Rift: Overpowered Cleric Healer Build
The first thing you need to understand about this build, is that I did not create it. It was built by a friend of mine. He claimed he was able to level in 4 days with this build, to level 50. I have not tested the build out. He told me that the build, was overpowered… in healing only. In combat situations, it is an extremely underpowered build. This is only meant as a group healer, not as a solo leveler.
Supposedly, it’s like being “hit with a pillow” in combat. Obviously this isn’t the ultimate solo leveling build like the rest of my builds. This is a build meant strictly for repeated over and over leveling within dungeons. It’s this way, that he was able to achieve level 50 in 4 days playing time.
I cannot tell you when to put your points in, but I will say that with this build, you will never run out of options to heal you and your party members.
Now, if this build isn’t for you, or you want to be able to occasionally do other things, such as run around zones, then you are going to need a new build. This could be your secondary build. Though I much prefer mine, this is a good alternative.
I like that it uses the Cabalist tree, for the AOE DPS. The Inquistor has a lot of good DPS spells as well, but they are aimed at one mob, not crowd control like the Cabalist. The Sentinel Spells, will help keep you healed as well.
If you are looking for more builds, you can check out Xerxes’ guide.
- Rift: Over Powered Cleric Healing Build On my Cleric Healing build, I have an instant cast Damage over Time (DoT), which I like to tap each of the mobs we are fighting with. This allows me not only to heal, but to contribute in ways of doing some damage, and not feeling like a fifth wheel, when I am not needed in healing. You might be thinking how can I not be needed in Healing? Well it's simple, this is a very effective build. It has a single target Heal over Time (HoT) and a couple party versions of the HoT, which helps everyone. Now drop a shield on your healing target, and well it's rare that I actually need to do any direct heal. The exception might be when the party gets hit with an AoE, and I need to do some group heals. If the tank pulls too much, I have a few spells which will heal for massive amounts of damage and an instant, which will make the heal I want to cast, also instant. Suffice it to say, this is a VERY over-powered healer build which will heal and keep your party alive to finish just about any task placed in front of them.http://rift.zam.com/en/stc.html?t=10jeG.ERexzuh0zs0k.Vsbsord.M.-9 So when you are placing points into your trees, remember to go Sentinel first, then Warden, and finally with Purifier. For the most part, you are going to use Purifier only for it's shield spell, however once you hit 49 (or higher), you will want that other spell which is opened up, Sign of the Wrath which does damage to attackers from the person you just healed. I did not go more then 2 points into Purifier because everything else is redundant via Sentinel. For healing, I went with Sentinel, and went 41 points in, and 23 points into Warden (with 2 reserved for Purifier). Sentinel is mainly healing and shielding, with Warden providing some bonuses to healing speed, HoT's, and some damaging spells as well - which is helpful when no one needs healing. One thing I do want to point out, is that in the Warden tree, I did not go with Tidal Surge which gives an additional 50% to the next healing or damaging spell. Since this build isn't really meant to do much damage, and by the time you actually cast a spell on someone with that bonus to healing, they will be dead already - since big heals take more time to cast. Instead I use mostly Touch the Light when my target is down on health, followed by Fullness of Life, which heals my target for health equal to my own. On a tank, this might be 1/2 their health, but that should more then get them back to a manageable level. Until you are able to put more points into the Warden tree, meaning if you are just starting creating this build, you will usually spam the crap out of Subtle Invocation and Healing Breath. By about level 11 you will also be able to cast Healing Invocation, which you will cast every 4-5 other spells to keep your target up. Again you will be able to use Symbol of the Touch from the Purifier tree (0 points in) to give you a bit of a reprieve, followed by Healing Spray (0 points in Warden). As you level, you will get more effective spells, but you can expect about the same spells cast till about level 30 or so. I like to pop a few spells when I am healing a tank, the first I hit with is Healing Spray, followed by Healing Flood. With the points into Warden, Healing Spray becomes an Area of Effect (AoE) Heal over Time (HoT). So not only does it hit the tank, but also the other party members. Healing Breath gives a small Insta-Cast heal, which can be cast every 8 seconds, and again with points in, will hit 2 other targets as well. With Purifier up, you can also hit them with Symbol of the Touch, which will put a shield on them, making your target (or yourself) easier to heal. Even with HoTs going, once you pop this shield spell, you will notice a significant lessen of damage to the tank. It should be noted that this spell does have a cooldown, but it's on the target, not on the spell itself, so if needed feel free to cast it on multiple targets. Should the need arise, you will also find Healing Communion. However because of the cost to cast (12% of mana), you might notice that your mana drains quickly with this, so use the Warden HoT's whenever possible instead. At level 32, you will get a spell to bring a fallen hero back to life while in combat, via Life's Return. While you could also get the same with the Warden tree if you went up it instead, you would note that the cooldown is shared between the 2. The only time you