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Old May 17, 2006, 01:22 AM // 01:22   #1
Ado
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Default SB/infuser, guide and tactics

I wanted to share my expierences and thoughts to help people out who want to try this very interesting build.

First, playing this build ain't easy, but like every other build, it can be learned.

Attributes

Healing: 15
Divine: 12
Inpiration: 8

Skills

1. Infuse Health
2. Orision of Healing
3. Dwanya's Kiss
4. Healing touch, Heal Other, Heal Party, Healing Whisper*
5. Healing Seed
6. Spellbreaker [E]
7. Channeling
8. Holy Veil

Equipement:

energy +5 sword of enchanting and 20/20 healing ankh

* the choice of one of these skills is subject to heavy debate. The thing is that all those skills have their advantages and disadvantages. I strongly recommend to consult your other teammembers which skill to bring, since they will effect the teambuild in general.

How to play:

There are some things to keep in mind when playing infuser. One of the harder aspects (this goes for a monk in general) is energymanagement. The danger of playing infuser is overhealing. Try to "feel" when you need to use a certain skill. Don't spam your skills like crazy unless your team is under heavy pressure. Channeling is your source for keeping energy up. This skill however, requires that you have foes around you, meaning that you'll be in the heat of battle. You'll have to kite and heal at the same time. This can be a troublesome expierence, especially if you're playing it for the first time. Keep an eye out for hexspells on you. The 2 most annoying ones on a monk are Migraine and Diversion. Also look where your other teammembers are. Don't ball up but don't get too divided either.

Deeper insight on the skills:

I won't address skills 2, 3, 4 and 7 since it is obvious what they are for.

Infuse Health: using this skill is tricky cause you will lose half your current health. Therefor, infusing is of course most effective when you're at full health. Unless you have healing touch equiped, coordinate with the WoH monk in your team (if there is one) when infusing. This is important because of the rechargetime of WoH. If he just used it on someone else and you've infused, you can get into nasty trouble if a foe notices this. In general, don't infuse an ally when he is above 30% health. Also don't infuse when you're under heavy attack unless you're enchanted by protective spirit or other protskills. Again, coordinate your actions with your teammembers. I'll discuss infusing against spikers later in this thread.

Healing Seed: use this skill on "hot targets" in your team. Always call out the number of your ally on ts/vent when seeding someone to prevent doubleseeding.

Spellbreaker: use this skill when you notice an ally is continiously being hexed. But beware of the 15 energy cost. When under heavy pressure, keeping your team alive goes before using Spellbreaker.

Holy Veil: use it to remove the most dangerous hexspells first. It's important that your allies tell you with which spell they are hexed. When removing a hex, always call out your allies number on ts/vent to prevent double hexremoving.


Infusing against spikers.

This is without a doubt the hardest part when playing SB/infuse. You'll have to be extremely fast to infuse a spike in time. Also, you have to try to predict the spiketarget. You might think it will be a monk, but often, a highdamage outputter or you yourself will be the first target of a spike. To prevent that you'll be the first spike stay at the back of the team. However, make sure all of your allies are within your aggrobubble.

Some difficulty's you will run into when infusing against spikers.

Some spikes are so extremely fast that you just have no time to respond to them. This is something you have to live with (although it keeps pissing me off). I have witnessed spikes that all of the targets health was gone in a split second. Another problem is lagging. After the 26-5 update there has been a significant increase of lag, especially during american primetime. (i'm european but I often play late at night so it bothers me to). Nothing you can do about that, just hope your teammembers will understand it.

Prespike: this is done by spikerteams to confuse you. They do a bit damage on 1 target, then quickly switch to another one and spike that target.

Adrenalinespike: this is done by balanced teams and dualsmiterteams. When the warriors adrenaline is full, he calls for a spike on a single target. Usually your team is not at full health, making it harder to see which target is being spiked.


I could write a whole lot more on playing infuser (maptactics etc), but this is just a guide to get you started. You'll learn the most by just playing it. So get off Guru and make an infuser!

