Forum Link Code:[url=]N-D Mystic Blood Bonder[/url]
The Mystic Blood Bonder is a health and energy battery build.
The combination of Mystic Regeneration and Blood Renewal
provides stable health management for Blood is Power,
and allows you to supply Blood Bonds to teammates. Along with a third
enchantment, this combination provides +15 health regeneration.
Even though health regeneration is capped at 10, this cap is
applied after the degen from your Blood Bonds is subtracted. This
build has advantages over a standard BiP energy battery, as it can
effectively provide both energy and health battery services to a
whole team, as well as a semi-party heal. It also has more
effective methods to counteract BiP's sacrifice costs.
Attributes and Skills
Equipment
Because of the importance of your enchantments, a Blood Staff of
Enchanting is required to get the longest possible duration.
Undertaker's or Radiant Insignias would be best, depending on
personal preference for more armor or more energy.
Usage
- Try to stay back out of the fight and avoid aggro. You should
be well behind the monks and out of range of enemies.
- Keep Blood Renewal and Mystic Regeneration up at all times
during combat.
- Apply Blood Bond first to allies heading into combat that you
expect to take damage such as the tank(s). Also apply it to other
allies who come under attack or are experiencing health
degeneration.
- Don't wait for people to call their Energy. Instead, apply BiP to all party
members in the following order:
- Before a fight, apply BiP to party members who setup in advance
(such as trappers, bonders or ritualists)
- During a fight, apply it to the healers, elementalists and
other casters, then frontline attackers in that order of
priority.
- As you are casting BiP on each party member, this is a good
time to also cast Blood Bond on them if needed. This can also be
useful if a cover enchant is needed to protect BiP. However don't
get carried away and try to cast Blood Bond on all party members.
It is not neccessary and will put an extra strain on your health
and energy management.
- Use Aura of Thorns in case you attract any melee attention, and
you will then be able to kite
away. You can also use this to assist monks or other casters to
kite if you notice they have attracted aggro. Its short recharge
and long duration means that you can use it to boost Mystic
Regeneration (only if needed), but it should be available to use to
cripple foes when needed.
- Dwayna's Touch should mainly be used as a strong self-heal, but
it can also be used to heal a teammate if needed. Be aware of its
touch range, because of this it should only be used rarely, on
backline teammates only.
- The health boost from the ending of Blood Renewal can be used
to quickly recover from the sacrifice cost of Blood is Power. If
you see that this is about to end, you can feel safe in casting
more than one BiP in a row.
- Use Mystic Healing if several of your party members need a
quick health boost. Remember that Blood Bond provides more energy
efficient health over time, so Mystic Healing should not be spammed
and only used when really needed.
Counters
- Enchantment removal.
- Heavy melee pressure.
- Backfire or other
similar anti-caster skills.
Variants
Variations could add some of the following skills (possibly
removing Res, Aura of Thorns, or Dwayna's Touch):
- Signet of Pious Light: Trickier to
manage than Dwayna's Touch, but gives you an additional ranged
healing skill.
- Order of
Pain: Boost your team's damage output, and its also an
enchantment so it will boost your Mystic Regeneration.
- Pious Restoration: If you need hex
removal.
- Blood
Ritual: Add this if you want to use a different elite skill,
but still want to provide energy battery services.
- Well of
Blood: Increased healing support, and corpse control.
- Signet of Lost Souls: Increased energy
management if you feel it is needed.
Notes
- You should consider talking to the monks in your party in
advance so that they understand how your build works, or at least
know not to worry about healing you after sacrifices, and to add
enchantments to you if possible. Ideally you can co-ordinate your
skillbars so that they take out any health regeneration skills and
make sure to bring protection enchantments like Aegis, Shield of
Absorption, or Protective Spirit.
- This build works very well combined with a Protection monk
running a build like Mo/E Glyph Shield of
Regen.
- The only breakpoints that your attributes must hit are Blood
Magic at 14, and Earth Prayers at 8. Beyond that, you have
flexibility to adjust Earth Prayers, Wind Prayers, and Soul Reaping
based on your preference.
- Because increasing your maximum health increases the sacrifice
cost of BiP, some people prefer to reduce health as much as
possible. You can optionally use a Major Rune of Soul Reaping to
reduce health further. A Superior Soul Reaping could be used but
this will bring your health dangerously low and is not recommended.
You can also choose to go without a Rune of Vigor (and save some
gold). You can use the spare rune slot for an extra Rune Of
Attunement.
See also