Mother's Grace
Earthen Guard gains 20% increased Damage Reduction and now grants CC Immunity.
Earthen Guard
Geomancer
Reduce the cooldown of Earthen Guard by 0.5-2.5s.
Earthen Guard
5
Stone Bulwark
Heal for 25-125 Health per second during Earthen Guard.
Earthen Guard
4
Steadfast
Gain 150-750 maximum Health.
Armor
2
Sacred Ground
Standing in Warder's Field grants you 5-25% Damage Reduction.
Warder's Field
3
Standing Stones
Reduce the Cooldown of Warder's Field by 1-5s.
Warder's Field
1
Guide
This is my first deck for Inara, I phrase it this way because as Inara, I've learned it's pretty important to have 4 builds handy, one for all occasions! The builds I have are Earthen Guard Low/No CC (For when you want the ability to shut down all damage on yourself but not much cc is flying around,) Earthen Guard Anti CC (Very good against ash, torvald, any build that relies on being able to stun or slow you down heavily,) Warder's Field Anti-CC (When the enemy team is heavily hampered by cripple+slow but has a good deal of CC,) and Warder's field No cc (I think you get the picture.)
For this one, we start off with Geomancer V, cuts down cooldown for guard, lets us stonewall damage and cc more often, helps us sustain, speaking of sustain, Stone Bulwark IV, not a huge amount but if you aren't too heavily cauted, it can keep you alive. Steadfast II feels like enough, the 300 puts you over a big health hump, as 5k is hard to come at with all of our tools. Sacred Ground III, because despite being an earthen-guard centric build, that 15% reduction is huge, one bonus aspect of Sacred Ground here, is that people tend to be a bit less focused on killing your field when you're on Mother's Grace, you can even place the field slightly behind you and body block if you want , as 15% is a pretty good cut. Our filler card is Standing Stones I, nothing too big, helps our game plan of being a tough piece of rock.
I plan to put out the other 3 segments of my Inara set in the next day or two, obviously Inara is a good bit on composition and preference, I personally prefer the utility of Treacherous ground (and the easy flank/damage kills it allows,) but hey, to each their own.
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