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Old Nov 12, 2007, 10:52 PM // 22:52   #81
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Recently I have played a lot with a certain ritualist, and although i don't like playing the profession, I can't deny how good and under-rated they are.
As Tsukihito said, they are defiantly much better healers, and their extra conditions are easily met.
I haven't seen them at work doing much damage except a couple of times at The Deep where they were very effective at replacing an ele, clearing r3 quicker than I've ever seen it done by an ele.

Easily the most ignored and under rated profession.
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Old Nov 13, 2007, 03:32 PM // 15:32   #82
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Quote:
Originally Posted by Dodo The Extinct
No, playing a monk is hard. But playing a support-healer is 10x easier. Ritualists are not meant to be the ones doing the majority of the defensive work, Monks are. Ritualists are expected to hurt the oponent, while assisting the backline with minor heals and prot.
I still dont see how you can say that.. Rits arent for defense.. they ARE for damage/ healing or a merged combo.. plz share.. how do you mean 'minor heals'? As far as I and any rit healer knows rits still do make that little red bar go up better than monks do. 2 words - Spirit Transfer.
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Old Nov 13, 2007, 07:49 PM // 19:49   #83
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Rit healing is very much ftw.
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Old Nov 13, 2007, 11:36 PM // 23:36   #84
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I still dont see how you can say that.. Rits arent for defense.. they ARE for damage/ healing or a merged combo.. plz share.. how do you mean 'minor heals'? As far as I and any rit healer knows rits still do make that little red bar go up better than monks do. 2 words - Spirit Transfer.
Monks have better Prot than Ritualists. You need Prot if you want to defend effectively. Monks can stop Warriors much easier than Ritualists can. In the end, it is how well you can keep your ally up. Monks beat Ritualists in that because they have an entire attribute line dedicated to stopping as much damage as possible.

When you have a Warrior on you, casting Spirit Transfer will make things better for 3 seconds. Casting Shield Of Absorption on the other hand eliminates the problem for much longer.
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Old Nov 14, 2007, 12:16 AM // 00:16   #85
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Rits are a hybrid, they do not really Excel at what they do really, but there able to do it.

Rits aren't as good healers as monks, as monks will Heal and protect you.
Rits have a harder time with spirits sprawled all over the place >.>
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Old Nov 17, 2007, 12:57 AM // 00:57   #86
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To be quite honest, I believe really that monks excel in protection, not healing. I'm not talking about healing AND prot from a monk. I'm talking about JUST healing.

If you were to put together a resto and damage in one build for a Rit you would simple not have enough room on your skill bar. The build I use for Restoration uses 8 skills, I use all of those skills as put together they are very effective.

My ideal team of 8 would consist of a Resto rit and Prot monk. I know sometimes people go with 2 healing monks but really... A Resto rit can just keep going and going. The only thing that can stop them is daze, but that stops monks too.

I guess this is the opinion they'd get since they aren't one of the core profs. I think the fact that there are being more and more Rits made may start a new movement in teams. So instead of "LF Healer Monk" It might be "LF Resto Rit". I've seen it already a lot in EotN
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Old Nov 17, 2007, 01:03 AM // 01:03   #87
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Weapon of Rememdy.

Heals, mends, and damages all in one! One of my fav skills of all time. Not to be overlooked.
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Old Nov 17, 2007, 11:03 PM // 23:03   #88
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Quote:
Originally Posted by TsukiHito
If you were to put together a resto and damage in one build for a Rit you would simple not have enough room on your skill bar. The build I use for Restoration uses 8 skills, I use all of those skills as put together they are very effective.
This I disagree with largely. Assuming you spec into channelling and restoration (14-16Resto and 12Chanelling) then you can easily, EASILY be proficient at both healing an damage with only 8 skills.

You have Offering of Spirit, Splinter Weapon, Ancestor's Rage. That's enough damage from you.

You have Death Pact Sig, FomF, or no res.

You have: Life, Mend Body and Soul, Spirit Light, and then a Weapon Spell that fits the circumstance (resilient, warding, shadow) or another utility spell.

Throwing in Splinter when needed and Ancestors is not an issue. Normally, if somebody is being pounded, you have the time to heal and cast ancestors on them, dealing with whatever is pounding them. If your warrior is managing aggro, your healing will be focused on him, so you may as well throw splinter and ancestor's on him while you're at it.

If you're half decent at multitasking and have a prot monk on your team, this build serves just fine. It is possible, due to the low recharge heals and their quantity, to focus entirely on healing if need be.
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