I'd swap life for Kaolai
And Spirit light for Wielders boon
Or go a different way:
Res: 11+1+1
Chan: 10+1
Spawning: 10+1
[skill]Weapon of Remedy[/skill]heal condition removal/damage support
[skill]Vengeful Weapon[/skill]heal/damage support
[skill]Weapon of Warding[/skill]regen/protect
[skill]Splinter Weapon[/skill]damage
[skill]Ancestors' Rage[/skill]damage
[skill]Protective Was Kaolai[/skill]heal/armor
[skill]Renewing Memories[/skill] with spawning:11 Warding cost 7 eng with 10 it will cost 8
[skill]Death Pact Signet[/skill]or flesh of flesh
Trying to add Kaolai
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Quote:
Originally Posted by spirit of defeat
I'd swap life for Kaolai
And Spirit light for Wielders boon
Or go a different way:
Res: 11+1+1
Chan: 10+1
Spawning: 10+1
[skill]Weapon of Remedy[/skill]heal condition removal/damage support
[skill]Vengeful Weapon[/skill]heal/damage support
[skill]Weapon of Warding[/skill]regen/protect
[skill]Splinter Weapon[/skill]damage
[skill]Ancestors' Rage[/skill]damage
[skill]Protective Was Kaolai[/skill]heal/armor
[skill]Renewing Memories[/skill] with spawning:11 Warding cost 7 eng with 10 it will cost 8
[skill]Death Pact Signet[/skill]or flesh of flesh ^^ I like this i need to give this a try.
And Spirit light for Wielders boon
Or go a different way:
Res: 11+1+1
Chan: 10+1
Spawning: 10+1
[skill]Weapon of Remedy[/skill]heal condition removal/damage support
[skill]Vengeful Weapon[/skill]heal/damage support
[skill]Weapon of Warding[/skill]regen/protect
[skill]Splinter Weapon[/skill]damage
[skill]Ancestors' Rage[/skill]damage
[skill]Protective Was Kaolai[/skill]heal/armor
[skill]Renewing Memories[/skill] with spawning:11 Warding cost 7 eng with 10 it will cost 8
[skill]Death Pact Signet[/skill]or flesh of flesh ^^ I like this i need to give this a try.
Quote:
Originally Posted by br0thergr1m
Ok...because this is on the same topic. Do you guys feel item spells such as this are worth it? I find myself missing my added energy/% chance...how many of you all actually run item spells such as [skill]Protective was Kaolai[/skill]
I used to think that I have to carry my item spells around all the time.
Turns out, I wasted a good amount of money on Herald's Insignias.
IMO, Item spells should be casted when you need it.
Kaolai, for example, can be used if you see a warrior attacking you, or as a party heal when necessary.
However, holding item spells can be a good way of hiding energy. It's like a 5th weapon slot....kinda.
Protective was Kaolai is the only item spell I use. Glaive will be fun when I cap it, but it's subpar to Kaolai. It's the most flexible item spell.
Turns out, I wasted a good amount of money on Herald's Insignias.
IMO, Item spells should be casted when you need it.
Kaolai, for example, can be used if you see a warrior attacking you, or as a party heal when necessary.
However, holding item spells can be a good way of hiding energy. It's like a 5th weapon slot....kinda.
Protective was Kaolai is the only item spell I use. Glaive will be fun when I cap it, but it's subpar to Kaolai. It's the most flexible item spell.
Quote:
Originally Posted by Avatar Exico
take out Ascestors Rage and Splinter, from looking at this build it mostly healing, so no point having dmg dealer skill when you are goanna heal. Having 3 Weapons is bad idea the new weapon replaces the old one.
Most ritualist builds you see will have offense and defense. Hybrid builds, it's what ritualists are good for. Having 3 weapon spells is fine, you just need to know how to use them properly.
x
Quote:
Originally Posted by spirit of defeat
When I use an item, I use a wand and a shield,
This way I have no energy in my weapon set.
So recasting does not give me a EN-gap. What exactly is wrong with getting an extra 15-20 energy when you drop your item?
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds.
This way I have no energy in my weapon set.
So recasting does not give me a EN-gap. What exactly is wrong with getting an extra 15-20 energy when you drop your item?
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds.
Quote:
Originally Posted by Chael
What exactly is wrong with getting an extra 15-20 energy when you drop your item?
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds. Let's say my weapons have 15EN, I'm already in battle, and have been casting spells without my item spell. Then I have 10EN left end cast Kaolai,
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it.
Kaolai is a nice item spell to lug around- if your timing is right, you can drop a 150+ partywide heal in a couple seconds. Let's say my weapons have 15EN, I'm already in battle, and have been casting spells without my item spell. Then I have 10EN left end cast Kaolai,
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it.
L
Ive been using this build alot recently as a full restoration/heal rit...
Restoration Magic-16, Channeling Magic-13
[skill]offering of spirit[/skill] [skill]life[/skill] [skill]spirit light[/skill] [skill]mend body and soul[/skill] [skill]weapon of warding[/skill] [skill]protective was kaolai[/skill] [skill]remove hex[/skill] or [skill]holy veil[/skill] and a ressurection skill of your choice...
