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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
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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.
This build was voted unfavored for the following reasons:
- Poor Energy management.
- High Recharge skills used.
- Over-healing.
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The Healer Uses high power healing skills along with
group healing skills to deliver effective healing.(This build will
be updated with Elite skills and generally refind shortly)
[edit] Attributes
[edit] Attributes Notes
- The primary focuses are Healing Prayers and Divine Favor,
because at level 15 Healing Prayers are sufficently powerful enough
and along side Divine Favor at level 14 there is a significant
increase in healing power.
- If not using Blessed Light use Mend Ailment -Protection Prayers
are needed for Mend Ailment
[edit] Skills
[edit] Skills Notes
- These skills are not set in stone of by far perfect but as a
perceiveable healing setup. This build contains no elite spells but
is not restricted to not using them.
- The resurrection spell is swappable, this can be changed to any
other resurrection spell preferred.
- Blessed Light can be replaced with Mend Ailment until it is
captured.
- Other skills to consider replacing Divine Intervention would
be: Vengence, it's elite form Unyielding Aura, Heal Area or Karei's
Healing Circle. Vengence and it's elite are useful if your main
fighter dies and you need a quick fix. Heal Area and Karei's
Healing Circle are useful for helping Minion Masters with healing
up their Minions.
- instead of Mend Ailment you could always use it's elite spell
Restore Condition.
- Monk Ascetic's Armor (Full Set preferred)
- 1 Superior Rune of Vigor
- 1 Major Monk Rune of Healing Prayers
- 1 Major Monk Rune of Divine Favor
- 1 Minor Monk Rune of Protection Prayers
[edit] Weapon
- Brohn's Staff is well suited to this build, although it doesn't
offer much energy it gives the chance to increase Healing Prayers
by 1 with every spell.
- This is by far not the perfect staff for the job but is readily
available and cost effective.
- Any +10 Energy Staff with any HCT, HRT or energy upgrades is
suitable.
[edit] Advantages
- Although costing it's fair share of energy this build allows
you to heal your party effectively
- If another person is using an energy regenaration spell on you
this allows you to heal with little worry to your energy, providing
the spell is of suitable attribute.
[edit] Weaknesses
- As with any healing build the main weakness is directing too
much attention, as a healer you should not lure or aggro any enimes
leave that up to your other party members.
[edit]
Strategy & Usage Notes
- This is an all purpose, go anywhere, heal anything build.
- Divine Boon allows you to heal more effectively, this
enchantment is not always necessary as it decreases energy
regeneration.
- By managing your energy properly you should not run out of
energy too much, but if you do, don't panic. Think which party
members are most important or try to save energy for the group heal
spells, but be careful about the range they have.
[edit] Placement In Teams
This build works well as a healer but in a high combat area
(without practice and fine tuning) this build cannot heal a party
of 8 effectively by itself so you should always have atleast 2
monks in your party even if you have to resort to using henchmen.
This build is potentionaly a single healer but will need the skills
to be revised.