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View Full Version : Best RA Resto build evar mini guide


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

mesmered
13-12-2006, 00:18
I like this, similar to what I normally run as a ritualist primary in Random Arenas. However, it should be noted by ALL PLAYERS who are not used to the ritualist: Holding stuff is a difficult adaptation. Your energy plummets, if you try to attack you end up running into battle, and if you don't keep track of how long you've been holding something, you might just drop it unexpectedly. Even worse, if you cast an item spell with low energy, your energy count will drop BELOW zero, and you will be stuck at 0 energy for valuable seconds.

Since this build basically has neverending item spells, though it might be a good idea to mention that. I've been pvping with the rit for a while, and I still haven't really gotten used to the character ditching it's weapon for 90% of the game, which is one reason that Songkai is so popular: energy management for the utterly confused :D

Gj though. Maybe this could even pwn the spirit strength Rt/A :laugh:

Edit: one last thing, item spells, weapon spells, and healing spells are all SPELLS, and therefore, you are still a caster and still have to FEAR necromancers and mesmers, especially since this build has hex COUNTERS, but little to no hex REMOVAL.

skaspaakssa
13-12-2006, 00:46
Nice guide. :) I agree with your choice of VwK, I've used it successfully even on channeling builds. I would like to try Soul Twisting eventually - probably won't beat VwK in RA but it solves many problems of spirit-based resto builds.

WingspanTT
13-12-2006, 12:50
yes, the whole negative energy thing is a problem, but this is why I used a primary wpn set with no pos or neg energy, so when you use/drop an item you will never have negative energy.

mesmers are a pain, however I have found very few necros to be a problem other than spoil victor/ss. most just try to give you giant degen, conditions, or life steal, all of which this build easily outheals, thanks for SXfer and GwT. Luckily, against both, DROPPING the ashes is not a spell, so if you get backfired or something you can still at least self heal. and it's funny to see some mesmers try to power drain your Life.

gdawg
13-12-2006, 19:24
Using VwK with Vengeful Weapon in RA is even better. My main glad point build has been GwT, VwK, Vengeful Weapon, Soothing Memories, Resilient Weapon, Wielder's Boon, Recup, and FomF (I know people say it takes too long to cast but most people ignore you in RA after they see you holding VwK). I was experimenting with other builds last night but I'm probably going to go back to this one tonight.

This build is extremely susceptible to interrupting.

WingspanTT
13-12-2006, 19:47
Using VwK with Vengeful Weapon in RA is even better. My main glad point build has been GwT, VwK, Vengeful Weapon, Soothing Memories, Resilient Weapon, Wielder's Boon, Recup, and FomF (I know people say it takes too long to cast but most people ignore you in RA after they see you holding VwK). I was experimenting with other builds last night but I'm probably going to go back to this one tonight.

This build is extremely susceptible to interrupting.

Vengeful Wpn is good, but I find it costs too much to spam, considering it only heals ~65, and only if the person gets hit (i.e. will not save someone from degen, AoE, etc)

as for interrupts, I would say most Rit builds without dedicated interrupt prevention are susceptible to interrupts. I have not found this to be a problem since most RA mesmers cant interrupt 1s spells without migraine, and rangers can be blocked out of line of sight, or hold VwK to discourage extraneous firing.

gdawg
13-12-2006, 20:08
Vengeful Wpn is good, but I find it costs too much to spam, considering it only heals ~65, and only if the person gets hit (i.e. will not save someone from degen, AoE, etc)

Costs too much? It's 5 energy with 3 second recharge. I only suggest using it when you're being attacked holding VwK. It's also good to use on someone not getting hit so you can use Wielder's Boon. It's all personal preference, I switch between using that and Mend Body and Soul or Spirit Light.

Blue Seas
13-12-2006, 22:35
First of all, I want to say thanks!

I usually play as a monk. As soon as I heard of Factions, I wanted to play as a Rt healer. The thing is their healing skills is VERY conditional compared to monks, and as I usually pvp in RA, I kept dying and eventually I stopped trying to heal with Rt..

I decided to give it a try now, and I must say I'm impressed! I got my first Rt glad point just 1 min ago using your build, I just swapped res sig for Glyph of Lesser Energy. I find it extremely useful to cast 2 resilient weapons in the beginning of the fight for 5e, and 2 more every 30s, keeping it up on as many ppl as I can. Try it out:) Thanks!

WingspanTT
13-12-2006, 23:29
You're welcome!

