User:Trevor3443

STATUS
ONLINE, capping skills in build below. PM me in GuildWars: Misted Flame

This build is based around the skill Mystic Healing. It uses its quick recharge/casting time to allow constant healing of the entire party. It also uses wards to reduce the overall damage delt. By keeping your skills recharging, Master of Magic will return you with +10 energy every time you cast Mystic Healing giving to a net gain of 5 energy.

Attributes and Skills

 * If you are in a team of 4 or less, replace Grenth's Fingers with a reserection.

Equipment

 * Any max AL armor.
 * Any wepons of your choice, but, ones that reduce casting/recharge time are recomended.

Usage

 * Before you enter battle, cast Earth Attunement, Harrier's Grasp, Grenth's Fingers, Aura of Restoration, and Master of Magic in that order. It takes 5 seconds to cast all of that.
 * During battle, spam Mystic Healing, the two wards, and recast enchantments as they recharge. You always want your skills recharging! The only enchantment that should not always be kept recharging is Aura of Restoration. By doing this, you will gain the most energy out Master of Magic.
 * For those foes who enter your wards, just wand them until they move causing Harrier's Grasp to come in effect.

Counters

 * Complete enchantment removal (one or two wont hurt).

Variants

 * You may, depending on the situation, switch out the wards for diffrent ones.
 * If wards don't concern you, switch them out for two more enchantments. These two could include attunements (Air, Water, Etc.), defensive enchantments (Stoneflesh), and more. By adding two more enchantments, you will be able to heal more party members at once.

Builds Written

 * Build:Mo/any SoA Monk - Tested


 * Build:Mo/E SoA Sliver - Tested


 * Build:E/D Black Blizzard - Tested

Contact Me

 * trevor3443@gmail.com