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Old Jan 22, 2008, 09:55 AM // 09:55   #21
Furnace Stoker
 
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ibreak speaks the truth. You're not going to be a better healer than a monk thanks to prot, so why try? Play to your strengths, and run a hybrid. You lose almost none of your capabilities in restoration by shoving rage and splinter on your bar.
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Old Jan 22, 2008, 01:07 PM // 13:07   #22
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The logic behind carrying some damage skills (and rit having one of the best), is to DECREASE the fight time by third or by half.

Damage like 137 per 8-sec is nothing to sneer at and splinter weapon ((53 x 5) X 3) really shines when party is put in a tough do-or-die part.

Ritualist, I have learned long ago, rarely shine in protecting and healing the WHOLE party. Rit shines on protecting KEY individuals in the party, usually 1 or 2, maybe 3. This key personality shifts as the mission and play goes along, but usually its the tank and the monks.

Many times it's the fronliner, usually the tank, I watch out. If you going to baby sit the tanks with heals and some protection, why not throw in the damage, so it takes much less time to baby-sit them

My other job, as Rit, is to protect the MONKS, making sure I keep their health bar in acceptable level so they can do their job well without much distraction and waste healing.

Since many Rit skills are 2-in-1 package (MBAS - heal and removes cond; Weapon of Warding - protect and regen) and with very little use of energy, we can do the job well what would other cost much more energy and skill.

Who will protect and heal the Healer-Protectors? I guess it's the Ritz. Who will protect the Ritz? It's the Monks It's a sort of circular logic of protection at its best.

Playing Ritualist is not really difficult. What is difficult is realizing Ritz will always be regarded as "second fiddle". And that takes a certain type of ego and views to play Ritualist and enjoy the class.

My take.

Last edited by GrimEye; Jan 22, 2008 at 01:15 PM // 13:15..
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Old Jan 23, 2008, 03:31 AM // 03:31   #23
Forge Runner
 
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This is my current skill bar

[skill]Spirit Rift[/skill][skill]Ancestors' Rage[/skill][skill]Splinter Weapon[/skill][skill]Essence Strike[/skill][skill]Destruction[/skill][skill]Life[/skill][skill]Weapon of Warding[/skill][skill]Offering of Spirit[/skill]

Seriously though, I simply couldn't imagine a skill bar with pure restoration but that's simply my play-style, I don't like focusing on keeping red bars up, I like seeing them get knocked down which rits do an excellent job with their support skills (like Splinter) and direct damage.
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Old Jan 24, 2008, 12:48 AM // 00:48   #24
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For pure healing I like a Rt/P build. 16 Resto, 12 Motiv, 3 Spawning.

[skill]Song of Restoration[/skill][skill]Signet of Synergy[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Life[/skill][skill]Protective was Kaolai[/skill][skill]Flesh of My Flesh[/skill] + 1 open skill slot.

3 party-wide heals keep health flowing in across the party, with 3 targeted heals for that sort of work. Energy management is passive - ie, the bar is built for energy efficiency.

The open slot at the moment is taken by [wiki]Pure was Li Ming[/wiki] as a condition removal bomb. [skill=text]Recovery[/skill] is nice too, as it has good synergy with [skill=text]Mend Body and Soul[/skill].
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