http://gw2skills.net...2nCyFA;TIAgzCmA
Example if you could get 1388 healing power then:
Regenerating Boon : 304 hp/s (Healing Mist/ Regeneration Mist/ Healing Turret)
Super elixir : Impact - 658, Pulse - 279 hp/s (x2)(Kit Refinement)
Bomb-Infused Elixir heal : 285 hp/bomb
Backpack Generator : 125 hp/s
Med Kit, F1: 6308K heal, 1-2-3 slot skill:1.694K.
Healing Turret: 6308 hp when trigger, 1580 hp when Overcharged.
Weapon:
Since this is a Power build as well, Rifle is better off as it's damage scales better as well as pulling mobs from range. A bonus would be using Bomb kit's Fire Bomb then use Jump Shot for Fire Shield.
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Skills:
Change Healing Turrent to Med Kit as the overcharge has long CD, Med kit can be extremely useful as the heal has 15s CD and even more heals for slot 1 to 3 especially when you are in a pinch to run away.
Elixir C is there to clear condition when you took many conditions head on as mobs in Orr does conditions.
Elixir Gun for double Super Elixir for more regenerations, used when only needed.
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Traits:
Explosive - (III) for Aggro more mobs in a bigger radius which also means better range of heal.
Invention - (IX) More Healing Packs for survival as well as a little boost of damage from Turrets.
(XI) More Sustain heal.
Alchemy - (VI) When you got interrupt (Fear & Daze more often) which might happen often when you aggro lots of mobs, you will be taking hits for free, this gives you reduce in damage taken while being interrupt.
(IX) More sustain regeneration.
Tools - (VI) For Elixir Gun double Super Elixir.
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Personal Experience:
Played with this build with Lv.80 Cleric's Exotic armor with Sapphire Orb equip and 5 Lv.80 Masterwork Sapphire Accessories. I have around 17.5k Hp, 1.9xxK Power & Toughness.
Could tank alot of mobs, veterans in Orr well, I could safely run into a group of more than 5 mobs and get away with it.
As for now I could almost solo most of the DE in SoD when Karma Farming.
This build could solo Champions to some extend, you could survive pretty long but you definitely can't do enough damage to kill it some Champions & end up dead but some Champions are solo-able just that you will take tons of time to kill it.
So far i could solo 1 of the Champion Acolytes in SoD & Champion Pirate in Cursed Shored, is up to you guys to believe it but definitely not worth your time to solo a Champion.
Dungeons:
I do not have much experience running Dungeons with this build but here are my doubts:
-Most of you action and heals comes in Melee range which means you will be in danger most of the time.
-Dungeons mobs does tons of damage, I'm not too sure if it works well.
-Since most players preferred range, you will hardly put any sustain regens or heals on your mates.
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Edited by heatzzz, 26 September 2012 - 11:13 AM.










