Ra, The Heat-based Hyper Healer
This is a build that's focused on taking advantage of Ra's Aspect of Thermotherapy. The build will be similar in design as far as relying on heavy intelligence, but we're gonna be looking for more CDR to add. And while the build might not be extremely farfetched compared to the regular intel. build that most Ra players are used to seeing, buildng like the heat-based hyper healer is more about changing your playstyle to match the build, rather than playing the exact same way and letting the build change your results.
Truth is, I don't see this upholding a whole lot of viability in Conquest or Joust, but Arena and Assault will prove better results for what you're going for with this build.
The 4 things this build gives us:
High INT: We're aiming for a high amount of INT, so that the heals from Searing Pain and Solar Blessing REALLY do what they're supposed to do. We also want Celestial Beam and Divine Light to have some punch, so that Ra isn't a sitting duck waiting to be jumped on by an enemy God, he NEEDS to be able to defend himself with a build that lacks protections like this. Sure, there is some health, but that will only take you so far.
Cooldown Rate: It's hard to be a healer without abilities to use! CDR being placed in multiple items throughout the build will make sure that there's always something to use to either help your team or hurt the enemy.
Gold Efficiency: This build might look a bit wierd to Conquest players, but we need to keep in mind that this build is meant for arena, meaning we can't go around building any and every pricey item in the item shop. We're working on a budget, so we're looking at items that offer the most for the cheapest value. A majority of these items are priced at or below 2500 gold, which is exactly what we want for an Arena build.
Health Capacity: It just so happens that some of our favorite items that are meant for healers will bring health capacity along with everything else. This wasn't an intentional benefit from the build path, but it's nice to have a bit of meat on your bones!
Going down the line, we'll talk about each item, and why they're here on the build.
Sands Of Time/Pendulum Of The Ages: Both the regular and upgraded starter offer mana regen, INT and CDR; all very necessary stats for keeping abilities online and making sure they hit hard and often.
Chronos' Pendant: With the recent buff to the INT, as well as the heavy amount of CDR offered, this item, again, makes sure your abilites hit hard and often. This will also keep your allies alive longer, as you're able to heal them more often.
Rod Of Asclepius: This item is ESSENTIAL for any God/Playstyle with healing as a primary objective. We're also getting a bit of health capacity here, great addition too. The active is especially useful against anti-heal (ex. Ruinous Ankh's passive, Medusa's Acid Spray, Sobek's Sickening Strike, etc.)
Spear Of Desolation: We're getting 90 INT, extra CDR and MORE, just for 2450 Gold. This is gold efficiency at its finest, this is a MUST HAVE for a build in Arena.
Lifebinder: Another item that is pretty cheap, but offers fair stats. Some more INT, some more health, and an active that is pretty nice. Instead of benefiting the abilities that you have that heal, you get an active item that ALSO heals. Pretty nice!
Soul Gem: We're getting even MORE heals, but instead of having to fill an active slot, this one works all on it's own as a passive. Not only that, but MORE INT, MORE CDR, MORE GOOD STUFF.
Gem Of Focus: Along with even more INT and CDR to top it off, we're now throwing some mobility into the build. Gem Of Focus movement combined with Ra's passive will have him ZOOMING around the map, which is not only fun, but useful when it comes to dodging the grasps of danger.
Thanks for reading!