Feb 10, 2006, 01:29 AM // 01:29
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#1
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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Mo-Rt
"Perma-Heal"
Monk/Ritualist
Level: 20
Divine Favor: 13 (12+1)
Healing Prayers: 12 (10+2)
Restoration Magic: 8
Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 70 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:5
Healing Touch (Healing Prayers)
Heal target touched ally for 51 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5
Vigorous Spirit (Healing Prayers)
For 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 11 points.
Energy:5 Cast:1 Recharge:4
Orison of Healing (Healing Prayers)
Heal target ally for 60 points.
Energy:5 Cast:1 Recharge:2
Weapon of Warding (Restoration Magic)
For 8 seconds, target ally has a Weapon of Warding. The Weapon of Warding grants a 50% chance to block and you gain +3 Health regeneration.
Energy:10 Cast:1 Recharge:5
Preservation [Elite] (Restoration Magic)
Create a level 6 spirit. Every 4 seconds, this spirit heals one ally in the area for 66 Health. This spirit dies after 60 seconds.
Energy:5 Cast:3 Recharge:45
Life (Restoration Magic)
Create a level 6 spirit. When this spirit dies, all allies within its range are healed for 3 Health for each second this spirit was alive. This spirit dies after 30 seconds.
Energy: 10 Cast:3 Recharge:45
Flesh of my Flesh (Restoration Magic)
Lose half of your Health. Resurrect target ally with your current Health and 13% Energy.
Energy:5 Cast:5 Recharge:0
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Feb 10, 2006, 01:57 AM // 01:57
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#2
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Grotto Attendant
Join Date: May 2005
Location: in the midline
Profession: E/Mo
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"CPro"
Prot+ Ritualist Protection skills
Monk/Ritualist
Level: 20
Divine Favor: 14 (12+2)
Protection Prayers: 11 (10+1)
Communing: 8
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63.
Energy:5 Cast:0.25 Recharge:2
Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 53 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:2
Remove Hex (Monk other)
Remove a Hex from target ally.
Energy:5 Cast:2 Recharge:7
Peace and Harmony [Elite] (Divine Favor)
For 86 seconds, target ally gains +1 Energy regeneration. Peace and Harmony ends if that ally attacks or casts a Spell that does not target an ally.
Energy:5 Cast:1 Recharge:45
Mighty was Vorizun (Communing)
Hold Vorizun's ashes for up to 39 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy.
Energy:5 Cast:2 Recharge:30
Shelter (Communing)
Create a level 6 spirit. Allies within its range cannot lose more than 10% maximum Health from a single attack. When this spirit prevents damage, it loses 44 Health. This spirit lasts 46 seconds.
Energy:10 Cast:5 Recharge:60
Vital Weapon (Communing)
For 30 seconds, target ally has a Vital Weapon and has +125 maximum health.
Energy:5 Cast:1 Recharge:20
Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0
2nd skillbar
================================================== =====================
Reversal of Fortune (Protection Prayers)
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 63.
Energy:5 Cast:0.25 Recharge:2
Guardian (Protection Prayers)
For 5 seconds, target ally has a 42% chance to "block" attacks.
Energy:5 Cast:1 Recharge:2
Contemplation of Purity (Divine Favor)
Lose all Enchantments. For each one lost, you gain 75 Health, lose one Hex, and lose one Condition.
Energy:5 Cast:0.25 Recharge:5
Restore Condition [Elite] (Protection Prayers)
Remove all Conditions (Poison, disease, Blindness, dazed, bleed, Crippled, and Deep Wound) from target other ally. That ally is healed 54 for each Condition removed.
Energy:5 Cast:0.75 Recharge:2
Essence Bond (Monk other)
While you maintain this Enchantment, whenever target ally takes physical damage, you gain 1 Energy.
Energy:10 Cast:2 Recharge:0
Mighty was Vorizun (Communing)
Hold Vorizun's ashes for up to 39 seconds. While you hold his ashes, you gain +15 armor and +20 maximum Energy.
Energy:5 Cast:2 Recharge:30
Vital Weapon (Communing)
For 30 seconds, target ally has a Vital Weapon and has +125 maximum health.
Energy:5 Cast:1 Recharge:20
Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0
Last edited by LifeInfusion; Feb 10, 2006 at 03:43 AM // 03:43..
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Oct 18, 2006, 05:45 PM // 17:45
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#3
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Lion's Arch Merchant
Join Date: Oct 2006
Location: Minnesota
Guild: [OhNo]
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I have started a Monk and need to selecte a 2nd profession and thought the Ritualist would be a good augmentation. Is it a good augmentation or is it redundent?
What is the best Monk secondary profession where the purpose is to heal, protect, and survive and do only moderate damage?
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Oct 18, 2006, 06:22 PM // 18:22
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#4
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Jungle Guide
Join Date: Jan 2006
Guild: void
Profession: Mo/
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nice... but why here?
gerg, mesmer is always good for energy management.
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Oct 18, 2006, 08:08 PM // 20:08
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#5
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Peace and Harmony is kind of mediocre. Energy Drain would achieve roughly the same effect without being vulnerable to enchant stripping. Alternately, you could use Word of Healing as a passive energy management. The recharge on PnH is also bad.
Vital Weapon and Shelter actually work to counter purposes. By raising someone's max hp, you are lessening the damage prevented by Shelter. Anyway, this post is outdated as Shelter now costs 25e--way to much for a healer monk to even think about spending on one skill.
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Oct 21, 2006, 12:14 AM // 00:14
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#6
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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I truly dislike Preservation as it heals a random ally in the area, unless there's only one ally there. Life will give you a heal party effect but only every 30s and often not when you need it. Weapon of warding lasts slightly longer than guardian and adds +3 regen but costs twice as much. Vorizun adds + 15 armor which is alright if you're targeted but you lose any bonuses from your weapon set such as 20% enchant or HSR/HCT. The + 20e from Vorizun sounds good in theory, but it's only +3e more than a wand (+5e) and offhand (+12e) set. Not sure why you have CoP in the build with Vig Spirit as your only enchant...
Shelter costs way too much now at 25e. Also with no points in Spawning it will go down pretty fast. Seems like you'd be better off going with Prot Spirit than Shelter.
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