should use this spell, is when the tank goes down, because when it comes to it, the Tank and the Healer can take out any group of mobs, albeit rather slowly. Remember to cast any group buffs and your shield on the tank, after he accepts a rez, followed by whatever healing spells you are going to use to bring him back up. Focusing on him only might cause others to die, so make sure to pop some HoTs as often as possible as well. While you do get Cleansing Waters and Cleansing Prayer, from the Sentinel and Purifier trees, both of these abilities share the same cooldown. You might be wondering why I didn't remove a couple points from Warden so I wouldn't get this spell. It's because I would rather have 9% towards healing (Hidden Reserves-Warden), then 4% more towards wisdom (via the Purifier tree). Should you feel the need to do some damage, I highly recommend you stick with Damage over Time spells (DoT). There are about 4 spells you will be able to cast from both the Sentinel and Warden trees. Dehydrate is a DoT- 2sec cast, Banish is one of my favorites, as it's insta-cast, which means I can hit a mob, tab to the next, hit another, and keep going until mana starts to get low. It's at this point that I hit Reverent Supplication to channel 50% of my mana back. While not a DoT, Flame Lance will also do some damage and can be cast repeatedly, with an understanding that there is a cast time of 2sec. The last damaging spell, and this again is one of my favorites, is Waterjet. This is an insta-cast, which does some decent damage, and can be used while running. If you cast Banish and then Waterjet, and manage to pull aggro, you can use Urgency to get away from your enemies. Should they try to stop your movements, you can also use Liberty of Thought to remove the Crowd Control (CC) effects. Follow it with Healer's Covenant, if your Symbol of the Touch is on cooldown on yourself. Healer's Covenant is not very effective on tanks, as it only removes 40% of the damage they take, so should be reserved for emergencies - like you. Please note, this build is meant for healing, and the focus on where the points were spent, go into this aspect. You will not need support after level 35 or so with this build, possibly sooner- depends on your mastery of this build. However even at level 50, a crappy tank might require the need of support. By this I mean, I am an effective healer with this build, and with a good tank, where everyone knows their role, this will be seen as extremely over-powered. But if you drop in a Damager (DPS) who doesn't know their role, or a crappy tank, then you might still need a support class to help. This has happened to me in recent weeks a few times, as I mentor PUG on occasion. With a DPS who doesn't attack what the tank attacks, or worse decides to pull when it's not their job to do so, then havoc will reign. In this case, you can expect people to start dying. When this happens, and it will, save the tank first and foremost, and then run to the tank. Should a mob cast AoE's, then get out of range, but stick close to the tank. This will allow the tank to pull aggro off you, thus allowing you to heal him in a symbiotic like relationship. Eventually, as the same DPS continues to die they will likely complain and blame the tank for not pulling aggro, or you for not healing them. It's at this point you should let them know they keep dying because they are doing something wrong. Of course there are instances when it's actually the tank who is doing something wrong, and being able to recognize this helps (usually it's when you pull aggro while healing, and then start to perish because the tank hasn't removed it, or isn't paying attention). So this is my Cleric Healing Build. If there are changes you think should be made to it, let me know in the comments below, and why.
- Rift: Overpowered Warrior Tank Build Void Knight-Paladin Many things have changed with the recent patch. Mostly the builds and trees affect us however, as these affect the way we play. Before you wonder or ask, let me assure you that this build is overpowered in the amount of damage it can take, and that it can survive fights for several minutes even after the rest of the group is down. Between heals, shields, and threat generation, this is the ultimate Warrior Tank build.There was one fight I was recently in, where the boss had an AoE attack, which sundered our group. Everyone was dropping like flies. It got down to the healer and myself. With the heals from the Paladin tree and the shields from the Void Knight, I was able to hold aggro, while the healer did some ranged DPS to take down the mob most of the way. Unfortunately, mana ran out for him, and another AoE hit him. Having no ranged, I was able to attack by moving in, attack, move out, heal, and repeat. Eventually however even I went down. Survivability and holding Aggro, is not an issue with this build. You are underpowered as far as damaging/dps goes, but more then make up for it, in the assigned role. While you can use this build to solo, fights are VERY slow, since most damaging abilities either won't be used or are discarded in favor of threat generation and forcing mobs to attack you. Partly because I had to reset, and partly because I wanted to see what else there was to offer, I went with Void Knight as my primary tree, with 41 points in. I am a huge fan still of the Paladin tree, so went 25 points in with that. For my 3rd tree and 0 points in, I went with Champion, for Bull Rush, which is an out of combat charge. This is usually my primary attack into a group of mobs. http://rift.zam.com/en/stc.html?t=1cghk.gzsoiRoooRRkGoz.xzsLubuz.