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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.
[edit] Attributes and Skills
[edit] Equipment
- Full Halcyon armor set for Extra Energy.
- 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.
[edit] 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.
[edit] Variants
If enchantment removal is not an issue: