D/Mo Infinite Mystic Healer

Avendiel

Ascalonian Squire

Join Date: Mar 2006

Okay, I'm sure that everyone has seen the spell Mystic Healing in the wind line. At level 16 wind, it does 89(!) healing to one party member in healparty range for every enchantment on you, and can be cast every three seconds. This build utilizes the skill to its fullest, while offering extremely nice damage reduction capabilities for your team. Apologies in advance if someone's already got something like this, but I haven't seen it posted or used anywhere, so here goes:

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?

Lets Get to Healing

Banned

Join Date: Dec 2005

You want see?

True Gods of War [True]

Mo/W

Hmmm, seems like a good wammo esque healer.

I believe you would be in the backfield, correct?

Saider maul

Saider maul

Wilds Pathfinder

Join Date: Nov 2005

Baltimore, Maryland

without Boon/ Divine favor guardian is a waste IMO. Prot. spirit is rather expensive to spam. I'd go with mend condition in place of one of these.

I like the idea and see where Wind prayer can be another great healing line.
I however have been looking into D/ME and D/P for wind healing designs.

1 idea i'm off to try is swap prot spirit with mend condition, swap guardian with CoP and swap faithful intervention with vital boon. and see if this can act similar to a boon prot.

Avendiel

Ascalonian Squire

Join Date: Mar 2006

*shrug*

guardian is not useless without divine favor, imo. you just have to get out of the mindset of using it as a heal. use it on whoever physicals are targeting to prevent them from taking damage. it is 40% block on your target. this is anything but useless.

you can replace it with mend or draw if you like, if that's what you find more useful. but keep in mind that this means that mystic healing will heal at most 6 people in your party, without another source of enchants for the dervish.

as for prot spirit being expensive. the 10 energy spells only cost 5 energy for this build, the 5 energy spells are free. you get 3 energy every time an enchantment ends on you. you have 4 energy regen.

you literally cannot run out of energy with this build, unless you do not refresh arcane zeal or spam nothing but 10 energy spells (if you are casting mystic zeal on recharge as you should be, at least half your spells will be 5e, and you will NEVER run out of energy. EVER.) You can, as I said, cast prot spirit pretty much forever.

Literally, almost the only limit to the amount of casting you can do with this build is casting time and recharge. And the fact that you can only cast one spell at once.

And yes, this is a backfield or behind-the-backfield build.

But...actually, with all the enchantments on yourself and the healing you're constantly getting just by spamming mystic, you can tank pretty well. More like, amazingly well. When I did a random arenas test I was able to pretty much just stand there and let one or two shock-axe warriors unload on me for as long as I needed to, without my health ever dropping below 50%, and without any outside support, while my teammates killed things.

Comparing it to either a wammo or a boon prot is probably not the best analogy (although, I think the dervish can probably have builds made for it that do things like that, this build does not). Think of it as being more like two eprod/healparty eles and half a prot monk. At the same time. With infinite energy. O_o

unholy guardian

unholy guardian

Jungle Guide

Join Date: Mar 2006

Lost Haven

A/Mo

it seems like a pretty good build to me

TomD22

TomD22

Lion's Arch Merchant

Join Date: Jul 2005

I had a play around with it and it certainly does what you say but at the end of the day....what's the point? In HA it can't replace a monk because you have a very limited amount of slots in your team and this offers no direct single target healing. It can deal with diffuse pressure on the whole team, but not concentrated pressure on one person...and at the end of the day that's what gets the kills. Also in HA the lines aren't very well defined so hiding in the backline (which being so vulnerable to shutdown you have to) isn't so easy.

In GvG, well, we already have a heal-party spammer for those rare times when a team is all pressure (ie tainted flesh or hex spam, usually). But the key thing here is, the heal party spammer is also a number of other things (flagger, anti-gank turtler, etc) for the many situations where heal party isn't needed. So this dervish can't realistically replace him either, because it's too focused on doing one thing, which isn't necessary all the time.

I guess it could work in RA or PvE...but anything works there :P And in RA having the power to heal 7 ppl at once is a bit wasted on healing 3.

So nice build, does what it does well but imo what is does isn't actually needed...if that makes any sense :P

Saider maul

Saider maul

Wilds Pathfinder

Join Date: Nov 2005

Baltimore, Maryland

lol i was actually complimenting it. however i did fail to see the prot spirit exploit.lol it was early when it was read. I would however add a condition removal.

Avendiel

Ascalonian Squire

Join Date: Mar 2006

Quote:
Originally Posted by TomD22
I had a play around with it and it certainly does what you say but at the end of the day....what's the point? In HA it can't replace a monk because you have a very limited amount of slots in your team and this offers no direct single target healing. It can deal with diffuse pressure on the whole team, but not concentrated pressure on one person...and at the end of the day that's what gets the kills. Also in HA the lines aren't very well defined so hiding in the backline (which being so vulnerable to shutdown you have to) isn't so easy.

In GvG, well, we already have a heal-party spammer for those rare times when a team is all pressure (ie tainted flesh or hex spam, usually). But the key thing here is, the heal party spammer is also a number of other things (flagger, anti-gank turtler, etc) for the many situations where heal party isn't needed. So this dervish can't realistically replace him either, because it's too focused on doing one thing, which isn't necessary all the time.

I guess it could work in RA or PvE...but anything works there :P And in RA having the power to heal 7 ppl at once is a bit wasted on healing 3.

So nice build, does what it does well but imo what is does isn't actually needed...if that makes any sense :P Yeah, I agree. I certainly don't think this build has a place in most team builds for PvP.

I think it could be very useful in certain builds, though. And certainly in PvE. Anyway, if nobody can find a use for it, that's still okay. I'm having fun with it ^_^


(RA team ragequit ftw)

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

Yah, I agree with whats the point.

I think dervish are better ran as e.g. imbue health on a scythe setup, this sort of thing works well

Avendiel

Ascalonian Squire

Join Date: Mar 2006

Yeah.

Actually it just occurred to me that if you were to change it to a D/N and put Order of Pain and Dark Fury in at 10 blood instead of the prot skills (and maybe demonic flesh for another easy enchant), you could make it more useful, without lowering the effectiveness of the mystic healing part.

Mystic Healing + Orders...? With Order of Pain at 10 you are not quite as effective as a necro main with that skill, but with dark fury and mystic healing spam added in...

Skuld

Skuld

Furnace Stoker

Join Date: Sep 2005

Thousend Tigers Apund Ur Head [Ttgr]

A/

Dark Fury works well on a D/N, or so I've heard, you can keep your health up with Signet of Pious Light and that triggers mystisism :]

furbat

Academy Page

Join Date: Oct 2006

W/E

http://www.guildwarsguru.com/forum/s...php?t=10066257

Posted this like 3 weeks ago using a D/N orders spammer and a team of dervishes using mysticism to fuel the assault for a 4 man group.