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Old Apr 22, 2006, 11:55 PM // 23:55   #21
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I'd just like to share the Rt/R healing build i had (Ranger was in the time i had a lack of an elite and pulled out a pet). This build was very successful for me and the only downfall i could see was the lack of energy. I also used a similar build that i cannot entirely remember in PvP and it worked very well in my opinion.


--> means the skills i used after having skill pts to use

Comfort Animal -->Soul Transfer/feast of souls
Heal as One-->Life-->Preservation
Charm Animal-->Recuperation/Life
Mend Body and Soul
Soothing Images
Spirit Light
Weapon of Warding/Resiliant Weapon
Flesh of My Flesh

The lack of energy was problematic, however when i brought Eve (henchie) along with Blood Ritual i had no problem keeping my entire team alive with Redemtor Klaus also protectiong (another henchie). With a smart battery necro Ritualist healing is really a no-brainer (in my experience) and i believe it will bring a new supply of healers although shortages in the sparcely populated areas (ex. Abbadon's Mouth) will occur.


On a side note "Heal as One" was a very good self heal in the arenas. with my level 18 "Reef Lurker" (blue) it was very efficient and made staying alive much easier.

Last edited by BaconSoda; Apr 23, 2006 at 12:07 AM // 00:07..
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Old Apr 24, 2006, 12:58 AM // 00:58   #22
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The attuned was songkai restoration magic spammer really needs to have 16 restoration/15 spawning power. Since the rit doesn't need +enchaning gear, he can compensate for the loss of health by running full +health gear everywhere: both staff mods, all armor peices. At 15 spawning power, the 5/10 en skills become 2/4 en, allowing a lot of spam.

Ideal skillbar for AwS restoration:

Attuned was Songhai
Soothing Memories (heals AND gives 3 energy for the price of 2)
Spirit Light
Mend Body and Soul
Weapon of Warding (gives so much on sustained focus fire situations, even with the 2sec cast)
Recuperation (the +health regen spirit, its pretty much a heal party equivalent)
Weilder's Boon (need another spammable heal)
Holy Veil (is superior to smite hex)


Pretty much only minor changes to the AwS restoration, the biggest thing is the 15 restoration magic.

The other way to build the restoration ritualist is using the item that heals for 200+ when your health goes below 25% - pretty sure its Protective was Kaoli. Anyhow, that item is very nice for survivability, gives you enough time to use your slower but more efficient heals.

If you have a spirit spammer in your team, theres a rit skill that is a 1/4 second cast that steals health from friendly spirits - its nice to have an infuse equivalent.
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Old Apr 25, 2006, 02:52 AM // 02:52   #23
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Quote:
Originally Posted by Iraqalypse Now
The attuned was songkai restoration magic spammer really needs to have 16 restoration/15 spawning power. Since the rit doesn't need +enchaning gear, he can compensate for the loss of health by running full +health gear everywhere: both staff mods, all armor peices. At 15 spawning power, the 5/10 en skills become 2/4 en, allowing a lot of spam.
I'm not too sure where you came up with the 5/10e : 2/4e ratio. Heres the math I came up with.

13(spawning) - 44% cost reduction
----------------------------------
Before: 15e - 10e - 5e

After : 9.9e - 6.6e - 3.3e


15(spawning) - 50% cost reduction
----------------------------------
Before: 15e - 10e - 5e

After : 7.5e - 5.0e - 2.5e

Fitst off at 13 spawning it already is spammable, I will agree there is a slight advantage in spell cost with 15 spawning, at the cost of 75hp.

With the attuned was songkai restoration spammer, while holding an urn(which you will be most of the time) you cannot gain the benefits of weapons and offhands.

Therefore while holding, your stats will be dependent on your armor. I personally perfer the extra energy. So you will be at 42(35+7)e if I remember right and 530(480+50)hp.

