Devish/Monk Tanker/Healing in RA or in the future PVE

rhYmedizzle

rhYmedizzle

Lion's Arch Merchant

Join Date: Mar 2006

Funkin Around[FA]

Mo/N

14 Mysticism
12 Protection
Superior Vigor
Minor Mysticism Rune
Mysticism Head Piece

Arcane Zeal
Vital Blessing
Life Attunement
Guardian
Protective Spirit
Spirit Bond
Reversal of Fortune
Rez/Mend Condition/Ailment

So basically once u get all ur enchantments on you will never run out of energy as u keep spamming them while letting guardian run out giving u 7 energy as well as RoF and maintaining Arcane Zeal. If they dont nerf anything i see this as a good tank in PvE for anything really.
Downsides are:
Dazed for a long period of time
Possibly enough interupters with disctracting shot lol

let me know what u guys think, not sure if this has already been posted but i havent seen anything yet. thanks

Paperfly

Paperfly

Krytan Explorer

Join Date: Jun 2006

I changed three skills in the Melandru D/Me prefab and ended up with a Heal Party spammer whose Heal Party costs 5/1/2.

16 Wind Prayers
11 Mysticism
9 Scythe

Crippling Sweep
Wounding Strike
Mystic Healing
Balthazar's Rage
Heart of Holy Flame
Grenth's Fingers
Faithful Intervention
Res sig.

...Obviously at her best in RA or other four-man formats, since you can all but guarantee a 89-point heal to every member of the party once you get rolling. I found that a lot of the time you could comfortably C-space (not that I'm advocating that anyone do so, mind ), and the pressure of three 80-100 damage area spells, the expiry bonii, incidental scythe damage, and the ability to place a Deep Wound or Cripple pretty much anywhere at will were enough to fluster enemy teams.

Before you take the fact that I was essentially keeping the whole party's health topped up into account. Good pressure tool and good anti-pressurer? Sounds like a win.

Edit: So's you don't have to look all this up - Mystic Healing heals one party member randomly (no overlaps) for each enchant on you. Balth's, Heart and Grenth's are area damage enchantments that stay on you for 20-30 seconds, & Faithful is a kind of Illusion of Weakness. The two scythe attacks do what they say they do as long as you're enchanted.

...Comparatively short recharges on all of the above except for Faithful (20).