Energy Management

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Rt/Mo
12+1+2 Restoration
12 Smite

Weapon of Remedy {E}
Vengeful Weapon
Reversal of Damage
Judge's Intervention
Mend Body and Soul
Soothing Memories
Generous was Tsungrai
Res

My brother runs this build in lower end PvP. It works great for him, but he needs energy management. Can anyone help? The rune configuration is just because he doesn't have sup Restoration unlocked.

Geishe

Geishe

Wilds Pathfinder

Join Date: May 2006

The Agonized

Rt/Mo

Is your brother "Son of Glaive?"

This build works pretty damn fine. Energy management will only come from spawning power, so itll kinda contradict the rest of this build. All I can suggest is some smart usage of skills, and may be turn Judge's intervention into one of the signets from smiting line of skills.

Bankai

Bankai

Desert Nomad

Join Date: Sep 2006

Bubblegum Dragons

Mo/E

I find weapon spell+soothing to be enough.

Though I'm using a /me secondary for anti-hex.

jesh

jesh

Forge Runner

Join Date: May 2005

San Diego, CA

Penguin Village

Mo/

Yeah, I don't think he uses Generous enough. Maybe he'd be ok if he used it more to get the bonus from Soothing Memories. Geishe, I have no idea who you're talking about. That's not him though. ^^;

blackdoctor

Ascalonian Squire

Join Date: Aug 2006

The guild of ancients

Mo/Me

Geez man, terrific build, i love it, if we dont have mesmer, necro, or paragon line. The only way to get energy, and because it's extremely defensive this build, use Essence Bond on the tank or Balthazar Spirit with yourself.

Regards

skaspaakssa

Ascalonian Squire

Join Date: Sep 2006

Rt/Me

In RA I've run a similar build and gotten by pretty well with just max energy. I don't find the two smiting skills that useful though, although it may just be me. I find Channeling works quite well, because you almost want people attacking you. Another option if you want to keep the smiting is Renewing Memories, but to keep it constant you'd need to drop quite a bit of resto and smiting.

Redfeather1975

Redfeather1975

Forge Runner

Join Date: Sep 2006

Apartment#306

Rhedd Asylum

Me/

I saw a similar build on gwonline that had zealot's fire and smite hex.
Maybe try that one, although the energy would still be a problem it gives you some more options.
So far the resto/smite builds I'm seeing are very good. They are a nice way of handling conditions, hexs, healing all the while doing constant armor ignoring damage. Plus they can heal the user quite well.

Terra Xin

Terra Xin

Furnace Stoker

Join Date: Mar 2006

New Zealand

Me/R

Quote:
Originally Posted by Geishe
Is your brother "Son of Glaive?" umm *raises hand* Son of Glaive would be me :P.

For this kind of synergy, you really don't have much room to be more energy efficient. But if you are having problems, then just follow Geishe's advice and take out Intervention.

You have to be careful with intervention (if you want to keep it) and make sure that you always pair it up with Remedy, because intervention doesn't heal, your target will still be stuck on low health, and when it's a spike, that health can go quickly.

Your best energy management is conservation. Use 1 weapon spell at a time and don't overheal your targets.

Geishe

Geishe

Wilds Pathfinder

Join Date: May 2006

The Agonized

Rt/Mo

I bow down before you, master.

Haha, with that aside, I think you were the first accredited with actually being seen (and recorded) using this build. Have you read the GWonline post?

lennymon

lennymon

Forge Runner

Join Date: Nov 2005

Seattle

Odin's Hammer [OH] - Servant's of Fortuna [SoF]

R/

heh, just found this thread, I ran a variation on this theme tonight also in low end pvp, and realized that WoR/VW paired with smiting is the perfect answer to those searing flame spammers. I ran Vengeful/remedy/reversal/judges/smite hex/mend body&soul/wielders boon/and bane sig
at 16 rest/12 smite after a minute or 3 I did have to go to slower fire for energy management. One on one with searing flames nuker is funny, as is healing wammo. I also tried swapping out judges intervention for scourge healing...made the healsigs drop like a rock when I timed the bane signet.
great fun.

Cirian

Cirian

Wilds Pathfinder

Join Date: Oct 2005

European Union

The Amazon Basin

Scourge healing is an evil second smite spell to have... evil, evil

JoeKnowMo

JoeKnowMo

Jungle Guide

Join Date: Oct 2005

Wessst Siiide, USA

Mo/

The only e-mgmt I can think of would be to go Spawning instead of Smiting. At 13 Spawning, Renewing Memories will make the two weapon spells (VW/WoR) cost only 3e.

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

I'd toss in Smite Hex instead of Judge's Intervention. Unless Rit's get their own Signet of Devotion, the best advice is to not over-heal.

Patrick Smit

Jungle Guide

Join Date: Nov 2006

NiTe

Quote:
Originally Posted by jesh
Rt/Mo
12+1+2 Restoration
12 Smite

Weapon of Remedy {E}
Vengeful Weapon
Reversal of Damage
Judge's Intervention
Mend Body and Soul
Soothing Memories
Generous was Tsungrai
Res

My brother runs this build in lower end PvP. It works great for him, but he needs energy management. Can anyone help? The rune configuration is just because he doesn't have sup Restoration unlocked.
I run the same weapon spells, MBaS, Spirit light (cause of 158 guaranteed heal, yeah i sac a bit, but i found wielders boon to much less reliable), Wielders remedy, revealed hex, inspired hex, res signet.

It works as a charm for condition removal, and moderate for hex removal, i get 3 energy for removing hexes. I mainly use the weapon spells and try to do damage that way RoD is just a very bad version of the weapon spell u allready have, maybe scourge enchant/healing would be much nicer. But again as u want do most damage with weapon spells i would use more inspiration (channeling or hex removals) then other energy consuming spells.

The suggestion with balth spirit may be nice too, never tried it in restore rt build.

Quote:
Originally Posted by JoeKnowMo
The only e-mgmt I can think of would be to go Spawning instead of Smiting. At 13 Spawning, Renewing Memories will make the two weapon spells (VW/WoR) cost only 3e. This is nice, but u need to hold an item (costing an extra slot), spells are more spammable even, but personally i find it too much of drag to check whether renewing is still up, u probably safe 5-6 energy with it over 20 seconds, with inspired and revealed hex (or channeling) u get half of that back though with the advantage that u can remove some nasty purple stuff.