Build is pretty self-explanitory and works very well, better than a monk half the time =/
I know many of you will say that ancestor's rage and splinter weapon should be in there, but im damn tired of seeing and using that build =P
Restoration Magic-16, Channeling Magic-13
[skill]offering of spirit[/skill] [skill]life[/skill] [skill]spirit light[/skill] [skill]mend body and soul[/skill] [skill]weapon of warding[/skill] [skill]protective was kaolai[/skill] [skill]remove hex[/skill] or [skill]holy veil[/skill] and a ressurection skill of your choice...
Build is pretty self-explanitory and works very well, better than a monk half the time =/
I know many of you will say that ancestor's rage and splinter weapon should be in there, but im damn tired of seeing and using that build =P
Quote:
Originally Posted by spirit of defeat
Let's say my weapons have 15EN, I'm already in battle, and have been casting spells without my item spell. Then I have 10EN left end cast Kaolai,
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it. I understand, but the obvious answer is to just not cast item spells at a certain level of energy. Without a weapon set granting the 15 energy you wouldn't even have the opportunity to cast at this point. EN-gap is a method of balance, not punishment; in order to get the aforementioned 11 seconds of 0 energy, you need to have expended exactly that much more energy than you otherwise would have without energy-granting weapons.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable.
Then I lose 15EN. So after casting the item spell my energy is -15 and I have to wait for it to recharge, I hate that.
For 11 second I'm without EN, so probably will drop the item to get some energy back, while there would have been better opportunities to drop it. I understand, but the obvious answer is to just not cast item spells at a certain level of energy. Without a weapon set granting the 15 energy you wouldn't even have the opportunity to cast at this point. EN-gap is a method of balance, not punishment; in order to get the aforementioned 11 seconds of 0 energy, you need to have expended exactly that much more energy than you otherwise would have without energy-granting weapons.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable.
~
Quote:
Originally Posted by Chael
I understand, but the obvious answer is to just not cast item spells at a certain level of energy. Without a weapon set granting the 15 energy you wouldn't even have the opportunity to cast at this point. EN-gap is a method of balance, not punishment; in order to get the aforementioned 11 seconds of 0 energy, you need to have expended exactly that much more energy than you otherwise would have without energy-granting weapons.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable. I prefer a weapon-set switch for emergency heals.
If you keep an eye on your bars you can be granted an extra 3 heals than otherwise whenever you drop your item, which can be absolutely invaluable. I prefer a weapon-set switch for emergency heals.
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Quote:
Originally Posted by br0thergr1m
How many weapon spells do you all feel is too many? 3? 4?
I was thinking of switching out weapon of warding for warmonger's weapon for the interrupts. There is no number. You use as many as you feel you need. For all the fail who will argue differently...
You've put Splinter on a warrior for example. He gets a non-critical condition on him that the monk doesn't give a shit about (e.g. bleeding). You time his strikes, it ends. You use WoR if he's still under fire, it ends. You put whatever else you think is useful. WoW for example if he's under heavy fire (real warriors that kill stuff, aren't invincible), or even Splinter again. Then you repeat this process to use Weapon Spells effectively.
The singular weapon spell clause is a balancing limitation to separate good players from bad...
I was thinking of switching out weapon of warding for warmonger's weapon for the interrupts. There is no number. You use as many as you feel you need. For all the fail who will argue differently...
You've put Splinter on a warrior for example. He gets a non-critical condition on him that the monk doesn't give a shit about (e.g. bleeding). You time his strikes, it ends. You use WoR if he's still under fire, it ends. You put whatever else you think is useful. WoW for example if he's under heavy fire (real warriors that kill stuff, aren't invincible), or even Splinter again. Then you repeat this process to use Weapon Spells effectively.
The singular weapon spell clause is a balancing limitation to separate good players from bad...
Quote:
Originally Posted by br0thergr1m
How many weapon spells do you all feel is too many? 3? 4?
Umm... there's no real limit.
Weapon spells (dare I say it?) are the best damn thing about the Rit class - unstripple buffs with strong effects on them that can be actively played to adapt to the situation and don't take an hour to set up (unlike spirits, which frankly suck for the most part).
You take as many weapon spells as you feel the need for their effects - WoW for a prot, WoR for heal/condi remover, Warmonger's for shutdown and Splinter for lawlpwnd AoE damage can all happily rest on the same bar, as long as you know when to use each.
Weapon spells (dare I say it?) are the best damn thing about the Rit class - unstripple buffs with strong effects on them that can be actively played to adapt to the situation and don't take an hour to set up (unlike spirits, which frankly suck for the most part).
You take as many weapon spells as you feel the need for their effects - WoW for a prot, WoR for heal/condi remover, Warmonger's for shutdown and Splinter for lawlpwnd AoE damage can all happily rest on the same bar, as long as you know when to use each.

