New ritualist (build suggestions)?
John Panda
well im currently level 16 and doing missions and quests with my friend.
my current skills are:
12 channeling
10 resto
6 spawning
[skill]offering of spirit[/skill][skill]mend body and soul[/skill][skill]spirit transfer[/skill][skill]ancestors' rage[/skill][skill]splinter weapon[/skill][skill]life[/skill][skill]recovery[/skill][skill]flesh of my flesh[/skill]
so far i have not died i would like to get my survivor title. (:
so build suggestions what builds you use as a ritualist and the builds of your heroes would help me understand my full position as a pve ritualist.
EDIT:
my current skills are:
12 channeling
10 resto
6 spawning
[skill]offering of spirit[/skill][skill]mend body and soul[/skill][skill]spirit transfer[/skill][skill]ancestors' rage[/skill][skill]splinter weapon[/skill][skill]life[/skill][skill]recovery[/skill][skill]flesh of my flesh[/skill]
so far i have not died i would like to get my survivor title. (:
so build suggestions what builds you use as a ritualist and the builds of your heroes would help me understand my full position as a pve ritualist.
EDIT:
Terraban
Looks like you already have the position....
That is almost the ideal rit build for PvE.
That is almost the ideal rit build for PvE.
Dr Strangelove
That is by far the best starter build I've seen anyone put together for a rit. You win the prize.
For tweaks:
-Death pact signet is massively better than flesh of my flesh. The drawback seems annoying, but it's really useful to have a fast combat rez that pops someone up with full health. Let someone else worry about rezzing outside of combat. However, if you're going for survivor like you said, it's not worth it.
-You only need one spirit. I used to bring two, but it just takes too long to throw it out. Life and recovery are generally the most useful, decide which to bring based on the zone. Some people choose not to bring a spirit at all and just eat the sac, but I personally don't like that.
-The direct healing spells are kinda meh. MBS is ok for cleaning up conditions, but recovery is usually a better option. Stuff like [skill]weapon of warding[/skill] or [skill]protective was kaolai[/skill] will go a lot further towards keeping people alive than a few spot heals.
-Dump spawning power down to the minimum. If you don't have any skills from there, it's generally useless.
For tweaks:
-Death pact signet is massively better than flesh of my flesh. The drawback seems annoying, but it's really useful to have a fast combat rez that pops someone up with full health. Let someone else worry about rezzing outside of combat. However, if you're going for survivor like you said, it's not worth it.
-You only need one spirit. I used to bring two, but it just takes too long to throw it out. Life and recovery are generally the most useful, decide which to bring based on the zone. Some people choose not to bring a spirit at all and just eat the sac, but I personally don't like that.
-The direct healing spells are kinda meh. MBS is ok for cleaning up conditions, but recovery is usually a better option. Stuff like [skill]weapon of warding[/skill] or [skill]protective was kaolai[/skill] will go a lot further towards keeping people alive than a few spot heals.
-Dump spawning power down to the minimum. If you don't have any skills from there, it's generally useless.
Terraban
I would also take Recuperation over Life....never been a big fan of the Life spirit myself.
horseradish
yeah, i wouldn't go with two spirits.
[skill]Life[/skill] is an excellent spirit. I, personally, prefer [skill]Destruction[/skill] because it's recharge is 5 seconds lower and 5e less.
Bring [skill]Protective Was Kaolai[/skill]. It's one of the best item spells ever.
Yup, those are the only changes i would make...
[skill]Ancestors' Rage[/skill][skill]Splinter Weapon[/skill][skill]Offering of Spirit[/skill][skill]Destruction[/skill][skill]Protective was Kaolai[/skill][skill]Spirit Transfer[/skill][skill]Mend Body and Soul[/skill][skill]Flesh of my Flesh[/skill]
[skill]Life[/skill] is an excellent spirit. I, personally, prefer [skill]Destruction[/skill] because it's recharge is 5 seconds lower and 5e less.
Bring [skill]Protective Was Kaolai[/skill]. It's one of the best item spells ever.
Yup, those are the only changes i would make...
[skill]Ancestors' Rage[/skill][skill]Splinter Weapon[/skill][skill]Offering of Spirit[/skill][skill]Destruction[/skill][skill]Protective was Kaolai[/skill][skill]Spirit Transfer[/skill][skill]Mend Body and Soul[/skill][skill]Flesh of my Flesh[/skill]
Dr Strangelove
Quote:
Originally Posted by Terraban
Quote:
Originally Posted by horseradish
[skill]Destruction[/skill] because it's recharge is 5 seconds lower and 5e less.
