Pure Healing Rit build critique

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

First off this build is for PvE, I put it together using the GWFreaks program

and from that standpoint I think the build looks ok. However I noticed the

large amounts of errors with the factions skills in that program so i'm not so

sure of the build anymore.

EDITS:
--------------------
1) replaced the skill "life" with "weapon of warding"
- Weapon of warding skill descrition added
2) Added a 2nd variation to the build that has a bigger energy pool

Ritual healer v1.1
------------------------
Class: Ritualist/Monk

Spawning Power: 13 (12+1)
Restoration Magic: 16 (12+4)
Smiting Prayers: 3

Skill bar
---------
- Mend Body and Soul (Restoration Magic)
- Soothing Memories (Restoration Magic)
- Spirit Light (Restoration Magic)
- Attuned Was Songkai [Elite] (Spawning Power)
- Smite Hex (Smiting Prayers)
- Weapon of Warding (Restoration Magic)
- Recuperation (Restoration Magic)
- Flesh of my Flesh (Restoration Magic)



Ritual healer v2.0
------------------------
Class: Ritualist/Mesmer

Spawning Power: 4 (3+1)
Channeling Magic: 2 (1+1)
Restoration Magic: 16 (12+4)
Communing: 10 (9+1)
Inspiration Magic: 9

Skill bar
----------------
- Mend Body and Soul (Restoration Magic)
- Soothing Memories (Restoration Magic)
- Spirit Light (Restoration Magic)
- Inspired Hex (Inspiration Magic)
- Energy Drain [Elite] (Inspiration Magic)
- Mighty was Vorizun (Communing)
- Recuperation (Restoration Magic)
- Flesh of my Flesh (Restoration Magic)

Skill descritptions(I used the numbers based on what wikipedia said)
-------------------
- Mend Body and Soul (Restoration Magic) -
Target ally is healed for 90 Health. That ally loses one Condition for each spirit in your area.
Energy:5 Cast:0.75 Recharge:3

- Soothing Memories (Restoration Magic) -
Target ally is healed for 106 Health. If you are holding an item, you gain 3 Energy.
Energy:5 Cast:1 Recharge:5

- Spirit Light (Restoration Magic) -
Scrifice 10% Health. Target ally is healed for 162. If any spirits are in the area around you, you don't sacrifice Health.
Energy:10 Cast:1 Recharge:4

- Attuned Was Songkai [Elite] (Spawning Power) -
Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells cost 44% less Energy to cast.
Energy:10 Cast:2 Recharge:60

- Smite Hex (Smiting Prayers) -
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 25 damage.
Energy:5 Cast:1 Recharge:15

- Weapon of Warding (Restoration Magic) - {guildwiki was down numbers based on GWFreaks program}
Weapon Spell. For 11 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +4 Health regeneration.
Energy:10 Cast:1 Recharge:5

- Life (Restoration Magic) - {Skill in original build, replaced with Weapon of warding}
Create a level 11 spirit. When this spirit dies, all allies within its range are healed for 5 Health for each second this spirit was alive. This spirit dies after 30 seconds.
Energy:10 Cast:3 Recharge:45

- Recuperation (Restoration Magic) -
Create a level 11 spirit. Allies within its range gane +3 Health regeneration. This spirit dies after 47 seconds.
Energy:15 Cast:3 Recharge:60

- Flesh of my Flesh (Restoration Magic) -
Lose half of your Health. Resurrect target ally with your current Health and 21% Energy.
Energy:5 Cast:5 Recharge:0

- Inspired Hex (Inspiration Magic) -
Remove a Hex from target ally and gain 10 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

- Energy Drain [Elite] (Inspiration Magic) -
Target foe loses 8 Energy. You gain 2 points of Energy for each point of Energy lost.
Energy:5 Cast:1 Recharge:25

- Mighty was Vorizun (Communing) -
Hold Vorizun's ashes for up to 45 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy.
Energy:5 Cast:2 Recharge:30
----------------------------------


My comments on the skills
---------------------------
---Mend Body and Soul
- A decent 5e heal that removes conditions if spirits are present

---Soothing Memories
- A decent 100hp 5e skill, when used while holding [Attuned was songkai]should cost 0 energy(if I did my math right).

