Jul 22, 2005, 09:59 PM // 21:59
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#1
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Elementalist healers..
Having ascended my monk, (smiting), and gotten her elites, (shield of judgement), I realised that I actually enjoyed healing, and so I made another character to do just that. I decided to make an elementalist. So far it's great. I'm at level 15 with 73 energy. I was watching my brother ascend his monk today, however... and I'm kinda doubting myself now. As an elementalist, I'll never be able to heal for 250 points for 10 energy, or get rid of a condition and heal for 200 at the same time. I just don't see how other people do it. I could use devine boon, but with no devine favor attribute, that's only +25 for a whole energy pip. Originally I wanted to heal, and use the two earth wards and a defensive spell to flesh my character out. That would mean 12 energy, 12 healing, 11 earth, at best. It seems like this is too spread out for this type of char. What would you all suggest? I was thinking of maybe dropping the healing all together, and focusing on the wards, then I can carry more defense spells, and maybe crystal wave or something. Or maybe switch to protection instead of healing, since I don't see how I could compare with a monk in that aspect. Anyone with knowledge in this area.. it would be very very appreciated. Ideally.. I want to heal effectively as an elementalist. Please tell me if/how it can be done.
Last edited by jesh; Jul 22, 2005 at 10:01 PM // 22:01..
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Jul 22, 2005, 10:14 PM // 22:14
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#2
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Forge Runner
Join Date: May 2005
Location: Alaska
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Well I'm a lv19 E/Mo with about 500HP and 63+ energy with most my magic points to fire magic. I have a few skills to heal and restore life but thats about it. To be an E with very GOOD healing skills I would suggest having most of your points to your secondary profession.
Having never played a Monk... I can't say how badly perhaps my healing is doing...
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Jul 22, 2005, 10:31 PM // 22:31
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#3
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Right now my bar looks like this:
healing breeze
aura of restoration
shielding hands
restore life
orison of healing
heal party
armor of earth
8th free - usually heal area or capture signet or something
I want to focus purely on healing. I find fire magic very boring.
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Jul 22, 2005, 10:35 PM // 22:35
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#4
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Forge Runner
Join Date: May 2005
Location: Alaska
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fire magic boring? you suck heh anyway...
I have mine set up with fire skills, then healing breeze and restore life at the end. Basicly those help myself or my hench and the rest I use to kill.
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Jul 22, 2005, 10:44 PM // 22:44
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#5
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Jungle Guide
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Quote:
Originally Posted by jesh
Right now my bar looks like this:
healing breeze
aura of restoration
shielding hands
restore life
orison of healing
heal party
armor of earth
8th free - usually heal area or capture signet or something
I want to focus purely on healing. I find fire magic very boring.
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You're split over 4 Attributes. I'd go 12/12 Energy/(Heal or Protect) or 11/10/10 (Heal or Protect)/(Protect or Earth or Water)/Energy.
Don't use Armor of Earth. Ward Against Melee/Elements/Harm would be a better choice. Don't use Aura of Restoration, grab Heal Other instead. The more expensive heals are more energy efficient for an E/Mo, since you don't have Divine Favor. I'd take Healing Seed instead of Shielding Hands. For an 8th skill, you'll want Mend Ailment (if you're Healing or in PvP), Mend Condition (if you're Protection and PvE), or Remove Hex. For an elite, Ether Renewal is good. You'll want to spam 1s cast spells during its duration to get the most out of it.
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Jul 22, 2005, 10:49 PM // 22:49
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#6
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Guest
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Infuse Health/Heal Other, a bunch of big cost heals or protections under Ether Renewal will be nice. You also take less of a loss with Shield of Deflection or Shield of Regen, but both skills lost usefullness due to the current trends in the game, and SoD being so sketchy in PvP.
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Jul 22, 2005, 10:50 PM // 22:50
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#7
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Jungle Guide
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Go protect as you are mostly ingored and can support the enchants and the real monk. In PvE though it doesn't really matter anything except a W/Mo played right could heal most of that.
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Jul 22, 2005, 11:04 PM // 23:04
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#8
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Wilds Pathfinder
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In pvp, I've built e/mo healers that are enchant heavy, and use ether renewal and aura of restoration, with stats spread in prot healing and energy storage. I can heal myself far better than any monk, divine favor or not, and since I usually have 4 enchants stacked on myself, I get full energy back every time I use ether renewal.
