Build:E/Rt Master of Restoration

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Designed to use the low cost, highly spammable heals of the Ritualist Restoration line. Master of Magic is used as energy management over Attuned was Songkai. MoM provides superior energy over AoS on low cost spells and allows for the caster to use a weapon, as to get half cast and recharge effects, and the use of the Elementalist's large energy pool.

[edit] Attributes and Skills

ElementalistRitualistElementalist / Ritualist Attribute Rank
Energy Storage 10 + 1 + 1
Channeling Magic 8
Restoration Magic 12
Vengeful Weapon

Vengeful Weapon

Weapon of Warding

Weapon of Warding

Wielder's Boon

Wielder's Boon

Mend Body and Soul

Mend Body and Soul

Spirit Light

Spirit Light

Bloodsong

Bloodsong

Master of Magic

Master of Magic

Resurrection Signet

Resurrection Signet

[edit] Equipment

  • Weapon set 1 (main set)
  • Weapon set 2 (MoM casting set)
  • Weapon sets 3 & 4 are typical weapon sets for dealing with conditions or energy denial.

[edit] Usage

  • Activate Master of Magic and renew it as needed.
  • Quickly, switch to Weapon Set 2 when you do this, then switch back. Timing this takes a bit of practice because if you do either switch to while casting a spell it will switch back.
  • Activate Kinetic Armor and renew it as needed.
  • Constant casting will mean you rarely have to renew the enchantment, though you may need to recast the spell simply for the recharge time for Master of Magic.
  • Activate Magnetic Aura if you are taking physical damage or suspect you are about to.
  • This spell also fuels Master of Magic, if it is available and you are not afraid of being adrenaline or sin spiked, then use it just to get the recharge.
  • Place Recovery. Replace it as needed.
  • Use your weapon spells and heals to keep your party alive.
  • Weapon of Warding.
  • A key spell to this build. Almost no healer build in 4v4 can outheal the damage production. That is why you need Prot spells. This is this build's prot spell. Keep your eyes on the battle and place this spell on anyone being attacked by physical attacks.
  • Mend Body and Soul to heal and remove conditions.
  • Spirit Light as a big heal.
  • Wielder's Boon on allies with Weapon of Warding.

[edit] Counters

  • The large energy pool and redundancy within the bar help defend against some of these.
  • Energy denial.
  • The large energy capacity and the way this build sips it judaciously makes this less of a problem.
  • Kill the spirit.
  • If you have spirit spammer on your team, this isn't a problem.
  • The build can operate pretty effectively without the spirit, should it have to. It loses no healing power and recasting the spirit is never too far away.

[edit] Variants

This build is more focused upon the healing role. Its spirit is a support role spirit that removes conditions. It has two self defense buffs; both with long recharges. The two long recharge skills available mean you have even better energy management. This build isn't dependent upon a long casting time ritual for its energy management, so it won't be slowed down or tripped up by long recasts for energy management from Master of Magic.

Weapon of Warding

Weapon of Warding

Wielder's Boon

Wielder's Boon

Mend Body and Soul

Mend Body and Soul

Spirit Light

Spirit Light

Recovery

Recovery

Master of Magic

Master of Magic

Kinetic Armor

Kinetic Armor

Magnetic Aura

Magnetic Aura

  • Additionally, if used on a spirit heavy team, this build could easily drop its spirit for another spell.
  • Also if an a spirit heavy team, this build could take Spirit Transfer instead of Spirit Light as a quicker, even bigger, big heal.

[edit] Notes

  • Strong healing.
  • Condition removal.
  • Blocking, healing, unstrippable weapon spell that can be used on self and allies.
  • Excellent energy management and capacity.
  • High health.
  • 'Hidden healer' aspect is a good advantage, especially in a place like RA.

[edit] See Also


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