---Spirit Light
- A stronger 10e skill, comparable to heal other.

---Attuned Was Songkai [Elite]
- The primary form of energy management, by reducing the cost of spells by 44%, the pips should be enough to maintain the heals.

---Smite Hex
- A good 1sec cast hex removeal, could be replaced with holy veil(I just prefer not to doulbe click the icon to disenchant it).

---Weapon of Warding
- Used to replace "life", decent protection when vs melee classes or to help counteract lots of degen.

---Recuperation
- its like mending the whole team, basicly makes them all invincible . This was more of a filler skill due to the lack of other choices, however degen seems to be more common in factions, So I think this may help counter act that.

---Flesh of my Flesh
- Fast cheap res, could be replaced with rebirth since this is intended for PvE.

---Life
- Similar effect as heal party, except bigger heal and cant be used as often. This was sort of a filler skill, its cheap cost and big area of effect is why I chose it.

---Inspired Hex (Inspiration Magic) -
- hex removeal + energy management

---Energy Drain [Elite] (Inspiration Magic) -
- Primary form of energy management. I choose this over MoR(matra of recall) simply becuase Edrain is a core skill and MoR is a prophecies only skill(according to guildwiki)

---Mighty was Vorizun (Communing) -
- Since Rt's have the same AL as monks I decided +15AL and +20E was better than just using offhands. I find the most useful advantages from offhands(while playing a healer) are usually enchanting and HP/armor, however build v2.0 has no enchants(so an enchat mod on a sword is useless) and I prefer armor to Hp. Also Since most of these skills already have a short recharge and cast time, I didint think sacrificing fast cast/recharge for energy and armor was all that bad of an idea.
-------------------------

Please post your thoughts on the build and try to avoid any flames .

Thank you for all the feedback .

GloryFox

GloryFox

Desert Nomad

Join Date: Jan 2006

Good ol' USA, where everyone else wants to be

Now Plays World of Warcraft on Whisperwind

Excelent choices in skills. I was considering something similar myself.

natus

natus

Wilds Pathfinder

Join Date: Jul 2005

Denmark

Since some of those skills require that you "need to be in the area of a spirit" and you say it's a pve build, which means you would need to move forward instead of just fighting at the same spot, wouldn't it be good to bring Draw Spirit, so you're always close to one?

otherwise it looks like a pretty good healing build, i've tried using Rit for healing during the FPE, and it was pretty fun, I might want to try this out when the game comes out.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Just to say that, Life + Comsume Soul [E] can gives lot HP when your sacrifice your spirit (or enemy spirits too) to heal your teammate around this spirit. BTW, good build mattjones.

Khift

Khift

Lion's Arch Merchant

Join Date: Jun 2005

Ego Trip From Rank [ZERO]

P/

Well, I'd have to say two things:

First off, be prepared to drop Attuned Was Songkai. During the FPE, it was found that ritualist urns act as aggro items -- in other words, the enemies will automatically target someone holding them over anything else in their aggro bubble. This may or may not be the same during release, seeing as many people (Myself included) have been raising all hell about it, but if it doesn't change then Attuned Was Songkai will have to go.

Secondly, I'm not a fan of Life. Because you have to wait so long for the health gain, unless you're using some skills that combo with destroying allied spirits it won't do you much good at all. Your team will likely have moved on and be fighting something else by the time Life decides to naturally pop. Ideas for making this work better:

-- Spirit to Flesh
10 en, 3/4 cast, 15 recharge
Spell. Target touched allied spirit is destroyed. All nearby allies are healed for 198. (Attrib.: Spawning Power)

-- Feast of Souls
10 en, 1/4 cast, 10 recharge
Spell. Destroy all nearby allied spirits. For each spirit destroyed this way, all party members are healed for 90 health. (Attrib.: Spawning Power)

-- Spirit Transfer
5 en, 1/4 cast
Spell. Target ally steals up to 41 health from all spirits in the area.



