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Old Aug 07, 2005, 11:57 PM // 23:57   #1
Ascalonian Squire
 
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Cool Helping Newbie Tombs Healing Monks

I am not saying I am extremely good or that I am better then you, I am just trying to help out newbie monks in tombs. By talking to people better then me and using my own expiriences I have learned what spells are good and not good to use in tombs. The first thing that came as a shock to me is that Healing Breeze is not good to use
in role playing it is good but in tombs it is too time consuming and too much energy for no tthat good of help. Healing seed should be a staple in healing monks because it can stall damage infliction for about 20 seconds while you can heal the person to full health. I use word of healing as well because it can heal them about 130 in desperate situations (belon 50 percent health). I also use healing touch and orison of healing for some low energy heals to use on yourself. You should also bring a ressurrection signet and possily a ressurect or restore life becuse it can be quite useful in Burial Mounds if you are the only one left. (restore or ressurect are not really needed though). those are the only ones i reccomend you use, but for the last 2 spots i use mend ailment and smite hex to get rid of some conditions and hexes for just 5 energy. so those our my thoughts please respond back if i helped you or just for feedback.
whisper me any time ud like
-Munk Masta

Last edited by Munk Masta; Aug 08, 2005 at 12:58 AM // 00:58..
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Old Aug 08, 2005, 01:16 AM // 01:16   #2
Ascalonian Squire
 
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if uve seen this plz give me your thoughts
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Old Aug 08, 2005, 01:23 AM // 01:23   #3
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That looks familiar...maybe because it's a PvP Template.

Remove Hex > Smite Hex. A little bit of damage isn't worth that long recharge.

Personally, I would rather have any rez but Restore Life. Standing still in the middle of combat doing what's obviously a rez for 8 seconds is asking for death. Ressurect, Vengence, Unyielding Aura, and Rebirth are all inferior in effect, but you can use them from a distance and through terrain. I tend to take the worst of the worst, Ressurect, simply because it has the fewest downsides.

Last edited by ComMan; Aug 08, 2005 at 01:26 AM // 01:26..
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Old Aug 08, 2005, 01:45 AM // 01:45   #4
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Most people who prefer Smite Hex to Remove Hex do so for the shorter cast time, not the damage.
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Old Aug 08, 2005, 02:14 AM // 02:14   #5
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I bring a res sig to tombs if I am monking and I have a free slot, but generally I don't bring any res spells/sig since you are main target most of the time and the time taken to res is time wasted to heal your team.

My fave monk spell has to be Dwaynas Kiss, its cheap and fairly spammable and heals tons when someone is enchanted/hexed.

Inspired hex is also pretty useful as it gains some energy back although you won't be able to make much use of the hex itself.
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Old Aug 08, 2005, 02:31 AM // 02:31   #6
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the choice between smite/remove/inspired depends on how much energy regen you have as a monk and how many people have hex removal. QZ also makes a big difference.

Monks should not really have a res in pvp generally. Too open to disruption and usually they need their 8 slots more than most other setups.

Playing a monk effectively generally involves fast reflexes/action, quick decisions, and battlefield awareness.
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Old Aug 08, 2005, 02:39 AM // 02:39   #7
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Signet of Devotion
Orison of Healing
Dwayna's Kiss
Heal Other
Healing Seed
Healing Touch
Inspired Hex, Remove Hex, Smite Hex
Energy Drain*, Offering of Blood*

...is what I usually run.
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Old Aug 08, 2005, 02:51 AM // 02:51   #8
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Signent of Devotion is not really worth it IMO. It's about the same as an Orison, and Mesmer interrupts don't affect it, but you can't spam it. Useful, but not there are more useful skills.

Most Tombs teams have more than 1 monk, but most tombs teams also have Frozen Soil. I'd rather have a rez than not though, just in case I'm not the first to go down.

Isn't Dwayna's Kiss an "other ally" spell? I've been known to take Heal Other from time to time, but I generally tend to stick to spells that I can heal myself with...since that's what I usually end up doing.

But while we're all talking about monk skills, what do the experts out there think of Divine Boon?
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Old Aug 08, 2005, 03:04 AM // 03:04   #9
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I sometimes bring ressurect because if i am in a group that i know is good enough to be HoH Worthy because in burial mounds anything can happen. If my priest dies and most of my team is going down I like to have a ressurect so i can run away and come back and rez my whole team later when other teams get distracted.
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Old Aug 08, 2005, 03:25 AM // 03:25   #10
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Signet of Devotion is handy when backfired or drained. If a monk is going to be a rez bring a Res Sig. Leave the perma res to a monk secondary (Or a resmer.)
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Old Aug 08, 2005, 04:32 AM // 04:32   #11
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Well, I have to disagree with healing breeze- it's generally on my skill bar because it is one of those few skills that is effective in keeping me alive. 20 health per second isn't enough by itself, but when combined with other skills like healing touch or orison, it helps considerably. As for energy efficiency, it's much better than most other healing skills- at 16 healing(where I usually run), you get 10 pips for 10 seconds- meaning 10 energy for 200 health. Compared to Heal Other, orison, etc, you're getting better efficiency at the cost of a longer duration for the effect to take place. You just need to back it up with direct heals to let it run it's duration.

I don't usually bring Signet of Devotion unless I'm playing a boon healer- it's too long of a cast time for too small of an effect, especially when you consider that it doesn't get your divine favor healing bonus. Orison does considerably more healing for half the cast time. However, Signet of Devotion can be useful if you're at 0 energy and waiting to recharge enough for a real heal.

