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Old Dec 13, 2007, 07:57 PM // 19:57   #21
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in my experience it takes away a lot of pressure.
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Old Dec 14, 2007, 04:57 AM // 04:57   #22
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Recup is highy underrated IMO.

The range is incredible and +3 to all allies relieves quite a bit of pressure should your teammates have any survival capability.

About energy issues: I normally run Songkai or Offering of Spirit so its usually not a problem.

Recharge is a bigger problem IMO. You can keep it a fair distance away due to its range. Keep it at least an earshot away from the fighting.
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Old Jan 21, 2008, 11:31 AM // 11:31   #23
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Bumping this thread because Recuperation owns... IF used correctly. Personally, I keep it in my bar 75% of the time and use it whenever I see a large group up ahead. The recharge time is alleviated with Weapon of Quickening. The high energy cost can be helped out with a high energy staff/weapon set as well as pre-casting it before battle to regain some energy back.

The only thing that sucks is if it gets killed fast. But if you use it enough, you'll learn how to hide it way in the backlines of battle and try to protect this great spirit.

P.S. Recup. is amazing in Slaver's Exile and other places where you use Obsidian tanks. Oh, and it also stops minions' life bar from degen'ing.

Last edited by Gambit Shinobi; Jan 21, 2008 at 11:38 AM // 11:38..
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Old Jan 21, 2008, 11:56 PM // 23:56   #24
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Personally, I like the skill, but more so on a rit hero than for my character. The longish recharge coupled w/ the rather vulnerable spirit are detriments, but the fact that it affects everyone in its radius is a big plus. The high energy cost is a downside, too, but I usually pair my rit heroes w/ signet of spirits or offering of spirit to alleviate that...
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Old Jan 22, 2008, 02:00 AM // 02:00   #25
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I like this spirit, but I only use it in places where mobility is limited, like Vizunah Square.
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Old Jan 22, 2008, 02:04 AM // 02:04   #26
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Quote:
Originally Posted by Biostem
Personally, I like the skill, but more so on a rit hero than for my character. The longish recharge coupled w/ the rather vulnerable spirit are detriments, but the fact that it affects everyone in its radius is a big plus. The high energy cost is a downside, too, but I usually pair my rit heroes w/ signet of spirits or offering of spirit to alleviate that...
Problem with Rit Heroes using Recuperation is that they don't always use it correctly... at the right time and the right place. You would have to manually control when and where they lay it down and honestly, that causes too much hassle.
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Old Jan 22, 2008, 02:23 AM // 02:23   #27
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It does take some of the burden from your monk(s) in a long battle.

The energy cost is high but energy management skills help.

The only downside I see is the long recharge.
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Old Jan 22, 2008, 03:35 AM // 03:35   #28
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Quote:
Originally Posted by quickmonty
It does take some of the burden from your monk(s) in a long battle.

The energy cost is high but energy management skills help.

The only downside I see is the long recharge.
You use Weapon of Quickening or Ritual Lord to mitigate the long recharge of Recuperation. Yes, it takes an elite slot, but either of those 2 elites may also help other slots on your bar (in WoQ's case, others on your team as well), not only Recuperation, depending on what build you have.

Last edited by Angel Puriel; Jan 22, 2008 at 03:37 AM // 03:37..
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Old Jan 22, 2008, 07:39 AM // 07:39   #29
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Quote:
Originally Posted by Angel Puriel
You use Weapon of Quickening or Ritual Lord to mitigate the long recharge of Recuperation. Yes, it takes an elite slot, but either of those 2 elites may also help other slots on your bar (in WoQ's case, others on your team as well), not only Recuperation, depending on what build you have.
If Recuperation is your only spirit I advise [skill=text]soul twisting[/skill] makes it a lot easier to move, Otherwise use the PvE skill summon spirits.
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Old Jan 22, 2008, 08:24 AM // 08:24   #30
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Quote:
Originally Posted by Abedeus
I think it's because of recharge. Monsters are encountered more often than once per 45 seconds...
I agree with this. You can rip through PvE too fast to make it useable.

It's a useful skill in places like Vizunah Square, Eternal Grove, Thunderhead Keep, Ruins of Morah, Nundu Bay... Wherever you're spending any length of time fighting in the same place.
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Old Jan 22, 2008, 08:49 AM // 08:49   #31
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I like [skill=text]Recuperation[/skill] but not as a restoration skill, it offers little to a restoration rit, as a healer needs to react quickly.
It's obviously a support skill and when used as such it does a good job.

I used to combine it with [skill=text]Well of Blood[/skill] together they make for a powerful health gain of people near the action, I added [skill=text]Weapon of Warding[/skill] too, and all of a sudden anyone could tank.
I used it as a replacement for a minion wall, when there weren't enough corpses to sustain 1.

Since PvE skills have been introduced there wasn't much of a point any more, SY makes anyone able tank, while sacrificing 1 skill slot instead of a team slot.
I did think up a new version of that build though, I still have to try it out sometime.

Last edited by System_Crush; Jan 22, 2008 at 08:54 AM // 08:54..
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Old Jan 22, 2008, 10:00 AM // 10:00   #32
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Recuperation if you're not moving and nobody is going to beat up your spirits (2% of the time). Life otherwise (98% of the time)
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Old Jan 22, 2008, 01:55 PM // 13:55   #33
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Recharge time is too long for me, as is the energy cost. But the effect isn't too bad, its like a party-wide weak heeling breeze, which, granted, dosen't save your life, but it does reduce the pressure on monks/other healers
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Old Jan 23, 2008, 02:49 AM // 02:49   #34
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While Recuperation is nice, in the end it reminds me of [card]Mending[/card].
I'd rather take another weapon spell.
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Old Jan 23, 2008, 03:05 AM // 03:05   #35
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yes but its mending on everyone within spirit range and no upkeep..

most of the time [skill]life[/skill] wins out over this
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Old Jan 23, 2008, 03:27 AM // 03:27   #36
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Its a great anti pressure skill that works wonderfully in extended battles. But 99.9% of PvE is short quick battles where your worries are lvl 28-30 enemies spiking you in just a few hits, not pressure. In most of PvE the actual battle, by which I mean the point at which your enemy can actually resist you, is <10 seconds, after that is just cleanup. As previously stated though, good for places where you have to hold out against constant waves like vizunah square.
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Old Jan 24, 2008, 12:58 AM // 00:58   #37
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The only place I remember truly loving [skill=text]Recuperation[/skill] is [wiki]Eternal Grove[/wiki]. That and Life sent healing flowing to the Tree Singers for the whole mission... and every other ally for that matter!

Other than Eternal Grove I don't use it. The cost and recharge are too big a turn-off when Life does the job and is much snappier to use.
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Old Jan 24, 2008, 08:31 AM // 08:31   #38
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Peaople are underrating it.
In HM where ballte's are longer 45 sec ain't a problem
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Old Jan 24, 2008, 10:02 AM // 10:02   #39
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Quote:
Originally Posted by spirit of defeat
Peaople are underrating it.
In HM where ballte's are longer 45 sec ain't a problem
In HM where enemies hit harder, +3 regen is nothing
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Old Jan 24, 2008, 12:02 PM // 12:02   #40
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Quote:
Originally Posted by blue.rellik
In HM where enemies hit harder, +3 regen is nothing
It's enough to take away presure, nobody ever complained that it's weak the problems most peeps have with it are the recharge.
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