Still thinking about what I'm going to use with my Rt/Mo. But, I know it'll be fun, regardless! Rits have so many toys to play with...

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

I'd have to agree with Khift.

Quote:
Originally Posted by Khift
First off, be prepared to drop Attuned Was Songkai. During the FPE, it was found that ritualist urns act as aggro items -- in other words, the enemies will automatically target someone holding them over anything else in their aggro bubble. Since your build was designed to be a PvE build, the AI of the enemies in regards to characters holding items is a big concern to Ritualists. Should ANet change this AI, it would be a good thing for Ritualists, but a bad thing for farmers. As it stands, the only items worth carrying are the ones designed to be dropped around enemies, like the ones where you knock down nearby enemies or blind nearby enemies.

Also, I'm just seeing Life as not being very practical. At a three second cast and then having to wait even before it's effects can be useful when your team will be needing immediate healing, this skill would take some real getting used to. Spirit to Flesh would be a good idea, but then this healing combination becomes a 20 energy heal (given that we're not using Attuned was Songkai anymore). If you want this much of an area heal, Divine Healing for the monk is a much better choice, the recharge is lower and the energy cost is less.

It's going to be tough to find a Ritualist build that will be able to top or even be in the same league as a monk.

Dahnel

Dahnel

Wilds Pathfinder

Join Date: Oct 2005

Rt/Me

What no weapon of warding ?

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
Originally Posted by natus
Since some of those skills require that you "need to be in the area of a spirit" and you say it's a pve build, which means you would need to move forward instead of just fighting at the same spot, wouldn't it be good to bring Draw Spirit, so you're always close to one?

otherwise it looks like a pretty good healing build, i've tried using Rit for healing during the FPE, and it was pretty fun, I might want to try this out when the game comes out.
I agree with what your saying, I didnt have a chance to play a ritualist in the FPE much to test out any skills, so I was wondering if perhaps I could get clarification on the wording of certain spells.

For example: Mend Body and Soul - "...loses one Condition for each spirit in your area."

Example 2: Spirit Light - "...If any spirits are in the area around you...."

Originally I had assumed it meant the area of the spirits effect similar to nature rituals, but after double checking I think it may just be the 'area' radius on the training isle. If anyone has tested these ranges please share the information.

On the issue of Draw Spirit, well for some reason it isnt showing up in my GWFreaks program . So if someone could post the stats and desription it would be greatly appreciated. It sounds like it would be useful.

Quote: Originally Posted by Francis Demeules Just to say that, Life + Comsume Soul [E] can gives lot HP when your sacrifice your spirit (or enemy spirits too) to heal your teammate around this spirit. BTW, good build mattjones. First off i'm glad you like my build , the idea of Life+Consume Soul[E] is a great idea for big cheap heals and I think it would work great in certain builds. My only concern would be energy management. Since the current state of the build depends heavily on a reduced energy cost as its primary form of energy management, I'm kind of hesitant to swap out the elite. Never the less thanks for the input.

Quote: Originally Posted by Dahnel
What no weapon of warding ? I really like that skill and I wanted to fit it in, the problem is I couldnt justify choosing it over the other skills.

I consider the first five skills on the bar to be neccesary, its got condion/hex removeal, cheap heals and big heals, and energy managemnet.

You always carry a res in PvE. So the only two choices were the two spirits.

Originally I was thinking I wanted to keep at least 1 spirit up all the time, so that the added effect of "Mend Body and Soul" would always be there(since it is the only form of condition removeal on the build).

But after seeing some of the posts on the skill "life" I think I may consider weapon of warding.


Khift,

----- I didnt get a chance to play a Rt in the FPE much so I was not aware of urns acting as an aggro item.

Hopefully they will change the monster AI before the factions release otherwise Attuned was Songkai may be a waste of space. Thank you for pointing that out.

