Trying to add Kaolai
br0thergr1m
Hey guys I was curious what you would change around with this build. I'm trying to add [skill]Protective was Kaolai[/skill].
My attributes are (from memory)
Restoration 14
Channeling 12ish
Spawning the rest...maybe its 4 or 5
[skill]Spirit Light[/skill][skill]Mend Body and Soul[/skill][skill]Weapon of Remedy[/skill][skill]Splinter Weapon[/skill][skill]Weapon of Warding[/skill][skill]Flesh of My Flesh[/skill][skill]Life[/skill][skill]Ancestors' Rage[/skill]
Again im trying to fit Kaolai in there....any suggestions? Thanks!
My attributes are (from memory)
Restoration 14
Channeling 12ish
Spawning the rest...maybe its 4 or 5
[skill]Spirit Light[/skill][skill]Mend Body and Soul[/skill][skill]Weapon of Remedy[/skill][skill]Splinter Weapon[/skill][skill]Weapon of Warding[/skill][skill]Flesh of My Flesh[/skill][skill]Life[/skill][skill]Ancestors' Rage[/skill]
Again im trying to fit Kaolai in there....any suggestions? Thanks!
Pyro maniac
swap mend body and soul imo. You got a condition removal in remedy
Tyla
Remove HardRes?
EDIt; what pyro said!
EDIt; what pyro said!
Floski
drop spirit light.
br0thergr1m
You ever get stuck on a build...and you cant change it lol. Its like new shoes but still wearing your old ones.
I see your point with Mend Body and Soul....I think I kept it in for the added heal I can do and it was another condition remover.... I'll play around with that. Thanks.
Spirit Light i think if I recall gives me a heal of 172...So...between the two healing spells im guessing you guys are suggesting. I appreciate the suggestions. What if I drop Life? Or should I take out a heal....
I see your point with Mend Body and Soul....I think I kept it in for the added heal I can do and it was another condition remover.... I'll play around with that. Thanks.
Spirit Light i think if I recall gives me a heal of 172...So...between the two healing spells im guessing you guys are suggesting. I appreciate the suggestions. What if I drop Life? Or should I take out a heal....
[Morkai]
Drop Ancestors..that way you are pure heal :/
The Meth
Quote:
Originally Posted by Berek
Drop Ancestors..that way you are pure heal :/
Ancestor's is one of the best skills in the game, how can you say no to a 5 energy 110 damage aoe spell that casts instantly?
Personally I would drop the res, if you drop mend body and soul you are losing the only true self heal you have, since spirit light won't work when there are no spirits.
If you are planning on people in your group dieing so much that you run out of res signets then its time to rethink your group build.
Personally I would drop the res, if you drop mend body and soul you are losing the only true self heal you have, since spirit light won't work when there are no spirits.
If you are planning on people in your group dieing so much that you run out of res signets then its time to rethink your group build.
horseradish
I always have a hard time picking between Spirit Light and Mend Body & Soul, but I'd suggest removing Mend Body & Soul because you already have a condition removal, and Spirit Light is a bigger heal. The only disadvantage is a 1 second longer recharge, which is irrelevant the majority of the time.
Keep in mind that Wielder's Boon is also a very nice heal.
Keep in mind that Wielder's Boon is also a very nice heal.
[Morkai]
Quote:
Originally Posted by The Meth
Ancestor's is one of the best skills in the game, how can you say no to a 5 energy 110 damage aoe spell that casts instantly?
Personally I would drop the res, if you drop mend body and soul you are losing the only true self heal you have, since spirit light won't work when there are no spirits.
If you are planning on people in your group dieing so much that you run out of res signets then its time to rethink your group build. True it is an AMAZING skill..
But if you are concentrating on dealing damage, what's the point in trying to heal...
Personally I would drop the res, if you drop mend body and soul you are losing the only true self heal you have, since spirit light won't work when there are no spirits.
If you are planning on people in your group dieing so much that you run out of res signets then its time to rethink your group build. True it is an AMAZING skill..
