User:Jango/Master of Restoration

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.

Equipment

 * Survivor Insignias
 * Rune of Superior Vigor
 * Rune of Recovery
 * Runes of Vitae


 * Weapon set 1 (main set)
 * Restoration Wand of Memory with the "Aptitude not Attitude" inscription
 * Restoration Focus of Aptitude with the "Forget Me Not" inscription


 * Weapon set 2 (MoM casting set)
 * Axe/Sword of Enchanting with the "Don't Think Twice" inscription
 * Energy Storage Focus of Aptitude


 * Weapon sets 3 & 4 are typical weapon sets for dealing with conditions or energy denial.

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.
 * This Ritual is also meeting the conditions of Mend Body and Soul and Spirit Light.


 * 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.

Counters

 * Power Block
 * Shroud of Silence
 * Anti-spam skills.
 * 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.


 * Daze and Knockdown
 * The block ability from Weapon of Warding and Magnetic Aura make these less iritating.
 * The build can remove Daze from itself.

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.


 * 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.