16 Restoration, 9 Communing, 11 Spawning OR 10 Insp
1:Weapon Of Warding (Predictive Prot)
2:Mend Body And Soul (Condition Removal),
3:Soothing Memorys(Main Heal),
4:Spirit Light(Power Heal)*
5:Mighty Was Vorizun(Give Self 85 AL and 50 Energy),
6:Recuperation(Anti Pressure/Degen) *
7:Spirit Channeling*
8Lively Was Naoimi (AoE Rez, and Self rez if its going to crap) *
Spirit Channeling can be Replaced with MoR if you require more energy (MoR = More over time, but it doesnt help if you hit 7 energy and need to do some healing NOW)
Spirit light can be replaced if you have anouther competant monk on the team, the best use for this slot is a hex remover (i prefer holy Veil)
Recuperation can be replaced with shelter if you are expecting large spikes of damage (i.e Elementalist boss)
Lively can be replaced with Rebirth/Flesh of my Flesh by preferance
The build is pretty simple to understand
Weapon of warding is used on tanks who are charging into a mob, and thrown around at anyone who is about to come under large amounts of physical attack (I.E a monk mobbed my assassins and warriors) it has a fairly long cast time (2s) so it requires you to be able to think 3 seconds ahead of time to use it efficently. for 10 energy @16 restoration it lasts for 11 seconds and provides 88 points of healing via regen pips
Mend body and soul is used while standing near the Recuperation spirit. Many complain that this is a conditional Condition remover, and this is true, but having a 90 point heal guaranteed is nice, as it will often be used in a rotating tandem with:
Soothing memorys, this is a 100 point heal for 2 energy (you'll be holding ashes), this is your first choice for healing a target, as it is a free heal (after casting it you'll have the same energy) should the target need a second heal after soothing memorys, then you combo this with mend body in soul (Soothing, Mend, Soothing, Mend) this combo can be maintained for long long (think 5 mins on one full bar) periods of time even without any energy management
Spirit Light. this is used if you cannot keep up with the damage being done with Soothing+Mend.
Mighty Was Vorizun. Combined with the oracles armour, you will have 85 AL, while a ritualist should not be tanking, the occasional enemy will get through. with 85 AL you can just laugh off assassins attacks, and warriors lose a fair amount of tooth. holding these will leave you with a 50 point energy pool, these ashes are also required to trigger soothing memorys energy regain.
Recuperation. this is a godly spirit, providing 6hp a second regen on all Allys in the area 5/6ths of the time. this takes some pressure of of you as small wounds melt away, keeping all but those under significant attack at tip top health. Because it affects all Allys, in 16 man missions it will also assist the other team, and all NPC's in the area. also in 12V12 this will help everyone and the AI on your team, making it gold if both teams go head on at the center (12 people + say 4 AI = 96 Hp a second over the whole lot, negating 2/3 warriors worth of damage).
Energy Management Elite: Spirit channeling Used whenever energy gets low, MoR used constantly
Lively Was Naoimi Used to Rez in combat ONLY if there is anouther healer on the team. Should everything go down the crapper, and you've lost 3 people on your team, this one can be a life saver. inform the other healer he's on his own for 6 seconds, cast the ashes, and drop them inbetween dead Allys. this should only be attempted if there is a second healer, if not, in that 6 seconds you might lose more.
i hope this helps