So if you were to go with 15spawning, and 16 restoration that is two superior runes. 530-150 = 380hp, that is the reason why I choose to go with 13spawning and 16 restoration. I prefer 455hp(530 - 75)

To me 380hp dosent sound to apealing when playing with the average pug. If you avoid pugs altogether and play with guildies/friends then by all means you could get away with lower hp. From my experience playing a monk in pugs I would advise the higher hp.
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Old Apr 25, 2006, 04:35 AM // 04:35   #24
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Quote:
Originally Posted by mattjones527
Therefore while holding, your stats will be dependent on your armor. I personally perfer the extra energy. So you will be at 42(35+7)e if I remember right and 530(480+50)hp.

So if you were to go with 15spawning, and 16 restoration that is two superior runes. 530-150 = 380hp, that is the reason why I choose to go with 13spawning and 16 restoration. I prefer 455hp(530 - 75)

To me 380hp dosent sound to apealing when playing with the average pug. If you avoid pugs altogether and play with guildies/friends then by all means you could get away with lower hp. From my experience playing a monk in pugs I would advise the higher hp.
I agree with that. And we're still not sure if they fixed the Urn/Aggro problem....
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Old Apr 25, 2006, 04:12 PM // 16:12   #25
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Quote:
Originally Posted by SnipiousMax
I agree with that. And we're still not sure if they fixed the Urn/Aggro problem....
We shall see when Faction comes out .
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Old Apr 25, 2006, 06:24 PM // 18:24   #26
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what do you guys thing about Mo/Rit?
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Old Apr 25, 2006, 09:44 PM // 21:44   #27
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Quote:
Originally Posted by sumasage
what do you guys thing about Mo/Rit?

I'm not sure how well monk heal spells, and Ritualist heal skills will sync... Kinda requires a different play style.
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Old Apr 25, 2006, 11:59 PM // 23:59   #28
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I don't think Mo/Rt will make any difference to monks and is just the 2nd prof. needed to sear, unless u want the combat res that is "flesh of my flesh."
This is mainly because divine favor really doesn't work with restoration skills, only monk-derived skills. And Mo/Rt for spirits would be a waste of time and energy considering that they cannot get the spirits to a high level and many of the spirits have a high energy cost and cast time. It would really be better to bring a Rt specialized in spirits (in my opinion).
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Old Apr 26, 2006, 12:10 AM // 00:10   #29
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If anything I would think a Prot monk might use some of the defensive Rit spirits that cause AoE protection effects.
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Old Apr 26, 2006, 01:12 AM // 01:12   #30
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Quote:
Originally Posted by sumasage
what do you guys thing about Mo/Rit?
I tried making a few healing Mo/Rit builds, but I couldnt really make a more efficent healing build then say a Mo/Me with MoR.

One thing that is interesting though is that a 16/12 divine/restoration, has a close amout of healing when compared to 9/16 divine/healing(9/16 and assuming 10 for inspiration).

The problem is that although the numbers of the healing come close, and sometimes better on the 16/12 end, The Mo/Rit dosent have as good of energy management.

So in my testing with healing mo/rit builds it doesnt look like a good idea. I think the major drawback is the lack of efficent monk energy management spells.
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Old Apr 26, 2006, 12:28 PM // 12:28   #31
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Mo/Rit = Heal more because Divine Favor
Rit/Mo = Spirits keep your team alive in an area and much stronger with Spawning.
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Old Apr 26, 2006, 07:10 PM // 19:10   #32
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Spirit Transfer + Channeling = win

Unless they nerf it.
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Old Jul 23, 2006, 04:53 AM // 04:53   #33
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Old thread, but as I've been re-reading through the Rit skills, I found Spirit Channeling. It's closer to the beginning of the game than attuned was songkai, and I think it will work well in this build (because of Weapon of Warding and recuperation). Just curious to see if anyone else has tried it?
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Old Jul 23, 2006, 04:46 PM // 16:46   #34
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Im using Spirit Channeling in my Rt infuser build (its here on guru in sticky and on site) and its very good. Im playing in HA mostly where u use energy much faster than in pve and still i manage to always be able to heal/infuse with my rt even if other monks are drained.

-5 degen is no big deal when considering Recuperation and Spirit Chanelling Heal effect. Also it heals u when it is removed by Shatter which makes u harder to spike.
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