Question about weapon spell energy management.
ajc2123
Alright so as a ritualist, I've grown quite fond of weapon spells. I usually keep a constant weapon of warding on my 2 healers since mobs always seem to go for my vital squishies, great dwarf weapon on any barrage/scythe or melee in general and when that is recharging I just cast splinter weapon on the barrage/scythe'ers.
Since I use a good amount of weapon spells (I see some more I could take but I don't have them atm (and yes I know they don't stack I give each character a certain spell UNLESS someone is getting heavily pummeled by physical attacks then i WoW on them)) Is it wiser to take Wielder's zeal for my energy management, or bring glyph of lesser energy and save my elite for something else like weapon of remedy or something else without having to put spare points in Spawning power.
For general PvE, which is better?
Also, I don't find the extra time spawning power gives to weapon spells to make THAT much a difference in my delima.
Since I use a good amount of weapon spells (I see some more I could take but I don't have them atm (and yes I know they don't stack I give each character a certain spell UNLESS someone is getting heavily pummeled by physical attacks then i WoW on them)) Is it wiser to take Wielder's zeal for my energy management, or bring glyph of lesser energy and save my elite for something else like weapon of remedy or something else without having to put spare points in Spawning power.
For general PvE, which is better?
Also, I don't find the extra time spawning power gives to weapon spells to make THAT much a difference in my delima.
Turbobusa
Don't spend much points inspawning power, it is a trash attribute line tbh.
Mobs go for the target with the lowest hp, that'd mean your healers have less health than henchmen (480hp). To avoid being forced to cast WoW on them just get them some hp runes or take a lower +rune (sups don't give a huge benefit).
That should release you from having to watch your healers and thus spend less energy. WoRemedy is good but you shouldn't need to assist 2 healers in PvE.
Mobs go for the target with the lowest hp, that'd mean your healers have less health than henchmen (480hp). To avoid being forced to cast WoW on them just get them some hp runes or take a lower +rune (sups don't give a huge benefit).
That should release you from having to watch your healers and thus spend less energy. WoRemedy is good but you shouldn't need to assist 2 healers in PvE.
TheodenKing
Quote:
Originally Posted by Turbobusa
Mobs go for the target with the lowest hp...
Not exactly true. Anyone that routinely monks in DoA in NM and HM knows that it's not as simple as your health bar.
Here are the factors that determine the AI's target:
1) agro
2) armor
3) shield
4) health
5) action (interupters will target those casting spells)
6) profession (for example, an Anur Dabi will use [vocal minority] on an imbagon without fail, regardless of other enemies).
Shield is an interesting thing that a lot of people don't realize. For some reason, with all other factors being equal, the AI will target the monk without a shield and ignore the monk WITH the shield. For some reason, the AI doesn't consider you a squishy when you hold a shield.
(Now I know at first you will think I'm crazy. But you can go out and test this very easily with 2 monks). Give them identical skillbars, identical insignias and health, but give one a shield and the other a focus item, or even a staff with +10 armor. The monk with the staff will have better armor than the one with the shield, since the shield-bearer only gets 8 armor. Assuming you can pull agro so that they are seen at the same time, you will find that almost always, the AI will ignore the shield bearer until the monk without the shield is dead or has fled.
In DoA, without fail, the monk without a shield on gets hammered while his partner monk(s) with shields are relatively unbothered.
Here are the factors that determine the AI's target:
1) agro
2) armor
3) shield
4) health
5) action (interupters will target those casting spells)
6) profession (for example, an Anur Dabi will use [vocal minority] on an imbagon without fail, regardless of other enemies).
Shield is an interesting thing that a lot of people don't realize. For some reason, with all other factors being equal, the AI will target the monk without a shield and ignore the monk WITH the shield. For some reason, the AI doesn't consider you a squishy when you hold a shield.