I agree with you on "life" after doing some pondering, originally it was a filler to help keep a spirit up at all times.

But after reevaluating the build I dont think taking it out and a ~15s spirit downtime isnt going to mess it up that bad if even at all.

My only concern was if the build only had one spirit and then it got killed, but then again maybe that wont be much of an issue.

As for the destroying the spirits, I think I would rather go in a different direction with this build.

Since in this build condition removeal is dependent on a spirit being up, it would only make sense to kill a spirit right before it was about to end.

And for me at least I know I would have troube healing and at the same time keeping a mental note of which spirit is about to die, (unless of course spirits start flashing before they end, similar to enchantments).

Quote:
Originally Posted by carbajac
It's going to be tough to find a Ritualist build that will be able to top or even be in the same league as a monk. I couldn't of said it better myself . My favorite class to play is monk and I plan on playing through the factions campaign eventually with him.

However I must admit I do want to play one of the new factions classes to go through Cantha.

The point of the healing rit is simply so I can play through PvE the way I enjoy it and get to test out a new class at the same time.

Also finding monks was already a problem in the prophecies campaign, so im thinking a pure healing rit may be able to find a group faster than an assassin in the factions campaign.

I agree that a monk will always potentially be better at healing, however I think a Ritualists could work as a substitute in PvE.



Thank you all for the feedback on the build, I think I will go ahead and edit the first post and for now replace "life" with "weapon of warding".

In addition to that I am working on a build that dosent hold any objects, I'm leaning towards a Rt/mes since the mesmer class has MoR[E] and hex removeal.

If anyone has some other suggestions on which form of energy management and hex removeal would benefit this build the most I would love to hear them.

Hella Good

Hella Good

Desert Nomad

Join Date: Oct 2005

None, free and clear

I think with Rts you need to get out of the pure heal monk frame of thinking and take on a somewhat heal/proto attitude. I think using stuff like Weapon of Warding and Weapon Boon and the likes is a good example of what I'm talking about. I think Spirit Transfer is smth to consider, too.

Rest seems fine.

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
Originally Posted by Hella Good
I think with Rts you need to get out of the pure heal monk frame of thinking and take on a somewhat heal/proto attitude.
WHAT?!? Are you suggesting I think outside the box? Blasphemy!
lol j/k .

You might be right be right I am focused mostly on pure heal and some condition/hex removeal.

I think eventually very efficent heal/prot builds will start to surface, For now though I'm just working on a pure healing build.

Thanks for posting, I may consider on working on a more prot focused build
later on. But for now, due to lack of stuff in the Rt forum, Im working on a heal build that is efficient and can be easily played.

And hopefully people will consider making Rt healers to counteract the lack of monks we saw at certain points in the prophecies campaign.



Quote:
Originally Posted by Hella Good
I think using stuff like Weapon of Warding and Weapon Boon and the likes is a good example of what I'm talking about. I think Spirit Transfer is smth to consider, too.

Rest seems fine. GWFreaks has a skill called [Weilders Boon] not [Weapon Boon], So I will assume it was a typo.

I agree synergistic skills should definitly be taken into consideration. The only reason I avoided Weilders Boon for example is because IF that ally has a weapon THEN it will be efficent( actually 1hp less) as Soothing memories(which should cost 0 enegry while holding Songkai as opposed to 2~3)

Spirit Transfer could become an incredibly efficent heal spell, the only reason I didnt choose it was because its too conditional on the spirits.

Originally this build only had two spirits (which couldnt be kept up indefinitly), and an 88hp spammable skill wouldnt benefit the build to much, since it already contains 90hp~106hp cheap spammable skills.

If there were other Rt's on the team that were spirit heavy then perhaps it would be a good idea to bring Spirit transfer, but since the build in its current state only has one spirit, I dont think spirit transfer fits in too well.

One last thing, thanks for posting

[note: when I capitalize 'IF' and 'THEN' its just to emphasize the point, I dont mean it as yelling or a rude tone.]

