Build:Mo/N Healing Battery
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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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A support Mo/N build that makes use of large spike healing, useful healing enchantments and energy regeneration for other allies.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Healing Prayers | 12 + 1 + 3 |
Divine Favor | 12 + 1 |
Blood Magic | 2 |
Protection Prayers | 2 |
[edit] Equipment
- Armor
No specific armor required.
- Weapons
Half Cast Time, Half Skill Recharge and +1 to Healing Prayers are all useful. Energy mods rather then health mods are generally more effective as you should be trying to avoid damage entirely.
[edit] Usage
Energy management is vital to using this build. If energy is running low in a long battle, Word of Healing should be the only skill being used unless an emergency heal is needed. Excess energy (when energy is full) should be used for casting Vigorous Spirit/Healing Breeze, as these heal over a longer period of time then the other spike heal. During a fight, if you are not regenerating energy you are wasting energy, so cast Vigorous Spirit on allies if energy is at max.
If in a B/P group, Vigorous Spirit is essential for rangers.
Tanks, especially those using Cyclone Axe/Hundred Blades are also greatly benefited by this.
Healing Breeze should be used as soon as damage begins to be taken by yourself or an ally, also when allies are experiencing high levels of health degeneration, as some players tend to panic when this occurs. Otherwise, large amounts of healing are better left to the spike heals, as these are more energy efficient.
Word of Healing should be used before Heal Other, when an ally is under 50% health, they both heal for the same amount and Word of Healing only costs 5 energy compared to Heal Other's 10.
Healing Touch should be used for self-healing.
Healing Seed is extremely useful when a single tank is taking all the damage, as often happens in many farming groups. In this situation, they are almost invulnerable for 10 seconds.
Rebirth is not to be used as a Resurrection skill during a battle. If your allies are dying, taking the time to cast Rebirth leaves you and all your allies completely vulnerable. In the event of an ally dying, and this should only be happening against overwhelming odds, retreating is often the best idea unless another ally resurrects with a signet. Rebirth should only be used when there is no imminent threat from enemies.
Blood Ritual is very appreciated by all characters. Let your team know you have it, so they can shout their energy if they want it cast on them. Constantly use it on friendly casters.
Remember, you are not intended to be a tank. Most of your skills are most efficient on other allies. When you are taking damnage from multiple sources, retreat to let enemies target another ally.
[edit] Counters
Fingers of Chaos, a skill used by units from the Ruins of the Tomb of the Primeval Kings renders all enchantment based healing from you useless to allies that are being attacked. This means the only skill for healing yourself in this situation is Healing Touch, making you extremely vulnerable. Even so, it is not very hard to break aggro in PvE Backfire and Diversion can be extremely dangerous. Again, this is a PvE build, stay well out of range of any hostile mesmers There are no defenses against conditions.
[edit] Variants
Purge Conditions (or similar) may be used in place of Healing Seed or Vigorous Spirit, depending on the group you are in and the enemies you will be facing.
[edit] Notes
Increasing Blood Magic rank from 2 to 3 does not have any effect on the duration of Blood Ritual. Therefore the points have been distributed into Protection Prayers to decrease the skill disable time on Rebirth.