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:
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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
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Class: Ritualist/Monk
Spawning Power: 13 (12+1)
Restoration Magic: 16 (12+4)
Smiting Prayers: 3
Skill bar
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- 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
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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
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- 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)
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- 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
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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

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

Thank you for all the feedback
