Infuse Healer Build for HA
Mezmo
can anyone tell me what skills and equipment to bring? Obviously infuse health is needed, but I was wondering about what my health should be and what other skills i should bring. Any help is much appreciated.
dgb
Orison - Infuse - Healing Touch - Spell Breaker - Utility - Holy Veil - Inspired Hex - Channeling
THe Utility tends to be one of convert hexes, healing seed, dwayna's kiss, smite hex.
16 healing, 10 inspiration, 9 divine favour.
THe Utility tends to be one of convert hexes, healing seed, dwayna's kiss, smite hex.
16 healing, 10 inspiration, 9 divine favour.
Mezmo
thnxs for the skill and attribute line up, about how much health should i try to have for this build?
Nadine
What have been said about all those SuP runes, specially for infuser......
Healing >>>14<<< and take kiss instead of holy veil, utility is usually secondary aegis. Without kiss u just stand in the middle of arena if it isn't spike team against u.
Healing >>>14<<< and take kiss instead of holy veil, utility is usually secondary aegis. Without kiss u just stand in the middle of arena if it isn't spike team against u.
younghogget
why would u want to be an infuse healer when you could heal the same amount without losing ur own health?? You can heal very decent with pure healer type with attribute point into Heal and Divine, and you may also put some point into inspiration. You can heal over 260 with just one spell, such as heal other or word of healing. Why would you want to use infuse health?
JiggyFly
It's fast, heals for more than Heal Other and takes no elite slot.
Juno Onuj
Quote:
Originally Posted by younghogget
why would u want to be an infuse healer when you could heal the same amount without losing ur own health?? You can heal very decent with pure healer type with attribute point into Heal and Divine, and you may also put some point into inspiration. You can heal over 260 with just one spell, such as heal other or word of healing. Why would you want to use infuse health?
Wanna try healing against a spike team without infuse? Go for it.
dgb
Quote:
Originally Posted by younghogget
Why would you want to use infuse health?
Because in a good spike you have ~0.5 (utter best case scenario) a second to get off your heal or they are dead. Your heal other or word of healing is going to do nothing other than click as it lands into a dead ally.
As for superior runes - yeah you lose a bit on the infuse - ~40 healing on a infuse, but my preference is to have the extra healing for everything else.
As for holy veil, a precast holy veil is the easiest way to break a migraine mesmer and there are a lot of them in HA. If you're running in a guild group then ok, you may be comfortable with others doing hex removal but in a PUG I like to know that I can look after my own character reasonably well. A migraine mesmer sitting on you will mean your kiss does nothing.
Good call on the aegis - I missed that one.
As for superior runes - yeah you lose a bit on the infuse - ~40 healing on a infuse, but my preference is to have the extra healing for everything else.
As for holy veil, a precast holy veil is the easiest way to break a migraine mesmer and there are a lot of them in HA. If you're running in a guild group then ok, you may be comfortable with others doing hex removal but in a PUG I like to know that I can look after my own character reasonably well. A migraine mesmer sitting on you will mean your kiss does nothing.
Good call on the aegis - I missed that one.
Juno Onuj
aegis could be rough on an infuser though, high cost and you have to put points into prot. I agree with the veil thing, with pugs its a very good idea. I set up a little different though:
Touch
Orison
Kiss
Infuse
Inspired Hex
Veil
Drain Enchant
SB
Healing = 15
Divine = 11
Inspiriation = 10
Touch
Orison
Kiss
Infuse
Inspired Hex
Veil
Drain Enchant
SB
Healing = 15
Divine = 11
Inspiriation = 10
Bloodied Blade
Definitely run Aegis...
If you can't figure out in time who the spike is targetting, you want Aegis up as soon as they step into range.
If you can't figure out in time who the spike is targetting, you want Aegis up as soon as they step into range.
Juno Onuj
IMO @15 energy, aegis is a waste without putting at least 9 points into prot. With that much in prot your healing or your e-management is going to suffer. Energy management can be enough of a problem already for an infuser without having to put aegis up. Also, if they spike while you're putting up your aegis it's gg.
Mezmo
Thnxs for all the input guys. I agree Juno on the aegis thing. Having it in your party is good...but not on the infuser who will need to take away from healing/inspiration to use aegis. I guess the hex removal part for me will depend on the group i'm in. I'm guessing health increasing items should be taken along to improve the infuse. Thnxs again guys for all the input.
CurryDon
Quote:
Originally Posted by dgb
Because in a good spike you have ~0.5 (utter best case scenario) a second to get off your heal or they are dead. Your heal other or word of healing is going to do nothing other than click as it lands into a dead ally.
How can you do an infuse heal [time to spot the target being spike + click onto this target + click on infuse] in 0.5 sec??
If there are some high end infuse monk can actually doing this i really want to know.
How can you do an infuse heal [time to spot the target being spike + click onto this target + click on infuse] in 0.5 sec??


