WingspanTT
12-12-2006, 20:36
Ok, so I have tried many builds similar to this one, mainly I have only changed one or two skills, usually the elite. But this works by far the best, and I have gotten 1-2 Glad points a night out of the 20-25 RA games I played each night since I set this up.
Attributes
-12+3+1 Restoration
-12 Spawning power
-(3 excess points unused)
Every skill on the bar will be Resto, so the only thing that makes sense for other pts is to boost spirit health.
Armor
+10 AL while holding an item
-Resto helm with +3 rune obviously
-Sup Vigor rune
-all others +2 energy rune
You will be holding an item 99% of the time, so having a 16% dmg reduction is helpful. It saves you energy in the long run. There is no point to have +1 Spawning, since there will be one spirit, and 4% more life isn't worth it. This build requires good energy management on your part.
Weapons
-Resto wand, 15% dmg over 50% life, 20% faster recharge
-any shield, 16 AL (though only base since you don't have stats), +30 life, -5 dmg (20% chance)
I specifically chose a set that would be best for wanding people to death. This sounds dumb but if you're healing you should be holding a pot instead. So if you're not, the only reason could be that nobody needs healing, and instead they need to kill that running assassin or to just finish off the last whammo 10 s faster. Wanding a caster can also sometimes goad them into wanding you, which is a great opportunity to equip your Vengeful pot. Additionally, this set has no + or - energy, so you should never end up with negative energy. Recharge occassionally helps with the pots. Put a + energy swap on second slot. You will be glad when you wand a frenzied warrior using heal sig for 65 damage.
Skills
-Soothing Memories
This skill is invaluable as it costs basically 2 energy to use, and you regen 1.33 while casting it, so really it costs about 0.67 energy per cast. Use this to top off players > 75% life or who are not in danger. If low on energy, always use this skill first, since the refund helps pay for the next spell.
-Mend Body and Soul
Stand near Life and use this on anyone needing a bigger heal than SM gives, or anyone with a nasty condition like crippled, deep wound, blind on offense or dazed on caster. Do not remove bleeding or poison, since Res Weapon will cancel these out and give a big armor boost instead. MBS is also the best heal to lead with if someone is in big trouble.
-Spirit Transfer
Healing for 237 health is nice. Healing for it off enemy spirits is also nice. This spike is amazing, but takes 10 energy, so only use it when absolutely necessary, when health is < 50%. You do not need to be close to Life or any spirit for this to work, just about 2x aggro distance away. If enemies have low lvl spirits, you can easily kill them while healing your team by putting yourself closer to their spirits than to yours. Do not use this on yourself unless you are really really screwed, but 99% of the time you can cast VwK or drop GwT for giant healing.
-Resilient Weapon
This skill is a godsend and can negate tons of hexes and conditions, both common in RA. Use on allies with > 70% health. Anyone less than that needs a more immediate heal, but feel free to follow up MBS or ST with this. This skill will make you glad you are bleeding, or that your Mesmer is blind (why heal blind with MBS when you can super boost his/her defense?) Cast this on yourself or a target if you see a warrior or assassin train comign at them.
-Vengeful was Kensomeguy {e} (sp?)
People will scoff at this, and in many cases they'd be right. However I have played this build exactly how it is except with different elites: AwS, Preserve, WoR, ExpHexes. The diff was the second I switched to VwK I got 4 glad points. This WILL kill noobs by the dozens in RA. I have had players kill themselves twice to this. And those that learn NEVER ATTACK YOU AGAIN, the WHOLE MATCH. Thus you win. 5 energy = win. Alternate this and GwT while you have Res Wpn on yourself and you can easily tank any number of attackers. But that's not the point. You kill them, you win. They stop hitting you, you win. Their pets/minions/spirits all die to this? You win. Attuned is cool but once you get conservative with Resto spells the emanagement is not necessary. Preserve is great but will fail the same places Life does, whereas VwK covers a hole other changes will die to: focus fire on you from 3 assassins, or dervs or whatever. When you see shadow prison hit you, play this. gg.
