User:D Force

BUILD 1:

This build takes advantage of the fact that Weapon Spells and Ritualist Urns may not be removed like Enchantments can, and uses that advantage to heal allies.

Equipment

 * Full Halcyon armor set for Extra Energy.

Usage

 * With Attuned was Songkai at High Spawning Power, the cost of Heal Party and Extinguish is nearly halved. With 14 Spawning Power, 15 energy spells are only 8 energy, 10 energy spells cost 5, and 5 energy spells cost 3.
 * Soothing Memories costs no energy if you have the Attuned was Songkai.
 * Heal Party should be used when everyone has a bit of damage but has not been hurt enough to warrant a casting of Soothing memories.
 * Vengeful Weapon is basically Reversal of Damage with no means of stripping it. It costs 3 energy when you have the Ashes.
 * Weapon of Warding is used when there is a hazard of Warriors, Assassins, and Rangers. It should be used sparingly because of the cast time.
 * Remove Hex and Resilient Weapon are used as safety skills for when hexes come that are extremely harmful, such as Spiteful Spirit, Backfire, Empathy, Diversion, etc.

Counters

 * High levels of Degeneration.
 * Lack of protection versus high-damage hits.
 * Energy Denial.
 * 15 second downtime when the spells are full cost, meaning heal party and Extinguish cannot be used effectively during those times.

Variants
If enchantment removal is not an issue:
 * Holy Veil instead of Remove Hex for hex removal
 * Gift of Health instead of Extinguish as an emergency heal.
 * Take Heal Other or Jamei's Gaze instead of Extinguish.
 * Lively Was Naomei instead of Resurrection Chant.
 * Healing Breeze instead of Extinguish, thereby countering degeneration instead of removing it.
 * Vigorous Spirit instead of Vengeful Weapon (it's more energy efficient on Warriors and Assassins than Vengeful Weapon and won't remove Weapon of Warding)

BUILD 2:

This Ritualist Restoration build uses Attuned Was Songkai to create a whirlwind of healing and support, and is very effective at energy management. It is usually coupled with at least one Monk and aims to help save fading life and to ease their job.

Equipment

 * Halcyon's Armor for maximum energy or Mystic's Armor (you will be spamming skills constantly). You will usually not gain the effects of any equipped weapons.
 * No weapons or foci (see usage).
 * +15 energy -1 regen Restoration Focus and 20% recharge wand (see usage).

Usage

 * At 16 Spawning Power, Attuned Was Songkai provides 53% reduction in spell/ritual costs. For 5 energy spells, the game rounds down to 2; for 10, to 5; and for 15 it rounds to 7. Note because it reduces cost you can begin casting the spell/ritual as soon as you have the reduced cost, not the regular cost.
 * Your weapon and/or focus item are not used when Attuned Was Songkai is active. When a battle begins, you start with Attuned Was Songkai, which fills your hands. It is recommended to switch to an empty weapon slot for this build most of the time. Attuned Was Songkai causes you to stop holding your weapons, which can have the same negative energy effect as switching to weapons with no energy bonus.
 * Although you begin holding weapons again as soon as Attuned Was Songkai ends, if you cast it at only 10 energy with your weapons equipped you will receive a lot of negative energy, making you wait a dangerous amount of time with 0 energy. You only have no items in your hand for 15 seconds (Attuned Was Songkai lasts 45 seconds, recharges in 60), after which you re-cast it. One trick to get by this is to swap for a +15 energy -1 regen focus for that time, to cast one or two spells, then swapping back to the empty slot before re-casting Attuned Was Songkai.
 * Soothing Memories also helps with energy management. The spell costs 2 energy while holding Songkai's Ashes and returns 3 energy because you are holding an item, resulting in a free heal.
 * Use Recuperation immediately after Attuned Was Songkai when a battle begins. Recuperation, if placed in a safe location, will usually last the whole battle. Recuperation also greatly takes pressure off monks, because it fixes small healing tasks and counters weak degen, such as that from Bleeding.
 * If Attuned Was Songkai ever fast recharges, either from weapons or a Morale Boost, do not re-cast it until it's effects are about to fade. Heal someone instead, or save if for the next battle. It is sometimes smarter to not re-cast it if the battle is only going to last another 10-15 seconds or so, because you need it recharged for the next battle.

Counters

 * Interrupt Attuned Was Songkai, an Elite Item Spell.
 * Kill the Recuperation spirit.
 * Divert, Power Block, or Backfire the healer. Any anti-spamming tactic works.

Variants

 * Resilient Weapon can be replaced with Signet of Capture, a Celestial Skill, or something else your party needs.
 * A Rt/Me variant of this build uses Arcane Echo to copy Soothing Memories for a spin of free heals. Arcane Echo, however, still costs 8 energy to cast. This build can be less effective if you don't compensate for Arcane Echo's downtime.
 * Spirit Light is effective in PvE, where you rarely have to move away from your Recuperation Spirit. Resilient Weapon or either of the other healing spells can be replaced in this situation.
 * Flesh of My Flesh can be swapped for a better Resurrection skill, such as Rebirth if you're a monk secondary. Resurrection Signet is usually a better choice in areas where there are many bosses that can recharge it, or at times when fast, in-battle resurrection is crucial.
 * Replace Resilient Weapon with Ghostly Haste to keep Attuned Was Songkai up indefinitely.
 * Switch to Ranger secondary to use Serpent's Quickness immediately before (or during) the casting of Attuned Was. That will make Attuned match Serpent's 45 second recharge, allowing you to keep Attuned up indefinitely.
 * Replace Weapon of Warding with Wielder's Boon. Use boon on any targets under resilient weapon. Do not use with Vengeful Weapon since it will be likely removed very quickly.
 * This build is incredibly resilient as it is, so two superiors are easy to use. In that case, use a headgear for restoration instead of spawning. The difference between 15 and 16 on Spawning Power will not affect the cost reduction on 5 or 10 energy spells, and the 16 Restoration will make your spells much more effective.