Any comments and thoughts on this little guide are welcome. We (including myself) can all learn from sharing eachothers views and expierences.

Last edited by Ado; May 29, 2006 at 02:24 AM // 02:24.. Reason: Added info
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Old May 17, 2006, 02:08 AM // 02:08   #2
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the adrenaline spike should be dealed by the prot monk , not the infuser , a guardian can destroy the spike with only 5 energy. plus for a prot monk is easier diverge his eye from the party window and watch where the enemy warrior are going.
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Old May 17, 2006, 04:17 AM // 04:17   #3
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in my experience its important to try to divide your attention between teh screen and party window. Sometimes the actions on the screen will be a dead give away, like a drain or a phantom pain casted on someone. Remember what the skill animations for these look like and try to time it right. Just don't try to over-predict it.
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Old May 17, 2006, 05:14 AM // 05:14   #4
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you intend on infusing with 455 health?
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Old May 17, 2006, 05:49 AM // 05:49   #5
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Neglecting the +30/45 H offhand as being constant to both comparisons, if taken,

With 13 (12+1) Healing:

131% of 530/2 = 347.5 heal one catch


With 15 (12+3) Healing:

138% of 455/2 = 313.95 heal one catch


This difference widens when you start taking into account any damage which the infuser took just before he tried to catch a spike at a teammate. The difference at max health is 33.55, the difference at -100 health is 36.7. For every 10 point of damage you have on you, your healing efficiency (in comparison), goes down by 3 health for your ally.

For example, at -100 from max health:

530-100 = 430/2 = 215 = 131% of 215 = 281.65
455-100 = 355/2 = 177.5 = 138% of 177.5 = 244.95

and so on.

As an infuser you shouldn't be trying overtime to use itsy heals, or you increase your chances of being caught on the wrong foot against a spike. Your primary job is to cancel spikes. You can do this effectively enough with both approaches. However, the use of superior healing definitely is a disadvantage when dealing with burst damage against yourself.

Yes, you heal for more without the superior healing. But that's not why it might be a bad reason to slap it on. While there is a difference, it hardly effects the effectiveness of your catching the spike. Spike catching is only a measure of your reflexes, your positioning and the other team's incompetence. Nothing else. The superior healing is bad as far as absolute healing with Infuse goes, but not by much.

The issue at hand is wether you're making it easy on the other team to spike YOU out of hand with the use of that superior Healing, when as far as your primary group role is concerned the superior healing is of little or no consequence.

And by the way, what little consequence it is of, it's because it's actually a negative effect on your primary group role.

Last edited by Terminal; May 17, 2006 at 05:59 AM // 05:59..
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Old May 17, 2006, 07:19 AM // 07:19   #6
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Quote:
Originally Posted by Terminal

As an infuser you shouldn't be trying overtime to use itsy heals, or you increase your chances of being caught on the wrong foot against a spike. Your primary job is to cancel spikes. You can do this effectively enough with both approaches. However, the use of superior healing definitely is a disadvantage when dealing with burst damage against yourself.
Exactly the point why I dislike a dedicated infuser.

The first thing is usefull in is SB the first attacker against the zaishens...

the second thing he is usefull countering spikes....

But if not encountering "stupid" players that makes it usefull to cast your SB (target swapping....) or spike, the infuse/SB monk is pretty useless.

It misses a lot of flexibility, when trying to heal pressure damage, he might be caught by suprise by a spike (especially with multi-team battles, like HoH). Also pressure will be on the infuser by every spike team very fast after IDing him. Still every balanced team takes a infuse/SB monk in the backline...

In general I would advice trying to fit in infuse on a less expecting build. Also some nice new faction skills are around. Or just do it the GvG way: PS/spirit bond.