(Now I know at first you will think I'm crazy. But you can go out and test this very easily with 2 monks). Give them identical skillbars, identical insignias and health, but give one a shield and the other a focus item, or even a staff with +10 armor. The monk with the staff will have better armor than the one with the shield, since the shield-bearer only gets 8 armor. Assuming you can pull agro so that they are seen at the same time, you will find that almost always, the AI will ignore the shield bearer until the monk without the shield is dead or has fled.
In DoA, without fail, the monk without a shield on gets hammered while his partner monk(s) with shields are relatively unbothered.
Nightow
You're spamming two, high-energy weapon spells on multiple party members which is obviously not a good idea.
If you're playing with H/H, it's hard to follow TheodenKing's advice since heroes can't weapon swap. (That doesn't mean it's not good advice! ) But Turbobusa's advice on increasing the max health of your monk heroes is sound advice. If you want to be smart, play smart. Meaning don't maintain [weapon of warding] on your healers 24/7/365. Only cast WoW as a preprot or onto casters who are getting hammered.
Only time I'd want to invest in Spawning would be if I'm using spirits such as [rejuvenation] and [agony] to increase their effectiveness. Yet, even then, I'd only do a 12/10/8 split on my attributes with the lowest in spawning. [gole] is fine but keep in mind, ritualists have much better alternatives.
[Offering of spirit] <----My fav. <3
P.S. -inb4 Upier w/[Assassin's promise]
If you're playing with H/H, it's hard to follow TheodenKing's advice since heroes can't weapon swap. (That doesn't mean it's not good advice! ) But Turbobusa's advice on increasing the max health of your monk heroes is sound advice. If you want to be smart, play smart. Meaning don't maintain [weapon of warding] on your healers 24/7/365. Only cast WoW as a preprot or onto casters who are getting hammered.
Only time I'd want to invest in Spawning would be if I'm using spirits such as [rejuvenation] and [agony] to increase their effectiveness. Yet, even then, I'd only do a 12/10/8 split on my attributes with the lowest in spawning. [gole] is fine but keep in mind, ritualists have much better alternatives.
[Offering of spirit] <----My fav. <3
P.S. -inb4 Upier w/[Assassin's promise]
Zidane Ortef
1. spec into spawning and use this [Renewing Memories]
or
2. Spec into Channeling which if you are using Splinter you should be, use this [Offering of Spirit]
or
2. Spec into Channeling which if you are using Splinter you should be, use this [Offering of Spirit]
upier
Quote:
Originally Posted by Nightow
P.S. -inb4 Upier w/[Assassin's promise]
Combine that with [warmonger's weapon] on Barragers for even more drooling.
Combine that with [warmonger's weapon] on Barragers for even more drooling.
Lhim
I'd go with the glyph first. Wielder's Zeal is ok with low costing weaponspells, but you are spamming 10 energy WoW and GDW. But because of that I don't think that the glyph will be enough, so you'll probably even need both.
I strongly suggest to look at other possibilities though like OoS (...or even AP )
I strongly suggest to look at other possibilities though like OoS (...or even AP )
Tek
Hey bud,
If you are spamming [skill]Weapon of Warding[/skill] on multiple targets, I would consider bringing [skill]Wielder's Zeal[/skill]. With 14pts in Spawning, you're looking at a gain of 5 energy each time you use a Weapon Spell. I wouldn't recommend [skill]Glyph of Lesser Energy[/skill]. It has a 30 second recharge and only covers 2 spells. You will still end up having energy problems.
You might even want to consider [skill]Attuned Was Songkai[/skill] in combination with [skill]Renewing Memories[/skill]. At 14pts in Spawning, this will reduce cost by 47+33% = 80%. This should help you out with any energy management issues.
If you are spamming [skill]Weapon of Warding[/skill] on multiple targets, I would consider bringing [skill]Wielder's Zeal[/skill]. With 14pts in Spawning, you're looking at a gain of 5 energy each time you use a Weapon Spell. I wouldn't recommend [skill]Glyph of Lesser Energy[/skill]. It has a 30 second recharge and only covers 2 spells. You will still end up having energy problems.
