Forum Link Code:[url=]Mo-E Armored Savior[/url]
This build can take a reasonably high amount of damage while
having the necessary healing skills available to keep a party alive
under most circumstances. The key skills used in the build are
Vigorous Spirit, Light of Deliverance and Armor of Earth.
Attributes and Skills
Equipment
Preferred Equipment
- Healing Rod with 20% HSR, +5 energy while health is below 50%
and Req 9 Divine Favor (obtainable from Attendant Nashu)
- Healing Ankh with 20% HCT/HSR, +12 energy and Req 9 Healing
Prayers (obtainable from Mourn Drakespur)
- Headpiece : +1 Healing Prayers
- Ascetics Armor : using 4 pieces but not the headpiece will
provide +7 energy
Alternative Equipment
- Golden Boar Scepter with 20% HSR, +5 energy while health is
above 50% and Req 9 Healing Prayers (obtainable from the Keeper of
Light)
- Wayward Wand (unique) with 20% HSR, +5 energy while health is
above 50% and Req 9 Divine Favor (obtainable from the Adept of
Light)
- A unique monk staff or equivalent staff with a 20% HSR for all
spells, +15 energy, +20% enchantments, and preferably a 10% or
higher HCT for all spells. Examples of usable unique monk staves
include Kepkhets Refuge and The Yakslapper.
- Judge's Armor for a +10 armor bonus against physical
damage
- Wanderer's Armor for a +10 armor bonus against elemental
damage
Usage
- Spam Vigorous Spirit on all party members. It should be cast
and maintained first on melee fighters followed by casters.
- Vigorous Spirit serves as the energy management of the build.
If Vigorous Spirit is not maintained on melee fighters most of the
time then you will quite fast run out of energy.
- Use Mend Condition to remove conditions on other party members.
Usually conditions should first be removed from melee fighters
followed by casters.
- Orison of Healing and Words of Comfort are your two spammable
healing spells. Use them to provide healing to your party
members.
- Use Light of Deliverance when one or more party members have
less then 80% of their maximum health.
- Use Light of Deliverance as a self heal when needed.
- Use Light of Deliverance to heal party members that are out of
range of other Healing Prayer spells.
- Ethereal Light should be used on party members with low HP as
it provides a higher base heal, 100HP + Divine Favor bonus, then
both Orison of Healing, 70HP + Divine Favor bonus, and Words of
Comfort, 60HP + Divine Favor bonus.
- It is preferred to use Words of Comfort to heal allies that are
inflicted with a condition.
- Give priority to removing a condition from an ally over healing
that ally, unless the ally is running low on HP.
- Use Armor of Earth to protect yourself when you are taking
damage.
- Use Ward against Melee to protect yourself further from
physical damage when needed. If Ward against Melee is combined with
Armor of Earth the physical damage that you take will be reduced by
about 75%. Using Ward against Melee will also reduce the chance of
being interrupted.
- In case other party members or allies are taking a lot of
physical damage it can be a good strategy to go stand close to
them, then cast Ward against Melee followed by Armor of Earth. The
damage taken by all allies in the AoE of Ward against Melee will be
signifantly reduced, so much even that it may turn the fight in
your favor. Using this combo does cost 20 energy and that is a
reasonably high energy cost, especially if your energy has already
been drained because you have been spamming healing prayers before
using this combo.
- When used in PvE it is recommended to replace Ward against
Melee with a permanent resurrection skill. Resurrect is a good
replacement for Ward against Melee. Usually the extra protection
provided by Ward against Melee will not be needed when used in PvE
as it will be easier to shake off attackers then in PvP. If the
other players have ressuction skills equipped and they do not
expect you to res then you can still equip Ward against Melee.
- When considering variations to the build posted above it is
important not to change any of the first 5 skills. The 6th skill on
the bar must also be a healing skill, preferably Ethereal Light,
Healing Whisper or Dwayna's Kiss.
Counters
- The build has no hex removal and therefore it also has no
answer to skills like Backfire, Empathy, Shame, Guilt, ... Skills
like Backfire can shut down the build at least temporarily.
- No hex removal and no possibility to remove conditions from
yourself can make degen builds a problem to deal with. Basically
you are supposed to counter degen with self heals. This may cause
you to run out of energy fast if long lasting degen damage needs to
be countered.
- Interrupts can reduce the effectiveness of the build.
Interrupts can especially be a problem if Armor of Earth or Ward
against Melee are interrupted. In such cases you are usually
already taking damage and counting on the extra protection provided
by either skill and it is not uncommon to die before you have a
decent chance to escape.
- Enchantment removal can remove Armor of Earth and make you
vulnerable when you least need/expect it. Also in this case it is
not uncommon to die before you have a decent chance to escape.
Variations
- Replace Ethereal Light with Healing Whisper. Healing Whisper
will provide the same level of healing but with a faster recharge
time and without the increased chance of being interrupted. 2
downsides. Healing Whisper can not be used on yourself and it has
only half the range of other healing spells forcing you to get get
closer to your target.
- Replace Ethereal Light with Dwayna's Kiss. Dwayna's Kiss will
provide extra healing for targets under the effect of enchantments
of hex spells but without the increased chance of being
interrupted. The downside is that it can not be used on
yourself.
- Replace Armor of Earth with Kinetic Armor. Kinetic Armor will
provide a +56 armor bonus without the slower movement penalty.
Using this skill will require practice as you will need to maintain
it by spamming healing prayers. If you can not maintain it
permanently you should favor Armor of Earth over Kinetic
Armor.
- Replace Ward against Melee with Kinetic Armor. Kinetic Armor
combined with Armor of Earth will raise your armor level with a
staggering 102 points. This will reduce the damage that you take to
less then 25% of the damage taken without the two skills active. It
will be needed to practice to be able to use Kinetic Armor.
- Replace Ward against Melee with Whirlwind. Whirlwind deals
damage to adjacent foes and as a bonus it will knock down those
foes if they are attacking. One or two points less in Earth Magic
can be used to put some points in Air Magic to increase the damage
output of this spell.
- Replace Armor of Earth by Contemplation of Purity. This will
allow you to remove hexes and conditions and may prove to be an
advantage in some cases.
- Replace Ward against Melee by Contemplation of Purity. This
will allow you to remove hexes and conditions and may prove to be
an advantage in some cases. This variant must be used with caution
as Contemplation of Purity will also remove Armor of Earth.
- Small changes to the set values of the attribute points may be
preferred. The most common variation has been to lower the Earth
Magic attribute to 8 and the Protection Prayers attribute to 3.
This will allow an increase of the Divine Favor attribute to
12.