User:Frvwfr2/Team:Healer/Bonders
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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
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new policy is decided on. Find the reasoning and the details behind
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Please note: These builds do NOT need to be used together, but the effectiveness of the dervish increases significantly if used this way. It will go very well with any enchantment team.
Contents |
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Mysticism | 11 + 2 |
Wind Prayers | 10 + 1 + 1 |
Healing Prayers | 10 |
[edit] Equipment
You will want as much health as possible, so use armor that gives plus health. A staff with +enchant duration and +health is ideal. A rune of major vigor should bring your health up to ~581.
[edit] Usage
Keep your enchants up all the time. This should be very easy, as you should not be close to the fight. If you do come under fire, nuse Aura of Thorns. Even though it only cripples for 4 seconds, this should allow enough time and space to evade damage.
[edit] Variants
Expel Hexes, Aura of Thorns, and Mystic Twister are all variables. Use more enchantments if you want, or bring Signet of Pious Light. You really don't need to have mesmer secondary, but Illusion of Weakness is useful, as it is a one time cost.
[edit] Attributes and Skills
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Attribute Rank |
---|---|
Inspiration Magic | 10 |
Divine Favor | 11 + 1 + 3 |
Protection Prayers | 10 + 3 |
[edit] Equipment
Usually, monks should avoid using runes that reduce hit points. It is very important for a monk to have as much health as possible, thus being able to take more hits before going down. However, in most situations, the Life Bond monk does not get involved in combat, as the enchantments can be maintained from a greater distance than is needed to cast them. The bonder will usually stay as far behind the healing monk as the monks and casters stay away from the warriors. Normally a bonder will use one major or superior rune to boost either Protection or Divine Favor.
For elementalist-heavy areas use the chest piece with elemental resistance. For melee-heavy areas use the physical resistance chest piece and pants. Always use tattoos on hands and feet for extra energy.
Good equipment for this build will be anything that increases energy and anything with a +1 divine favor chance of 20%. Use of +1 items will not change the optimal skill allocations in the table below. No other mods available will be of much use to a bonder as all fast cast and recharge items effect spells only and blessed signet is not a spell. Good options include:
The Soulstone and Noss' Artifact also provide extra HP when enchanted. Rual's Focus provides the same amount of health while in a stance, Mantra of Inscriptions being a stance that will almost always be up.
- Flint's Wand is a good, cheap way to get cold damage and 5 more energy. (Cold damage is useful when in a party with a necro that has Spinal Shivers, e.g. Sorrow's Furnace Farm.)
Kepkhet's Refuge or The Yakslapper are also a fairly good options, providing extra energy. However they do not increase rank in any skill.
[edit] Usage
- Life Barrier + Life Bond are used on the tank(s) in the party to reduce the amount of damage they are taking and allow them to more effectively deal out damage. Life Barrier should be cast first, followed by Life Bond. Also, depending upon proficiency you should also bond the other members of your party with this priority: Non-Tanks taking damage, melee attackers, Monks, others.
- Balthazar's Spirit and Blessed Signet are for energy management. Balthazar's is to be cast on yourself. Whenever damage is redirected to you from Life Bond, you still get +1 energy from Balthazar's Spirit, even if Life Bond reduces the damage to 0. The energy gained from these skills can often outstrip the energy degeneration from maintaining multiple enchantments. During a large battle, it is possible to maintain 12+ total enchantments, with Life Bond on every character, plus Life Barrier on the tank(s).
- Mantra of Inscriptions is used to keep your signets recharging quickly.
- Rebirth is generally the resurrection spell of choice for PvE. Party members often die in dangerous areas and would easily be killed again if resurrected at the place they died. Rebirth can be used to teleport the body to the caster's safe location. Be warned however that using Rebirth will cause the caster to have 0 energy, which will make any maintained enchantments over the energy regen rate (usually 4) drop. The bonder should only use Rebirth if there is no other way of bringing a party member back up.
- Ether Signet is a backup plan for when your energy drops under 8 and blessed signet isn't recharged.
- Use Inspired Hex if the dervish needs help removing enchants.
Note: If this build is used on a hero, you must disable the enchants, then click on the teammate you want bonded, and call the target (Control+Shift+Space). Then click the skill you want cast on that target.