Profession: Monk/* Name: Divine Healing Spammer (DHS) Type: [PvE/Universal] Category: Healer Attributes: Base: Healing (12) & Divine (12) Runes: Rune of Sup. Healing Prayer & Sup. Divine Favor Hat (Scalp): Healing Prayers +1 (Stackable) & Rune of Sup. Vigor Total: Healing Prayers (16), Divine Favor (15) Weapon: Insightful Healing Staff of Enchanting +10 Energy Damage 11-22 Req.9 Halves casting time of Healing Prayer Spells (Chance 20%) Halves skill recharge of Healing Prayer Spells (Chance 20%) Energy +5 Enchantments last 20% longer Skills Set: 1st. Divine Spirit (Divine Favor) 2nd. Healing Breeze (Healing Prayers) 3rd. Orison of Healing (Healing Prayers) 4th. {Elite} Word of Healing (Healing Prayers) 5th. Blessed Signet (Divine Favor) 6th. Divine Boon (Divine Favor) 7th. Blessed Aura (Divine Favor) 8th. Ressurection Chant (Healing Prayers) Summary: This build has several purposes and goals. But I'll come back to that later out in the summary. First of all: Be sure to have an perfect Insightful Healing Staff of Enchanting! If you do not have that, this build will not work optimal! Also be sure to run the Blessed Aura and Divine Boon at once you have spawned, and be sure to maintain them! Watch out for getting stripped for enchantments! This build will allow you, together with the Blessed Aura (assuming your attributepoints are spent correctly), to cast enchantments which last 55% longer! Also, the halve cast/recharge-bonus in the staff, will make the job go a little bit easier. From my own personal experience it is of overwhelming support being able to cast/skill recharge twice as fast, when someone has 10% of max. health and degen hexes, thus the chance for this is -READ- 20%. Still it has made me save many people and henchmen, who *really* needs it - from death. It might seems that the bonus kick in when you need it the most. But this is only an assumption. So lets get onto describing how the skills will work in this build =) Maintaining the Blessed Aura combined with the staff, will make Divine Spirit (*1st skill) last for 21.7 seconds, allowing you to cast cheap monk spells even longer. And this is only the start of it :O The Healing Breeze (*2nd skill), giving +9 healthregen., will cost 7 energy to cast, last for 15.5 seconds and with the help from Divine Boon, heal target ally immediatly for 70 health. Orison of Healing (*3rd skill) (with the help from Divine Boon) will cost 2 energy to cast, and heal target ally for 191 healthpoints! Word of Healing {Elite} (*4th skill) (with the help from Divine Boon) will also cost 2 energy to cast, heal for 202 healthpoints, or INSANELY 308 healthpoints if target other ally has below 50% of maximum health!! Now THIS I can't state enough: Be sure to maintain the enchantments at all times, and use the Blessed Signet (*5th skill) as often as you can. HOWEVER DO NOT USE IT IF someone is NEAR DEATH!! This is because the Blessed Signet takes 2 seconds to cast, and when things are hot and heavy, ALOT can happen in 2 seconds! Maintaining Divine Boon (*6th skill), will whenever you use an skill that targets an ally, heal for additional 70 healthpoints and you loose 2 energy. Maintaining Blessed Aura (*7th skill), combined with the staff as described in the beginning, (assuming your attributepoints are spent correctly), will make enchantments last 55% longer! And ofcourse we have the Ressurection Chant (*8th skill). When healing cast bonus kicks in, it only takes 4 seconds to cast. =) Purposes & Goals: 1. Being able to cast cheaper longer lasting monk-enchantments. 2. Giving superior healing support. 3. Energy advantage (I'm sure Blessed Signet could be replaced with OoB (necroskill), at the cost of dropping monk-elite). I recommend having an Protection Monk, using Aegis, Protection Spirit, Mend Ailment, Hex Remover, etc. to complement this build. However, I did wanted to test just how much shit I could send a team full of hencies into. Where me as only monk. So I went outside Bai Paasu Reach and went straight to the Seacrash, Elder Guardian (Ele. boss with red colour), sending all the hencies into an groupmix of 8-10 Rot Wallows, 1 Guardian and Seacrash, the ele. boss. We went straight for ganking (rush and attacking only specified target until target destroyed) Seacrash, having the rest of the enemy foes around us. An inferno of bloodspiking and nuking. Still, I healed everyone smoothly and without any deaths =) Notes & Concerns: I have MANY concerns! Therefore I strongly advice you to carefully read all parts of the Summary! Concerns Summary: -Be sure to have the attributepoints spent correctly! -Use the weapon as described under "Weapon"-part in the beginning! -Don't exaggerate the spamming. Know your limits! -Do not use Divine Spirit right away! Wait about 10 seconds or so, after engaging into a battle. Do not use Divine Spirit to late. It cost 10 enery to cast! -Protect yourself with -Healing Breeze- first! A dead monk is no good =) -Be sure to maintain Blessed Aura and Divine Boon from the moment you spawn, at all times. Blessed Signet gives 3 energy for each maintaining enchantment you have (6 energy total for this build). -Be sure to use use the Blessed Signet (*5th skill) as often as you can. HOWEVER DO NOT USE IT IF someone is NEAR DEATH! This is because the Blessed Signet takes 2 seconds to cast, and when things are hot and heavy, ALOT can happen in 2 seconds! I've also tried swapping elite with Heal Party with good success Very helpful for Faction-missions; Unwaking Waters & Imperial Sanctum, which I got Master Reward on both - smoothly & in no-time =) Credits: Lady Liao Xiao Long (Lady Healing Dragon) (My guild: Heros Excessively Rapin Others [HERO])