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D/mo Healer
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I like Avatar of Melandru, Vital Boon, Eternal Aura, Imbue Health and Draw Conditions all together. Add other skills as you see fit, but keeping melandru up all the time makes draw conditions just awesome, and the extra health from it and vital boon means you can snatch teammates from the brink of death to great health in no time. 

I have to agree with Fluffums-that build just looks terrible. I can see the theory behind it, but I'm not convinced.
And to be honest, I don't really see it synergizing well with the D/N orders. I suppose you might be able to get away with it if the damage is the rest of the team, but if it's you and H/H, then I wouldn't really bother.
And to be honest, I don't really see it synergizing well with the D/N orders. I suppose you might be able to get away with it if the damage is the rest of the team, but if it's you and H/H, then I wouldn't really bother.
I imagine that it would synergise quite well with the D/N, but theres also the issue that it is semi-reliant on the D/N for energy (from the enchants it throws out). Which means that if the D/N goes down, your D/Mo is boned.
The best hero builds can stand up for themselves, but also synergise with the rest of the team.
The best hero builds can stand up for themselves, but also synergise with the rest of the team.
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Quote:
Originally Posted by mistokibbles
But my original question wasn't really answered. How are heroes bad with RoF?
RoF is great as a save from spike when you mess up but seeing how PvE spike are almost always coincidence or someone overextending, they don't come up too often. Even when they do, heros treat RoF as any other normal prot/heal and spamming it on ppl who don't need it.
