RENAMED: Question about E/Mo healers
Ard Wen
I've never heard of a E/Mo build that is mostly heal, but uses energy storage so as not to run out of energy. Is this a decent build or is there a reason not many people talk about it?
ApOcAlYpSe
Yes it can work. There are two basic schools of thought when its comes to this topic. you can go monk primary and get the healing bonus for every heal, or you can go ele primary and get the energy storage as your attribute. if you look at it like that it really comes down to quantity versus quality. the monk will heal for more with each heal while the ele can do it more times but for less each time. really its up to you but i think the most efficient way to do healing is to run a monk primary and use your secondary for energy managment, but thats just me.
LifeInfusion
If you use e/mo, use heal other... or you are healing for max 67ish per orison and about 67ish per heal party as well.
Healing for 151 or so with Heal other for 10 energy each time is more effective.
Word of Healing is pretty much a trash elite if you are elementalist healer, since you can use heal other effectively with your large energy pool.
Infuse Health is another good skill for E/Mo, as is Heal Area. Just make sure it is clear before using heal area, it heals enemies too, not just allies.
Light of Dwayna is probably a good idea for Heal Balling, but for normal play rebirth or restore life will suffice.
Healing Breeze will probably be a staple against Damage over Time, since it does not need that much healing prayers to be effective.
I'd suggest hex removal though. You have no way of countering backfire without signet of devotion and contemplation of purity.
A Monk with Divine Favor can heal for 70+ per orison + 30-50ish divine favor for a total of 120 or so. Divine Boon heals 73 for 2 energy at 16 divine favor...
so going elementalist/monk is considered to be less effective energywise, but the advantages are: MORE Energy pool (can cast high energy stuff like Aegis, Shield of Regeneration) Less targetted in PvP, can use elementalist runes to get earth magic buffs to make you less of a soft target, and better wards than a Mo/E could have.
Healing for 151 or so with Heal other for 10 energy each time is more effective.
Word of Healing is pretty much a trash elite if you are elementalist healer, since you can use heal other effectively with your large energy pool.
Infuse Health is another good skill for E/Mo, as is Heal Area. Just make sure it is clear before using heal area, it heals enemies too, not just allies.
Light of Dwayna is probably a good idea for Heal Balling, but for normal play rebirth or restore life will suffice.
Healing Breeze will probably be a staple against Damage over Time, since it does not need that much healing prayers to be effective.
I'd suggest hex removal though. You have no way of countering backfire without signet of devotion and contemplation of purity.
A Monk with Divine Favor can heal for 70+ per orison + 30-50ish divine favor for a total of 120 or so. Divine Boon heals 73 for 2 energy at 16 divine favor...
so going elementalist/monk is considered to be less effective energywise, but the advantages are: MORE Energy pool (can cast high energy stuff like Aegis, Shield of Regeneration) Less targetted in PvP, can use elementalist runes to get earth magic buffs to make you less of a soft target, and better wards than a Mo/E could have.
entropy
Search up E/Mo healer or something of that type. Entropius had recently posted a pretty nice build using the now nerfed ER but still works pretty well.
ak347
Yea, the new balanced ER still works well with entropius's build.
E/Mo infuse health for >300 hp heals. Combined with mass enchants, this is great for spike prevention or just general healing.
E/Mo infuse health for >300 hp heals. Combined with mass enchants, this is great for spike prevention or just general healing.
Dmitri3
I run e/mo healer when I get bored of monk prot. Btw, e/mo is alot less effective in protection that in healing.
So, I will just suggest you one skill, an elite. Others are pretty obvious.
Ether Prodigy {Elite} - Enchantment Spell
Lose all enchantments. For 5-17 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of energy you have. This Spell causes Exhaustion.
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So, I will just suggest you one skill, an elite. Others are pretty obvious.
Ether Prodigy {Elite} - Enchantment Spell
Lose all enchantments. For 5-17 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of energy you have. This Spell causes Exhaustion.
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