But if you are concentrating on dealing damage, what's the point in trying to heal...
horseradish
He's not concentrating on doing damage. His build is supporting defense and offense, which just so happens to be the best thing a rit can do.
moko
kick mend body IMO.
br0thergr1m
Cool guys! Thanks for the suggestions. Yeah its a hybrid build ...support and offense. I didnt want to get rid of Ancestors ( I love that spell)....but it sounds like the the overall verdict is to kick mend. Again I appreciate it.
I forgot all about Wielder's Boon....I'll have to look at that.
I forgot all about Wielder's Boon....I'll have to look at that.
Terraban
Quote:
Originally Posted by Berek
True it is an AMAZING skill..
But if you are concentrating on dealing damage, what's the point in trying to heal... Because midline characters > all
But if you are concentrating on dealing damage, what's the point in trying to heal... Because midline characters > all
Tyla
Quote:
Originally Posted by Berek
True it is an AMAZING skill..
But if you are concentrating on dealing damage, what's the point in trying to heal... That to me is like saying whats the point in bringing defensive buffs on a paragon w/ offensive skills...
Ancestors' is a truly powerful skill, and so is Splinter Weapon - they are practicaly the strongest rit skills in the game.
Passing them down is a big nono.
But if you are concentrating on dealing damage, what's the point in trying to heal... That to me is like saying whats the point in bringing defensive buffs on a paragon w/ offensive skills...
Ancestors' is a truly powerful skill, and so is Splinter Weapon - they are practicaly the strongest rit skills in the game.
Passing them down is a big nono.
Marverick
Drop Flesh of my Flesh IMO. For support / healing / protection characters, you don't want to bother with a rez, since if a party member goes down, you should be concentrated on keeping others from not going down rather than rezzing the one that died.
And Ancestors' is kind of impractical later on in the game. Mobs have too much armor, especially melee ones, which are the ones that will be near an ally most of the time. It usually ends up dealing like 30-50 damage. Splinter Weapon will put out much more damage.
And Ancestors' is kind of impractical later on in the game. Mobs have too much armor, especially melee ones, which are the ones that will be near an ally most of the time. It usually ends up dealing like 30-50 damage. Splinter Weapon will put out much more damage.
Cosmic Error
Quote:
Originally Posted by Berek
True it is an AMAZING skill..
But if you are concentrating on dealing damage, what's the point in trying to heal... That's one of the greatest strengths of the Ritualist, the ability to pack healing and damage in one skill bar and still kick ass.
But if you are concentrating on dealing damage, what's the point in trying to heal... That's one of the greatest strengths of the Ritualist, the ability to pack healing and damage in one skill bar and still kick ass.
Mr Pvper
iwould drop weapon of warding as its 10 energy and u have a elite weapon spell to use for ursef anyhow
Mr Pink57
^^I would agree in PvE. Most of the time a character isnt trained that hard, I would rather have an enemy hit a WoR and loose 63 health. Plus when a character is being hit by a few enemies thats what a prot monk is for and a nice little AR spike.
pink
pink
Arkantos
I'd drop flesh of my flesh. If you want the res, drop mend body and soul.
Quote:
Originally Posted by Berek
Quote:
True it is an AMAZING skill..
But if you are concentrating on dealing damage, what's the point in trying to heal... It's called a hybrid build.
But if you are concentrating on dealing damage, what's the point in trying to heal... It's called a hybrid build.
GrimEye
I'll drop Spirit Light and put Kaolai.
Since MBaS and WoR seems redundant, Ill drop WoR and replaced it with Offering of Spirit, to have some form of energy management in your bar. Though you have low-energy skills but fast recharge, healing and damaging at the same time do take a toll on your energy pool.
My take.
Since MBaS and WoR seems redundant, Ill drop WoR and replaced it with Offering of Spirit, to have some form of energy management in your bar. Though you have low-energy skills but fast recharge, healing and damaging at the same time do take a toll on your energy pool.
