NOTICE: This build is grossly outdated and obsolete for just about every mode of gameplay. This thread exists only for archival purposes.
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What is Healway?
Healway is a WvW build initially designed to allow easy transition from solo and small group roaming to zerg support. This build is ideally for group play, but will allow for success in solo play when needed. The best way to look at what’s presented here is as a guideline, a jumping-off point. Itemization such as trinkets, foods, and weapon choices can be moved around to meet your (or your group’s) needs and preferences.
Again, this build is primarily for WvW. Slapping Zerker gear on over it will make it work in PvE and it’s got some uses in sPvP, but I’m certain there are far better builds for both game types (glass cannons and meditations, for example).
Here’s a quick demonstration of Healway being used for solo roaming. If you are unable to view the first video, you should be able to see this one.
The Build + Variants
Here is a video discussing the build in-depth. (Outdated)
For those of you who like having something to look at on paper, here is an Intothemists layout of the core group play/support build:
4/21/2014 — I have a hard time recommending full-on bunker builds for solo/small group (<5) play these days.The following alteration deviates pretty far from the original build. Emphasis is on increased damage, but overall the gearing is still pretty conservative:
Note: It should be noted that these will not be the strongest setups for EVERY situation, especially if you play competitively. It is up to the player to decide what to change and when to change it in order to play this build to its fullest in any given situation.
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One of the key points of this build is flexibility. The majority of the Major traits can be swapped around and experimented with (i.e. Defender’s Flame can be traded for Purity when engaging Necromancers or for SiN if you just like extra Toughness). Runes and food choices also have some room for experimentation and almost every available weapon can be made to work with this build in some way, shape, or form.
Traits NOT to change: Superior Aria, Pure of Voice, and Absolute Resolution. Indomitable Courage has two viable alternatives: Shielded Mind (which now breaks stuns on up to 5 friendlies) and Elite Focus. If you’re running with your guild or with a zerg, you may want your Tome of Courage to last an extra 10 seconds. Otherwise, SM is also a lot stronger than it used to be. My personal preference is IC for the clutch Stability and additional Aegis per 2 minutes, but it isn’t necessarily the best choice for everyone.
The exception to the “do not change Pure of Voice” rule: running Soldier’s runes and/or Purity can free up enough room to run Battle Presence instead. Battle Presence is a very powerful group support tool which IS affected by your Healing Power and by Absolute Resolution. The passive healing to allies even keeps ticking when Resolve is on cooldown! The only issue is finding enough condition removal for yourself without double condi removal on shout. Supplementing with Lemongrass Poultry Soup can help.
Utilities NOT to change: “Hold the Line!” and “Stand Your Ground!” That said, it’s very easy to trade out “Save Yourselves!” for a Consecration or Meditation depending on the situation and group size. When trading out “SY!”, it’s recommended that you run Purity over Defender’s Flame for the supplementary condition removal. However, SiN is just as viable if you’re comfortable with your ability to avoid death by conditions.
(edited by Christos de Soufre.3802)