Natures healer, or something like that
Be careful with the temple stuff.
While the accessories each vendor sells have the same stats on each, the armor pieces have stats spread all over the place. If you want to get all the same stats on temple armor, you might have to visit several different temples.
The big 3 nomenclatures you’d be looking into for a high Healing Power build are Apothecary, Cleric and Magi.
Apothecary – Healing Power/ Toughness / Condition Damage
Cleric – Healing Power/Toughness / Power
Magi – Healing Power/ Vitality/ Precision
The question’s really what else do you plan on doing, so you know what secondary statistic you would like to specialize in. I’ve always found spirits to be pretty lackluster, so I’ve never really been too successful going whole hog in the support direction, ending up as a kind of BM Tanky/Support split. I have a certain appreciation for the power of quickness when it comes to picking my glass cannon allies off the floor, I find all sorts of ways to use my Sigil of the Wild’d meatshield-pets to manage adds and aggro, and I think the way I abuse Healing Spring just might be criminal. But beyond that I really don’t know what to suggest to a support-type Ranger to fill their slots with.
Truth be told, I’m using Radiation Field at the moment.
/wince. Not exactly a proud day for Ranger Utilities.
(edited by Vox Hollow.2736)
Regeneration grants health determined by the following formula:
5 + (1.5625 * Level) + (0.125 * Healing Power) per second
At level 80 this is:
130 + (0.125 * Healing Power) per second
Its taken from Wiki’s website, but I really hope you will sit down and calculate how much you get from your build^.^
And then compare it to a setup without healing, but as mentioned above^
After the new update.. and before the update, spirits will one likely be one shotted in dungeons and it is an annoying thing. But try it out! and see what happens, though don’t expect spirits to survive for a long time in any dungeon…
Sorel→~Saga/Ranger~Shadow/Guardian~Balthazor/Warrior
(edited by kesuh.3891)
If you’re doing dungeons NEVER and I repeat NEVER take Spirits Unbound, it will only increase your likely good of gettin every single one of your spirits (and sometimes yourself) killed because the mobs will look over and go “Oh that ball of 6 names looks mighty tasty! Lets just lob a few AoEs over there….”
If you -really- want to take 3 nature traits take vengeance + knowledge instead of spirits unbound + vengeance/wisdom, it makes your spirits a lot more powerful, just not mobile so you can hide them behind terrain/ out of the way areas.
Never group your spirits up btw, or you get the same issue as you do if you were using unbound.
As for gear I currently am using Magis + clerics because I can’t craft armor so I just bought it with karma. I wish I had clerics though because I have like 0 benefit of going crit.
As their mother, I have to grant them their wish. – Forever Fyonna
A couple good points. Spirits unbound is more useful when your out in the world since you have a pet and a couple spirits running around:P Grouping them up is never smart unless you intend for them just to die all at once.
I noticed the magis last night. Just likes to make it a tougher choice. But it does look like it may allow me to survive those bigger hits I may see since my health would be able to stay relatively topped off thanks to passive regen being really high. (Plus I have enough toughness to be workable out in the world without signent of toughness buffing me to surivable levels)
So clerics may be the better option. Although I wish that temple gear was not a massive mess of stats. Kind of makes it more of a pain when your pet drake falls asleep on your arm and you have to itch it. But pinned under his weight.
And I think I will just keep ammounting karma and snag a set form the black market. Would allow me to get a feel for it. Maybe hit up a couple dungeons and try it out before I drop karma on anything.
While I enjoy beastmastery, looking around and seeing things such as pets being super squishy in dungeons is not a great thing to see if I would have 30 points in beastmastery. Great for pvp I would say. will keep /dance in mind on some people.
But signet of the wild is something I usually keep on even now. Sure it isn’t much, but it is something. Works great if all grouped up for the +50% damage on a pet with 25 stacks of might. And even then in most places with no healing power, the pets seemed to regen a lot. So add in say… 400 or so more per second healed and it is even better.
End game is hard to know what you want, since other games it is kind of pidgen holed. Class likes haste, you stack as much of it as you can with strength. Class is fueled by crit and mastery, you are pretty solid then. Here. You have to look at what you want then make a side choice, then you have to make a appropiate build to compliment and enchance the armor. (not to mention runes at the end as those suck to find what you want)
As for gear I currently am using Magis + clerics because I can’t craft armor so I just bought it with karma. I wish I had clerics though because I have like 0 benefit of going crit.
I also split Cleric’s and Magi, and I use Sigil of Water and Companion’s Might.
Granted, Companion’s Might only just barely avoids being completely pathetic because I’m BM and I make an effort to force my pets to manage adds and whatnot, so my pet rarely wastes the buff waddling it’s way over to a mob somebody else is kiting, and anything I can do to help keep hate nailed firmly to my pet is always nice.
But Sigil of Water should work out for prettymuch anybody. What are you using instead?
(edited by Vox Hollow.2736)
Are you looking to heal yourself, your pet, your team, or all of the above? Signet of the Wild scales stupidly well (on the pet) with healing power. Most healing over time scales 1:8, but on the pet, SotW scales 1:4. Keep up regen, and you’re scaling at 3:8. For team healing, healing spring is the obvious choice, but I get more healing onto my party through water combos than by enticing them into the field.
If you’re looking at regeneration-based healing, you might look into boon duration runes (water/monk/altruism) and boons you can give your party, such Call of the Wild from the warhorn.
For gear stat, I personally favor clerics over apothecary, both for cost and for damage output. Magi would not give you toughness, which is especially useful to a healing build, and I’d consider it only if I were procing something useful on crits.
I snagged a few pieces of clerics gear. not yet gemmed or rune’d was pretty effective in a dungeon. And the healing increase seemed to help a lot. (and search and rescue when people were chearing on my pet munch munch when he was getting them back up.)
I have a sigil of water somewhere in inventory or bank. Would be a nice boon to slap some healing on attacks when I want to smashie smash. Since I would prefer to have fun in a dungeon.
Making a reason why clerics is a nice option. Although I may look into magi for some more health.
Last night I found myself in Ascalon catacombs. So I had to use my greatsword before I normally would have. since after being killed by forgetting spiders poison. Well signent of the wild doesn’t work well without condition removal.
As for when I get enough coin again for a set of gear, I may look into boon increasing runes, increase the duration and healing. Plus I use healing spring while alone anyways. The instant heal from casting it is pretty life saving, and the regen is nice too. Then theres a trait where regen I apply lasts 33% longer. Would be worth going into as with boon durations up and healing way up.
with all those points in beastmastery, almost pointless to not have your pet do something. Usually rock out a drake, and fern hound. Since I cannot replace munch munch, and a fern hound. An extra heal is always a good thing. (so is search and rescue with a drake. if you need to know. You probably never laughed about pointing it out to someone and should play more for fun.)