-Life
This puppy is an invaluable tool, since it enables MBS and SXfer. Additionally, healing up to 600 hp (or more if you have pets/minions/npcs) for 10 energy is not bad, especially since it does so across half the map. There are two very important sticking points to this guy. First, you must ALWAYS pay attention to its life expectancy (no pun). If Life is going to pop in 3 seconds (easy to tell since it lives for its recharge time), don't spend energy healing people who don't need desperate heals. Likewise, avoid using spirit transfer within the last 1-3 seconds since, if you are interrupted or stalled at all, you will waste 10 energy. In general, recast Life all the time, as long as 1) nobody is less than 50% hp, and 2) you have at least 12 energy. The latter is to ensure that, once Life is done casting, you can at least use SM and MBS back to back if necessary.
-Generous was Tsungrai
Hold this ALL the time. It gives you armor, about 600 life, cheaper heals, and an instant giant self heal. Outside of a mesmer, most classes will be unable to kill you 1v1, or even 2v1 if you keep dropping these and using Res Wpn, as well as VwK if necessary. You can either recast the pot to heal yourself, or drop and then recast. I would recommend drop first only in emergencies, since if you get interrupted or KD while casting GwT or VwK, you will not be healed and may forget to drop the pot. Even if you are in no peril, if an enemy is a nasty spiker (assassin, ele, thumper, etc), keep this on hand for a little insurance
-Res Signet
You will not need this if you get flawless victories.
This has worked great for me. If you were going to change anything, I would only consider:
-Drop Life, MBS and SXfer for Weapon of Warding/Shadow, Wielder's Boon, and Infuse Health (put 12 pts in healing instead of spawning then). Infuse will replace Xfer, and give massive life (350+) when you have GwT equiped. Simply drop or recast GwT for your self heal. This has the benefit of no spirits, though I find having a spirit is a benefit since it sometimes draws fire from the team, and it cant also be used to bodyblock attackers you need to kite.
Drop
Attributes
-12+3+1 Restoration
-12 Spawning power
-(3 excess points unused)
Every skill on the bar will be Resto, so the only thing that makes sense for other pts is to boost spirit health.
Armor
+10 AL while holding an item
-Resto helm with +3 rune obviously
-Sup Vigor rune
-all others +2 energy rune
You will be holding an item 99% of the time, so having a 16% dmg reduction is helpful. It saves you energy in the long run. There is no point to have +1 Spawning, since there will be one spirit, and 4% more life isn't worth it. This build requires good energy management on your part.
Weapons
-Resto wand, 15% dmg over 50% life, 20% faster recharge
-any shield, 16 AL (though only base since you don't have stats), +30 life, -5 dmg (20% chance)
I specifically chose a set that would be best for wanding people to death. This sounds dumb but if you're healing you should be holding a pot instead. So if you're not, the only reason could be that nobody needs healing, and instead they need to kill that running assassin or to just finish off the last whammo 10 s faster. Wanding a caster can also sometimes goad them into wanding you, which is a great opportunity to equip your Vengeful pot. Additionally, this set has no + or - energy, so you should never end up with negative energy. Recharge occassionally helps with the pots. Put a + energy swap on second slot. You will be glad when you wand a frenzied warrior using heal sig for 65 damage.
Skills
-Soothing Memories
This skill is invaluable as it costs basically 2 energy to use, and you regen 1.33 while casting it, so really it costs about 0.67 energy per cast. Use this to top off players > 75% life or who are not in danger. If low on energy, always use this skill first, since the refund helps pay for the next spell.
-Mend Body and Soul
Stand near Life and use this on anyone needing a bigger heal than SM gives, or anyone with a nasty condition like crippled, deep wound, blind on offense or dazed on caster. Do not remove bleeding or poison, since Res Weapon will cancel these out and give a big armor boost instead. MBS is also the best heal to lead with if someone is in big trouble.
