone to give it a try before posting that it isn't viable or a Monk is better :D I can heal just as good as a Monk in most situations if not better.

Heres the build. Then Ill talk a little about each:

Ritualist/Monk

15 Restoration (+3 Sup Rune)
14 Spawning Power (+1 Minor rune, +1 Headpiece)
3 Healing

Skills:
1)Mend body and soul
2)Soothing memories
3)Generous was Tsungrai
4)Spirit transfer
5)Preservation (E)
6)Flesh of my Flesh
7)Recupation
8)Infuse health

So lets start out with

Mend Body and Soul
- Great fast heal for Ritualists. Removes conditions as well, great skill

Soothing Memories
- This is good but maybe replaced if I can find something better. I find that I have plenty of heals at my disposal so this REALLY isn't needed. Its not that this is a bad skill because it certainly is not, but I have so many other skills that I find I use before this which makes it not as much needed as it should. This is a wildcard slot atm. Im trying things like Shelter, Union and a few others here... so suggestions welcome.

Generous was Tsungrai
- This is simply awesome! Used with FomF and Infuse health and it really gives you some nice combos with the build.

Spirit Transfer
- With Recupation or Preservation in play this heals one ally for 225 health. Thats a pretty big heal for such low Energy cost.

Preservation
- This is an absolutely awesome Elite. Yes I realize its somewhat conditional. But if it stays in play the entire time it nets you 1800 healing to your entire party. In places like GVG/HA and new 12 v 12 alliance battles this can really turn the tides. Too bad the AI sometimes can't get it right. :angry:

Flesh of my Flesh
- Excellent res, which is fast and still gives 20% energy. Use this with Ashes to give them even more life.

Recupation
- A +3 mending for EVERYONE! Can't go wrong with this.

Infuse Health.
- The main trick to the build. Cast ashes and hold onto them. Cast Infuse to heal a party member 300+ health and drop the ashes to get back to full. This works incredibly well.

There are many little tricks that this build can come out with.

Normally what I do is drop a spirit (Recup or Preservation) and then cast ashes and heal as needed. With Infuse and ashes (along with the two spirits) I can basically make sure that the entire party is healed. Preservation is almost like having an immoble hench Monk in play with you (and since the recharge is 45 seconds, it can continuously be cast assuming it doesn't get killed). Actually it maybe even better, spirits at least don't draw all the agro :grin:

Any rate, I hope you enjoy. Comments and suggestions are very welcomed.

Credit goes to TeeGee from GWGURU and the rest of the gang for making this build a very big success. Hope you enjoy playing it as much as I do.


Nice, most restoration rits are using this, so its not exactly new. I just have one question, Why are you using the Spawning Power headpiece? I would think 16 Restoration makes more sense as all healing and spirits are buffed up... and Generous was Tsungrai will make Infuse Health even more impressive.

Soothing Memories should be kept, it is great for energy management when youre holding GwT. and 107 heal is not bad for a free cast.

Valkyries
12-05-2006, 22:25
Nice, most restoration rits are using this, so its not exactly new. I just have one question, Why are you using the Spawning Power headpiece? I would think 16 Restoration makes more sense as all healing and spirits are buffed up... and Generous was Tsungrai will make Infuse Health even more impressive.

Soothing Memories should be kept, it is great for energy management when youre holding GwT. and 107 heal is not bad for a free cast.

Ah, I didn't see anyone posting a build like this so I figured I would share :D

Anyways to answer your question, I honestly don't think 16 resto is really necessary. I tried both and I prefer the extra spawning power and 4% HP to my spirits. I wanted to get my spawning as high as possible by only using minor runes, and I didn't want to loose anymore health. So thats why I ran it this way. Still, you could be completely right. Maybe Ill change this at some point but for now this is what Im running. :) You definitely could run the 16 resto and that would also be good. TBH right now I tend to over heal. Healing for 300+ a shot is usually a bit too much. Which is another reason why I only run the 15 resto.

I think this build is VERY solid. Soothing memories is nice, you are right. Maybe I will keep it and see if I like. Mostly due to not having something better that I like! =D I am open to suggestions all the same, even though you're right its definitely a nice skill as I mentioned. I just think something else might be better suited but hey Im new to ritualists just like everyone. So Im still in the learning process.

What I do know though, is that I have great success with this and I hope that if nothing else this will give people an insight that Ritualists are very good healers and maybe that "LF Monk for group" will change to "LF Monk or Healing Ritual for group". I don't think the ritualist will take a Monk's place but its a very adaquate sub. In GVG/HA a two monk backline and 1 healing Ritualist I think is an awesome combination.

