Dec 10, 2007, 05:11 PM // 17:11
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#1
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Academy Page
Join Date: Dec 2007
Guild: Glob Of Ectospasm [GoE]
Profession: Rt/
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Recuperation
Personally, I like this skill, however, most builds I see here, and on the wiki dont include it.
[skill]Recuperation[/skill]
+3 hp regen doesnt seem like a big amount, but when it lasts a long time, it adds up.
The 25e cost is not too bad... I prefer using it (and I do, most of the time) with Attuned Was Songkai.
I take this along with Life, as Life acts as a party-wide heal every 20 seconds, and Recup helps ease degen.
My question is, is there a reason that a lot of people dont take it? Discuss
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Dec 10, 2007, 05:18 PM // 17:18
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#2
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Ascalonian Squire
Join Date: Sep 2007
Profession: Rt/
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I agree, i find its a useful skill as well because it eases the amount of damage your party takes and lets them concentrate more on there own jobs rather than worrying about healing themselves.
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Dec 10, 2007, 05:23 PM // 17:23
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#3
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Desert Nomad
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I prefer taking Life and/or Recovery
And since I won't spirit spam, I just stick with those or sometimes Bloodsong
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Dec 10, 2007, 05:24 PM // 17:24
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#4
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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I think it's because of recharge. Monsters are encountered more often than once per 45 seconds... I like this skill, but if something kills it, I have to wait almost minute before I can use it again. But it's pretty nice for Nightfall and Gwen (Great Destroyer fight).
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Dec 10, 2007, 05:47 PM // 17:47
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#5
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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I used it in a gw:en dungeon, it was up 2/3 of the time. The problem is recharge imo. As said before Life/recovery and Anti hex is more universal, and you always have them up.
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Dec 10, 2007, 06:02 PM // 18:02
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#6
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Desert Nomad
Join Date: Jan 2007
Profession: R/
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It's an excellent skill in missions where you have to hold your ground against large waves and such, but when moving around all the time and facing multiple smaller groups its less useful because the battles take <30 seconds anyway and then its off to the next group. If you can use it in a situation in which your whole team is under heavy pressure for a long period of time its one of the most efficient and best pressure-relievers in the game. The reason recovery and Life are still used instead of this is that recovery is already anti condition, so it works more effectively vs condition pressure then recuperation does, while life heals as much as recuperation (120-130 every 20 seconds vs +3 regen @ rest 12+) but the effect of life is far more noticeable. Also, both cost far less. Obviously taking 2 of the spirits helps a ton, but generally I only take 1 unless in aforementioned situations in which you will be in the same area for an extended time.
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Dec 10, 2007, 06:26 PM // 18:26
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#7
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Lion's Arch Merchant
Join Date: Jun 2006
Guild: Zealots of Shiverpeak [ZoS]
Profession: Rt/
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When I'm healing, I'd rather have energy for more heals. 25 energy is just TOO much for what it does, in my opinion.
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Dec 10, 2007, 07:25 PM // 19:25
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#8
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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It does end up being a more efficient party heal than life if it never dies and if you never move out of its radius. However, it's pretty rare that you stand in the same spot for 45 seconds. When you actually do stand in once place for 45 seconds, it's fairly likely that something is going to beat the crap out of your spirits.
I've brought it when I already had a life spirit in the party and didn't feel a need for any other spirit. Most of the time, however, it's junk.
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Dec 10, 2007, 08:32 PM // 20:32
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#9
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Academy Page
Join Date: Dec 2007
Guild: Glob Of Ectospasm [GoE]
Profession: Rt/
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Hmm, I guess its situational then. Although in missions like Vizunah, its very useless when moving, but when staying around in a big fight (like Vizunah has), I found it useful.
Well, it still having a spot on my skillbar, will drop of SoC or something if needed.
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Dec 11, 2007, 01:33 AM // 01:33
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#10
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Ascalonian Squire
Join Date: Nov 2006
Location: within the spirit world
Guild: Satsu Motte Menboku [Tora]
Profession: Rt/
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I don't like it, as others said, because of recharge.
Sure, you can add AwS to provide the energy you need.
However, it doesn't last that long compare to recharge.
So, when it's gone, you have to spend 5 sec on casting spirit.
If you go resto, that is a bad idea IMO.
I rather go with Life, Recovery, or, heck, Vampirism (I know rits are hybrid class, but I just like to run 2 attribute builds), because it doesn't go to any certain attributes, and it lasts as long as other Binding Ritual, like Pain and Bloodsong
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Dec 11, 2007, 01:55 AM // 01:55
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#11
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Frost Gate Guardian
Join Date: Aug 2007
Guild: Writhe in Pain
Profession: Mo/
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Its useful but the main problem is primarily the 25 Energy Cost, Its easy to cast but it can be hard to maintain if you get into a heavy fight. Especially if enemies target the spirit.