My take.
spirit of defeat
I'd swap life for Kaolai
And Spirit light for Wielders boon
Or go a different way:
Res: 11+1+1
Chan: 10+1
Spawning: 10+1
[skill]Weapon of Remedy[/skill]heal condition removal/damage support
[skill]Vengeful Weapon[/skill]heal/damage support
[skill]Weapon of Warding[/skill]regen/protect
[skill]Splinter Weapon[/skill]damage
[skill]Ancestors' Rage[/skill]damage
[skill]Protective Was Kaolai[/skill]heal/armor
[skill]Renewing Memories[/skill] with spawning:11 Warding cost 7 eng with 10 it will cost 8
[skill]Death Pact Signet[/skill]or flesh of flesh
And Spirit light for Wielders boon
Or go a different way:
Res: 11+1+1
Chan: 10+1
Spawning: 10+1
[skill]Weapon of Remedy[/skill]heal condition removal/damage support
[skill]Vengeful Weapon[/skill]heal/damage support
[skill]Weapon of Warding[/skill]regen/protect
[skill]Splinter Weapon[/skill]damage
[skill]Ancestors' Rage[/skill]damage
[skill]Protective Was Kaolai[/skill]heal/armor
[skill]Renewing Memories[/skill] with spawning:11 Warding cost 7 eng with 10 it will cost 8
[skill]Death Pact Signet[/skill]or flesh of flesh
br0thergr1m
Ok...because this is on the same topic. Do you guys feel item spells such as this are worth it? I find myself missing my added energy/% chance...how many of you all actually run item spells such as [skill]Protective was Kaolai[/skill]
br0thergr1m
Quote:
Originally Posted by spirit of defeat
I'd swap life for Kaolai
And Spirit light for Wielders boon
Or go a different way:
Res: 11+1+1
Chan: 10+1
Spawning: 10+1
[skill]Weapon of Remedy[/skill]heal condition removal/damage support
[skill]Vengeful Weapon[/skill]heal/damage support
[skill]Weapon of Warding[/skill]regen/protect
[skill]Splinter Weapon[/skill]damage
[skill]Ancestors' Rage[/skill]damage
[skill]Protective Was Kaolai[/skill]heal/armor
[skill]Renewing Memories[/skill] with spawning:11 Warding cost 7 eng with 10 it will cost 8
[skill]Death Pact Signet[/skill]or flesh of flesh ^^ I like this i need to give this a try.
And Spirit light for Wielders boon
Or go a different way:
Res: 11+1+1
Chan: 10+1
Spawning: 10+1
[skill]Weapon of Remedy[/skill]heal condition removal/damage support
[skill]Vengeful Weapon[/skill]heal/damage support
[skill]Weapon of Warding[/skill]regen/protect
[skill]Splinter Weapon[/skill]damage
[skill]Ancestors' Rage[/skill]damage
[skill]Protective Was Kaolai[/skill]heal/armor
[skill]Renewing Memories[/skill] with spawning:11 Warding cost 7 eng with 10 it will cost 8
[skill]Death Pact Signet[/skill]or flesh of flesh ^^ I like this i need to give this a try.
horseradish
Quote:
Originally Posted by br0thergr1m
Ok...because this is on the same topic. Do you guys feel item spells such as this are worth it? I find myself missing my added energy/% chance...how many of you all actually run item spells such as [skill]Protective was Kaolai[/skill]
I used to think that I have to carry my item spells around all the time.
Turns out, I wasted a good amount of money on Herald's Insignias.
IMO, Item spells should be casted when you need it.
Kaolai, for example, can be used if you see a warrior attacking you, or as a party heal when necessary.
However, holding item spells can be a good way of hiding energy. It's like a 5th weapon slot....kinda.
Protective was Kaolai is the only item spell I use. Glaive will be fun when I cap it, but it's subpar to Kaolai. It's the most flexible item spell.
Turns out, I wasted a good amount of money on Herald's Insignias.
IMO, Item spells should be casted when you need it.
Kaolai, for example, can be used if you see a warrior attacking you, or as a party heal when necessary.
However, holding item spells can be a good way of hiding energy. It's like a 5th weapon slot....kinda.