Word of Healing is a nice spell, but one that I've been moving away from. Usually for a healing monk, I'll bring either an elite energy gain skill(energy drain/offering of blood), or Spell Breaker.

Hex removal is a tough one, and one that is often better dealt with by a Me/Mo. However, when I bring it on a healer, I'll almost always use Remove Hex. Inspired hex can be nice on a mez secondary, but the recharge on Inspired Hex and Smite Hex is overly long. However, a large amount of hex removal is not generally worthwhile, and I'll often take Inspired to take care of things like Backfire on other healers, and just deal with the hexes as they come.

For an actual setup, I'll generally bring something like:
Orison of Healing
Dwayna's Kiss
Healing Breeze
Healing Seed
Infuse Health
Healing Touch
Spell Breaker{E}(or Energy Drain/Offering of Blood)
Chanelling/Inspired Hex/Remove Hex/Bonetti's Defense/whatever else I want
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Old Aug 08, 2005, 06:07 AM // 06:07   #12
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Quote:
Originally Posted by Munk Masta
Healing Breeze is not good to use
I'm gonna have to say that's false. I assume you have a 20% enchanting mod on your monk's staff, which you have no excuse not to. In that case, a 12 second healing breeze will heal for 216 health plus your divine favor bonus, over its course. It surpasses orison and heal other in terms of health/energy, and it's definitelly not a bad spell.

It might not be a good solution to spike damage, but if you lay it down when a target begins taking damage, and start healing through that damage the way you normally would, your energy bar will be in much better shape than if you were without breeze. Not to mention it negates DoT damage, while with standard heals you'd most likely end up over-healing and wasting energy.
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Old Aug 08, 2005, 06:17 AM // 06:17   #13
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If used correctly, healing breeze will give you alot more health than most spells. You also don't have to depend on having people attacking the person with 55% health.

Healing breeze allows you to ignor the person's healing needs for a short time. Word of healing requires that yoor friend be below 50% health to get the full effect. Word of Healing makes unseasoned monks wait for their healies to get to 50% health before healing them.

Healing touch requires you to TOUCH your party member, meaning running into the fray just to poke him.

Nah, I'll stick with the healing breeze. Easier healing, more long time effect. O.o
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Old Aug 08, 2005, 06:22 AM // 06:22   #14
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Word of healing is bugged...dont use it.
Also isnt healing breeze a enchantment? Shattered.
Orison healing? heal other? instant.
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Old Aug 08, 2005, 06:42 AM // 06:42   #15
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Quote:
Originally Posted by Sagius Truthbarron
Healing touch requires you to TOUCH your party member, meaning running into the fray just to poke him.
In PvP, Healing Touch should be used on no one but yourself. Orison, Kiss, WoH, etc are what you use on other people.

As for Healing Breeze, I normally use it to counter condition/hex degen rather than to "heal." (When I take it at all, that is.)

CMB
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Old Aug 08, 2005, 07:07 AM // 07:07   #16
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Word of healing works. Use it at 33% instead of 50%.

Here's a tombs healer that works.

Mo/Me
Heal 15
Divine 12
Insp 6

Healing Touch
Orison of Healing
Word of Healing {E}
Heal Other
Healing Seed
Inspired Hex
Channeling
(open)
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Old Aug 08, 2005, 07:16 AM // 07:16   #17
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My setup depends on whether I play in a normal group or a spirits group. As we all know, spirit spammers tend to carry Greater Conflagration and Winter - thus making me use Mantra of Frost. In any other case I'm using Hex Breaker, it's even good at 0 domination, so I like it a lot for a Mo/Me.

Healing Touch
Orison of Healing
Dwayna's Kiss
Word of Healing {E}
Heal Area
Healing Seed
Mantra of Frost / Hex Breaker
Rez Signet

Healing Seed is very good against Smiters and for KotH as is Heal Area. Heck, I'd rather heal an opposing warrior hitting me when I can heal myself and probably some of my allies for 190 points (16 healing prayers, 228 for myself due to divine favor). Normally that tank won't be targeted by my team anyway, so it does no harm to heal him

Sometimes I also feel like playing Martyr/Mend Ailment (usually substitute the Seed for Mend Ailment), with Mend Ailment healing extra for each remaining condition, that's often quite a large heal for myself in the end with the additional benefit of removing all conditions from my team members.
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Old Aug 08, 2005, 08:01 AM // 08:01   #18
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When i play a healer i usually go smthing like this:

WoH {E}
Orison
Healing Touch
Smite/Inspire Hex
Healing Seed
Glyph/Hex Breaker/AoE
Ward(s)/Channeling/Energy Tap
Rez Sig

I think healing breeze is similar to devine intervention .. looks good on the paper but very situational in practice.
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Old Aug 08, 2005, 08:31 AM // 08:31   #19
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heal other is horrible.
remove hex/shatter hex are horrible.
Hex Breaker / Inspired Hex.
Channeling / Energy Drain for Energy Managment
Breeze Is Horrible.
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Old Aug 08, 2005, 10:07 AM // 10:07   #20
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Healing Breeze has a downside that was enough for me to take it away from my PvP build: it normally take 2 seconds to cast. Nowaday NR is everywhere so enchants are really expensive to cast. Only enchantment I take is healing seed and/or RoF.

Healing Seed because it is so damn usefull against smiter and RoF because it has such a short cast time that NR is no problem.

@banishd:
so what skills are not horrible?
Heal Other is not very efficient but sometimes you need a big 'bang'. WoH is an elite and has a 'long' cooldown. that are 2 serious drawbacks...
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