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Good solid build. I've been impressed with the versatility of the Rits!

natus

natus

Wilds Pathfinder

Join Date: Jul 2005

Denmark

Quote:
On the issue of Draw Spirit, well for some reason it isnt showing up in my GWFreaks program . So if someone could post the stats and desription it would be greatly appreciated. It sounds like it would be useful. Draw Spirit
No Attribute. 5 energy, 1 cast, 5 recharge
Spell. Teleport target allied Spirit to your location.

BUT, if you're not targeting a spirit, you just draw the nearest allied one.

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

natus, thanks for posting the skill desription of draw spirit .


Good news for everyone considering holding urns with their ritualists. Today Gaile Gray(Anets community relations manager) said they will deal with the issue .

Also I was concerned that the build would have a small energy pool, considering it is holding an urn most of the time. So I tweaked the build and went with a Rt/mes, I will post that build in the first post shortly. Any comments on the 2nd version of the build will be appreciated.

[note: the image attached is when Gaile Gray briefly was talking about the urns]

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by mattjones527
natus, thanks for posting the skill desription of draw spirit .


Good news for everyone considering holding urns with their ritualists. Today Gaile Gray(Anets community relations manager) said they will deal with the issue .

Also I was concerned that the build would have a small energy pool, considering it is holding an urn most of the time. So I tweaked the build and went with a Rt/mes, I will post that build in the first post shortly. Any comments on the 2nd version of the build will be appreciated.

[note: the image attached is when Gaile Gray briefly was talking about the urns] Thx for the info Matt! At least, many builds can be work with ashes spells now.

Thx Gaile Gray too to say that!

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by mattjones527
Also I was concerned that the build would have a small energy pool, considering it is holding an urn most of the time. So I tweaked the build and went with a Rt/mes, I will post that build in the first post shortly. Any comments on the 2nd version of the build will be appreciated.

Just think of it as hiding energy. With one you still have it, if you get in a bind, all you have to do is drop the ashes, and boom! +15 energy!. And one of the Urns actually gives you +20 energy....so it's like you're getting 5 more, than you would not holding it. So you're energy pool should be fine.

allience

allience

Krytan Explorer

Join Date: Nov 2005

Mo/Me

i've tried the exact same rt build to replace the standard WOH monk in pvp at heroes ascent.

-the main problem was the cast time of the spells. 1 second is not good in pvp. the standard woh is 3/4 sec and it's hard to save sum1 with a 1 sec spell.

-second problem is the actual heal power. a monk with divine favor heals more then a RT.

i think a healing RT would be ok for pve but for pvp i'm in doubt. maybe the build needs some tweaking and i'll definatelly look more into it when factions is out.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

No HB with Ritualist. You have Recuperation and its not an enchantment.

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
Originally Posted by allience
i've tried the exact same rt build to replace the standard WOH monk in pvp at heroes ascent.

-second problem is the actual heal power. a monk with divine favor heals more then a RT.

i think a healing RT would be ok for pve but for pvp i'm in doubt. maybe the build needs some tweaking and i'll definatelly look more into it when factions is out. I agree completely that this build doesnt even come close to the healing potential of a monk.

This build is probably only going to be useful to pve players that like to play monk but want to start a new factions character to explore the new world with.

As for pvp I dont see a Rt ever replacing a monk. But for pve this could be a useful substitute.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by mattjones527
I agree completely that this build doesnt even come close to the healing potential of a monk.

This build is probably only going to be useful to pve players that like to play monk but want to start a new factions character to explore the new world with.

As for pvp I dont see a Rt ever replacing a monk. But for pve this could be a useful substitute. Less problem to find a healer for Missions

Vahn Roi

Vahn Roi

Forge Runner

Join Date: Apr 2006

[HiDE]

In my experience, monks are always somewhat troublesome to find for missions and quests (save for Oro and Fa).

