Oct 18, 2006, 05:18 PM // 17:18
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#1
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Frost Gate Guardian
Join Date: Apr 2006
Location: Beating Nightfall for the N-th time -_-
Guild: Tactical Error [Stop]
Profession: N/
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Rt/R Attuned was Songkai Restoration Build w/ 0 downtime
I don't know if this has been thought of before, but this is my build
1. Soothing Memories
2. Mend Body and Soul
3. Spirit Light
4. Weapon of Warding
5. Serpents Quickness
6. Recuperation
7. Attuned was Songkai {E}
8. Flesh of my Flesh (or rez sig if you're in a position that's bad for hard rez)
Attributes:
Spawning Power: 12+3+1
Restoration Magic: 11+1
Wilderness Survival: 6
This build works great, and better than the normal Attuned was Songkai Restoration rit because of Serpent's Quickness. With it, Songkai recharges in 40 seconds, while lasting for 45 seconds. Also, since Serpent's recharges in 45 seconds and you will be using it before casting Songkai, you can keep Songkai's ashes in your hands indefinitely, as opposed to the usual 15 seconds with no energy management. Other than that, it plays like a normal resto rit, just use your serpent's/songkai, throw down recup and begin to heal. Also, serpent's will be active for 21 seconds, so soothing memories can be used as a free heal very often, as well as not having to wait between fights for recuperation to recharge. Take points out of resto magic to put in wilderness as you please if you want a longer serpent's. Any comments and whether or not this has been done before would be great
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Oct 18, 2006, 06:03 PM // 18:03
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#2
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Excellent build! The only thing that concerns me is the heavy cost of Recuperation on this build without any other sort of energy recovery mechanism.
Even with + energy armor, you only have an energy base of 37. Use 10 of that to cast Attuned and 25 to cast Recuperation - that doesn't leave you much room for error, even with the insanely low energy cost that Attuned provides on your heals.
Yes, you recover some energy through Soothing Memories spamming, but I'm not sure if that will provide you enought to get Recuperation back up when it expires.
But overall, an excellent build!
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Oct 18, 2006, 06:13 PM // 18:13
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#3
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Perfectly Elocuted
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Quote:
Originally Posted by Jetdoc
Excellent build! The only thing that concerns me is the heavy cost of Recuperation on this build without any other sort of energy recovery mechanism.
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Agreed, but it's still very managable. Solid build.
Personally I like using Spirit Channeling when I use Recuperation. The two synergize really well, and I'm instantly gaining energy back.
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Oct 18, 2006, 07:35 PM // 19:35
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#4
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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Quote:
Originally Posted by Jetdoc
Use 10 of that to cast Attuned and 25 to cast Recuperation - that doesn't leave you much room for error, even with the insanely low energy cost that Attuned provides on your heals.
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Don't forget, AwS works on Binding Rituals too.
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Oct 18, 2006, 07:55 PM // 19:55
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#5
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Frost Gate Guardian
Join Date: Apr 2006
Location: Beating Nightfall for the N-th time -_-
Guild: Tactical Error [Stop]
Profession: N/
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yep, so you can start healing using AwS's reduced costs after spending 26 energy (Recup=12, Serpents=5, AwS=10), leaving 11 energy that is easily efficient as you'll be gaining it back fast, and your Soothing Memories spells are better than free, you actually gain energy for using them. Has it ever been suggested to use serpent's for this? Seems pretty obvious, and I find it too good to be true that I was the first person to think of it
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Oct 18, 2006, 08:02 PM // 20:02
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#6
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Sepents Quickness
Stance For 15...27 seconds, recharge times for your skills are reduced by 33%. Serpent's Quickness ends if your Health drops below 50%.
works but then doesn't... it is a stance and it can be removed it requires spending att in wilderness survival which takes atribute points away from restoration and spawning... which less restoration means less healing and less spawning mean shorter lasting attuned... also the stance is wrecked when you fall bellow 50% health... this is why i use ghostly haste instead since if your going to use a spirit in the first place with your resto healing build why not use a spell that profits from that spirit to do your bidding yes it is an enchantment and i know it can be removed but it recahrges in 30 seconds versus 45 seconds... but they are pretty close... i cant argue about that... biggest turn off to me is that the attribute points needed... by all means though u dont need to spend the att points in survival and just use it as a prep for attuned when it needs casted... that would save you from having to take away from resto or spawning
Recuperation cost way to much anymore for how long it lasts and the benefits it actually provided... this is why i chose Life instead as it does not provide regeneration it does burst heal which seems to be in line with the amount recups regen offers
everything else i agree with... It is my opinion though that you are not healing as much as you are capable of because of the lost points that are sunk into survival for a single skill... and again i dislike how many conditions it does require to be met... stance (removable) below 50% health and its gone...
welp recup... i wish they would have left that spirit alone and left it at 15e cost...
id run it in my rit build if i didnt run several different builds with the same Rit/Me... but i found ghostly works fine for me
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Oct 18, 2006, 08:38 PM // 20:38
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#7
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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Quote:
Originally Posted by Shinigami God
Attributes:
Spawning Power: 12+3+1
Restoration Magic: 11+1
Wilderness Survival: 6
.... Any comments and whether or not this has been done before would be great
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The serpent's and attuned combo is mentioned on Guildwiki and Forgerunner here http://www.guildwarsguru.com/forum/s...php?t=10053444 and was brought up by Waarph in a recent thread http://www.guildwarsguru.com/forum/s...php?t=10061814
Nice build.