Hida Ryushi
12-05-2006, 22:30
I currently have a different kind of Restoration Ritualist. It may not be able to spam healing spells like Monks can, but it has the ability to heal HUGE amounts quite easily.

Shadowsong, Recuperation, Life, Preservation, Ghostly Haste, Spirit Light, Spirit Transfer and Flesh of my Flesh.

1. Shadowsong - The only means of offense other than my weapon. Plus, Blind is HUGE against Melee units, hands down. Saved my *** a lot.

2. Recuperation - The primary Healing Spirit in my arsenal. With HP Regen +3, it keeps people alive long enough for my Healing spells.

3. Life - Just another Healing Spirit, and my primary Spirit Transfer conduit. If it lives all the way through, it heals everyone in range for +120 HP.

4. Preservation - Another Healing Spirit and another Spirit Transfer conduit. Gives +101 HP to a random person every 4 seconds. Can make a difference if my spells are recharging.

5. Ghostly Haste - It seems like a neat little enchantment. Right now it recharges my spells 15% faster for 15 seconds, and it does help. Problem is, I tend to forget to activate quite a bit...

6. Spirit Light - Heals someone for +141 HP at a time. Probably the best Rit Healing spell out there.

7. Spirit Transfer - Heals someone for ~+201 HP at a time. Would be better if it didn't take 10 seconds to recharge...

8. Flesh of my Flesh - You know the drill with this one.

As for point stats, I haven't checked for a bit, but I believe I have about 12 or 13 Spawning, Communing and Restoration.

Aladar
13-05-2006, 00:35
If you ever decided to use Life, then you need your Restoration to be 16. Only at level 16 does Life heal for 150 when it dies; 12-15 is 120 health.

Valkyries
13-05-2006, 01:09
If you ever decided to use Life, then you need your Restoration to be 16. Only at level 16 does Life heal for 150 when it dies; 12-15 is 120 health.

I agree 100%

But to be honest Im not a huge fan of life. Its very situational, you have to wait for the spirit to die and it has a range effect. I really like preservation because it heals every 4 seconds. Life only does it once at 30 seconds. It just really isn't my thing.

But for sure, if you run life you really have to have resto at 16. thats a given. For my build though its not completely necessary.

Phoebus
13-05-2006, 03:35
If you play with more than 4 allies, Recuperation > Preservation > Life.
Life is only ever useful if you pop it when needed with a skill.

If you play Restoration, having +1 Restoration is MUCH more useful than +1 Spawning. For example, each point in Restoration increase the healing of Soothing Memories by 6hp. (Healing & Divine Favor increase Orison by 3 hp each)

Attuned Was Songkai & Spirit Channeling are very useful to Restos.
Attuned Was Songkai will change the cost of spells from 5/10 to 3/6@10, and 2/5@15.
Spirit Channeling is a self BiP every 30 seconds. (+6@14)

Rebel Dris
15-05-2006, 08:37
Yea, very nice builds everyone, but one thing i see missing is that the last build all laid out was missing an energy managing skills, and in pvp they are usually a MUST HAVE because drains tend to own the casters quite a bit, and i think the above post is right by switching out AwS for Preservation, because the preservation doesnt heal according to who needs it i think its whoever is closest.

On another note life does not always have to be conditional when combined w/ spirit killing skills
Ex. Your spell kills all nearby spirits or target spirit, and heals all allies nearby for lets say 140 (idk exacts). Well on top of that say life has been up for maybe 10 seconds? So that is 140 + (10 * 4 or 40), making an area heal of 150 to everyone in the party, basically a major heal party. Leaving life up for longer can result in larger heals, getting into the 300's for the entire party at one time, which can save ur arse.

+1 restoration definately more useful, 4% more life on a spirit doesnt make too much of a difference

Rits I found can play either support healer or major healer, with combining spells equalling in the 300's for a single member or the whole party, or multiple single heals w/ energy gains and condition removers combined w/ spirits making a good defense support for your major monk heals. All depends on how you play!

sunrisesunset
17-05-2006, 14:26
hmmm, i only got factions and not the earlier version of guilda wars. Will i still be able to get Infuse Health cos it is a skill from the first version.

Many thx :)

Phoebus
17-05-2006, 16:06
hmmm, i only got factions and not the earlier version of guilda wars. Will i still be able to get Infuse Health cos it is a skill from the first version.

Many thx :)
Infuse Health is a core skill.
Meaning it's available to everyone.

sunrisesunset
17-05-2006, 18:18
ahhh. Thats great to hear thx thx. Any idea where can i get it in factions?

