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Old Jun 27, 2006, 07:23 AM // 07:23   #1
Frost Gate Guardian
 
Join Date: Feb 2005
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Default Earth (or any element) E/Mo Healer - RA/PvP

Exploring the Ultimate Balance between healing teammates, damaging enemies, and self survival.

I know it's a vague description, but it's been a while since I actually rolled one of these, as it's a character that keeps a permanent pvp slot for the time being.

Earth Wand - 20% Improve Skill Recharge
Earth Scroll - Armor +5 (Ench) / Health +45 (Ench)
Best Health+ Armor (Archmage?)

Energy Storage Enough for about 87 energy +/-
Healing Enough for Heal Other to be about 124 +/-
Earth 15

Glyph of Energy {E}
Obsidian Flame
Heal Other
Kinetic Armor
Healing Breeze
Grasping Earth
Magnetic Aura
Rez Signet

I still use this build alot, it makes a nice E/Mo healer with capability to contribute dmg. Build is in it's optimal conditions on a team that has a monk and 2 dmg dealers. Basically you heal the team to start, while continually scrolling through the enemies to monitor their health. Once you find an enemy at about 1/2 health, you then contribute dmg with Obsidian Flame. Any melee starts to give chase, take em far enough away from your team and use grasping earth.

This build heals nicely with Heal Other for about 125 health, Breeze is about +7, both recharge instantly and keep Kinetic Armor up. Obsidian Flame contributes dmg to the tune of 112, moderately spammable if not busy keeping somebody alive.

The best part of this build is it's defensive capability. Grasping Earth lasts 20 sec for easy escapes from chasers, Magnetic Aura lasts 20 sec, both are prime defense skills vs a large majority of known melee characters. Kinetic Armor is easy to keep up for +80 armor, useful vs ele's and rangers.

Although far from godly, it's very well balanced to suit any of the elements to the 15 Attribute Level, with 87 energy and good solid healing. For more energy heavy builds, replace Heal Other with Word of Healing {E} (same healing power, 1/2 the cost) and take Glyph of Energy {E} out. Keep an armor increasing skill in for Kinetic Armor (Armor of Mist, Armor of Frost), and movement buffs/hexes in for Grasping Earth (Windborne Speed, Water Hex). Also consider some sort of skill to mitigate or cause dmg to replace Magnetic Aura (Gale, Blurred Vision).

There was an Air version and a Water version of this build I used to run as well and both had an unusual amount of strategic feel, like spamming Windborne speed on your monk and using Lightning Orb for dmg, or constant water hexes on people. The template allows for attrib lvl of 15 in a single element, then the rest in Energy Storage and Healing Prayers to match the energy listed above. If Glyph of Elemental Power is subbed in to the Earth build for Glyph of Energy {E}, and Word of Healing {E} replaces Heal Other, it may be slightly better (haven't tested but it's in the works).

I swear I threw away dozens of screens of my favorite builds when I got rid of my old hard drive...
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Old Jun 27, 2006, 07:34 AM // 07:34   #2
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Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
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Hmmm what can I say?

It does the job you described, but I still see some flaws.

In RA, I'd go Earthquake/Aftershock...lots of whammo's balling up to warrior-train a monk etc.

But I'm pretty sure the healing can be done better.


Also, if you're doing earth magic, and healing at the same time, why not PREVENT damage: Ward vs Foes/Meee.


Take out magnetic armour, not worth the slot.

Grasping earth is a no-no, especially if you also pack ward vs foes.

Best armour for this build would be Tempest, because you're always enchanted.
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Old Jun 27, 2006, 03:26 PM // 15:26   #3
Aug
Lion's Arch Merchant
 
Join Date: May 2005
Location: Maryland
Profession: Mo/
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Ward Against Foes in replace of Magnetic Aura sounds like a good improvement.

Your choice of elite seems odd. Obsidian Flame has a recharge of 5, while Glyph of Energy is 20. You're essentially doubling the energy cost and cast time of Obsidian Flame by using GoE, as well. Finally, GoE doesn't seem to be of much use for any of your other skills, either. I'd use Second Wind over Glyph of Energy.

Or use EQ as suggested above, then you'd get enough use out of GoE to justify taking it as your elite.

Last edited by Aug; Jun 27, 2006 at 03:29 PM // 15:29..
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Old Jul 16, 2006, 09:35 PM // 21:35   #4
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Join Date: Jul 2006
Guild: AoE
Profession: Mo/A
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My Random Arena healer/finisher build.

Profession: E/Mo
Name: Root Healer
Catagoery: Support Healer

Attributes: 12 Water; 9 Healing Prayer; X Energy Storage

Skills:
1. Ice Spear
2. Frozen Burst
3. Ice Prison/Ice spikes
4. Ether Prodigy {E}
5. Armor of Mist/Mending
6. Heal other
7. Healing Breeze
8. Res Signet


Summary:
Basicly this is a support healer, melee range class shut down build. It's pretty easy to use. First and foremost your job is to heal the monk. Use ice prison (21 seocnds of -66% spd) on warriors chasing you or the monk. When you get attacked cast armor of mist/frozen burst to escape. You can also use the run buff combined with forzen burst and good timing to do "drive bys" and often this is a good way to see who is weak to frost. As far as damage goes, ice spear will hit for 40-70 damage depending on who you attack. When ever im hitting for around 50+ I tend to just call my target and ice spike them into the ground. Combined with ether prodigy and you have near never ending mana to spam healing breeze and heal other +7 regen and +122 hp heal. Use a combination of ice prison, frozen bust to keep people rooted long enough to recharge Armor of Mist. Only use armor of mist if you get attacked or are about to be as its recharge time sucks. The other method is if you know you have a group of mainly melee chars or assasins. Cast +3 mending on 2-3 people and use ether prodigy for your regen and kite away.



I dunno if u wanted only an rock build. This build works best when there's another monk, but the heals are good enough to support your team as long as they are smart enough to use hamstring and help keep people off you. I mitigate damage on this build simply by not getting attacked....it handles assasins well, they teleport to you, u frozen burst them turn and run, and proceed to do 70 damage a hit with ice spear @ 5 mana 1/2 cast time. works pretty damn well. I find this build works best when paired with an inteligent W/E that can either hamstring or knockdown

Last edited by H2BH; Jul 16, 2006 at 09:44 PM // 21:44..
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