You might even want to consider [skill]Attuned Was Songkai[/skill] in combination with [skill]Renewing Memories[/skill]. At 14pts in Spawning, this will reduce cost by 47+33% = 80%. This should help you out with any energy management issues.
Grey_Ghost
[Serpent's Quickness]+[Attuned Was Songkai]+[Renewing Memories]=?
I wonder if there is a good build with that setup... focusing on using weapon spells on as many different people as you can? Hmm
I wonder if there is a good build with that setup... focusing on using weapon spells on as many different people as you can? Hmm
Tek
Actually, dude. I came up with a build last night using [skill]Ghostly Haste[/skill]. It's very nice! [skill]Ghostly Haste[/skill] lets you keep [skill]Attuned Was Songkai[/skill] up indefiently. Combined with [skill]Renewing Memories[/skill], you can spam [skill]Weapon of Warding[/skill] for only 2 energy. This is the build I was using:
[skill]Renewing Memories[/skill][skill]Ghostly Haste[/skill][skill]Weapon of Warding[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Attuned Was Songkai[/skill][skill]Life[/skill][skill]Resurrection Chant[/skill]
At 14pts in Spawning with 13pts in Restoration, you have four massive heals at virtually no energy cost. You can spam [skill]Weapon of Warding[/skill] on your entire party and never run into energy problems. This makes for an excellent PvE healing build and would do very well in RA and maybe even HA.
[skill]Renewing Memories[/skill][skill]Ghostly Haste[/skill][skill]Weapon of Warding[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Attuned Was Songkai[/skill][skill]Life[/skill][skill]Resurrection Chant[/skill]
At 14pts in Spawning with 13pts in Restoration, you have four massive heals at virtually no energy cost. You can spam [skill]Weapon of Warding[/skill] on your entire party and never run into energy problems. This makes for an excellent PvE healing build and would do very well in RA and maybe even HA.
upier
Since this obviously isn't a thread on how to make the best out of the ritualist - but it's rather a thread on how to make the best out of a shitty situation - I'll limit my views on that:
1. Life at 14 is 7hp for each sec.
I don't see why you'd run resto 13 then (if of course you aren't running Splinter).
2. If you are already wasting your elite on e-management (and not only that - you are also wasting 100 attribute points on spawning!) - I don't see the reason why you'd bring a SECOND skill to help you out with e-management.
3. Why Rez Chant?
You have high resto so you might as well use FomF/DPS.
IF you even want to run a rez that is since you obviously won't be the one rezzing. And if you are - that means that everyone else is dead.
1. Life at 14 is 7hp for each sec.
I don't see why you'd run resto 13 then (if of course you aren't running Splinter).
2. If you are already wasting your elite on e-management (and not only that - you are also wasting 100 attribute points on spawning!) - I don't see the reason why you'd bring a SECOND skill to help you out with e-management.
3. Why Rez Chant?
You have high resto so you might as well use FomF/DPS.
IF you even want to run a rez that is since you obviously won't be the one rezzing. And if you are - that means that everyone else is dead.
Tek
Umm, [skill]Attuned Was Songkai[/skill] is Spawning, not Channeling. Better to have 14pts in Spawning with 47% energy reduction then to have 14pts in Restoration (few more heal points) with higher energy costs. Also, it allows you to keep your health above 500 since you're not using any Superior Runes and suffering the -75hp.
When I play a Restoration Rit, I'm never the primary source of healing. I'll go to help relive the pressure from the Monks or to substitute for one Monk. [skill]Resurrection Chant[/skill] is used to bring up Monks that have been wiped, or other players so the Monks can continue doing their thing.
[skill]Flesh Of My Flesh[/skill] is a nice skill but it causes you to lose 1/2 of your HP and the person resurrected has only 1/2 HP. This could be dangerous in certain areas.