-9 One of my favorite features about this build, is the similarity to my Rogue Tank's ability, to pull enemies into a tight group, which then allows my own group to AoE mow them down. We do this with the ability called Void Summon. While there are other summons, this one is best used for a group to fit them into a neat package. With single targets somewhat in the distance, we have a few other abilities to pull them in, or direct their attacks to us. We can use Shield Throw off the Paladin tree and Spark off the Void Knight tree. This is best used for melee type characters. For ranged mobs, I like to use Rift Summon, which teleports a single mob to us. We also have a couple abilities from each tree which forces nearby enemies to attack us, Airburst from the Void Knight tree or Judgement from the Paladin tree - either one of these can be used, but only 1 should be on your ability bars. In the beginning of this guide I mentioned Bull Rush being my opener move. While in combat, there is another charge called Shield Charge. This also does damage, roots the enemy, and grabs their attention, so-to-speak. I use this as my group is finishing up on the last few mobs in the previous fight. Make sure you always keep watch of the healer's mana, when jumping from group to group. If the healer is out of mana, and you charge another group, you might not be able to survive. As for threat generation, everything we do, due to a Paladin talent, increases our threat. You should only need a few threat increasing abilities, so make them AoE types such as Sweeping Strike, which has a 5 second cooldown, versus 8 for the Void Knight spell Ragestorm. Note that Ragestorm does do more damage, however it shouldn't be our goal to do a lot of damage, but to instead increase threat generation. Now you might have noticed I didn't go with Face Slam on the Paladin tree. This is because it shares the cooldown of Furious Rage, which can also silence the enemy. As far as other interrupts go, I went with a Light's Hammer off the Paladin tree, which also interrupts. Void Propulsion hurls the enemy backwards 15 meters, this also interrupts. However you will want to have Rift Summon also available to pull it back in, and interrupt it again. Note that Shock also silences an enemy. As you are taking damage, you are supposed to get a new Pact every 3-4 attacks made against you. But if you need them RIGHT NOW, then you will be able to use the ability called Ambient Engorgement, which will gain you new Pacts much quicker. These will allow you to use more of the Void Knight's special abilities and even to power your shield. While there are more abilities available, I tend to stick to the core which either force enemies to attack me, to generate threat, shield, or heal. These abilities should be the repertoire of any good tank. If you are tying to do more damage, then there are other trees for that. You shouldn't ever have to be the dps, however it's still a good idea to have the spells available on a hidden bar, which you can scroll to, if the need arises.Next up, will be my Warrior Support Build, which I also use for Solo PvE. Keep your eyes peeled for it. If you are looking for a specific build, for a specific class, be sure to ask in the comments below.
- Elder Scrolls Online Build guide all classes PDF download With Elder Scrolls Online going live, you may have thought to find an Elder Scrolls Online Build guide. Look no further. This Elder Scrolls Online Build guide has all 4 classes; Nightblade, Dragonknight, Templar, and Sorcerer, covering both PVE and PVP builds, so you will be sure to have all the builds for what ever you choose to do in The Elder Scrolls Online.This Elder Scrolls Online Build guide also covers Primary weapons, Secondary Weapons, and abilities, for all classifications. Imagine if you wanted an AoE DPS build, ranged DPS, Tank, or Healer, they are all here in this easy to follow and navigate Elder Scrolls Online Build guide.BONUS: Read info about the following Skyshards; Aldmeri Dominion (Khenarthi's Roost), Ebonheart Pact (Bleakrock Isle & Stonefalls), Daggerfall Covenant (Stros M'kai & Glenumbra).Elder Scrolls Online Build guide all classes PDF downloadDownload Elder Scrolls Online Build guide all classes PDF download: LINK REMOVEDNote about this Elder Scrolls Online Build guide. This guide costs $30 on another website. We are sharing this guide with followers of this site, and paid to get the guide. Currently there are few guides for Elder Scrolls Online. As they become available, we will purchase them and share them with the members here. The Elder Scrolls Online Build guide, is actually branded as a leveling guide, but since there are no paths nor quests covered in the guide, we thought it best to rename it to what it is, a build guide. It does have about 4 pages of leveling "tips" but nothing which could actually be classified as insider information. We wouldn't subject our readers to something which wasn't true. Should the guide be updated in the near future, to also include a leveling guide, we will update this page accordingly, we recommend bookmarking this page for that occurrence. However, keep in mind that should other Elder Scrolls Guides pop-up, we will also present them to readers of this site, so be sure to bookmark, like, and share this site with others (use the image links at the top of the page).
- Rift Builds: Delayed I was hoping to post my OP Cleric DPS build today, as well as more builds over the next few days, but it seems that Zam's site is bugging out. I haven't been able to properly make the builds as I have them in the game. I am hoping this changes in the near future, since I think you will agree that some of these builds are over the top.
- Guild Wars 2: Warrior High DPS Build for PvP and PvE A week or so ago we posted a pretty useful Warrior leveling build that was made for progressing through PvE. Today, we’re going to give GW2 players another build for the Warrior but this one can be used in either PvE or PvP combat. It is designed to have a high damage out (high DPS) and works incredibly well when targeting individual enemies.