The trouble with destruction is that it doesn't do anything useful. If you're just bringing it to negate the 17% sac every 15 seconds, you're better off just bringing a 90 point restoration spell and not having to dick around with a spirit.
defect
Yup that build your using is almost identical to what i use with one or two changes.
And the other guys have pretty much said it all already.Though Spirit Rift is another option to consider candyman_sb
I think recovery+mend body&soul is a little redundant. I sugest you take spirit light if you like it.
Washi
Quote:
Originally Posted by Dr Strangelove
-Death pact signet is massively better than flesh of my flesh. The drawback seems annoying, but it's really useful to have a fast combat rez that pops someone up with full health. Let someone else worry about rezzing outside of combat. However, if you're going for survivor like you said, it's not worth it.
Dying because of death pact DOESN'T count towards the total shown by /deaths so it doesnt ruin your survivor title, no worries.
John Panda
Quote:
Originally Posted by Washi
Dying because of death pact DOESN'T count towards the total shown by /deaths so it doesnt ruin your survivor title, no worries.
okay good thats the only reason why i havent used it yet P:
because i wasnt sure if it'd ruin my title. TGgold
It needs more Spirit Light =F
Xiooua
Offering of Spirit. Check.
Ancestor's Rage. Check. Splinter Weapon. Check. You're pretty much set. I'd drop Recovery, personally. And Life I'd swap for Destruction. You wouldn't need spirit transfer with only Destruction, you could take that out for another damage spell (essence strike for energy on top of OoS, or spirit burn for mild pressure) or another heal. Weapon of Warding, or Protective was Kaolai for party-wide healing. John Panda
why are you guys suggesting such things as Recuperation and Destruction over life and recovery..
those are terrible spirits recuperation.. way to much energy.. destruction.. destruction is just terribad in pve .. ._. Cebe
Quote:
Originally Posted by John Panda
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Quote:
Originally Posted by GuildWiki
At 12 restoration magic, Recuperation causes +3 health regen for 39 seconds, which is a maximum of 234 points of healing per affected ally. With few allies, it is on par with some Monk healing spells if calculating healing per energy spent. However, if affecting a full party, a few NPCs, minions, pets or even an allied party, the energy efficiency can reach values that beat any monk healing spell.
Health gain aside, it is also an effective party-wide way of reducing the effects of Health Degeneration. Yes, it costs a lot, but with good reason. It costs a lot because it's a very good skill. Using Offering of Spirit, Signet of Spirits, Essence Strike or Spirit Channeling as energy management helps a lot.
frojack
Recuperation isn't that good. Simple as that. Healing over-time (especially at something like +3) just isn't good enough. Especially for 25 energy on 45 seconds of recharge.
It's only marginally useful against pressure. Any pressure that this will save you from can easily be dealt with by Life, Kaolai, or a combination of the two. Both of which are far more flexible and durable. The actual heal numbers really don't mean shit. Especially on heal-over-time. Recuperation just sucks, and that really is the end of it... Dr Strangelove
Quote:
Originally Posted by John Panda
why are you guys suggesting such things as Recuperation and Destruction over life and recovery..
those are terrible spirits recuperation.. way to much energy.. destruction.. destruction is just terribad in pve .. ._. You're 100% right. Xiooua
I guess it's a matter of opinion. I don't mind Destruction personally, it's 5e with a low recharge. It fulfills spells that need a spirit nearby quite effectively. It's only useful if you know where to put it. If you wanted a spirit that does something more in terms of damage you could always bring Pain or Bloodsong.
Recuperation is terrible, I've never used it, and I cringe when I see it. If you're to bring Protective was Kaolai, Life isn't a must have, that's why I'd suggest a spirit from the channeling or communing line. And Recovery is only useful in condition heavy areas, and even then, there are better spells to bring to cope with that. John Panda
Quote:
Originally Posted by Celestial Beaver
To quote the Wiki:
Health gain aside, it is also an effective party-wide way of reducing the effects of Health Degeneration. Yes, it costs a lot, but with good reason. It costs a lot because it's a very good skill. Using Offering of Spirit, Signet of Spirits, Essence Strike or Spirit Channeling as energy management helps a lot. yes but to truly make that spirit useful you'll need [skill]draw spirit[/skill] or some other teleporting skill because you dont stay in one spot for a long time.. and if you do.. you should re think your builds. |