BaconSoda

BaconSoda

Krytan Explorer

Join Date: Apr 2006

*Somewhere Under The Rainbow*

Leo

Me/

I'd just like to share the Rt/R healing build i had (Ranger was in the time i had a lack of an elite and pulled out a pet). This build was very successful for me and the only downfall i could see was the lack of energy. I also used a similar build that i cannot entirely remember in PvP and it worked very well in my opinion.


--> means the skills i used after having skill pts to use

Comfort Animal -->Soul Transfer/feast of souls
Heal as One-->Life-->Preservation
Charm Animal-->Recuperation/Life
Mend Body and Soul
Soothing Images
Spirit Light
Weapon of Warding/Resiliant Weapon
Flesh of My Flesh

The lack of energy was problematic, however when i brought Eve (henchie) along with Blood Ritual i had no problem keeping my entire team alive with Redemtor Klaus also protectiong (another henchie). With a smart battery necro Ritualist healing is really a no-brainer (in my experience) and i believe it will bring a new supply of healers although shortages in the sparcely populated areas (ex. Abbadon's Mouth) will occur.


On a side note "Heal as One" was a very good self heal in the arenas. with my level 18 "Reef Lurker" (blue) it was very efficient and made staying alive much easier.

Iraqalypse Now

Lion's Arch Merchant

Join Date: Jun 2005

Seattle, Wa

Nuclear Babies

E/Mo

The attuned was songkai restoration magic spammer really needs to have 16 restoration/15 spawning power. Since the rit doesn't need +enchaning gear, he can compensate for the loss of health by running full +health gear everywhere: both staff mods, all armor peices. At 15 spawning power, the 5/10 en skills become 2/4 en, allowing a lot of spam.

Ideal skillbar for AwS restoration:

Attuned was Songhai
Soothing Memories (heals AND gives 3 energy for the price of 2)
Spirit Light
Mend Body and Soul
Weapon of Warding (gives so much on sustained focus fire situations, even with the 2sec cast)
Recuperation (the +health regen spirit, its pretty much a heal party equivalent)
Weilder's Boon (need another spammable heal)
Holy Veil (is superior to smite hex)


Pretty much only minor changes to the AwS restoration, the biggest thing is the 15 restoration magic.

The other way to build the restoration ritualist is using the item that heals for 200+ when your health goes below 25% - pretty sure its Protective was Kaoli. Anyhow, that item is very nice for survivability, gives you enough time to use your slower but more efficient heals.

If you have a spirit spammer in your team, theres a rit skill that is a 1/4 second cast that steals health from friendly spirits - its nice to have an infuse equivalent.

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
Originally Posted by Iraqalypse Now
The attuned was songkai restoration magic spammer really needs to have 16 restoration/15 spawning power. Since the rit doesn't need +enchaning gear, he can compensate for the loss of health by running full +health gear everywhere: both staff mods, all armor peices. At 15 spawning power, the 5/10 en skills become 2/4 en, allowing a lot of spam. I'm not too sure where you came up with the 5/10e : 2/4e ratio. Heres the math I came up with.

13(spawning) - 44% cost reduction
----------------------------------
Before: 15e - 10e - 5e

After : 9.9e - 6.6e - 3.3e


15(spawning) - 50% cost reduction
----------------------------------
Before: 15e - 10e - 5e

After : 7.5e - 5.0e - 2.5e

Fitst off at 13 spawning it already is spammable, I will agree there is a slight advantage in spell cost with 15 spawning, at the cost of 75hp.

With the attuned was songkai restoration spammer, while holding an urn(which you will be most of the time) you cannot gain the benefits of weapons and offhands.

Therefore while holding, your stats will be dependent on your armor. I personally perfer the extra energy. So you will be at 42(35+7)e if I remember right and 530(480+50)hp.