I never use [skill]Death Pact Signet[/skill] in Elite areas. Mainly because if the person you resurrected gets wiped before the timer, you die too. Now your party is down to 6/8 or 10/12, depending on the area you're doing.
And dude, bringing [skill]Renewing Memories[/skill] with [skill]Attuned Was Songkai[/skill] is total energy management! 14pts in Spawning is 80% energy reduction. If you can't see why that would help then you don't need to be posting replies trying to help people.
When I play a Restoration Rit, I'm never the primary source of healing. I'll go to help relive the pressure from the Monks or to substitute for one Monk. [skill]Resurrection Chant[/skill] is used to bring up Monks that have been wiped, or other players so the Monks can continue doing their thing.
[skill]Flesh Of My Flesh[/skill] is a nice skill but it causes you to lose 1/2 of your HP and the person resurrected has only 1/2 HP. This could be dangerous in certain areas.
I never use [skill]Death Pact Signet[/skill] in Elite areas. Mainly because if the person you resurrected gets wiped before the timer, you die too. Now your party is down to 6/8 or 10/12, depending on the area you're doing.
And dude, bringing [skill]Renewing Memories[/skill] with [skill]Attuned Was Songkai[/skill] is total energy management! 14pts in Spawning is 80% energy reduction. If you can't see why that would help then you don't need to be posting replies trying to help people.
upier
Like I said - IF you aren't running channeling for Splinter then it doesn't make sense that the ONLY line you are actually using - Resto - isn't as high as it could be.
14.
Rez Chant is a 6 sec cast with half range.
This means that if the team lost the primary source of damage negation - you as the secondary will be out of business for 6 secs.
Your team will die.
IF on the other hand you only use the rez as means to recover from a party wipe - the half range isn't doing anyone any favors. You're pretty much better of with Rebirth.
Rez chant doesn't work in PvE on a build like the one we are discussing now.
Renewing memories works on weapon and item spells ONLY.
Which means you are giving up a slot to spend some 3 energy less on each WoW you cast. Which means you need to cast at least 2 WoWs to even break even with the cost of Renewing itself. 5 sec recharge on WoW - and Renewing has a length of around 20 secs. And you gave up a skill slot for that?
What on the other hand you could be doing is bringing this close to a monk. Not as good - but close. (Since let's be honest - the build doesn't even come close to a resto necro and NO way near a monky.)
What I would suggest for starters is to drop Renewing and Rez.
Replace them with Hex removal and PS.
This way you have party healing, single target healing, condition removal, attack damage negation, PS AND hex removal. You're pretty close to what a monk should be doing.
The big question now is - what about Ghostly?
Is constant Attuned a bigger bonus then the additional slot you'd gain through dumping it?
This ... is what I'd have to play around with a bit to see.
14.
Rez Chant is a 6 sec cast with half range.
This means that if the team lost the primary source of damage negation - you as the secondary will be out of business for 6 secs.
Your team will die.
IF on the other hand you only use the rez as means to recover from a party wipe - the half range isn't doing anyone any favors. You're pretty much better of with Rebirth.
Rez chant doesn't work in PvE on a build like the one we are discussing now.
Renewing memories works on weapon and item spells ONLY.
Which means you are giving up a slot to spend some 3 energy less on each WoW you cast. Which means you need to cast at least 2 WoWs to even break even with the cost of Renewing itself. 5 sec recharge on WoW - and Renewing has a length of around 20 secs. And you gave up a skill slot for that?
What on the other hand you could be doing is bringing this close to a monk. Not as good - but close. (Since let's be honest - the build doesn't even come close to a resto necro and NO way near a monky.)
What I would suggest for starters is to drop Renewing and Rez.
Replace them with Hex removal and PS.
This way you have party healing, single target healing, condition removal, attack damage negation, PS AND hex removal. You're pretty close to what a monk should be doing.
The big question now is - what about Ghostly?
Is constant Attuned a bigger bonus then the additional slot you'd gain through dumping it?
This ... is what I'd have to play around with a bit to see.