Tessalina
17-05-2006, 22:51
Here is what I currently use on my Rit/Mo:

16 Restoration
12 Healing Prayers
the rest in spawning power

Recuperation (+3 aoe regeneration)
Preservation (122 point random ally heal every 4 seconds)
Healing Breeze (+8 single target regeneration)
Lively Was Naomi (portable aoe rez, plus it rezes you if you die while carrying it)
Spirit Light (162 point heal)
Jamei's Gaze (150 point heal other)
Soothing Memories (100 point heal)
Mend Body and Soul (90 point heal with condition removal)

And, depending on the situation I'll swap in Life and/or Generous was Songai and Infuse Health. I do agree with above posts though that Life is mainly situational. It *is* really useful if you are in a situation where you are having to defend something though, as it is a great place and forget heal. I put it to great use on the Gala Hatchery mission because its healing effect also heals all the turtles and such.

Likewise, I don't bother with Infuse health that often, but if I know in advance that it is going to be a tough fight with lots of spiking, I have the option to bring that to help handle things.

This build has worked really well for me and is quite effective as a healer. I can keep preservation always up and recuperation has very little down time, and with access to healing breeze I can keep the regeneration going on those that need it during those downtimes.

Pherros
27-05-2006, 23:21
Iam testing it and actually its working very good!

14 Restoration and 14 Spawning Power

Spirit Light, Weapon of Warding, Boon of Creation, Destruction, Soul Twisting, Life, Recuperation and Flesh of my Flesh.

I start with Boon of creation for energy management, and then destruction. I am using destruction only coz its the spirit who have the fastest recharge time (20 seconds), i cast soul twisting on destruction spirit and then iam waiting for destruction to come back (soul twisting will come back before destruction). When destruction is back, iam rdy to enter in combat with other! I cast recuperation first (cast almost instantly), then i cast destruction, soul twisting on it and then i cast life. I cast boon of creation when it come back. When soul twisting is rdy i use it on recup spirit to cast recup, so its always there. When soul twisting is back i know that its been 20 seconds that life has been cast, so iam waiting 5 sec or so and cast soul twisting on life and then cast life again.

So recup and life is always there! So there is constant +3 health regen on every allies (minions and npc too) and every 25 sec everyone (even minions!) are healed for 140 health. And i use spirit light and weapon of warding to support monk healing.

With Boon of creation up, i have almost no problem with energy management.

What you all think of my little creation?!?

By the way, iam using no superior rune....

D E A T H L I F E
30-05-2006, 14:08
I just tried something last night...don't know if its in use or not... quite a handy build... long distance all party spam healing.. i call him FEAST LORD

16 spawning power.... 13 restoration....rest doesn't matter

1. ritual lord
2. ghostly haste
3. boon of creation
4. Recuparation (not to be ruptured....loaded first)
5. destruction (best spirit recharge)
6. Pain (least cost spirit)
7. any other spirit
8. Feast of souls

load lord, boon & haste..... raise recoup and run a bit away from it.... raise spirits and use feast of souls to rupture them.... that is +93 HP all party in the area every 8 seconds for a single spirit rupture

if things get tough... raise 2 spirits and feast of sould gives almost +200 hp all party at a distace.

I used it in three different missions and my 3 different PUGs loved it.... certainly beats the bonder anyday... and i can lose recoup for any team rez.... if they all die i run back and rez em all.

How do u like it? I think it has the promise of a new popular build?

Lightow
05-06-2006, 22:50
Hi guys, I've been playing as a prot ritualist using the famous rit lord build and I love it but when I'm asked to go prot/heal (BoC, Shelter, RL, Union, Displacement, Mend Body and Soul and Spirit Light) or full heal (Pres, Rest, Life, MB&S, SL, etc.) I was having energy issues but after reading this and about AwS I think I might have to chec kit out again.

Only thing is that I'm afraid of lowering my Max energy since my current 2 handed wand gives +15 (the one that came with pre-ordering factions) but I don't care, I'll try it anyways.

Thanks! :grin:

lavenbb
06-06-2006, 09:24
if you use attuned was songkai, you should gain energy every time you use soothing memories (depending on attributes, only with 15 spawning will soothing cost only 2 energy, less than that and the +3 bonus will just cover its cost) , so in many cases your energy will stay at max while holding the ash (usually 30, or if you use energy armor, 37), after its duration ended you will get the 15 energy from the staff back, which will usually put your energy at about max again (40 something or 50 something) and that should last you long enough to reuse songkai after 15 seconds. then just keep soothing to get your energy back up.