Hello everyone. I've been the designated Raid Healer in Pestilence (Thelanis) for about a year now. (Picked up off of Hardcore xD). Figured I might as well share something to help my guildies out (and hopefully let me escape from the pigeon hole, lmao). Firstly I'd like to address the mentality behind this build, as the style is not for everyone. You are not a DPS, You are not a Tank. This build is purely for supporting the other 5 (or 11) members of your party. It is not made to hold aggro, or kill things. It is built to stay safe, and take the inevitable one or two hits of damage every now and then.
With that out of the way, welcome to those with an interest in the ways of Positive DPS. I'll start off by listing the Key Abilities and the reasoning behind using them, look at Alternative Gear, although not in detail, and the following posts will be the build exports one for 80 points, first life and another maxed out. I'm sure you're all capable of filling in the gaps wherever you're at in your reincarnation journey.
Key Abilities
FvS Buff Spells - Self explanatory, use them at the start of the quest.
Treasure Finding - Because who doesn't want Raid Chests buffed?
Sprint Boost and Wings - Gotta keep up with the Zerging Barbarians somehow.
Close Wounds SLA - This is your bread and butter, the majority of the time you should be keeping your party topped off using this ability. It is also very useful for situations where one target (the tank usually) is taking hits semi-rapidly.
Heal (Spell) - The big boy heal, use this when someone gets heavily chunked in combat to get them back to full. Note: If combat ends, use Close Wounds to get them back to full hp instead.
Cure Moderate Wounds, Mass SLA - To be used on melee DPS when a monster cleaves the entire group, or as a backup if your Close Wounds SLA is not doing enough in combat situations.
Unyielding Sovereignty - Good as both a self-heal in the event you obtain aggro, and in case of healing debuffs such as a Plague Reaper or the platforms in SitC.
Panacea - Your catch-all for status debuffs inflicted on the party
Death Pact - A 'free' resurrection with no timer. Gives you the room to make a mistake or two in positioning and still being able to recover. Seems a bit buggy though and doesn't always work. Possibly Lag related issues.
Divine Intervention - Makes keeping up those pesky glass cannons a lot easier, also good for situations where you are splitting focus between different party members and situations where even the tank might end up on the ground. (ex. 7 Doom Stacks)
Moon Lance - A nice, fairly consistent Single Target lock. These points are mostly to progress in Magus though.
Cold Light of the Moon - Nice for giving your melee's a tiny bit of extra survivability when fighting Doom Reapers or dangerous Champions.
Time Stop - +100% DPS boost for a bit is excellent party utility. You're bulky enough to run in and use it without issues. Do so on Red-Names and Raid Bosses.
Implacable Foe - Another +10% DPS for attackers. Use in conjunction with Time Stop. and stand slightly behind your melee DPS, ranged should step in to get the boost as well.
Find Traps - Figured might as well try it since going the Finding Dragonmark. Feel free to choose a different spell and ignore any search investment.
Greater Dispel Magic - Can clear out Spell Wards, and troll your party members by getting rid of their GEW / Deadly enchants. :3
Shard Storm - An excellent buffer of Temp HP for any situation where you're taking damage. Easily the best way to deal with Fear Reaper DoTs outside of not getting them in the first place.
Dreamscape - 5 seconds of invulnerability on a 60 second cooldown, need I say more? Can take some getting used to on the timing though.
Alternative Gearing Options
Flamecleansed Fury (Masterminds of Sharn)
Defender of Tanaroa (Isle of Dread)
Armaments of the Archons (Vecna Unleashed)
Vol's Influence (Vecna Unleashed)
Heart of Suulomades (Vision of Destruction) - 3 Slot Artifact
Gem of Many Facets (The Chronoscope) - Elder's + Oasis
Profane IoD and Vecna sets
With that out of the way, welcome to those with an interest in the ways of Positive DPS. I'll start off by listing the Key Abilities and the reasoning behind using them, look at Alternative Gear, although not in detail, and the following posts will be the build exports one for 80 points, first life and another maxed out. I'm sure you're all capable of filling in the gaps wherever you're at in your reincarnation journey.
Key Abilities
FvS Buff Spells - Self explanatory, use them at the start of the quest.
Treasure Finding - Because who doesn't want Raid Chests buffed?
Sprint Boost and Wings - Gotta keep up with the Zerging Barbarians somehow.
Close Wounds SLA - This is your bread and butter, the majority of the time you should be keeping your party topped off using this ability. It is also very useful for situations where one target (the tank usually) is taking hits semi-rapidly.
Heal (Spell) - The big boy heal, use this when someone gets heavily chunked in combat to get them back to full. Note: If combat ends, use Close Wounds to get them back to full hp instead.
Cure Moderate Wounds, Mass SLA - To be used on melee DPS when a monster cleaves the entire group, or as a backup if your Close Wounds SLA is not doing enough in combat situations.
Unyielding Sovereignty - Good as both a self-heal in the event you obtain aggro, and in case of healing debuffs such as a Plague Reaper or the platforms in SitC.
Panacea - Your catch-all for status debuffs inflicted on the party
Death Pact - A 'free' resurrection with no timer. Gives you the room to make a mistake or two in positioning and still being able to recover. Seems a bit buggy though and doesn't always work. Possibly Lag related issues.
Divine Intervention - Makes keeping up those pesky glass cannons a lot easier, also good for situations where you are splitting focus between different party members and situations where even the tank might end up on the ground. (ex. 7 Doom Stacks)
Moon Lance - A nice, fairly consistent Single Target lock. These points are mostly to progress in Magus though.
Cold Light of the Moon - Nice for giving your melee's a tiny bit of extra survivability when fighting Doom Reapers or dangerous Champions.
Time Stop - +100% DPS boost for a bit is excellent party utility. You're bulky enough to run in and use it without issues. Do so on Red-Names and Raid Bosses.
Implacable Foe - Another +10% DPS for attackers. Use in conjunction with Time Stop. and stand slightly behind your melee DPS, ranged should step in to get the boost as well.
Find Traps - Figured might as well try it since going the Finding Dragonmark. Feel free to choose a different spell and ignore any search investment.
Greater Dispel Magic - Can clear out Spell Wards, and troll your party members by getting rid of their GEW / Deadly enchants. :3
Shard Storm - An excellent buffer of Temp HP for any situation where you're taking damage. Easily the best way to deal with Fear Reaper DoTs outside of not getting them in the first place.
Dreamscape - 5 seconds of invulnerability on a 60 second cooldown, need I say more? Can take some getting used to on the timing though.
Alternative Gearing Options
Flamecleansed Fury (Masterminds of Sharn)
Defender of Tanaroa (Isle of Dread)
Armaments of the Archons (Vecna Unleashed)
Vol's Influence (Vecna Unleashed)
Heart of Suulomades (Vision of Destruction) - 3 Slot Artifact
Gem of Many Facets (The Chronoscope) - Elder's + Oasis
Profane IoD and Vecna sets
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