That does sound pretty useful; I had never taken any e-management outside of AwS, which obviously won't work here. I will try it out! Maybe there is an even better emngment skill out there somewhere. In the meantime though, it has definitely saved my butt to have res, at least in RA.

I found that at first I had a lot of energy problems, but knowing when to heal and when to hold out for Life, or when to drop ashes instead of casting SXfer on yourself makes a big difference. Similarly realizing that 10 energy can buy you 1 heal for 237, 2 heals for 220 and 2 conditions removed, or 5 heals for 530 and 9 energy back. It is so important to assess how imminent danger is, and go from there. You get the worst bang for your buck with spirit transfer, but you also get a huge BANG, especially if it was the last hit on an enemy Favorable Winds.

As for Vengeful weapon, it enables wielder's boon but it's hard to time, and VW could disappear while you're casting from a random wanding. It's only 5 energy, but using it every 3 sec is draining.

And I meant it costs "too much" because for the price you get 1/2 the heal of MBS, as well as no guarantee it will heal anyone. It will also piss you off when you accidentally override a resilient or warding wpn with this by mistake. lol

gdawg
14-12-2006, 18:41
And I meant it costs "too much" because for the price you get 1/2 the heal of MBS, as well as no guarantee it will heal anyone. It will also piss you off when you accidentally override a resilient or warding wpn with this by mistake. lol

Understood. I've done the overriding thing (I've also cast another Res Weap when I meant to press wielder's boon. I hate that) I actually tried a Weapon of Remedy/Vengeful Weapon build and that worked pretty well for a little bit but for the past couple of days playing RA I've been drawing groups with very low damage output (I'm beginning to understand the hatred of W/Mos :grin: ). Why is it as soon as I switch to my healing Rit I get monks in my group but when I'm my Ele I get no monks. :laugh:

WingspanTT
14-12-2006, 20:09
yeah, I would say VW or Weapon of Remedy is an overall good skill, just maybe not as useful for RA as others. Although I did use WoR before VwK, and it was pretty good, just again, a lot of times you will see a friend that needs it bad, but is already under a wpn effect.

I have seen a LOT of healers lately, and in fact being in or facing against an RA team without a monk or rit seems unlikely. I have quite often been in or fought against teams with 2-3 healers lately, and I have been playing a lot or RA this week. Due to the # of spirit spammers, I was even thinking of taking Gaze of Fury over res sig! (actually this may not be a horrible idea, since you can pop Life with this to gain dmg and heal WHEN YOU WANT, or destroy enemy spirits. Or destroy your team's ranger's annoying QZ or something, tell him the enemy ele did it)

WingspanTT
06-01-2007, 17:01
I just wanted to post that I have tried a new layout that I think is better,

16 Resto
10 Motivation
8 Spawning

All skills same as above EXCEPT

-REMOVE Res Sig
-ADD Signet of Synergy

This signet is awesome, and does the following things:

1. Saves a LOT of energy, at least 5 per use
2. Reduces stress of pressure builds since it heals you and a target at once 99% of the time
3. Is basically a free heal to be used any time it recharges.

Sure you drop res sig, but after talking with some monks, I have decided it's no big deal, and in the long run this saves more lives than one res sig can!

Try it, you'll believe!

evil goblin
09-01-2007, 22:17
Great choise of skills....especialy vwk.

Hard to beleive but this one dumbass assassin was using a long spike build when i had vwk....he got 1/2 way through and fell dead. And then he was resed and atacked me again and died....after that he lost and called me a hacker...christ can people be that stupid?

Giefer
12-01-2007, 14:30
Tried this build and it's like draw, draw, draw...

I always knew that running zero damage builds in RA is a bad idea...

Most of the time, my team couldn't deal enough damage to kill anything even when the opponents had no healer.

WingspanTT
12-01-2007, 17:08
well I think it's a little much to claim that running a dedicated healer doesn't work in RA.

And, it sometimes work to say in public "im healing" to draw enemies into attacking you. Seriously.

Mantys
15-01-2007, 12:39
i'm fond of 16 restoration, 13 communing with:

vital weapon
resilient weapon
soothing memories
mend body & soul
wielder's boon
VwK
GwT
res signet (faster than flesh of my flesh)

vital weapon's low cost and 30 second duration make it great for use with wielder's boon, and the extra hps on your buddies makes for more work for spikers. lots of fun :)

Lytel
15-01-2007, 12:55
This is the exact build I have used before in RA. Ritualists have some great heals, but the main problem is being killed yourself (lol). VwK and GwT are great for this. Either they stop attacking you, or they kill themselves while healing you. Both situations are to your advantage.

