Build:Mo/E Armored Savior
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
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This build can take a reasonably high amount of damage while having the necessary healing skills available to keep a party alive under most circumstances. The key skills used in the build are Vigorous Spirit, Light of Deliverance and Armor of Earth.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Healing Prayers | 12 + 2 + 1 |
Divine Favor | 9 + 2 |
Protection Prayers | 3 + 1 |
Earth Magic | 9 |
[edit] Equipment
[edit] Preferred Equipment
- Healing Rod with 20% HSR, +5 energy while health is below 50% and Req 9 Divine Favor (obtainable from Attendant Nashu)
- Healing Ankh with 20% HCT/HSR, +12 energy and Req 9 Healing Prayers (obtainable from Mourn Drakespur)
- Headpiece : +1 Healing Prayers
- Ascetics Armor : using 4 pieces but not the headpiece will provide +7 energy
[edit] Alternative Equipment
- Golden Boar Scepter with 20% HSR, +5 energy while health is above 50% and Req 9 Healing Prayers (obtainable from the Keeper of Light)
- Wayward Wand (unique) with 20% HSR, +5 energy while health is above 50% and Req 9 Divine Favor (obtainable from the Adept of Light)
- A unique monk staff or equivalent staff with a 20% HSR for all spells, +15 energy, +20% enchantments, and preferably a 10% or higher HCT for all spells. Examples of usable unique monk staves include Kepkhets Refuge and The Yakslapper.
- Judge's Armor for a +10 armor bonus against physical damage
- Wanderer's Armor for a +10 armor bonus against elemental damage
[edit] Usage
- Spam Vigorous Spirit on all party members. It should be cast and maintained first on melee fighters followed by casters.
- Vigorous Spirit serves as the energy management of the build. If Vigorous Spirit is not maintained on melee fighters most of the time then you will quite fast run out of energy.
- Use Mend Condition to remove conditions on other party members. Usually conditions should first be removed from melee fighters followed by casters.
- Orison of Healing and Words of Comfort are your two spammable healing spells. Use them to provide healing to your party members.
- Use Light of Deliverance when one or more party members have less then 80% of their maximum health.
- Use Light of Deliverance as a self heal when needed.
- Use Light of Deliverance to heal party members that are out of range of other Healing Prayer spells.
- Ethereal Light should be used on party members with low HP as it provides a higher base heal, 100HP + Divine Favor bonus, then both Orison of Healing, 70HP + Divine Favor bonus, and Words of Comfort, 60HP + Divine Favor bonus.
- It is preferred to use Words of Comfort to heal allies that are inflicted with a condition.
- Give priority to removing a condition from an ally over healing that ally, unless the ally is running low on HP.
- Use Armor of Earth to protect yourself when you are taking damage.
- Use Ward against Melee to protect yourself further from physical damage when needed. If Ward against Melee is combined with Armor of Earth the physical damage that you take will be reduced by about 75%. Using Ward against Melee will also reduce the chance of being interrupted.
- In case other party members or allies are taking a lot of physical damage it can be a good strategy to go stand close to them, then cast Ward against Melee followed by Armor of Earth. The damage taken by all allies in the AoE of Ward against Melee will be signifantly reduced, so much even that it may turn the fight in your favor. Using this combo does cost 20 energy and that is a reasonably high energy cost, especially if your energy has already been drained because you have been spamming healing prayers before using this combo.
- When used in PvE it is recommended to replace Ward against Melee with a permanent resurrection skill. Resurrect is a good replacement for Ward against Melee. Usually the extra protection provided by Ward against Melee will not be needed when used in PvE as it will be easier to shake off attackers then in PvP. If the other players have ressuction skills equipped and they do not expect you to res then you can still equip Ward against Melee.
- When considering variations to the build posted above it is important not to change any of the first 5 skills. The 6th skill on the bar must also be a healing skill, preferably Ethereal Light, Healing Whisper or Dwayna's Kiss.
[edit] Counters
- The build has no hex removal and therefore it also has no answer to skills like Backfire, Empathy, Shame, Guilt, ... Skills like Backfire can shut down the build at least temporarily.
- No hex removal and no possibility to remove conditions from yourself can make degen builds a problem to deal with. Basically you are supposed to counter degen with self heals. This may cause you to run out of energy fast if long lasting degen damage needs to be countered.
- Interrupts can reduce the effectiveness of the build. Interrupts can especially be a problem if Armor of Earth or Ward against Melee are interrupted. In such cases you are usually already taking damage and counting on the extra protection provided by either skill and it is not uncommon to die before you have a decent chance to escape.
- Enchantment removal can remove Armor of Earth and make you vulnerable when you least need/expect it. Also in this case it is not uncommon to die before you have a decent chance to escape.
[edit] Variations
- Replace Ethereal Light with Healing Whisper. Healing Whisper will provide the same level of healing but with a faster recharge time and without the increased chance of being interrupted. 2 downsides. Healing Whisper can not be used on yourself and it has only half the range of other healing spells forcing you to get get closer to your target.
- Replace Ethereal Light with Dwayna's Kiss. Dwayna's Kiss will provide extra healing for targets under the effect of enchantments of hex spells but without the increased chance of being interrupted. The downside is that it can not be used on yourself.
- Replace Armor of Earth with Kinetic Armor. Kinetic Armor will provide a +56 armor bonus without the slower movement penalty. Using this skill will require practice as you will need to maintain it by spamming healing prayers. If you can not maintain it permanently you should favor Armor of Earth over Kinetic Armor.
- Replace Ward against Melee with Kinetic Armor. Kinetic Armor combined with Armor of Earth will raise your armor level with a staggering 102 points. This will reduce the damage that you take to less then 25% of the damage taken without the two skills active. It will be needed to practice to be able to use Kinetic Armor.
- Replace Ward against Melee with Whirlwind. Whirlwind deals damage to adjacent foes and as a bonus it will knock down those foes if they are attacking. One or two points less in Earth Magic can be used to put some points in Air Magic to increase the damage output of this spell.
- Replace Armor of Earth by Contemplation of Purity. This will allow you to remove hexes and conditions and may prove to be an advantage in some cases.
- Replace Ward against Melee by Contemplation of Purity. This will allow you to remove hexes and conditions and may prove to be an advantage in some cases. This variant must be used with caution as Contemplation of Purity will also remove Armor of Earth.
- Small changes to the set values of the attribute points may be preferred. The most common variation has been to lower the Earth Magic attribute to 8 and the Protection Prayers attribute to 3. This will allow an increase of the Divine Favor attribute to 12.