User:BaconWrangler/Mystic Party Healer

This build takes advantages of the synergy between Arcane Zeal and fast-recharging, enchantment-dependant heals such as Mystic Healing or Dwayna's Touch. It allows a dervish (who are not normally expected as healers) to provide good healng and backup to the party, while staying alive them self. There are two major varients to it also; one being standing back and casting only Mystic Healing and being unnoticed, and the other being up with your group and healing/dealing a bit of damage--but with higher risk. It allows a dervish (who are not normally expected as healers) to provide good healng and backup to the party, while staying alive them self.

First Varient
[build prof=Dervish/monk Wind_Prayers=12+1+2 Earth_Prayers=9+1 Mysticism=9+1 Protection_Prayers=3][Mystic Healing][Dwayna's Touch][Arcane Zeal] [Featherfoot Grace][Mystic Regeneration][Vital Boon][Dismiss Condition][Resurrection Signet][/build]

Equipment

 * The best vigor rune you can get, and a combination of Survivor Insignias and Radiant Insignias are recommended. You can use remaining Rune spot for whatever you want, but a Rune of Vitae or Attunement works the best.
 * Any staff/wand and focus item with 20% enchanting. The rest of the stats are optional really, but it helps to have extra energy or health. (Hale/Insightful Staff Head or Inscription: "Have Faith")

Usage

 * A little before your party is going to engage the enemy, begin to apply your enchantments. Based on what enchantments you chose to use, you should be able to keep at least 4 up the whole fight.  Reapply them as soon as you can if they are removed.
 * Heal as necissary, using Mystic Healing as much as possible; as it heals your entire party.
 * Dwayna's Touch is a helpful large heal, but make sure to back out if you become attacked. Your enchantments should provide good defense, however.
 * Remove conditions with Dismiss Condition, obviously.

Counters

 * General Interupts
 * Anti-caster (esp. Backfire)
 * Heavy Spikes
 * Heavy Enchantment Removal or prevention of Enchantments

Variants

 * Dismiss Condition can be replaced with any hex or condition removal skill; whatever you think is best for the situation.

Second Variant
[build prof=Dervish/any Wind_Prayers=12+1+2 Earth_Prayers=9+1 Mysticism=9+1][Mystic Healing][Enchanted Haste][Arcane Zeal] [Aura of Thorns][Mystic Regeneration][Vital Boon][Faithful Intervention][Resurrection Signet][/build]

Equipment

 * The equipment should be about the same as above, but since you are staying back and healing, energy would be more useful than health.

Usage

 * With this varient, it is important to stay back from the combat, so that you can heal unnoticed. If you are attacked, however, you have some defensive enchantments to defend yourself.
 * Cast all your enchantments whenever you want - just make sure you have at least 4 when you heal your party with Mystic Healing. Mystic Regeneration should be saved until you are attacked, as it costs 10 energy and it is unessicary to have if you don't need to survive.
 * Run away as needed with Enchanted Haste

Counters

 * You have less to worry about if you are away from combat, and you have more defensive capabilities through your snare (Aura of Thorns) and Faithful Intervention... but the same counters as above still apply.

Varients

 * The only enchantment you really need is Arcane Zeal. The rest can be swapped for whatever enchantments you want; but having survivability if you get attacked helps.
 * You can replace Enchanted Haste with any speed-boost, but Enchanted Haste is helpful as it lasts a while and you should be enchanted the whole time.
 * Assassin shadow-stepping defensive skills (such as Death's Retreat, Recall, Return and so on) can replace Vital Boon, Aura of Thorns, or even Enchanted Haste.

General Varients
This a very versitile build, as many of the enchantments can be replaced for others. Arcane Zeal and Mystic Regeneration are really the only major ones. Almost any enchantment you can keep up will work. Here are some examples...


 * Veil of Thorns and Armor of Sanctity work well to reduce damage, but be mindful of the fact that you cannot constantly maintain Veil of Thorns.
 * Watchful Intervention
 * Fleeting Stability
 * Aura of Thorns can be easily maintained, and provides a small snare.
 * Signet of Mystic Speed can replace Featherfoot Grace if you think you won't have enough energy.
 * Grenth's Fingers Heart of Holy Flame, and Grenth's Aura provide a small bit of damage, but realize that you must be near your enemy, and thus closer to danger.
 * Mystic Twister provides good damage in a large area, and can be swapped for Featherfoot Grace (or Signet of Mystic Speed), but make sure you still have at least 4 enchantments. Be aware that you must also be relativly near the enemy.
 * Mirage Cloak gives damage when it ends and a chance to block, but be aware of the 15 energy cost.
 * Signet of Pious Light can utilze Vital Boon the the maximum effect (and heal another ally and yourself), but be aware that you are losing an enchantment; thus lessening the effect of Mystic Healing and Dwayna's Touch.
 * Infuse Health can be put in as a large heal, and you should regain your health quickly due to your enchantments and heals you can provide.