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Old Jan 24, 2006, 09:34 AM // 09:34   #1
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Default The Martyr - E/Mo Healing Build

Hello,

Welcome to my topic, it's about my revived elementalist. I used to play her as a nuker, I've done all 4 elements, lost interest after a while. Then I though up this build and I'm enjoying my ele again. She's named, the Martyr; and for good reason. She sacrifises herself for the team, it's a real team build.

I think I can safely say that the type of healing/protecting I do is best suited for an elementalist, simply because (iirc) none of the healing spells I use benefit from Divine Favor, still listening? Good, lets get to the build:

Infuse Health
Heal Area
Heal Party
Martyr {ELITE}
Purge Conditions
Ward Against Melee
Ward Against Elements
Restore Life

Now there are various ways you can go with this, this is the base build, it carries protection against elements, melee attacks and conditions, an all in one package thus. If your Monks however are in love with Mend Ailment (and I would surely not blame them) you might be better off with

Infuse Health
Heal Area
Heal Party
Glyph of Energy {ELITE}
Glyph of Lesser Energy
Ward Against Melee
Ward Against Elements
Restore Life

Now this is an endless energy build, with both Glyph of Lesser Energy and Glyph of Energy you can spam Heal Party while keeping both of the wards up (if needed) and infuse health in the emergency situations.

When you are going to random arenas, you might want to bring some firepower I normally bring the original build and swap Ward Against Elements with Obsidian Flame - which does 104 damage with my setup, an extremely nice finishing nuke.

Now as for attributes

Earth Magic 10+1+3
Energy Storage 10+1
Healing Prayers 11

Staff - the new green staff Milius Pillar, or a 10/10 staff with 2*+30HP for higher infuse healing.

This gives you a 19 second ward, which means there is one second downtime on the wards, you could switch this around with healing prayers, but I havent found the 1 second downtime problematic so far. 126% on infuse health which for me means a 299HP heal- should be more when I'm going to use sup/major vigor, or get a better staff. 63 HP on heal party and 140 HP on heal area.

Now as I stated before the healing spells I brought are (in my opinion) better suited for an elementalist then a monk, they all are high energy (10-15) which a Monk lacks, and they don't benefit from Divine Favor, you can spike heal just as good as a Booned Word of Healing (if not better) with infuse health, you can also spamm infuse health twice for a 450 HP heal in 0.5 seconds, I don't see Word of Healing do that

However, I'm not saying this is better then a monk, as it isnt, it's an alternative and a good one at that. Ward of Melee and Ward against Elements will absolutely shine in areas like FoW or the new UW. And with your high energy you'll be able to spam Heal Party and infuse health more often then a Monk can.

Ñaz
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Old Jan 24, 2006, 02:00 PM // 14:00   #2
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Guild: Stars of Destiny
Profession: E/
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Sounds like a good build. Only thing to be careful of is having a monk secondary as the fingers of chaos will stip you of enchants.

My guildie (for right or wrong) in tombs insists that no one in the team have a monk secondary because it makes their healing and protection jobs much harder if the enchants they put on the warriors and eles and such keep getting stipped off.
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Old Jan 24, 2006, 07:36 PM // 19:36   #3
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I'd advise bringing ward against Foes over Elements, I've found it to be much more useful in PvP.
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Old Jan 25, 2006, 05:27 AM // 05:27   #4
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Funny. That is almost like my earth/heal build
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Old Jan 26, 2006, 02:46 AM // 02:46   #5
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nice build. would work in HoH too. its a great defensive ele to run with ranger spikers as counters to IWAY.
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Old Jan 26, 2006, 06:08 PM // 18:08   #6
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I altered my build a bit - I don't like glyphs a lot, as when you need energy quickly for an infuse, a glyph will get your target killed.

So, new strategy Ether Prodigy!

Infuse Health
Heal Area
Heal Party
Ether Prodigy {ELITE}
Healing Breeze
Ward Against Melee
Ward Against Elements
Restore Life

While I do have to admit that it can be somehwhat problematic to use with enchantment removal - on the other hand, the cooldown is short, and you get +6 energy regen for 5 energy. A 26 netto energy. You can keep casting and casting, the damage from Prodigy is neglectable as you shouldnt use it when on full energy.

The only problem so far - ranger spike. I lack the protection or the spike heal on myself to deal with that. On the other hand, if they don't attack me a simple infuse health negates the spike. Oh... and obsidian flame ugh... Well I cant cover it all!
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Old Feb 01, 2006, 06:24 AM // 06:24   #7
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But I don't understand how Prodigy would help you in the long run, even low you 'd take hella damage.

I like your build because it's original but why Prodigy? Also, do you think replacing Breeze with Heal other would be more effective?

Last edited by ForeverGoNe; Feb 01, 2006 at 06:26 AM // 06:26..
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