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Build:E/Mo ER Infuse Bonder

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Revision as of 07:29, 2 April 2012 by Relic () ( | )

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This build is part of the current metagame.

The community has decided this build is in the current metagame and deserves to be stored. The section describes how often the build is used.
This build has also received an overall in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been for the following use:

Contents

This build uses to manage its energy while spamming powerful and costly spells.

Attributes and Skills

Template code
 

Optional slots for

  •  - For Physical buff. With many physicals can relieve the energy pressure greatly.
  •  - For damage negation and a cheap energy source.
  •  - For damage mitigation.
  •  - To counter physical mobs.
  •  - For cover enchantment and protection for allies if Protective Bond is stripped.
  •  - For party wide cover enchantment and decent healing. (Change attributes to 8 Protection 10 Healing)
  •  - For Health regeneration that can be maintained on five allies. (Change attributes to 10 Protection 8 Healing)
  •  - For removing the more threatening conditions such as Blind, Weakness, or Dazed.
  • Life Attunement can be dropped to fit in more optionals. Keep in mind that LA's self-healing is usually equal to having 3 enchantments on yourself.


Equipment

  • Radiant Insignia
  • Runes of Attunement
  • Hale Staff of Enchanting
  • Spear/Axe/Sword of Enchanting and Energy Storage Focus of Fortitude/Devotion.
  • High energy set

Usage

  • Maintain Protective Bond and Life Attunement on yourself.
  • Keep Ether Renewal covered to prevent stripping.
  • Keep Protective Bond on frontliners covered.
  • When not using an , maintain Protective Bond primarily on the frontliners and others you notice to be receiving frequent, big hits. You can easily keep everyone else alive by using your other prots and infuse. If you maintain too many bonds against a lot of foes you will find yourself out of energy very fast.
  • When using an Essence, you can maintain Protective Bond on most/all your allies as long as you spam the rest of your spells.
  • Use Infuse Health for a massive Heal and spam it for energy when under a lot of pressure.

Counters

Variants

Notes

  • Around general PvE, it's not necessary to maintain Ether Renewal. In this case, you only need to keep bonds on allies that take aggro most often.
  • In Elite Areas, you may need to use an Essence of Celerity.
  • Any con that gives +1 to attributes (Candy Corn, Golden Egg) will reduce the energy cost of Protective bond from 4 to 3 (Breakpoint 13), making it much easier to maintain on more allies. Additionally,with 18 energy storage you gain +5 energy per enchantment, easily refilling 35+ energy per cast.

See Also