Support Healer Ranger/Monk
Ra/Mo
Wilderness Survival - 12 (+4)
Healing Prayers - 9
Protection Prayers - 9
Greater Conflagration {E}
Life Bond
Storm Chaser
Serpent's Quickness
Heal Other
Healing Breeze
Mend Condition
Healing Seed
Assume that Spirit of Greater Conflagration isn't incredibly weak and flimsy through whatever means (Standing next to it within a max water Ward Against Harm or something.), or that it's set up by multiple rangers and annoying to keep killing. That spirits are easy to kill is a point I'm familiar with already.
Alright, from one of the previous updates, in order to fix piggy-backing on a life bond monk using Essence Bond, Life Bond apparently keeps damage the same type (AFAIK). Life Bond is cast on 3 other party members who will most likely be hit a lot.
Greater Conflagration converts physical damage to fire. All damage is now elemental, or holy/shadow/chaos, but the blunt of it is elemental.
Elemental damage is sent through the Life Bond, even elemental 0's, and goes to the ranger. The Ranger uses Storm Chaser, so now all of the damage from Life Bond causes 5 energy gain. The Ranger should now ideally have a nigh endless flow of energy. Serpent's Quickness recharges Storm Chaser a little faster pushing it down to exactly 20 seconds so that it can constantly be on.
From there, the ranger spams heals the whole match, and should ideally be able to afford them indefinitely.
Druid's Armor is fine, making all damage cut in half, barring damage which ignores defence, since physical damage is now fire, which falls under elemental. Weapon should be who cares, nothing is useable, and focus is just there for the energy bonus.
Unfortunately, I'm not sure on the Life Bond concept beyond theory. I don't have Greater Conflagration, and my only ranger is currently just beyond ascension.
In practice, the actual results may be entirely different. Storm Chaser might not trigger the way I'd like from Life Bond. Or it might do it really well, and the ranger could maintain it on everyone and have tons of energy. (at 5 energy gain per elemental hit, and 7 people, and only 1 1/3 energy lost per second from maintaining the enchantment, the party need only have 1 person get hit by elemental damage every 3-4 seconds.)
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