A few comments:
I think 16 Resto, 13 Spawn, and 3 Wilderness are a better way to work your attributes around.
Just activate serpent's 5 secs before you use Attuned the first time and it will always be available before you have to re-cast Attuned. It's best to re-cast your new Attuned while the old one is still active so it costs you only 6e.
You only need this stance to be active while casting Attuned (2 secs), so if it is removed right after it's not a problem whatsoever. And, if your health is <50%, well get it back up and then go for the serpent's and attuned combo.
To me, those 2 skills are the core part of this build. The rest is totally optional, or according to one's taste.
My feelings about recup are the same way I feel about mending
I'd go with Soothing, Mend B&S, Weapon of Warding, Resilient Weapon, Wielder's boon, and Flesh of my Flesh along w the 2 core skills (attuned and serpent's). As I said above, the rest of the skills are upto you. I'm a fan of Resilient Weapon and don't like to deal with spirits if my main job is healing. So MB&S won't remove conditions, but Resilient takes advantage of them and allows me to throw Wielder's boon on top of it.
Last edited by JoeKnowMo; Oct 18, 2006 at 10:19 PM // 22:19..
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Oct 18, 2006, 09:17 PM // 21:17
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#8
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Perfectly Elocuted
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Quote:
Originally Posted by JoeKnowMo
My feelings about recup are the same way I feel about mending
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<shrug>
With a potential 240+ Heal per ally, I've no problems with using it. It's not like spirits die as quickly as enchants get stripped, nor do you give up a pip of energy regen per ally affected. Life is too fickle and imprecise to use as a heal, and it's really only useful to fuel other spells. Restoration gives small bits of healing constantly, so I don't feel like I'm playing the lottery with my spirit's usefulness.
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Oct 18, 2006, 09:26 PM // 21:26
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#9
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Sinican - AFAIK you only need it up for a second to get the fast songkai. Lets face it, you're a lot more likely to be interrupted than have a 2 sec required stance up removed :P
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Oct 18, 2006, 09:57 PM // 21:57
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#10
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Skuld
Sinican - AFAIK you only need it up for a second to get the fast songkai. Lets face it, you're a lot more likely to be interrupted than have a 2 sec required stance up removed :P
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Too true... and i agree with Joeknowmo about only sinking a 3 in survival versus lowering your spawning and or restoration to use quickness... and just cast it 5 sec before using attuned...
then again i use ghostly in the same manner i only cast it right before using attuned.. though without putting any other attribute points into another tree i get more effectiveness out of ghostly after its primary objective if it hasn't been removed by enchantment removals...
just a mater of preference... ghostly does require the spirit to be up first... which is one main reson i chose life as my spirit (damn anet though for increaseing the cost of recup)
i still prefer 2 sup runes on my rit build... and using armor that boosts my AL... after all armor that boosts energy/health is only temporary in its true effectivness because if your low on energy you low on energy and the plus energy doesnt help you regain it... only bene of it is if you need to pre high cost spells first... same goes for health really... the numbers on hp look good but really the amount of health armor gives vs end game stuff is negligable..
btw... AFKAIK????
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Oct 18, 2006, 10:51 PM // 22:51
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#11
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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Originally Posted by JoeKnowMo
My feelings about recup are the same way I feel about mending
Quote:
Originally Posted by SnipiousMax
<shrug>
With a potential 240+ Heal per ally, I've no problems with using it. It's not like spirits die as quickly as enchants get stripped, nor do you give up a pip of energy regen per ally affected. Life is too fickle and imprecise to use as a heal, and it's really only useful to fuel other spells. Restoration gives small bits of healing constantly, so I don't feel like I'm playing the lottery with my spirit's usefulness.
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Sorry, I misspoke about my feelings regarding recup. Recup is a group mending w/o the energy degen and w/o ppl having to put pts into healing prayers. And when the group gets hit w poison from death nova (for example) it's nice to see that it's only 1 pip of degen instead of the 4 it could be. So, in those ways recup is great.
However, as a healer, I usually find my biggest challenge is to keep someone alive while they're getting spiked. The regen from mending/recup is nice but won't help much in this case. I should have said "Recup nice, but not against spikes..." or something like that.
