Recuperation
blue.rellik
Quote:
Originally Posted by spirit of defeat
It's enough to take away presure, nobody ever complained that it's weak the problems most peeps have with it are the recharge.
Take away the pressure? Now unless you have a Paragon spewing SY and Shelter, Displacement and Union then I fail to see how 6 life per second takes away any pressure in HM
Ensign
If you're going to be fighting in one place for its duration and can keep it from getting chopped down, it's awesome. If you've moving around a lot or it's dying, don't bother.
Mr Pink57
If your taking Recup why not take Summon Spirits or Draw Spirit? I gladly drop my rez for it any day of the week. However I still run Life and Recovery as they offer a lot more.
pink
pink
Dr Strangelove
Quote:
Originally Posted by Mr Pink57
If your taking Recup why not take Summon Spirits or Draw Spirit? I gladly drop my rez for it any day of the week. However I still run Life and Recovery as they offer a lot more.
pink Because A) A rit has the best combat rez (death pact sig) has no excuse not to bring one.
and B) You're using two slots, extra energy, and a PvE skill slot to fulfill something that could be done just as well by [skill]life[/skill]
pink Because A) A rit has the best combat rez (death pact sig) has no excuse not to bring one.
and B) You're using two slots, extra energy, and a PvE skill slot to fulfill something that could be done just as well by [skill]life[/skill]
spirit of defeat
Quote:
Originally Posted by blue.rellik
Take away the pressure? Now unless you have a Paragon spewing SY and Shelter, Displacement and Union then I fail to see how 6 life per second takes away any pressure in HM
Then try it.
Gambit Shinobi
I honestly don't get the love affair everyone has with Life. Sure, party-wide healing is nice every 20 or so seconds, but it takes 3 seconds to cast, isn't exactly cheap on energy, and can't be used to manually heal your party unless you bring another skill to destroy it at will. Again, I understand that Recuperation isn't meant for all situations, playstyles, and builds. But it is seriously underrated and not appreciated enough by most cookie-cutter Rits who most likely never even tried using it.
horseradish
It's easily precasted, and if it's lasts it's full duration while your party is under pressure, the spike heal is sooooo satisfactory.
It also has a short recharge, so it's more mobile than all other spirits except Destruction.
It also has a short recharge, so it's more mobile than all other spirits except Destruction.
GrimEye
Recuperation works best if used with some other skills.
Recuperation + Resilient Weapon + Offering of Spirit = Means 4-5 people have +9pip hp regen and +24 armor all at the same time (when coonditions/hexes apply).
Each skill feed on each other.
Add arcane echo, you can maintain it in all party members, all at the same time, almost all the time. A party with +9pip hp regen and +24 armor, where conditions (burning in dungeon) and hexes are coming left and right, will greatly contained hexes and conditions in a far more manageable level wherein the healers can cope more easily.
Recuperation + Weapon of Warding = +7pip hp regen + 50% block is another of my favorite.
*********
Life is better than recuperation because of it's duration and recharge time: 20 seconds. Life is a maintainable spirit that gives it a pseudo-mobility.
If your bar carry skills that rely or uses spirit in one form or another, and you have only one spirit to carry, Life is the spirit to choose. If it dies, it heals, and when it dies before its time, you dont need to wait long.
In fact, life does 7hp/sec heal against recuperation 6hp/sec, that is, Life does 280hp heal in 40 sec against recuperation's 282hp (1 pip = 2hp) heal in 47 sec; Life for 20 energy and Recup for 25 energy.
If people ask me to play pure Resto rit, I usually carry both. But Life rarely leaves my bar, not just because for its healing, but also because of its maintainability, its the main spirit which my other skills feeds on.
My take.
Recuperation + Resilient Weapon + Offering of Spirit = Means 4-5 people have +9pip hp regen and +24 armor all at the same time (when coonditions/hexes apply).
Each skill feed on each other.
Add arcane echo, you can maintain it in all party members, all at the same time, almost all the time. A party with +9pip hp regen and +24 armor, where conditions (burning in dungeon) and hexes are coming left and right, will greatly contained hexes and conditions in a far more manageable level wherein the healers can cope more easily.
Recuperation + Weapon of Warding = +7pip hp regen + 50% block is another of my favorite.
*********
Life is better than recuperation because of it's duration and recharge time: 20 seconds. Life is a maintainable spirit that gives it a pseudo-mobility.
If your bar carry skills that rely or uses spirit in one form or another, and you have only one spirit to carry, Life is the spirit to choose. If it dies, it heals, and when it dies before its time, you dont need to wait long.
In fact, life does 7hp/sec heal against recuperation 6hp/sec, that is, Life does 280hp heal in 40 sec against recuperation's 282hp (1 pip = 2hp) heal in 47 sec; Life for 20 energy and Recup for 25 energy.
If people ask me to play pure Resto rit, I usually carry both. But Life rarely leaves my bar, not just because for its healing, but also because of its maintainability, its the main spirit which my other skills feeds on.
My take.
isisaset
To alleviate the recharge issue, add Summon Spirits (kurzick/Luxon skill) and keep pulling it (and any other spirits you control) along with you. ^^