Jan 04, 2007, 08:47 PM // 20:47
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#1
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Energy Management
Rt/Mo
12+1+2 Restoration
12 Smite
Weapon of Remedy {E}
Vengeful Weapon
Reversal of Damage
Judge's Intervention
Mend Body and Soul
Soothing Memories
Generous was Tsungrai
Res
My brother runs this build in lower end PvP. It works great for him, but he needs energy management. Can anyone help? The rune configuration is just because he doesn't have sup Restoration unlocked.
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Jan 04, 2007, 08:57 PM // 20:57
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#2
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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Is your brother "Son of Glaive?"
This build works pretty damn fine. Energy management will only come from spawning power, so itll kinda contradict the rest of this build. All I can suggest is some smart usage of skills, and may be turn Judge's intervention into one of the signets from smiting line of skills.
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Jan 04, 2007, 09:18 PM // 21:18
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#3
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Desert Nomad
Join Date: Sep 2006
Guild: Bubblegum Dragons
Profession: Mo/E
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I find weapon spell+soothing to be enough.
Though I'm using a /me secondary for anti-hex.
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Jan 04, 2007, 10:40 PM // 22:40
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#4
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Yeah, I don't think he uses Generous enough. Maybe he'd be ok if he used it more to get the bonus from Soothing Memories. Geishe, I have no idea who you're talking about. That's not him though. ^^;
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Jan 04, 2007, 11:28 PM // 23:28
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#5
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Ascalonian Squire
Join Date: Aug 2006
Guild: The guild of ancients
Profession: Mo/Me
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Geez man, terrific build, i love it, if we dont have mesmer, necro, or paragon line. The only way to get energy, and because it's extremely defensive this build, use Essence Bond on the tank or Balthazar Spirit with yourself.
Regards
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Jan 05, 2007, 02:54 AM // 02:54
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#6
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Ascalonian Squire
Join Date: Sep 2006
Profession: Rt/Me
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In RA I've run a similar build and gotten by pretty well with just max energy. I don't find the two smiting skills that useful though, although it may just be me. I find Channeling works quite well, because you almost want people attacking you. Another option if you want to keep the smiting is Renewing Memories, but to keep it constant you'd need to drop quite a bit of resto and smiting.
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Jan 05, 2007, 07:55 AM // 07:55
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#7
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Forge Runner
Join Date: Sep 2006
Location: Apartment#306
Guild: Rhedd Asylum
Profession: Me/
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I saw a similar build on gwonline that had zealot's fire and smite hex.
Maybe try that one, although the energy would still be a problem it gives you some more options.
So far the resto/smite builds I'm seeing are very good. They are a nice way of handling conditions, hexs, healing all the while doing constant armor ignoring damage. Plus they can heal the user quite well.
Last edited by Redfeather1975; Jan 05, 2007 at 07:58 AM // 07:58..
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Jan 05, 2007, 10:48 AM // 10:48
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#8
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Furnace Stoker
Join Date: Mar 2006
Location: New Zealand
Profession: Me/R
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Quote:
Originally Posted by Geishe
Is your brother "Son of Glaive?"
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umm *raises hand* Son of Glaive would be me :P.
For this kind of synergy, you really don't have much room to be more energy efficient. But if you are having problems, then just follow Geishe's advice and take out Intervention.
You have to be careful with intervention (if you want to keep it) and make sure that you always pair it up with Remedy, because intervention doesn't heal, your target will still be stuck on low health, and when it's a spike, that health can go quickly.
Your best energy management is conservation. Use 1 weapon spell at a time and don't overheal your targets.
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Jan 05, 2007, 10:40 PM // 22:40
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#9
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Wilds Pathfinder
Join Date: May 2006
Guild: The Agonized
Profession: Rt/Mo
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I bow down before you, master.
Haha, with that aside, I think you were the first accredited with actually being seen (and recorded) using this build. Have you read the GWonline post?
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Jan 15, 2007, 10:52 AM // 10:52
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#10
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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heh, just found this thread, I ran a variation on this theme tonight also in low end pvp, and realized that WoR/VW paired with smiting is the perfect answer to those searing flame spammers. I ran Vengeful/remedy/reversal/judges/smite hex/mend body&soul/wielders boon/and bane sig
at 16 rest/12 smite after a minute or 3 I did have to go to slower fire for energy management. One on one with searing flames nuker is funny, as is healing wammo. I also tried swapping out judges intervention for scourge healing...made the healsigs drop like a rock when I timed the bane signet.
great fun.
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Jan 15, 2007, 06:33 PM // 18:33
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#11
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Wilds Pathfinder
Join Date: Oct 2005
Location: European Union
Guild: The Amazon Basin
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Scourge healing is an evil second smite spell to have... evil, evil
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Jan 19, 2007, 01:26 AM // 01:26
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#12
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Jungle Guide
Join Date: Oct 2005
Location: Wessst Siiide, USA
Profession: Mo/
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The only e-mgmt I can think of would be to go Spawning instead of Smiting. At 13 Spawning, Renewing Memories will make the two weapon spells (VW/WoR) cost only 3e.
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Jan 25, 2007, 09:11 AM // 09:11
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#13
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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I'd toss in Smite Hex instead of Judge's Intervention. Unless Rit's get their own Signet of Devotion, the best advice is to not over-heal.
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Jan 25, 2007, 04:55 PM // 16:55
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#14
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by jesh
Rt/Mo
12+1+2 Restoration
12 Smite
Weapon of Remedy {E}
Vengeful Weapon
Reversal of Damage
Judge's Intervention
Mend Body and Soul
Soothing Memories
Generous was Tsungrai
Res
My brother runs this build in lower end PvP. It works great for him, but he needs energy management. Can anyone help? The rune configuration is just because he doesn't have sup Restoration unlocked.
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I run the same weapon spells, MBaS, Spirit light (cause of 158 guaranteed heal, yeah i sac a bit, but i found wielders boon to much less reliable), Wielders remedy, revealed hex, inspired hex, res signet.
It works as a charm for condition removal, and moderate for hex removal, i get 3 energy for removing hexes. I mainly use the weapon spells and try to do damage that way RoD is just a very bad version of the weapon spell u allready have, maybe scourge enchant/healing would be much nicer. But again as u want do most damage with weapon spells i would use more inspiration (channeling or hex removals) then other energy consuming spells.
The suggestion with balth spirit may be nice too, never tried it in restore rt build.
Quote:
Originally Posted by JoeKnowMo
The only e-mgmt I can think of would be to go Spawning instead of Smiting. At 13 Spawning, Renewing Memories will make the two weapon spells (VW/WoR) cost only 3e.
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This is nice, but u need to hold an item (costing an extra slot), spells are more spammable even, but personally i find it too much of drag to check whether renewing is still up, u probably safe 5-6 energy with it over 20 seconds, with inspired and revealed hex (or channeling) u get half of that back though with the advantage that u can remove some nasty purple stuff.
Last edited by Patrick Smit; Jan 25, 2007 at 06:43 PM // 18:43..
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