Anyway, I didn't want to come off as a cantakerous old bastard.
btw, mending wars will rule in NF with mending refrain from paragons and recup from rits, for a constant + 9 regen
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Oct 18, 2006, 11:00 PM // 23:00
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#13
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Wilds Pathfinder
Join Date: Sep 2005
Location: Room V
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AFAIK = As Far As I Know. Internet shorthand.
Build looks solid. I find myself not taking weapon of warding less and less, only because rits have no primary way to deal with hexes, so I prefer the bonus given from resilient weapon a bit more.
I really wish restoration magic had a few more spirits to choose from. I like Recuperation and I like Life, but the debate about which to use will go on forever. I think Recovery is the only new restoration magic spirit, but I honestly don't think it's worth using. Wielder's remedy might be a good fix, but what skill do you drop for it? Also, you'd need a spammable weapon spell, like vengeful, to gain any real benefit from remedy.
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Oct 19, 2006, 12:26 AM // 00:26
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#14
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Kais Unduli
I really wish restoration magic had a few more spirits to choose from. I like Recuperation and I like Life, but the debate about which to use will go on forever. I think Recovery is the only new restoration magic spirit, but I honestly don't think it's worth using. Wielder's remedy might be a good fix, but what skill do you drop for it? Also, you'd need a spammable weapon spell, like vengeful, to gain any real benefit from remedy.
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QFT... i wish there was a reso spirit similar to divine boon like recup is to mending... or even a stupid spirit that moves would be damn nice LOL or a spell that makes a spirit follow you
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Oct 19, 2006, 12:43 AM // 00:43
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#15
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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There are spirits that move!
The ones you fight when doing your ritualist quests in shing jea.
Stupid cheating enemies.
I wish we could have a skill with a moving spirit too.
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Oct 19, 2006, 02:31 AM // 02:31
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#16
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Perfectly Elocuted
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Quote:
Originally Posted by JoeKnowMo
Anyway, I didn't want to come off as a cantakerous old bastard.
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Not at all! Just want to make sure the skill gets a fair shake!
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Oct 19, 2006, 04:10 AM // 04:10
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#17
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Lion's Arch Merchant
Join Date: Dec 2005
Location: Scotland
Guild: Wu Dynasty Warriors [WU]
Profession: W/
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speaking of cheating enemies... the spiders in FoW have 2 elites!!!
bastards.
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Oct 19, 2006, 02:31 PM // 14:31
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#18
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Wilds Pathfinder
Join Date: Sep 2005
Location: Room V
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Alrighty, tried using this build in 2 missions (unwaking waters and raisu palace), and it works great. I brought Life instead of Recuperation, simply because I wanted a spirit with shorter casting time. I never ran into any energy management problems.
Like I mentioned earlier, I bring resilient weapon instead of weapon of warding. Since restoration magic isn't maxed, I find the +6 given and the armor bonus more useful than the +4 and 50% chance to block, especially in a place like raisu palace with the higher level enemies. Also, resilient lasts longer, giving an extra little buff incase once the conditions/hexes were removed by the monk and reapplied. In raisu palace with the hexes and conditions being tossed around, resilient weapon made a nice cover up spell.
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Oct 19, 2006, 03:16 PM // 15:16
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#19
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Hell's Protector
Join Date: Jul 2005
Guild: The Eyes of Texas [BEVO]
Profession: D/A
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Quote:
Originally Posted by Cirian
Don't forget, AwS works on Binding Rituals too.
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...d'oh! I normally use AwS for spells, and I totally forgot that it works on Binding Rituals too.
Now you got me thinking about the typical Spirit Spammer (aka Ritual Lord)....
Because of the energy problems that most Ritual Lords are running into nowadays, I wonder if Serpent's Quickness + Attuned might be a possible solution.
And apparently, someone else has already beat me to the punch. Man, I love this site.
http://www.guildwarsguru.com/forum/s...php?t=10053444
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Oct 19, 2006, 10:46 PM // 22:46
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#20
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Krytan Explorer
Join Date: May 2006
Guild: SAW
Profession: D/
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Quote:
Originally Posted by Jetdoc
...d'oh! I normally use AwS for spells, and I totally forgot that it works on Binding Rituals too.
Now you got me thinking about the typical Spirit Spammer (aka Ritual Lord)....
Because of the energy problems that most Ritual Lords are running into nowadays, I wonder if Serpent's Quickness + Attuned might be a possible solution.
And apparently, someone else has already beat me to the punch. Man, I love this site.
http://www.guildwarsguru.com/forum/s...php?t=10053444
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didnt check the link myself yet, but imediately id be concerned about having fast enough recharges on my spirits without spirit lord... since u cant equip 2 elites youd have to sac rit lord to use attuned... and serpents doesnt quite stack up to how fast rit lord recharges spirits...
time to go check
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