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Old Apr 17, 2006, 08:05 PM // 20:05   #1
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Default SB/Infuse build

Hi guys,
Can any1 post the SB/Infuse build for HA? Thanx
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Old Apr 17, 2006, 08:41 PM // 20:41   #2
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You can change that (for example, 6 only in inspi, 16 in Div or hp...). Some players use heal other. You have some alternatives

Monk/Mesmer
Level: 20

Divine Favor: 12 (11+1)
Healing Prayers: 15 (11+4)
Inspiration Magic: 8

Spell Breaker [Elite] (Divine Favor)
For 15 seconds, Spells targeted against target ally fail.
Energy:15 Cast:1 Recharge:45

Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 30 Health.
Energy:10 Cast:2 Recharge:25

Dwayna's Kiss (Healing Prayers)
Heal target other ally for 60 points and an additional 20 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

Orison of Healing (Healing Prayers)
Heal target ally for 70 points.
Energy:5 Cast:1 Recharge:2

Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 136% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0

Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:12

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Channeling (Inspiration Magic)
For 33 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15


Alternative configuration

Spell Breaker [Elite] (Divine Favor)
For 15 seconds, Spells targeted against target ally fail.
Energy:15 Cast:1 Recharge:45

Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 30 Health.
Energy:10 Cast:2 Recharge:25

Dwayna's Kiss (Healing Prayers)
Heal target other ally for 60 points and an additional 20 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

Healing Touch (Healing Prayers)
Heal target touched ally for 60 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

Infuse Health (Healing Prayers)
Lose half your current Health. Target other ally is healed for 136% of the amount you lost.
Energy:10 Cast:0.25 Recharge:0

Heal Party (Healing Prayers)
Heal entire party for 80 points.
Energy:15 Cast:2 Recharge:2

Inspired Hex (Inspiration Magic)
Remove a Hex from target ally and gain 9 Energy. For 20 seconds, Inspired Hex is replaced with the Hex that was removed.
Energy:5 Cast:1 Recharge:0

Channeling (Inspiration Magic)
For 33 seconds, whenever you cast a Spell, you gain 1 Energy from each foe in the area.
Energy:5 Cast:1 Recharge:15
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Old Apr 17, 2006, 08:47 PM // 20:47   #3
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I run Skalpinou's 1st build but sometimes it changes for the team build I play..
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Old Apr 17, 2006, 09:00 PM // 21:00   #4
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I run the first one as well.

But SB/Infuse is the one place I really suggest not bringing a superior rune. It really dampens the effectiveness of the infuse. I run 14/12/6.
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Old Apr 17, 2006, 09:41 PM // 21:41   #5
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Some groups prefer to go with a WoH/infuse monk instead of SB/infuse which gives the SB monk more ability to heal himself and others. Also, opposing teams expect SB/infuse so you can throw them off a bit by going WoH/infuse instead and just have your SB monk cast SB on the infuser (unless you are on a map where it is more vital to cast SB on your ghostly hero).

The SB/infuse build that I run (or have another guild monk or guest monk run) is quite different:

Spellbreaker
Infuse Health
Healing Seed
Orison of Healing
Heal Party
Aegis
Drain Enchantment
Power Drain

Healing - 14 (10+4)
Divine Favor - 10 (9+1)
Inspiration - 10
Protection - 7 (6+1)

The superior rune can always be armor swapped for a minor when going up against spike teams. Have a 20% enchant staff on one of your weapon sets for spellbreaker, healing seed, and Aegis.

The lack of spammables is reason enough to not bring channeling (just let the other 2 monks do the channeling thing). The 2nd Aegis (primary copy being on the RC prot monk) helps a lot against IWAY, ranger spike teams, and other balanced builds. The 2nd Heal Party (primary copy being on the WoH monk) helps a lot against IWAY and any other non-spike teams. The 2nd Healing Seed (other copy on WoH monk) let's the monks seed each other or have better coverage on the ghostly hero. Drain Enchantment is much more reliable energy management than Inspired Hex (every team uses enchantments but not every team uses hexes). Power drain lets you help your offense disrupt casting based spike and provides superior energy managment without having to place yourself right in the middle of the opposing team. Against IWAY power drain the necro's meteor shower/maelstrom/heal party. Against balanced catch that mesmer's diversion or energy surge or the earth ele's earthquake. Against ranger spike power drain their order of pain.

When infusing, look for "tells" as to whom on your party is about to get spiked such as all their enchantments got removed or they got hexed (and nobody else on your party is hexed).
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Old Apr 18, 2006, 01:05 AM // 01:05   #6
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Here's the infuser build I run.

