D/Mo
Attributes:
Wind Prayers: 12+3+1=16
Mysticism: 8+1=9
Protection Prayers: 10
Earth Prayers: 2+1=3
Skills:
1. Arcane Zeal (Elite) --- For 10 seconds, whenever you cast a Spell, you gain 1 Energy for each Enchantment on you (maximum 5 Energy). This is an elite skill. (10/1/5) (Mysticism)
2. Faithful Intervention --- If damage drops your Health bellow 50%, Faithful Intervention ends. When Faithful Intervention ends, you are healed for 102 Health . (5/2/20) (Mysticism)
3. Watchful Intervention --- For 60 seconds, the next time target ally's Health drop below 25%, that ally is healed for 140 Health. (10/1/15)
(Mysticism)
4. Mystic Regeneration --- For 20 seconds, you have a +2 Health regeneration for each Enchantment on you. When this Enchantment ends, you lose one Enchantment. (10/.25/5) (Earth Prayers)
5. Mystic Healing --- For each Enchantment on you, one party member is healed for 89 Health (the same party member cannot be healed more than once). (5/1/2) (Wind Prayers)
6. Guardian --- For 5 seconds, target ally has a 40% chance to block attacks. (5/1/2) (Protection Prayers)
7. Protective Spirit --- For 17 seconds, target ally cannot lose more than 10% max health due to damage from a single attack or spell. (10/.25/5) (Protection Prayers)
8. Reversal of Fortune --- For 8 seconds, the next time target ally would take damage, that ally gains that amount of health instead, maximum 58. (5/.25/2) (protection Prayers)
Equipment: +5 energy +20% enchant sword, +45 health/+5 armor while enchanted prot prayers off-hand. (and whatever weapon switches you feel are necessary) +10 armor while enchanted armor insignia.
Reasoning behind skill choices: The interventions make you hard to kill, and give you easily kept up enchants to help with spamming mystic healing. Mystic regeneration has a similar purpose. If you have a team build where the dervish can get another reliable source of enchantments, these can be subbed out for something else. A res of some sort can also be fit into the build if necessary, pick a skill to get rid of. lol.
After you have cast your initial enchants, you will want to cast Mystic Healing on recharge every time it comes up. This will leave you time for one cast of your choice in between mystic heals. You will go something like this: mystic healing - something else - mystic healing - something else - mystic healing - something else....etc etc. Keep at least 5 enchants on yourself, use the rest of your 'inbetween' casts to spam rof, guardian, and prot spirit on your allies.
With at least 5 enchantments on yourself at all times (including arcane zeal), you can spam every skill on your bar as fast as you possibly can and never run out of energy, *ever*, barring edenial and interrupts. Higher mysticism is not necessary for this: as long as you remember to keep arcane zeal up, and make sure you always have at least 5 enchants on you at all times, you will have literally unlimited energy with which to spam your 'healparty' and your prots.
I found when playing this build that a loss of efficiency through not being able to spam prots on people fast enough was the only problem, and I never ran out of energy no matter how long the fight lasted.
Keep in mind that if you are in 8v8, mystic healing will not necessarily heal everyone (the maximum number of enchants this build can keep on itself is 7, so at best one person will be left out), unless you have orders or something similar. From what I've seen playing this build so far, mystic healing will choose those who are closest to you. This is not a problem in HA or TA.
The major strength of this build is the sheer gargantuan healing power it has. With mystic healing alone, you will be hitting the closest 7 people in your party (within an enormous range) with 89 point heals every 3 seconds...indefinitely. Say goodbye to pressure, is all I can say.
And that is in an absolute worst-case scenario, where all you are doing is standing behind the lines spamming mystic healing. If you station the character within casting range of the others, you add a very nice amount of damage reduction potential with infinitely spammable guardians and prot spirits. (not to mention spike prevention on key characters with watchful intervention).
Some downsides: this build doesn't offer any offense, isn't very versatile in what it can do, and it is pretty easily disruptable by any interrupter who gets in range (though this last one is somewhat offset by the fact that this character can operate outside the range of any interrupter and still contribute an incredible amount). Skills that remove many enchantments at once also make life a living hell for this build (again, if the enemy can get in range to use them). Also, mystic healing doesn't affect allied npcs or pets. Diversion mesmers will also seriously make you their bitch. Stay away from them.
Another downside is, since this build is constantly casting, it makes an easy target for warriors. Having to kite seriously reduces this build's effectiveness. The fact that this build can and should keep a guardian, prot spirit, and a mystic regen that will give +10 or more regen on itself permanently, plus the fact that it will have 85 armor against all forms of damage, should help to convince them that they have better things to do than beat on you ^_^. But if that's not enough, you can move out of range as always.
And again, this build can't replace a monk as main healer - it's single target healing capabilities just aren't good enough. But for what it does, it is absolutely amazing, to the point of being overkill.
Anyway...comments?