So if you were to go with 15spawning, and 16 restoration that is two superior runes. 530-150 = 380hp, that is the reason why I choose to go with 13spawning and 16 restoration. I prefer 455hp(530 - 75)

To me 380hp dosent sound to apealing when playing with the average pug. If you avoid pugs altogether and play with guildies/friends then by all means you could get away with lower hp. From my experience playing a monk in pugs I would advise the higher hp.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by mattjones527
Therefore while holding, your stats will be dependent on your armor. I personally perfer the extra energy. So you will be at 42(35+7)e if I remember right and 530(480+50)hp.

So if you were to go with 15spawning, and 16 restoration that is two superior runes. 530-150 = 380hp, that is the reason why I choose to go with 13spawning and 16 restoration. I prefer 455hp(530 - 75)

To me 380hp dosent sound to apealing when playing with the average pug. If you avoid pugs altogether and play with guildies/friends then by all means you could get away with lower hp. From my experience playing a monk in pugs I would advise the higher hp. I agree with that. And we're still not sure if they fixed the Urn/Aggro problem....

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Quote:
Originally Posted by SnipiousMax
I agree with that. And we're still not sure if they fixed the Urn/Aggro problem.... We shall see when Faction comes out .

sumasage

Lion's Arch Merchant

Join Date: Apr 2005

what do you guys thing about Mo/Rit?

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by sumasage
what do you guys thing about Mo/Rit?
I'm not sure how well monk heal spells, and Ritualist heal skills will sync... Kinda requires a different play style.

BaconSoda

BaconSoda

Krytan Explorer

Join Date: Apr 2006

*Somewhere Under The Rainbow*

Leo

Me/

I don't think Mo/Rt will make any difference to monks and is just the 2nd prof. needed to sear, unless u want the combat res that is "flesh of my flesh."
This is mainly because divine favor really doesn't work with restoration skills, only monk-derived skills. And Mo/Rt for spirits would be a waste of time and energy considering that they cannot get the spirits to a high level and many of the spirits have a high energy cost and cast time. It would really be better to bring a Rt specialized in spirits (in my opinion).

Vahn Roi

Vahn Roi

Forge Runner

Join Date: Apr 2006

[HiDE]

If anything I would think a Prot monk might use some of the defensive Rit spirits that cause AoE protection effects.

mattjones527

mattjones527

Lion's Arch Merchant

Join Date: Oct 2005

Quote:
Originally Posted by sumasage
what do you guys thing about Mo/Rit? I tried making a few healing Mo/Rit builds, but I couldnt really make a more efficent healing build then say a Mo/Me with MoR.

One thing that is interesting though is that a 16/12 divine/restoration, has a close amout of healing when compared to 9/16 divine/healing(9/16 and assuming 10 for inspiration).

The problem is that although the numbers of the healing come close, and sometimes better on the 16/12 end, The Mo/Rit dosent have as good of energy management.

So in my testing with healing mo/rit builds it doesnt look like a good idea. I think the major drawback is the lack of efficent monk energy management spells.

Francis Demeules

Francis Demeules

Desert Nomad

Join Date: Jan 2006

Canada, Qc

[Holy]

Me/Mo

Mo/Rit = Heal more because Divine Favor
Rit/Mo = Spirits keep your team alive in an area and much stronger with Spawning.

Falrow

Frost Gate Guardian

Join Date: May 2005

Spirit Transfer + Channeling = win

Unless they nerf it.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Old thread, but as I've been re-reading through the Rit skills, I found Spirit Channeling. It's closer to the beginning of the game than attuned was songkai, and I think it will work well in this build (because of Weapon of Warding and recuperation). Just curious to see if anyone else has tried it?

TeeGee

TeeGee

Frost Gate Guardian

Join Date: Mar 2006

Poland

Uber Pro Gamers [leet]

Me/E

Im using Spirit Channeling in my Rt infuser build (its here on guru in sticky and on site) and its very good. Im playing in HA mostly where u use energy much faster than in pve and still i manage to always be able to heal/infuse with my rt even if other monks are drained.

-5 degen is no big deal when considering Recuperation and Spirit Chanelling Heal effect. Also it heals u when it is removed by Shatter which makes u harder to spike.