Mar 12, 2009, 04:06 AM // 04:06
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#1
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Lion's Arch Merchant
Join Date: Apr 2008
Guild: The Blitzkrieg Militia [WWII]
Profession: D/
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Healing/Rez's
Hey all, I've been running the 3 RoJ smitters lately (my character is a derv, running a variant of the Asuran Reaper build) and it works fantastic, but the only problem I have is their lack of rez skills, so what can be done about this, because rezing at a shrine every time the heros and/or I die gets annoying. Also, when running with an actual healer hero, what is the over all most efficent build? I've tried the N/Rt Healer, HB, WoH, LoD and all the other healing/prot/etc. builds, none seem to work just right though for some reason....
So the questions are:
1. Is their a varriant RoJ build, or a skill in their bars that can be swapped out for a rez?
2. What is the best/most efficent hero healer build out there?
Thanks all!
~ll Holy Slayer ll
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Mar 12, 2009, 05:30 AM // 05:30
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#2
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Desert Nomad
Join Date: Jul 2006
Location: New Zealand
Guild: None
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You shouldnt need a res, you shouldnt die.
I find N/Rts the strongest healers, but they also have no prots, a Hero can run a WoH hybrid build reasonably as long as the fight isnt to long.
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Mar 12, 2009, 07:52 AM // 07:52
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#3
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Frost Gate Guardian
Join Date: Sep 2008
Location: Hungary
Guild: Ministry of Fate [MoF]
Profession: Rt/
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As subarucar said, N/Rt healers are quite good, can party heal as well. I myself use a Rt/Mo hero for the task as I find that energy is not that of a problem for even a rit, unless the pressure is really hight.
Or maybe you should try running sabway, prot will not be a problem then.
Last edited by Arctica; Mar 12, 2009 at 07:56 AM // 07:56..
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Mar 12, 2009, 10:12 AM // 10:12
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#4
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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Quote:
Originally Posted by High Voltage Killer
2. What is the best/most efficent hero healer build out there?
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http://www.guildwarsguru.com/forum/s...php?t=10293264
There is a pretty standard Hero Monk build under section 8 /F.A.Q. #1 of the stickied guide. Use that as a starting point, at least.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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Mar 12, 2009, 10:51 AM // 10:51
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#5
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Desert Nomad
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Sincerely, monk heroes are really bad, as most other caster heroes, since they are awful at active energy management (ie, smart use of skills instead of spamming).
I don't know if you play solo or with more people.
In 1 solo player + 3 heroes + 4 henchies options are quite limited.
Playing a RoJway, you really need to rely on a good body block (or tank if you prefer that designation).
With access to 6 heroes, things change considerably.
[build prof=Ne/Mo name="Protection Necro" Sou=12+2 Pro=12][Divert Hexes][Guardian][Protective Spirit][Shield of Absorption][Spirit Bond][Signet of Lost Souls][Aegis][Remove Hex][/build]
The above build is one of the most powerful protection builds you can have. Coupled with 2 discord N/rit healers, will provide a great mix of protection+healing, without becoming too defensive due to the presence of discord (you can also use icy veins, elemental damage isn't as reliable but will allow for better attribute spread).
You can change the elite if no or very few hexes in the area [[Shield of regeneration], [[Zealous benediction], [[Shield of deflection], [[Life Sheath] and [[Restore condition] are all great skills. Also, even if the hexes cast aren't threatening, 2 hexes will translate into a 126 heal and 3 hexes int a 189 heal.
But that is if you have access to 6 heroes.
With only 3 smiting monk heroes, you need to do good blocking.
Concerning the rezzes, it depends on the exact builds you are using. If you aren't using the secondary on the monks, you can always bring [[flesh of my flesh (PvE)] or [[death pact signet (PvE)].
Last edited by Improvavel; Mar 12, 2009 at 11:20 AM // 11:20..
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Mar 12, 2009, 03:16 PM // 15:16
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#6
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Furnace Stoker
Join Date: Jun 2006
Location: Minnesota
Guild: Black Widows of Death
Profession: W/Mo
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[Resurrection chant]
I have a hybrid build for Dunkoro that heals and still troughs out a ROJ here and there. [Healing Ribbon] is decent choice for a group with henchmen / heroes they ball up so much why not get a 3-way heal at the same time.
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Mar 12, 2009, 03:27 PM // 15:27
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#7
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Krytan Explorer
Join Date: Jan 2009
Guild: Exiled Forcez [Ex]
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The recent buff to Life Sheath made it a very viable elite prot skill, especially when used in conjunction with RoF, try out the following build.
[Guardian][Life Sheath][Reversal of Fortune][Shielding Hands][Leech Signet][Power Drain][Divine Intervention][Resurrection Chant]
Divine Favor = 10 + 2
Protection Prayers = 12 + 1 + 3
Inspiration Magic = 8
HP+30 (HP+50 if you have the money to spend on a hero)
HP+10
HP+10
Full Survivor
HP+60 Staff or HP+30 Wand and HP+30 Offhand
- the other mods are up to you
Last edited by Konker2020; Mar 12, 2009 at 03:35 PM // 15:35..
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Mar 12, 2009, 04:44 PM // 16:44
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#8
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Jungle Guide
Join Date: Jun 2008
Location: DoA
Guild: Dark Order of Retarded Knights (doRk)
Profession: N/Me
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My heroes use either [renew life] or [flesh of my flesh] depending on their profs. You might think [renew life] costs too much, but when you consider it also acts as a party heal, and the member being rezzed takes part in that heal, it actually becomes a nice trade off for the 15 en and 4 secs it takes to cast.
(I don't like my heroes spending 6 seconds on [resurrection chant]. While they do that, someone else is dying).
Last edited by TheodenKing; Mar 12, 2009 at 04:48 PM // 16:48..
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Mar 13, 2009, 02:17 AM // 02:17
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#9
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Lion's Arch Merchant
Join Date: Apr 2006
Profession: W/A
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Why would you ever use both LS and RoF? So you can not have room for SoA?
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Mar 13, 2009, 05:51 PM // 17:51
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#11
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Krytan Explorer
Join Date: Sep 2006
Guild: Lady Ainowa
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for res i usually use [death pact signet] or [flesh of my flesh]
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Mar 14, 2009, 03:31 PM // 15:31
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#12
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Furnace Stoker
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Quote:
Originally Posted by legacyofkain85
for res i usually use [death pact signet] or [flesh of my flesh]
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DPS is great for vanquishing where your party can res at a shrine, but not in missions where you fail immediately if your party dies. DPS chaining can cause a problem in such missions.
Vengeance is useful if you use casters with direct damage (25% more damage with max hp and max energy), and enchant removal is not a problem. But it can be inconvenient after a battle where you need to disable it, wait out vengeance, then perm res. If you play with other human players, they dont like to be made used of like that.
Last edited by Daesu; Mar 14, 2009 at 03:38 PM // 15:38..
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