15/16 DF
9 insp
Rest in Healing (10 I think)


Infuser Health
Healing Touch
Dwayna's Kiss
Depends on group, choices are usually Mend Condition, Life Bond (for a bonder), Heal Other, Signet of Devotion, Orison.
Spellbreaker*
Inspired Hex
Holy Veil
Channeling


I know 16 in DF is alot, but to be honest the gain from Infuse isn't what matters against a spike, it's the cast speed. And I wouldn't advise infusing on anything other than a spike, otherwise it's just more pressure on the other monks. I've occasionally ran a second Seed, Aegis or Heal Party, but I wouldn't advise it too much, I prefer to have my bar made up of much shorter cast speed spells, and leave those to the WoH or E/Mo. Although a second seed is really useful on altar maps.
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Old Apr 18, 2006, 01:41 AM // 01:41   #7
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Healing Prayers, per point, heals for more than Divine Favor. You may have a longer SB, but the difference really isn't too great (3 seconds, maybe).

Two seeds are a requirement - three seeds may be too much, but not being able to seed your WoH monk is a good way for your WoH monk to die.

As for running WoH/Infuse, doing so will make your most efficient heal worthless for your infuser, who will trigger the WoH bonus almost every time.

IMO, Touch is generally a bad idea for any monk in a Halls backline. It effectively removes one of your party heals for an efficient self-heal, but your other monks should be able to heal you effectively and efficiently enough with a Kiss, considering the 1 or 2 enchantments on you at all times (prot/pre-prot with Channelling).
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Old Apr 18, 2006, 02:49 AM // 02:49   #8
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and never drop veil for inspired. if u run into migraine mes its gg.
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Old Apr 18, 2006, 12:07 PM // 12:07   #9
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Thanx guys! Great work I'll try all of these configs and see which is best
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Old Apr 18, 2006, 03:20 PM // 15:20   #10
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Sorry to hijack your thread, but can someone explain how to use SB efficiently?
Currently in Europe surge and migraine teams are very popular and good ones can stop you from casting a single spell if they are allowed to sit on you (esp. migraine/degen ones).
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Old Apr 19, 2006, 01:44 PM // 13:44   #11
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I prefer the second build (HP over Kiss) because I found I'm more useful "spamming" HP than healing only one with Kiss.
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Old Apr 19, 2006, 06:16 PM // 18:16   #12
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Quote:
Originally Posted by cataphract
I prefer the second build (HP over Kiss) because I found I'm more useful "spamming" HP than healing only one with Kiss.
dude, you still play this game?
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Old Apr 19, 2006, 06:43 PM // 18:43   #13
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When I play infuser for a blood/ele spike, I use this setup:
16 Divine
11 Heal
8 Inspiration
2 Domination

20/20 Insightful Healing Staff of Enchanting

Cry of Frustration
Leech Signet
Infuse Health
Healing Touch
Orison of Healing
Dwayna's Kiss
Channeling
Spell Breaker
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Old Apr 19, 2006, 06:48 PM // 18:48   #14
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Quote:
Originally Posted by Rustjive
Healing Prayers, per point, heals for more than Divine Favor. You may have a longer SB, but the difference really isn't too great (3 seconds, maybe).
No. Check orison at each healing level. Orison goes up 3 per level. Having 16 divine and 12 heal is the same as having 12 divine and 16 heal (for orison anyway)

Quote:
Originally Posted by Rustjive
IMO, Touch is generally a bad idea for any monk in a Halls backline. It effectively removes one of your party heals for an efficient self-heal, but your other monks should be able to heal you effectively and efficiently enough with a Kiss, considering the 1 or 2 enchantments on you at all times (prot/pre-prot with Channelling).
EVERY infuser brings touch because it heals you 150+ health for only 5 energy. Perfect to use after an infuse, in case you have to infuse again. If an infuse monk were restricted for only 2 skills, touch would be one of them.
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Old Apr 19, 2006, 07:23 PM // 19:23   #15
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Quote:
Originally Posted by shardfenix
When I play infuser for a blood/ele spike, I use this setup:
16 Divine
11 Heal
8 Inspiration
2 Domination

20/20 Insightful Healing Staff of Enchanting

Cry of Frustration
Leech Signet
Infuse Health
Healing Touch
Orison of Healing
Dwayna's Kiss
Channeling
Spell Breaker

That's an ugly SB/Infuse setup for someone not playing in blood spiker groups. I highly doubt you'd run something like that with a balanced build. There are four main components to the SB/Infuse build (Infuse, Healing Seed, Heal Party, Spell Breaker) and you're missing two of them. The healing spec is too low, but with blood spike it's fine simply because your whole team (with the exception of the spirit spammer) is a monk secondary.
The most widely used build is run like this:

Mo/Me
Healing - 14 (10 + 3 + 1)
Divine - 12 (11 + 1) <-- you need this to achieve a 15 second SB
Inspiration - 10

- Infuse Health
- Orison
- Dwayna's Kiss
- Holy Veil
- Healing Seed
- SB
- Heal Party
- Channeling/Drain Enchant

