Gear
Earthgore, Jorvulds Guidance, Olorime
* Earthgore at the time of writing this helped healers in many different ways. It helped healers in burn phases, negating an deadly effect on allies, and allies who need a bit of forgiveness to mechs.
* Jorvulds Guidance - Can be used to increase Rotation of buffs, but in this case it's manly used to increase duration of Major Force, and potion Sustain for caster. Also take note, Sorc class will do this best, because ultimate cost reduction.
* Olormine - Is a standard healing set for groups to apply major courage buff.
Skills
Bar 1
* Empowered Ward
This is the flex spot for this build. This is typically picked as it offers some group utility while also keeping healer alive.
* Healing Springs
This is basic healing skill most healers use as it stacks it's area of effect healing. This is good for when the group is close together, but also can be targeted from afar.
* Combat Prayer
This is an offensive and defensive buff that allows allies. It is important to keep the uptime of this skill.
* Energy Orb
This is skill is mostly used for it's healing over time ability but it also gives resources back to allies along with a burst heal on activation.
* Mutagen
This is skill is healing over time ablity that targets 2 lowest health enemies. In addition it will negate life threatening effect if ally falls below the indicated health margin.
Ultimate: Light's Champion
This is emergency protection tool to assist allies on when needed to go on defensive.
Bar 2
* Crushing Shock
This skill not only interrupts, but on a healer with a charged staff has a high chance to apply burning, minor maim and concussion against enemies that are targeted by the skill. Not to mention a chance to set enemies off balanced.
* Bone Surge
This skill is supportive skill that gives 6 allies within range of the activated synergy major vitality along with a decent skill shield.
* Sanguine Altar
This skill applies minor life steal to enemies within a large radius. Also has an emergency Synergy that can be applies. (note this skill has two different unique synergy morphs)
* Elemental Blockade
This skill is important on at least one healer as it sets enemies off balance with concussed, but off balanced enemies also give double resources back from light attacks (noted in clockwork patch)
* Elemental Drain
It is important for a least one healer to apply minor magic steal for allies in some form or fashion.
Ultimate: War Horn
This is a standard skill to double offensive resources and give major force to allies. It is a must for trials on support.
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