Protective was Kaolai is the only item spell I use. Glaive will be fun when I cap it, but it's subpar to Kaolai. It's the most flexible item spell.
spirit of defeat
When I use an item, I use a wand and a shield,
This way I have no energy in my weapon set.
So recasting does not give me a EN-gap.
But with spells which can be kept up Kaolai, vorzion ect, it's less important.
This way I have no energy in my weapon set.
So recasting does not give me a EN-gap.
But with spells which can be kept up Kaolai, vorzion ect, it's less important.
Avatar Exico
take out Ascestors Rage and Splinter, from looking at this build it mostly healing, so no point having dmg dealer skill when you are goanna heal. Having 3 Weapons is bad idea the new weapon replaces the old one.
Arkantos
Quote:
Originally Posted by Avatar Exico
take out Ascestors Rage and Splinter, from looking at this build it mostly healing, so no point having dmg dealer skill when you are goanna heal. Having 3 Weapons is bad idea the new weapon replaces the old one.
Most ritualist builds you see will have offense and defense. Hybrid builds, it's what ritualists are good for. Having 3 weapon spells is fine, you just need to know how to use them properly.
xDusT II
If this is for PvE then I would probably drop either Flesh of My Flesh or Weapon of Remedy and run with no elite. Kaoli is probably going to do more for your team than WoR or any other Rit Elite will anyway.
Chael
Quote:
Originally Posted by spirit of defeat
When I use an item, I use a wand and a shield,
This way I have no energy in my weapon set.
So recasting does not give me a EN-gap. What exactly is wrong with getting an extra 15-20 energy when you drop your item?
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds.
This way I have no energy in my weapon set.
So recasting does not give me a EN-gap. What exactly is wrong with getting an extra 15-20 energy when you drop your item?
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds.
spirit of defeat
Quote:
Originally Posted by Chael
What exactly is wrong with getting an extra 15-20 energy when you drop your item?
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds. Let's say my weapons have 15EN, I'm already in battle, and have been casting spells without my item spell. Then I have 10EN left end cast Kaolai,
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it.
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds. Let's say my weapons have 15EN, I'm already in battle, and have been casting spells without my item spell. Then I have 10EN left end cast Kaolai,
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it.
Lukas
Quote:
Originally Posted by Chael
What exactly is wrong with getting an extra 15-20 energy when you drop your item?
The problem is that when you recast it you are likely to get negative energy.
EDIT: erm... I'm slow
EDIT: erm... I'm slow
Dutch Masterr
Ive been using this build alot recently as a full restoration/heal rit...
Restoration Magic-16, Channeling Magic-13
[skill]offering of spirit[/skill] [skill]life[/skill] [skill]spirit light[/skill] [skill]mend body and soul[/skill] [skill]weapon of warding[/skill] [skill]protective was kaolai[/skill] [skill]remove hex[/skill] or [skill]holy veil[/skill] and a ressurection skill of your choice...
Build is pretty self-explanitory and works very well, better than a monk half the time =/
I know many of you will say that ancestor's rage and splinter weapon should be in there, but im damn tired of seeing and using that build =P
Restoration Magic-16, Channeling Magic-13
[skill]offering of spirit[/skill] [skill]life[/skill] [skill]spirit light[/skill] [skill]mend body and soul[/skill] [skill]weapon of warding[/skill] [skill]protective was kaolai[/skill] [skill]remove hex[/skill] or [skill]holy veil[/skill] and a ressurection skill of your choice...
Build is pretty self-explanitory and works very well, better than a monk half the time =/
I know many of you will say that ancestor's rage and splinter weapon should be in there, but im damn tired of seeing and using that build =P
spirit of defeat
Quote:
Originally Posted by Dutch Masterr
I know many of you will say that ancestor's rage and splinter weapon should be in there, but im damn tired of seeing and using that build =P
I prefer a all resto build to, but everybody on this forum is so pro hybrid....
Magikarp
Quote:
Originally Posted by Terraban
Because midline characters > all
frontline active interupt and offense>all
HIJACKED BIAAA!
in all seriousness, you already have condition removal, so drop out MBaS, and put in PWK. I personally rather just go without WoR, but thats me.
