Just use the infuse health e/mo (I'm such a big fan of this lol)
You have prot (rof, prot spirit, etc...)
You have Degen counter (breeze)
You have e-management (ether renewal - yes, its been nerfed, but its still great)
You have crazy self heal (aura of restore + vig spir + renewal)
And you have spike heal (Infuse health)
Warriors, rangers, necromancers, smiters, and everything except pure edenial mesmers are easy to cope with and even ele/foc/ranger spikes can be stopped to a degree (hard if you're the only spike healer, better if there are more)
So yea, two weaknesses are pure edenial and the lack of space for a res sig >.<
Edit: Yea, I forgot to mention rend enchantments, but the thing is, you can pop up your enchantments so fast and with so little consequence if you're making sure to watch your mana and switch weapon/offhand when need be. Sides, if they rend you when you have 6 enchantments going (not to mention any other enchantments aided by your teammate), they'll probably hurt themselves a whole lot more. Single enchantment disruption is weak, and only works if they somehow manage to hit renewal (very unlikely since you should be spamming cover enchants to regain your mana).
Last edited by ak347; Nov 25, 2005 at 06:04 PM // 18:04..
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