The build is practically invincible, and it's only weakness is in healing spikes on players who aren't you. Also, lingering curse will decimate you, but I've only seen that twice. I group only with warriors and rangers with this build, and act as a decoy "tank", while they do all the damage. If the other team gets it through their head that I'm not going down, I can usually keep a warrior or ranger alive pretty easily. Eles built for defense should be safe to bring along too.
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Jul 22, 2005, 11:14 PM // 23:14
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#9
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Jungle Guide
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^^
2 words: Nature Renewal
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Jul 22, 2005, 11:20 PM // 23:20
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#10
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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I'm only level 15, I'm using those cause I don't have anything better. By no means do I intend to keep those. I'm only at LA right now. However, I can't tell you how many times armor of earth has saved my soft elementalist ass. It adds 36 AL right now.. and I have droknar's forge armor. With healing breeze and aura of restoration on.. I'm always the last to die. The only thing I'd ditch it for would be Kinetic armor. I'm kinda scared to use wards without higher earth magic, though. They only last 18/20 at 12, and my earth is nowhere near that.
The Clam: That's what I was saying in my first post, I don't know if 12/12/11 with runes is going to cut it for energy/healing/earth. My original plan was 16 storage 12 healing, rest wherever. But now I think that I need some sort of ... extra oomph if I plan to do that. Here's what I mean.
Orison of Healing
.....................Monk............Elementalist
Base:..............60................60
Devine Favor....38................0
Devine Boon.....61................25
Total for 5e.....159...............85
As you can see, the monk can make some use of Divine Boon and the Devine favor helps a ton. Divine Boon on the elementalist looks like a waste of time. Either I need to use some totally new skills as an ele, or just never heal half as efficiently as a monk. In which case, I think it'd be better to go protection. If anyone can prove my reasoning wrong, I'd love you to.
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Jul 22, 2005, 11:23 PM // 23:23
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#11
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Jungle Guide
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get shield of regeneration as your elite and drop armor of earth. With 12 protection it gives +40 armor and 8 health regen for about 20 seconds or more (not sure of exact time) and can be cast on another player
Last edited by EmperorTippy; Jul 22, 2005 at 11:30 PM // 23:30..
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Jul 22, 2005, 11:25 PM // 23:25
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#12
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Frost Gate Guardian
Join Date: Jul 2005
Location: SLC
Guild: The Naked Dragon
Profession: Mo/Me
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with 15 attribute points into protection, shield of regeneration gives you +10 hp regen for 11 seconds. so at 12, I'm thinking it will be around 8 seconds with 7 hp regen..the armor bonus stays the same regardless of the lvl. That's ball parking it though.
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Jul 22, 2005, 11:31 PM // 23:31
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#13
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Jungle Guide
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the time is longer than that I think but I'm not sure either
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Jul 22, 2005, 11:57 PM // 23:57
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#14
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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So you guys are telling me to lean towards protection now? Would it be worth it to put some points in earth as well, for the wards? Or would maxed earth with wards and some defensive skills be better than protection? I have no idea what I want anymore... x_x
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Jul 23, 2005, 12:13 AM // 00:13
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#15
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Academy Page
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The key difference between an el/mo and mo/x is spammability.
Don't compare Orison + divine to the El/mo
Compare Heal Other Vs Orison + divine
Heal other is just as powerful, but costs 10 energy and you can't cast it on yourself, but you don't lose 1 arrow of energy regeneration and you have more to begin with, and many effecient ways to return your energy.
If you are playing an El/Mo healer, you are looking for big, powerful heal spells that you can spam, as opposed to smaller ones. Also enchantments are nice because the bonus from divine favor doesn't make such a big difference.
Just try using, Heal Other, Heal Party, Healing Seed
Shield of Regernation at level 12:
9 HP regeneration
+40 Armor
10 second duration
Last edited by Black Raine; Jul 23, 2005 at 12:39 AM // 00:39..
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Jul 23, 2005, 12:47 AM // 00:47
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#16
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Well... are there other ones? I mean.. sure, heal other is okay. But it does have a cool down time... not to mention heal other on a monk would do 250.. lol. It just seems there's little that I can do about huge spikes of damage that occurs to my team, without Divine Favor/Boon. I guess that's what enchants are for. What kind of enchantments are recommended for a E/Mo healer? I'm curious as to what Morganas was reffering to.
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