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  • Author: LYFE
  • Added: 2024/09/28
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PvP Tanky Healer

Guide by: LYFE




Grand Marshal Lyfe brings to you an unkillable healer build capable of "fully resisting" spells and crowd controls, while reducing all damage to a point where "passive" healing talents alone can keep you alive. Any DPS build that is not fully "min-maxed" will be rendered powerless.






Table of Context

  1. Introduction
  2. [Overview]: Healing
  3. [Alternative Variation]: Tidecaller
  4. [Alternative Variation]: Tree of Life vs Frozen Mind
  5. [Core Talents]: HoT Healer
  6. [Core Abilities]: HoT Healer
  7. [Overview]: Surviving in PvP
  8. [Core Talents]: Damage Reduction
  9. [Information]: The importance of Resistance
  10. [Information]: Items and Equipment
  11. [Core Abilities]: Defensives and Escapes

Introduction

This healing build is an introduction to HoT Healing, "Heal over time", and provides detailed information on Damage Reduction and Resistances. The build primary function is using Lifebloom and Photosynthesis. This will allow your Heal over Time spells to proc Blooms.

This guide is designed for new players interested in healing for PvP. That being said, the playstyle of this build is rather easy to use yet effective.

STATS
❤️ Health: 20,000+
🛡️ Armor: 20,000+
✨ Resistance to All: 350-400

Carding your Talents and Abilities
It is best to NOT card anything and only use your card slots to finalize and complete the build. It cost me roughly 1,500 ability scrolls and 2,000 talent scrolls to obtain everything for the build with maxed ranked talents.

[Overview]: Healing

The Restoration Druid ability Lifebloom is an extremely powerful heal over time, what makes it strong is the fast pace healing ticks and the bloom heal at the end of its duration, when you obtain Photosynthesis any of your periodic nature healing has a chance to bloom the lifebloom without consuming the spell. To capitalize on this mechanic, it would be beneficial to apply multiple periodic nature heals on your target.
A great combination would be Rejuvenation and Seed of Life, a single spell cast will provide two periodic nature heal for more Photosynthesis procs. We can amplify and strengthen this rejuvenation spell with Spirit of the Forest, allowing an instant heal on the target upon cast. Spirit of the Forest is off GCD so it would be wise to macro both spells together.
Similarly Regrowth can also provide Seed of Life while Blooming Growth will turn your regrowth into an AoE heal over time, applying the heal effect to multiple targets and with Photosynthesis once again procing more blooms from Lifebloom.
The final combination spell I would say is core to this build is Oracle of the Eclipse with Riptide and Mending Tide. This is a strong instant heal that will continue to heal over time providing more chances for Photosynthesis to proc.

[Alternative Variation]: Tree of Life vs Frozen Mind

You can use Tree of Life which will reduce the mana cost of your healing over time spells and increase your healing by 6%. You can also grab Master Shapeshifter for additional 4% increase healing and Improved Tree of Life for more healing spell power. The downside to Tree of Life is that you will not be able to cast offensive spells such as Hammer of Justice or Fear.

Being able to crowd control will be greatly beneficial in PvP so the alterative stance is Frozen Mind, this stance will increase your Armor and can prevent critical hits against you, increasing your durability and survivability.
Now we understand how the healing mechanics and combination is played out for this build, we can then focus on ways to amplify the healing output.

[Core Talents]: HoT Healer

  1. Seed of Life Additional Heal over Time.
  2. Photosynthesis Proc Heal Blooms from Lifebloom.
  3. Blooming Growth AoE Regrowth Heal when Critical Heal.
  4. Nature's Bounty Critical Increase for Regrowth.
  5. Mending Tide Riptide additional Healing.
  6. Malice 5% Critical Chance.
  7. Dual Wield Specialization 5% Critical Chance.
  8. Demonic Tactics 5% Critical Chance.
  9. Conviction 5% Critical Chance.
  10. Thundering Strikes 5% Critical Chance.
  11. Mental Strength 6% Critical Rating, 3% Magic Damage Reduction, 10% INT.
  12. Focused Will 3% Critical Chance, 9% Increase Self Healing.
  13. Gift of the Earthmother 30% Increase Heal Lifebloom, 5% Haste, Rejuvenation can Crit.
  14. Genesis 10% Increase Heal Periodic.
  15. Nature's Rejuvenation 20% Increase Heal Periodic.
  16. Nature's Splendor 6% Increase Heal Periodic and Duration Increase.
  17. Gift of Nature 10% Increase Heal.
  18. Purification 10% Increase Heal.
  19. Healing Way 25% Increase Heal Riptide and Healing Wave.
  20. Frenzied Growth 100% Increase Heal Wild Growth.
  21. Improved Rejuvenation 20% Increase Heal Rejuvenation.
  22. Elemental Weapons Increase Healing Spell Power.
  23. Spiritual Guidance Spirit to Healing Spell Power.
  24. Nature's Blessing Intellect to Healing Spell Power.
  25. Holy Guidance Intellect to Healing Spell Power.
  26. Divine Intellect Intellect to Healing Spell Power.
  27. Living Spirit Increase Spirit and Rejuvenation Heal.
After obtaining the "Core Talents" you can further pick these alternative talents to increase your Healing output.

