[C] [Rt/Mo] Protective Attunement
Spawning Power: 11+3+1 OR 12+3+1
Restoration Magic: 10+1 OR 9+1
Protection Prayers: 10 OR 9
(Depending on whether 53% reduction in E cost takes 5e spells down to 2e or not)
Attuned Was Songkai, 10e 2 60s
Spell. Hold Songkai's ashes for up to 45 seconds. While you hold her ashes, your spells and binding rituals cost -50% of the base energy cost to cast.
Soothing Memories, 5e 1 5s
Spell. Target ally is healed for 76 Health. If you are holding an item, you gain 3 Energy.
Vengeful Weapon, 5e 1/4 3s
For 8 seconds, the next time target ally takes damage from foe, that ally steals up to 44 Health from that foe.
Protective Spirit, 10e 1/4 5s
For 17 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Spirit Bond, 10e 1/4 2s
For 8 seconds, whenever target ally takes more than 60 damage from a single attack or Spell, that ally is healed for 80 Health.
Weapon of Warding, 10e 2 5s
For 10 seconds, target ally has a Weapon of Warding that grants target ally +4 Health regeneration and a 50% chance to block.
Mend Condition, 5e 3/4 2s
Remove one Condition from target other ally. If a Condition is removed, that ally is healed for 48 health.
Rez Sig
This Ritualist approximates an Active Prot, with excellent energy management. Almost the entire bar can be spammed at low cost, and the build can make excellent use of Prot Spirit at only 5e. Soothing Memories returns its own energy cost, and can be spammed every time it comes up, even as a 'top off' heal. Vengeful Weapon can be switched for Reversal of Fortune- I'm still not sure about how Vengeful plays out in the metagame. It's much more reliable, always returning 44 health, no matter the size of the hit that triggered it, but much less useful against large chunks of damage. Using Vengeful Weapon and Prot Spirit together helps to mitigate this, reducing all damage to about the 45-55 range, safely within the margins of VW. Spirit Bond takes on big hit spikes like none other, and at this time, works together with Prot Spirit so as to first trigger the heal, then reduce to 10%.
This build comes in two flavors- with spirit support and without. If your team is running a Spirit Binder or a Spirit Spammer, you can replace mend condition with Mend Body and Soul, a guaranteed heal with the potential to remove several conditions at once. Rupture Soul allows you to sacrifice a spirit for 140 points of lightning damage and 12 seconds of blindness to all nearby foes (and probably takes the place of weapon of warding).
I may up Spawning Power to 16, depending on the energy cost of 5e spells under Songkai.
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