When I run with it as a Ritualist I usually combined it with a Rit Energy Management skill like Attuned was Songkai. You could also use Signet of Spirits, Offering of Spirit, Spirit Siphon, or even Reclaim Essence to try to offset the heavy energy cost why don't you try those?
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Dec 11, 2007, 04:13 AM // 04:13
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#12
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Academy Page
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If you're already running Songkai, wouldn't it be feasible to use Ghostly Haste as well? I can already see the complaints of running two skills on your bar just to make one useful, but Haste has good utility with other restoration skills as well.
As was already stated, I find this to be a good skill to use during missions. In these situations, if you use some foresight when placing Spirits- as any Ritualist should- it's rather simple to keep regen up on players.
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Dec 11, 2007, 11:17 AM // 11:17
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#13
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Lion's Arch Merchant
Join Date: Oct 2007
Guild: The Underground PvP Society (PVPS)
Profession: N/Mo
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It's an ok skill but I still prefer Recovery because I find it more usefull.
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Dec 11, 2007, 12:38 PM // 12:38
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#14
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Krytan Explorer
Join Date: Nov 2007
Location: Holland
Profession: Rt/
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I use it always as resto,
it has a big range, it will heal a lot peeps,
it can take a lot of pressure away form you and your monk.
the 25 energy problem can be solved with a lot of spawning skills, AwS, Reclaim
I rarely experience the 45 recharge as problem, 45 sec in battle ain't long and if it is shorter then don't use it.
If you must take a teleport skill.
The biggest problem is if it get's killed.
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Dec 11, 2007, 01:47 PM // 13:47
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#15
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Krytan Explorer
Join Date: Mar 2007
Location: in my house
Guild: The Arctic Maruarders [TAM]
Profession: A/
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For the amount of time you stay in one area the recharge time is to long and the energy is to high it fails a spirit in pve. HA it is okay in some areas its okay in ra but its still terribad.
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Dec 11, 2007, 08:10 PM // 20:10
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#16
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Forge Runner
Join Date: Apr 2007
Location: Sardelec yelling at Tenshi
Guild: Angels Of Strife
Profession: E/
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Personally I loved the skill for missions such as THK and those kinds but mostly I just found it too cumborsome on my rit to use. Generaly the groups I am with move too fast for the spirit to be effective and also I found thta just healing with the 3 traditional rit healing spells I do just fine without even in heavy degen areas
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Dec 12, 2007, 08:53 AM // 08:53
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#17
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Frost Gate Guardian
Join Date: Oct 2007
Profession: Rt/
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What I like about the Recuperation is, how it synergizes with weapon of warding and resilient weapon. Resilient weapon and recup helped me a lot in many gwen quests and missions.
Recuperation, with its huge area of influence, can be place way back so as to minimize being a target.
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Dec 12, 2007, 05:07 PM // 17:07
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#18
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Forge Runner
Join Date: Feb 2006
Location: Thornill, ON, Canada
Guild: THE CANUCK MONKS (TCM)
Profession: W/R
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There are many ways of getting around recharge time and cost for Recouperation. Personally, I just cannot find space for it on my skill bar anymore.
I like Life better, as it is a nice big party heal. Better party healing for me is through 2 spirits (short casting time, short recharge and cheap preferable), spirit to flesh, and twisting spirit. Since TS is not an enchantment, you can have it indefinitely on until you summon another spirit. 1 cheap spirit to charge TS, and another to use StF. Nice group healing if needed. Otherwise, just use 1 or 2 weapon spells and some restoration spells for condition removal.
If you like Recouperation, that's cool. I just can no longer afford to have it sit on my skill bar anymore (as I have better skills).
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Dec 12, 2007, 06:20 PM // 18:20
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#19
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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Recuperation is really a niche skill, not a "bring it everywhere" skill. There are certain places where you can really use it to a great extent. In most areas where there is just your party, it probably isn't worth it.
It is worth it if you have a long battle with an MM, or if there are a large number of allies present. I used to place it in AB sometimes when I was on Saltspray. Most players don't notice it and most people on your team always want to get the darn dragon and just mob in that center area....
Anyway, it has uses, but is by no means a staple skill.
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Dec 12, 2007, 10:02 PM // 22:02
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#20
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Wilds Pathfinder
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i used it in slavers exile..not a bad skill at all.
it wont save anyone, but itll ease the pressure.
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