[Core Abilities]: HoT Healer

  1. Lifebloom Heal over Time.
  2. Rejuvenation Heal over Time.
  3. Wild Growth Heal over Time.
  4. Regrowth Heal over Time.
  5. Riptide Heal over Time.
  6. Earthliving Weapon Heal over Time. Healing Spell Power Increase
  7. Spirit of the Forest Instant Heal with Rejuvenation
  8. Natural Alacrity Instant cast for Regrowth
  9. Guardian Spirit Heal amplification for big heal pumping
  10. Innervate Mana gain
⚠️ Tip: Macro Spirit of the Forest and Rejuvenation together.
⚠️ Tip: Macro Burst of Thorns (self target) and Lifebloom together.
⚠️ Tip: Macro Natural Alacrity, Guardian of the Spirit, and Regrowth together.

/use 14 is a trinket active, you can activate any spell power increase trinket or Bloodforged Frozen Forgiveness for some insane heal pumping
⚠️ Tip: Macro Oracle of the Eclipse and Riptide together.

[Overview]: Surviving in PvP

I find it important to have talents that provide % Damage Reduction and Resistance. For this build and for my personal preference I recommend obtaining all of the Damage Reduction talents listed here. You should also try to increase your Resistance to all schools of magic as high as possible (300 Resistance to all magic, 350 at level 70), have a Cleanse, and an Immunity to all damage source like Divine Shield.

[Core Talents]: Damage Reduction

  1. Spiritual Attunement 2% All Damage Reduce
  2. Deadened Nerves 3% All Damage Reduce
  3. Natural Perfection 10% All Damage Reduce, 3% Critical Strike chance
  4. Survival Instincts 3% All Damage Reduce
  5. Shield Cover 3% All Damage Reduce
  6. Shield of the Templar 3% All Damage Reduce
  7. Improved Consecration 3% All Damage Reduce
  8. Heightened Senses 2% All Damage Reduce
  9. Improved Blink 20% All Damage Reduce
  10. Improved Barkskin 10% All Damage Reduce
  11. Nerves of Steel 10% All Damage Reduce when Stunned or Feared
  12. Astral Shift 10% All Damage Reduce when Stunned, Feared, or Silenced. 3% Critical Strike chance
  13. Elemental Warding 6% Damage Reduce against Fire, Frost, and Nature
  14. Spell Warding 3% Spell Damage Reduce
  15. Arcane Shielding 2% Spell Damage Reduce
  16. Magic Absorption 3% Spell Damage Reduce
  17. Prismatic Cloak 2% Spell Damage Reduce
  18. Balance of Power 2% Spell Damage Reduce
  19. Nether Protection 10% Spell Damage Reduce, 6% Periodic Spell Damage Reduce
  20. Guarded by the Light 6% Periodic Spell Damage Reduce
  21. Sacred Cleansing 15% Periodic Spell Damage Reduce
  22. Ancestral Healing 10% Physical Damage Reduce
  23. Arcane Fortitude 150% Intellect to Armor
  24. Blessed Resilience 9% Damage Reduce
  25. Aspect Mastery for 4% Damage Reduce

[Information]: The importance of Resistance

The most popular types of builds in ascension tends to be some kind of caster or hybrid, you'll see a lot of these spell casting builds in PvP and one way to counter them is simply resisting their damage. While the above talents are a fantastic way to reduce the incoming damage against players, having resistance will further reduce the damage in a form of "resist".

Level 60
As we see here is a non-crit fireball, after reducing the damage taken from the Damage Reduction % Talents. It has hit for 1664, but with fire resistance, you can reduce it down to only 675 damage, resisting 989 of its damage.