And a story of how stupid people are. In AB I once killed an assassin using only Vengeful Weapon. Every 3 seconds I used it, and stole some of his health, until he was dead, and I was at full health. Then he came back and tried to kill me again..... :p

WingspanTT
15-01-2007, 15:11
Mantys that build looks pretty good. I would only worry that you don't have a spike heal per se, but I am sure Vital Wpn also reduces some pressure. Cool!

Evalescore
01-06-2007, 23:14
why do u have a sheild??????

matishalin
03-06-2007, 12:55
for the more able try arredondo's excellent Resilient disrupter it is not a primary healer but is an excellent deterrent

Resilient Disrupter (Rit/Me)

Restoration: 16
Domination: 12
Spawning: 4

Power Return: Interrupt any spell, target receives +10E. 5E/.25C/7R
Power Spike: 86 damage spell interrupt. 10E/.25C/15R
Complicate: Interrupt any action and disable all Signets for 13s if a Signet was interrupted.
Signet of Midnight: 15s of Blindness for you and touch target

Resilient Weapon: For 21s you or ally have +6 regen and +24 armor. 10E/2C/4R
Soothing Memories: +106 HP to you or ally. +3E if you are holding item. 5E/1C/
Resilient was Xiko: While holding ashes, you have +2 regen for every Hex or Condition on you for 21s. Lose 5 Conditions if it is dropped 5E/1C/10R

Flesh of my Flesh: Lose half health, ally gets rezzed with your current health and 21% mana. 5E/5C/0R

I wear +energy armor, and carry two sets of a wand/chakram combo for 54E +4 pips/69E +3 pips max respectively. The 54E set is a wand with 20% chance for fast Domination recharge and a +5E chakram with 20% chance for fast Domination recharge (and cast) as well.
==============================================

My primary focus is to disrupt at least two enemies the entire time on the field. My secondary role is to provide limited healing support to my team. What makes the setup shine is the defense, which is very tough to take down for a lot of builds even with 2 or even 3 enemies attacking it. With two enemies harassed or disabled, your teammates have an easier tiime taking out their targets.

Offense:
Like I said, it’s all about disruption. Find your least favorite melee enemy (Ranger, Warrior or Assassin) and tag him with SoM every single time it recharges for a permanent Blind state if it isn’t removed. No need to even rush in for SoM use. If you have a Monk buddy, stick near him and melee will come close to attack. If you have no Monk, melee will come to you.

Now that he’s disabled, focus on your spellcaster target and harass him with the three interrupts as often as you can (these interrupts have the best recharge rates). This is NOT the best setup for Boon/Protect Monks, and even Heal Monks are a little tough if your connection is laggy, but against Mesmers, Necros, and Eles you will make their life miserable. Rits can be stuffed as well, but like Heal Monks you need your connection to be in good shape to catch the 1 second Weapon spells.

I generally use Power Return first, then Power Spike, then Power Return again. Use Complicate for Rez sigs, Troll, Heal Sigs and Blessed Signet primarily, but feel free to use it as a third spell interrupt too since the 20s recharge on it is not too bad (especially early in the target’s life). Complicate also snuffs Spirit casting, so keep that in mind especially when you see Wanderlust or Preservation being cast… you can often keep key Spirits permanently disabled unless they have interrupt protection.

Defense:
Whether wait to be targeted by enemy fire or simply keep these up on you most of the match, the combo I have with the three defensive Rit spells is awesome. Right off the bat, any Hex or

this is not tecchnically a heling build but is too good for anyone to miss trying.


good guide wingspan

why do u have a sheild??????

casters have low base armour therefore to boost AL rating so decreasing dmg a Shield is used. Even though the caster may not meet the req for it the armour bonus still applies (to what extent i do not know)

personally i never use a shield and take +10 while holding an item insignias and one radiant on chest.

Redwinter
04-06-2007, 18:55
Shields provide +8 armor if you do not meet the requirement. Almost enough to bring you to the 70 AL area. IIRC, about a 6.5% damage reduction for 8 armor. Add another 8% if you have a shield with a +10 armor bonus against that damage type.

That adds up fast when someone with conjure lightning is swinging a sword at your head. -15% damage for both the sword & the skill.