The Fenixxor
Infuse, Orison, Kiss, Spell Breaker, Seed (or heal party), channeling, inspired hex and holy veil
8 insp, 16 heal, 10 divine favour.
8 insp, 16 heal, 10 divine favour.
thor hammerbane
THis is the build i run, and i think it works fine
16 healing
9 inspiration
rest to divine(will vary depending on runes you have(
Spellbreaker, Infuse, Healing Touch, Orison of Healing, Healing Seed, Inspired Hex, Drain Enchantment, and Channeling
Works great for me
16 healing
9 inspiration
rest to divine(will vary depending on runes you have(
Spellbreaker, Infuse, Healing Touch, Orison of Healing, Healing Seed, Inspired Hex, Drain Enchantment, and Channeling
Works great for me
Nadine

It takes 50% of iways damage away.... 50% of 4 warriors with orders for 7s is really much to heal only with orison.... Don't u ever think that your infuser cuold do also something else than infuse? Do u allways face spike teams?
And 40hp in infuse doesnt matter, but that 75hp matters when the spikers realize that u are using the infuse.
BTW, saw sb&infuser from PnH using heal other today.
And SB's infuser is infact RC-protector

methionin3
so can anyone clarify how to play this build in detail? I dont see the uses of sb seeing it has a long recharge so how do you use that effectivelly?
Juno Onuj
sb is mainly for the ghost when capping or holding alters, however, as the infsuer, if I become the target of a spike (thats isnt ranger) ill throw it on myself.
d4nowar
Its a pretty standard build.
Orison, Touch, Kiss, Infuse, and SB are you core skills. (Touch for self healing only. Don't go out of your way to heal someone with touch, it isn't worth it.)
Then you have your two energy management skills, since you already used your elite. Personally I go for Drain Enchantments and Inspired Hex, because channeling isn't fun.
Leaves you one utility spot. Just whatever the team needs really. Seed, condition removal, hex removal, and itty bitty aegis are all common.
Stats vary a little bit.
I run 16(12+1+3) Healing, 10 Insp, 9(8+1) divine. I guess if you want weaker heals you can go 14(12+1+1) healing, but if you are getting spiked, there's no infuser to save you anyway, hope you can get sb off fast enough.
Orison, Touch, Kiss, Infuse, and SB are you core skills. (Touch for self healing only. Don't go out of your way to heal someone with touch, it isn't worth it.)
Then you have your two energy management skills, since you already used your elite. Personally I go for Drain Enchantments and Inspired Hex, because channeling isn't fun.
Leaves you one utility spot. Just whatever the team needs really. Seed, condition removal, hex removal, and itty bitty aegis are all common.
Stats vary a little bit.
I run 16(12+1+3) Healing, 10 Insp, 9(8+1) divine. I guess if you want weaker heals you can go 14(12+1+1) healing, but if you are getting spiked, there's no infuser to save you anyway, hope you can get sb off fast enough.