User:Bluemilkman/buildarchive/ RtMo Burst Healer

This build takes advantage of the fact that Weapon Spells and Ritualist Urns may not be removed like Enchantments can, and uses that advantage to heal allies.

Equipment

 * Full Halcyon armor set for Extra Energy.

Usage

 * With Attuned was Songkai at High Spawning Power, the cost of Heal Party and Extinguish is nearly halved. With 14 Spawning Power, 15 energy spells are only 8 energy, 10 energy spells cost 5, and 5 energy spells cost 3.
 * Soothing Memories costs no energy if you have the Attuned was Songkai.
 * Heal Party should be used when everyone has a bit of damage but has not been hurt enough to warrant a casting of Soothing memories.
 * Vengeful Weapon is basically Reversal of Damage with no means of stripping it. It costs 3 energy when you have the Ashes.
 * Weapon of Warding is used when there is a hazard of Warriors, Assassins, and Rangers. It should be used sparingly because of the cast time.
 * Remove Hex and Resilient Weapon are used as safety skills for when hexes come that are extremely harmful, such as Spiteful Spirit, Backfire, Empathy, Diversion, etc.

Counters

 * High levels of Degeneration.
 * Lack of protection versus high-damage hits.
 * Energy Denial.
 * 15 second downtime when the spells are full cost, meaning heal party and Extinguish cannot be used effectively during those times.

Variants
If enchantment removal is not an issue:
 * Holy Veil instead of Remove Hex for hex removal
 * Gift of Health instead of Extinguish as an emergency heal.
 * Take Heal Other or Jamei's Gaze instead of Extinguish.
 * Lively Was Naomei instead of Resurrection Chant.
 * Healing Breeze instead of Extinguish, thereby countering degeneration instead of removing it.
 * Vigorous Spirit instead of Vengeful Weapon (it's more energy efficient on Warriors and Assassins than Vengeful Weapon and won't remove Weapon of Warding)

User:Bluemilkman/buildarchive/ RtMo Burst Healer/history