Help with an Ele healing build / gear
if your’s primary interest is dungeon support/heal and are planning to run with guild mate only (or mostly) than staff is the way to go…
I’m actually running a staff healing build and after me and my pal got the right timing it made all our dungeon run trivial… in the next days we’r going to test it out at high level fractal (we’r actually at lvl 15 so we have to push a bit to rise it up to 30)…
for specific suggestion:
karma/dungeon armor and weapon for Healing/vit/precision (I tested with full cleric but the extra vitality seem to work better than the extra toughness…) with cleric jewels… with those stat your water 1 will heal for 500+ hp per second… yoru dodge roll (due to EA) will reach over 2k.. and so on…
suggested treat are 30 water 30 arcane for key treat like cleansign water (water 11), elusive arcane (arcane 11), blasting staff (arcane 8 ) and elemntal attunement (arcane 5)…
runes that I really suggest are 6 runes of water… the “small amount” of heal tha proc out of your healing skill in the previously listed equip reach 1600 hp… the area is not huge… but with good timing (the effect proc at the end of the heal) u can just deliver it while running trough your friend…
about utility: elemntal storm… to use when u’r in earth wil provide consitent aoe blind… tha will help with the thoughest pull… arcane wave is really good to proc a finisher in your own field (blast finisher in water field amount to around 1600 aoe heal)
the element u want to be when u’r not in water is probably earth; 1st it provide a delayed blast finisher that u can set up and quicly switch to water and place a gayser over it… 2nd weakness on the 1 is nice and can be even more usefull than heal agaist channeled skill (like CoF flamer guys…) or if well timed agaist big hit… also u want to quickly switch to it after placign one of your field to make use of your dodge roll that thx to EA will produce a blast fisher while in earth attunement… and again finisher in your field is what u’r looking for
I hope this could help… feel free to ask more ^^
PS: even if it is much more complicated I’m starting to use the same build even for WvW… the pace of combat is much higher and u can’t certainly ask a friend to stay still in your field… but once again is all about timing and a good vision of the field…
I use staff. For healing skills:
- W1 and W3 are perfect for tankers. Be sure to use them before tankers heath get too low because then they will move around and these skills won’t work well with moving targets.
- W5 is little too slow when you need quick healing. So have to use them when way before somebody get in trouble. However since the duration is long, you can combo to make multiple area healing such as E2, W5, Arcane Wave. If you have Evasive Arcana, maybe you can add 1 more area heal but I don’t have Evasive Arcana so I am not sure.
- Healing Ripple. At water 20 it does 2.7k instant heal
Healing skills are not strong enough to keep your party alive, so you need to help them by doing other thing beside healing. Here are some examples:
- crowed controls (W4, A5, E4, E5, Glyph of Storms in Water)
- blinding (Glyph of Storms in Earth)
- condition removal (W5, Cleansing Wave, A4 for stun break)
- boons (Elemental Attunement in water or earth, you can increase duration of boons by having more arcana and monk, water runies)
- permanent chill (you can get 40% or even 60% chill duration from runes and sigil of hydromancy mixed with W4 —> E5)
(edited by soistheman.7208)