-Spirit Transfer
Healing for 237 health is nice. Healing for it off enemy spirits is also nice. This spike is amazing, but takes 10 energy, so only use it when absolutely necessary, when health is < 50%. You do not need to be close to Life or any spirit for this to work, just about 2x aggro distance away. If enemies have low lvl spirits, you can easily kill them while healing your team by putting yourself closer to their spirits than to yours. Do not use this on yourself unless you are really really screwed, but 99% of the time you can cast VwK or drop GwT for giant healing.
-Resilient Weapon
This skill is a godsend and can negate tons of hexes and conditions, both common in RA. Use on allies with > 70% health. Anyone less than that needs a more immediate heal, but feel free to follow up MBS or ST with this. This skill will make you glad you are bleeding, or that your Mesmer is blind (why heal blind with MBS when you can super boost his/her defense?) Cast this on yourself or a target if you see a warrior or assassin train comign at them.
-Vengeful was Kensomeguy {e} (sp?)
People will scoff at this, and in many cases they'd be right. However I have played this build exactly how it is except with different elites: AwS, Preserve, WoR, ExpHexes. The diff was the second I switched to VwK I got 4 glad points. This WILL kill noobs by the dozens in RA. I have had players kill themselves twice to this. And those that learn NEVER ATTACK YOU AGAIN, the WHOLE MATCH. Thus you win. 5 energy = win. Alternate this and GwT while you have Res Wpn on yourself and you can easily tank any number of attackers. But that's not the point. You kill them, you win. They stop hitting you, you win. Their pets/minions/spirits all die to this? You win. Attuned is cool but once you get conservative with Resto spells the emanagement is not necessary. Preserve is great but will fail the same places Life does, whereas VwK covers a hole other changes will die to: focus fire on you from 3 assassins, or dervs or whatever. When you see shadow prison hit you, play this. gg.
-Life
This puppy is an invaluable tool, since it enables MBS and SXfer. Additionally, healing up to 600 hp (or more if you have pets/minions/npcs) for 10 energy is not bad, especially since it does so across half the map. There are two very important sticking points to this guy. First, you must ALWAYS pay attention to its life expectancy (no pun). If Life is going to pop in 3 seconds (easy to tell since it lives for its recharge time), don't spend energy healing people who don't need desperate heals. Likewise, avoid using spirit transfer within the last 1-3 seconds since, if you are interrupted or stalled at all, you will waste 10 energy. In general, recast Life all the time, as long as 1) nobody is less than 50% hp, and 2) you have at least 12 energy. The latter is to ensure that, once Life is done casting, you can at least use SM and MBS back to back if necessary.
-Generous was Tsungrai
Hold this ALL the time. It gives you armor, about 600 life, cheaper heals, and an instant giant self heal. Outside of a mesmer, most classes will be unable to kill you 1v1, or even 2v1 if you keep dropping these and using Res Wpn, as well as VwK if necessary. You can either recast the pot to heal yourself, or drop and then recast. I would recommend drop first only in emergencies, since if you get interrupted or KD while casting GwT or VwK, you will not be healed and may forget to drop the pot. Even if you are in no peril, if an enemy is a nasty spiker (assassin, ele, thumper, etc), keep this on hand for a little insurance
-Res Signet
You will not need this if you get flawless victories.
This has worked great for me. If you were going to change anything, I would only consider:
-Drop Life, MBS and SXfer for Weapon of Warding/Shadow, Wielder's Boon, and Infuse Health (put 12 pts in healing instead of spawning then). Infuse will replace Xfer, and give massive life (350+) when you have GwT equiped. Simply drop or recast GwT for your self heal. This has the benefit of no spirits, though I find having a spirit is a benefit since it sometimes draws fire from the team, and it cant also be used to bodyblock attackers you need to kite.
Drop