Normally Zzc's fireball would hit for over 6,000 damage on players not invested in damage reduction.

Level 70
Here we see Fire Nova critical hit for 679 Damage, however, with resistance we reduced it down to 67 Damage, resisting 603 damage.
At Level 70 with 350 resistance, the average Damage Mitigation is 68.75%, and about 80% of the time you are resisting 75% of the damage being dealt which equates to having 64000 effective health.

Becoming Immune to Spells

Spells are either Binary or Non-Binary when it comes to "fully resisting" the spell, the spell hits or not. Binary spells are spells that have any non-damage effect, such as slow, root, or stun, but are not limited or exclusive to such spells, for example Mind Flay, Drain Life, Beam of Hatred or other channeling effects could be Fully Resisted, however, if it does hit then the following damage over time is classified as non-binary so its damage can be resisted. Other spells such as DoTs like Shadow Word: Pain would be binary on its initial cast then non-binary for its damage over time.

Because of this, you can fully resist a wide range of spells, making enemies difficult to hit with spells and if they do hit, you reduce its damage with your DR% talents and partially resisting its damage.

For binary spells, the chance of the spell being fully resisted is simply a linear function of the resistance score fraction of the cap, going from 0% chance at 0 resistance to 75% chance at the resistance cap:
Chance of Binary Spell Resist = 75% * Resistance Score / (Caster's Level * 5)

Spells that can be fully resisted:
  1. Crowd Controls: Snares, Slows, Fear, etc...
  2. Channeling Effects: Drain Life, Beam of Hatred, etc...
  3. Damage over Time: Corruption, Shadow Word Pain, etc...
  4. Debuffs: Curse of Weakness, Non-Damaging spells, etc...

[Itemization]: Equipping for Resistance

Consumables:
Magic Resistance Potion + Flask of Chromatic Wonder
You can obtain +85 to All Resistance

With TBC, we should look for gem socket equipment, 2 or 3 sockets would be perfect for stacking All Resistance gems Void Sphere a simple example would be this Leg equipment providing good stats of Stamina, Intellect, Spirit, Spell Power, and then 3 Slots for Gems. The Resistance gems may not seem much, but when stacked will prove useful for your encounters against spell casters.

For the enchants, you would want to add Resistance. Example Shadow Armor Kit, depending if you would like more Shadow Resistance, Frost, Fire, etc.. plan accordingly based on the meta.

Enchants you should be get:

Head Enchant
Arcanum of Arcane Warding
Arcanum of Nature Warding
Arcanum of Shadow Warding
Arcanum of Frost Warding
Arcanum of Fire Warding

Shoulder Enchant
Inscription of Endurance
Chromatic Mantle of the Dawn

Hands, Chest, and Feet Enchant
Shadow Armor Kit
Arcane Armor Kit
Flame Armor Kit
Nature Armor Kit
Frost Armor Kit

Leg Enchant
Ice Guard

Current Equipment
Now that you've acquired ways to passively reduce enemies damage against you, we can then further your survivability with Defensive abilities and escapes. Being able to move around, kite players, and simply be as slippery AF, allows more time for your healing to tick, maximizing its value as a heal and avoiding damage.

[Core Abilities]: Defensives and Escapes

  1. Shield Wall 60% All Damage Reduce
  2. Divine Protection 50% All Damage Reduce
  3. Pain Suppression 35% All Damage Reduce
  4. Divine Infusion 40% All Damage Reduce
  5. Barkskin 15% All Damage Reduce
  6. Dispersion 90% All Damage
  7. Divine Shield Immune to all Damage Reduce
  8. Dampen Magic 5% Spell Damage Reduce
  9. Mage Armor 2% Spell Damage Reduce
  10. Burst of Thorns Armor increase (Off GCD, Macro it to cast on self)
  11. Mark of the Wild Armor increase, Resistance to All
  12. Devotion Aura Armor Increase + Talent for Phys Damage Reduction
  13. Aspect of the Monkey For Damage reduction from Talent
  14. Blink Teleport
  15. Shimmer Teleport
  16. Demonic Leap Leap forward
⚠️ Tip: You may also want to macro all three of your blinks into a single button. You can no longer use blink one after another as you will be effected by Distortion for 8 seconds, preventing you from blinking. However, having 3 blinks essentially means you can Blink every 8 seconds on rotation, and triggering Improved Blink for 20% damage reduction for 3 seconds.

Update

This build is consistently being updated on the Hero Architect

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