HIJACKED BIAAA!
in all seriousness, you already have condition removal, so drop out MBaS, and put in PWK. I personally rather just go without WoR, but thats me.
Chael
Quote:
Originally Posted by spirit of defeat
Let's say my weapons have 15EN, I'm already in battle, and have been casting spells without my item spell. Then I have 10EN left end cast Kaolai,
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it. I understand, but the obvious answer is to just not cast item spells at a certain level of energy. Without a weapon set granting the 15 energy you wouldn't even have the opportunity to cast at this point. EN-gap is a method of balance, not punishment; in order to get the aforementioned 11 seconds of 0 energy, you need to have expended exactly that much more energy than you otherwise would have without energy-granting weapons.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable.
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it. I understand, but the obvious answer is to just not cast item spells at a certain level of energy. Without a weapon set granting the 15 energy you wouldn't even have the opportunity to cast at this point. EN-gap is a method of balance, not punishment; in order to get the aforementioned 11 seconds of 0 energy, you need to have expended exactly that much more energy than you otherwise would have without energy-granting weapons.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable.
~ Dan ~
Quote:
Originally Posted by Mr Pvper
iwould drop weapon of warding as its 10 energy and u have a elite weapon spell to use for ursef anyhow
QFT. Warding is good, but you have 2 better wep spells in there anyway.
spirit of defeat
Quote:
Originally Posted by Chael
I understand, but the obvious answer is to just not cast item spells at a certain level of energy. Without a weapon set granting the 15 energy you wouldn't even have the opportunity to cast at this point. EN-gap is a method of balance, not punishment; in order to get the aforementioned 11 seconds of 0 energy, you need to have expended exactly that much more energy than you otherwise would have without energy-granting weapons.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable. I prefer a weapon-set switch for emergency heals.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable. I prefer a weapon-set switch for emergency heals.
br0thergr1m
How many weapon spells do you all feel is too many? 3? 4?
I was thinking of switching out weapon of warding for warmonger's weapon for the interrupts.
I was thinking of switching out weapon of warding for warmonger's weapon for the interrupts.
frojack
Quote:
Originally Posted by br0thergr1m
How many weapon spells do you all feel is too many? 3? 4?
I was thinking of switching out weapon of warding for warmonger's weapon for the interrupts. There is no number. You use as many as you feel you need. For all the fail who will argue differently...
You've put Splinter on a warrior for example. He gets a non-critical condition on him that the monk doesn't give a shit about (e.g. bleeding). You time his strikes, it ends. You use WoR if he's still under fire, it ends. You put whatever else you think is useful. WoW for example if he's under heavy fire (real warriors that kill stuff, aren't invincible), or even Splinter again. Then you repeat this process to use Weapon Spells effectively.
The singular weapon spell clause is a balancing limitation to separate good players from bad...
I was thinking of switching out weapon of warding for warmonger's weapon for the interrupts. There is no number. You use as many as you feel you need. For all the fail who will argue differently...
You've put Splinter on a warrior for example. He gets a non-critical condition on him that the monk doesn't give a shit about (e.g. bleeding). You time his strikes, it ends. You use WoR if he's still under fire, it ends. You put whatever else you think is useful. WoW for example if he's under heavy fire (real warriors that kill stuff, aren't invincible), or even Splinter again. Then you repeat this process to use Weapon Spells effectively.
The singular weapon spell clause is a balancing limitation to separate good players from bad...
Stormlord Alex
Quote:
Originally Posted by br0thergr1m
Weapon spells (dare I say it?) are the best damn thing about the Rit class - unstripple buffs with strong effects on them that can be actively played to adapt to the situation and don't take an hour to set up (unlike spirits, which frankly suck for the most part).
You take as many weapon spells as you feel the need for their effects - WoW for a prot, WoR for heal/condi remover, Warmonger's for shutdown and Splinter for lawlpwnd AoE damage can all happily rest on the same bar, as long as you know when to use each.