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== Attributes and Skills ==
 
== Attributes and Skills ==
 
<pvxbig>
 
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[build prof=Rt/any SpawningPower=12+1 RestorationMagic=12+1+1][Mend Body and Soul][Spirit Light][Optional][Boon of Creation][Ritual Lord][Rejuvenation@18][Recuperation@18][Life@18][/build]
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[build prof=Rt/any SpawningPower=12+1 RestorationMagic=12+1+2][Mend Body and Soul][Spirit Light][Optional][Boon of Creation][Ritual Lord][Rejuvenation@18][Recuperation@18][Life@18][/build]
 
* [[Signet of Creation@13]
 
* [[Signet of Creation@13]
 
* [[Weapon of Warding@13]
 
* [[Weapon of Warding@13]

Revision as of 13:04, 20 March 2010

This build is still being created and is not yet ready to be rated.

This build has been designed for the following use:

This Ritualist uses the Elite Ritual Lord combined with Rejuvenation and Recuperation to both reduce their recharges and increase their effects, while supporting its allies with standard Restoration Magic.

Attributes and Skills

<pvxbig> [build prof=Rt/any SpawningPower=12+1 RestorationMagic=12+1+2][Mend Body and Soul][Spirit Light][Optional][Boon of Creation][Ritual Lord][Rejuvenation@18][Recuperation@18][Life@18][/build]

  • [[Signet of Creation@13]
  • [[Weapon of Warding@13]
  • [[Flesh of My Flesh@13]
  • [[Summon Spirits]

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Equipment

  • Armor:
    • Survivor Insignias, a Rune of Vigor, and Runes of Vitae.
  • Weapons:
    • A Hale Restoration Staff of Fortitude.

Usage

  • Set the Hero to Avoid Combat, otherwise:
    • At the beginning of a battle, use Ritual Lord before summoning Rejuvenation and Recuperation, and renew these as they expire.
    • Use Mend Body and Soul for a heal and condition removal, and Spirit Light for a more powerful heal.
    • Cast and drop Protective Was Kaolai to heal your entire party. If you cast it and wait for it to recharge, you can use it twice in a row.
    • Resurrect fallen party members with Death Pact Signet.

Counters

  • Anti-caster
  • Poor use of Rit lord

Variants

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  • [[Life@19]
  • PvE-only skills such as:
    • [[Ebon Battle Standard of Honor]
    • [[Great Dwarf Weapon]
    • [[Vampirism]
  • Attributes can be split Spawning Power=11+1, Restoration Magic=11+1+3, AttributeX=8(+1, if Channeling Magic or Communing) to accomodate:
    • Channeling Magic:
      • [[Ancestors' Rage@9]
      • [[Splinter Weapon@10] (an Attribute spread of Restoration Magic=12+1+2, Spawning Power=9+2, Channeling Magic=9+1 may be preferable)
      • [[Bloodsong@13]
      • [[Destruction@13]
    • Communing:
      • [[Pain@13]
      • [[Shelter@13]
      • [[Union@13]
    • Curses:
      • [[Mark of Pain@8] (you may want to allocate more Attribute points into Curses)
      • [[Enfeebling Blood@8]
      • [[Weaken Armor@8]
    • Protection Prayers:
      • [[Aegis@8] (an Enchanting mod will be useful)

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Notes

  • Rejuvenation will heal for and lose exactly 11 Health even if the party member is less than 11 Health below his or her maximum, which can be problematic with Health degeneration. However, Recuperation will nullify part or all of the degen to allow a more efficient use of Rejuvenation.
  • Rejuvenation has 730 (480 from 20*level (it's actually 24 for the level), then +52% (249.6 but rounded up) spawning power) Health, and can be resummoned in 15.75 (14.4 rounded up recharge + casting) seconds after casting (with Ritual Lord). This equates a maximum of 46.3 Health per second, divided among party members who drop below full Health. Ideally, it could support 4 party members at once and always be active in-battle. rejuv can trigger 67 times.