Veil is superior to Inspired when considering the recharge it affords. The less hexes on your party the better. And if you're efficient with your energy and not just spamming shit everywhere, Channeling/Drain should be all you need. The skills that are most used with this build are Seed for vulnerable allies, SB for the ghost and allies under constant spell pressure (ie. e-denial, ele/blood spikes), and Heal Party to give the WoH and Active Prot a bit of relief. Orison and Dwayna's are utility heals for party members when you're not in immediate need of HP spam. Healing Touch should never be needed if you're running with an experienced monking backline. When dealing with spikes and large adrenal unloads, the infuser shouldn't need to constantly spend 5 energy to heal him/herself after each infuse, otherwise they run out of energy too quickly. While the WoH needs to try and help vs. spikes they should still be able to keep the SB monk at a decent health level after each infuse.
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Old Apr 19, 2006, 07:40 PM // 19:40   #16
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I'm not a big PvPer, but surely any e-surger that realises your casting Heal Party will rather quickly proceed to drain you dry? If its a migraine mesmer you really do have no hope in casting that SB on yourself to save you. With the build i use for E-surge i wouldn't even have to bother draining you really. Heal Party + Power Leak = about 40 energy gone instantly. Channeling can't save you forever if the opponents spread out a bit so your really bringing about your own doom with it imo.
I would probably use somet similar to the build you described w/ Heal Party subbed out for Contemplation of Purity if i was using Channeling. Gives you a few less hexes to worry about.

Like i said, i'm not a hardcore PvPer so i may have hit the wrong nail on the head.

Edit: Actually thinking about it i forgot IWAYs exist for a moment so HP would be useful...
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Old Apr 19, 2006, 08:54 PM // 20:54   #17
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Quote:
Originally Posted by shardfenix
No. Check orison at each healing level. Orison goes up 3 per level. Having 16 divine and 12 heal is the same as having 12 divine and 16 heal (for orison anyway)


EVERY infuser brings touch because it heals you 150+ health for only 5 energy. Perfect to use after an infuse, in case you have to infuse again. If an infuse monk were restricted for only 2 skills, touch would be one of them.
Perhaps if you were only using Orison as your baseline. DF does nothing for Seed, the secondary bonus of Kiss, is markedly less for Infuse, etc. Your bonus lies only in the SB, and the Touch if you decide to bring it.

As for Touch, your use of it is what the other monks are for. Against a spike, your other monks should be healing you, not you yourself. Having to do so will screw your energy. Touch is severely limited in its usage. The most effective heal on an infuser is not Touch - it's WoH. Hence, other monks.
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Old Apr 19, 2006, 09:47 PM // 21:47   #18
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Quote:
Originally Posted by Rustjive
Perhaps if you were only using Orison as your baseline. DF does nothing for Seed, the secondary bonus of Kiss, is markedly less for Infuse, etc. Your bonus lies only in the SB, and the Touch if you decide to bring it.

As for Touch, your use of it is what the other monks are for. Against a spike, your other monks should be healing you, not you yourself. Having to do so will screw your energy. Touch is severely limited in its usage. The most effective heal on an infuser is not Touch - it's WoH. Hence, other monks.
100% agreed. Touch is a greedy skill to use in a 3 monk backline. It gets used primarily because the infuser lacks any trust in the other 2 monks. When this is the case, the group as a whole will have issues. Higher healing prayers is the way to go for more healing from heal party and healing seed. Shaving a few seconds off of spellbreaker isn't going to cost as much as the SB/infuse monk not being energy efficient on the heals.
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Old Apr 20, 2006, 08:58 AM // 08:58   #19
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Although the builds posted in here are more or less your 'standard' SB/Infuse, you should think about the fact that some of the shortcomings in some of them (such as lack of hex removal, lack of energy management, etc) may be (rather, SHOULD be) sourced from outside of the monk's skillbar. Also, depending on what the rest of your team is running, you can alter parts of your bar to suit its playstyle.

Below is our standard SB/Infuse Monk,

Monk/Mesmer
Level: 20

Divine Favor: 11 (10+1)
Healing Prayers: 15 (11+4)
Inspiration Magic: 10

- Infuse Health (Healing Prayers)
- Orison of Healing (Healing Prayers)
- Dwayna's Kiss (Healing Prayers)
- Healing Seed (Healing Prayers)
- Inspired Hex (Inspiration Magic)
- Channeling (Inspiration Magic)
- Spell Breaker [Elite] (Divine Favor)
- Heal Party (Healing Prayers)

The weakness is of course, no Holy Veil, but there are other monks available to take care of hexes. As long as you are aware of the weaknesses, you can prepare for any problems you might have with it.
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Old Apr 20, 2006, 06:21 PM // 18:21   #20
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just run the generic one. it works well and is effective against migraine:

16 heals
12 DF
rest in inspiration

SB
Seed
infuse
dwaynas
orison
ihex
veil
channeling

gg
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