(edited by OneKlicKill.4285)
there are no healers in this game. there are support type builds where you buff and condition remove along with minor heals, but if you try to go full healing your not going to be very effective and honestly dead weight. If you would like a support type build i would suggest the 30 points in water for powerful auras as well as ten in air for the fury and swiftness on the auras, and ten in earth for the protection. While your at it i would suggest 10 in fire for might on cantrips, grab the other 2 cantrips in water (adds regen and vigor and the 20% cd ones) then grab at least 10 in arcane for the buffs on attunement swap. Now for the auras to be shared you need auras to cast. There is only 1 on staff (magnetic reflects projectiles) 1 on mh dagger (shocking aura stuns) 1 on offhand dagger (frost aura applys chill) and one on focus (fire shield apples burring) so you could maximize it by using d/d or d/f or staff which would be more supportive with aoe fields and finishers. basically the entire build is kinda nice in theory but since you can only have one or two of the auras 30 points for sharing is nice in a large group. Then on your 7,8,9 skills run can-trips defiantly cleansing fire and armor of earth then your choice between lightning flash or mist form. ulti usually I would suggest the elemental (cast in water) unless its a large group of enemies where tornado is nice (although if there is a Mesmer stacking confusion NEVER use tornado you will die extreamly fast). As far as runes go i would suggest mercy if you want to revive more effectively or you could try fire/earth as they give you an aura on 20% hp drop (I have not tested it this works with the traits, if it does not then don’t use these runes)
Basically this build with your choice of weapon and rune (amulet could be swapped but you should chose something with toughness/vitality (soldiers is my personal fav but you asked for healing) Idk why the link doesn’t work with the formating but here buildhttp://gw2skills.net/editor/en/?fEAQFAWhImmbxR4gjFAkHn4CLhCKMKIiowDlCzA;TsAgzCoo2xsjYH7Oudk7M24UwsAA
Using tornado in tpvp is ideal for throwing people off points such as clock tower to get the initial cap. Yes it makes you a giant target but the interrupts and knock backs make it very useful. If you are a glass cannon build you will likely get burst down but if you’re not (which you shouldn’t really be) you can survive 3 people bashing on you the entire duration and get out and heal once its done. It’s situational but point control and neutralization with tornado makes it a very powerful elite. Confusion just destroys is because it “cast abilities” so rapidly in comparison to any other player casting attacks
I think this is something that should be looked at. If you get confusion applied to you during tornado the ticks go off at an excessive rate. If someone is traited for condition damage you either must end your tornado immediately or die in under 5 seconds. I don’t think that the damage should be eliminated but the rate at which it ticks to effect a tornado should be reduced because it completely cancels this elite skill by a near instant death. Because tornado disables utilities there is no way to cleanse the condition (cleansing fire) the confusion condition and it becomes the ultimate counter to tornado to any one who knows what they are doing, especially since you cannot disable the attacks of the tornado. Also confusion is supposed to deal damage on ability cast, why not have it tick when swapping tornado mode.
Well, I don’t see why it could not be an option like the town gear. When in town you can equip your town gear, when in the mist you can equip your Pve/WvW gear. Problem solved both ways and it’s left purely cosmetic.