Just my thoughts on the infuse/SB'er....
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Old May 17, 2006, 08:09 AM // 08:09   #7
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Using only channeling as energy management is a bit risky, i usually run inspired hex instead of that holy veil.
When infusing against a spike team you should also watch the spikers so you know when to expect the spike (just select them and check their progressbar on the casting), you can also see how the spikers turn when they are spiking to get a clue of which target they are about to spike.
Spellbreaking yourself for the first spike might also be a good tactic since spike teams usually have a tendency to try to pick off the infuser first.
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Old May 17, 2006, 10:05 AM // 10:05   #8
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The build ain't perfect, but thats the case with virtually every build since you can only choose 8 skills.

Choosing between inspired hex and holy veil is difficult. The 12 sec recharge of veil compared to the 20 of ihex, is good because their are many hexteams around. However the energygain form ihex is nice of course, as well as the fact you can't waste it in case doubleremoving a hex does happen.

Regarding the health issue when playing against spikers, this is true of course. However, you won't be facing spikers all the time. The solution is of course to bring both a 20/20 focus and a +health focus. But taking in account the calculation done by Terminal, the +35 healing doesn't help much against spikers, since the damage of a spike usually exceeds 500 damage anyhow.

Adrenaline spikers usually call a target which is on 50% or less health in order to finish him off quickly. Guardian or even protective spirit, is not likely to save that person if the whole team is under heavy pressure already. But this also depends on the fact if the opponents team is running with 1 or 2 warriors, aegis and wards. However, a clever warrior wouldn't call for a spike when the team is under effect of both a ward and aegis.

Superior Healing can give a disadvantage, but, your role on the team is more than simply infusing, you're a support healer.

Blocparty made a good comment there. Playing infuser is like driving a car, don't focus your view on a single spot but try to overview the general situation.

I also share the views that bringing an infuser isn't always nescessary. However that discussion shouldn't be in this thread, after all, this thread is about playing infuser

Thanks for the comments so far.
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Old May 17, 2006, 01:25 PM // 13:25   #9
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You forgot Heal Party..

Also depending on your team, Kiss may not be needed.

I will type more when I get home.
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Old May 17, 2006, 02:24 PM // 14:24   #10
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personally i use drain enchant over channelin for energy management, it *may* generate less energy over time, but you shouldnt be close enough to enemies as an infusor to gain anything from channeling anyways
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Old May 17, 2006, 03:46 PM // 15:46   #11
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well in ha where theres not really a backline the infuser cant really attempt to stay back against a nonspike team
going against my team you are just asking to get killed by a evis spike if you are a monk hanging back outside your teams wards
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Old May 17, 2006, 03:54 PM // 15:54   #12
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i think the new thing now is to drop sb for something else.
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Old May 17, 2006, 10:31 PM // 22:31   #13
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Quote:
Originally Posted by Ado
The build ain't perfect, but thats the case with virtually every build since you can only choose 8 skills.

Choosing between inspired hex and holy veil is difficult. The 12 sec recharge of veil compared to the 20 of ihex, is good because their are many hexteams around. However the energygain form ihex is nice of course, as well as the fact you can't waste it in case doubleremoving a hex does happen.

Regarding the health issue when playing against spikers, this is true of course. However, you won't be facing spikers all the time. The solution is of course to bring both a 20/20 focus and a +health focus. But taking in account the calculation done by Terminal, the +35 healing doesn't help much against spikers, since the damage of a spike usually exceeds 500 damage anyhow.

Adrenaline spikers usually call a target which is on 50% or less health in order to finish him off quickly. Guardian or even protective spirit, is not likely to save that person if the whole team is under heavy pressure already. But this also depends on the fact if the opponents team is running with 1 or 2 warriors, aegis and wards. However, a clever warrior wouldn't call for a spike when the team is under effect of both a ward and aegis.

Superior Healing can give a disadvantage, but, your role on the team is more than simply infusing, you're a support healer.

Blocparty made a good comment there. Playing infuser is like driving a car, don't focus your view on a single spot but try to overview the general situation.

I also share the views that bringing an infuser isn't always nescessary. However that discussion shouldn't be in this thread, after all, this thread is about playing infuser

Thanks for the comments so far.
Honestly you have too many heal skills. I would take out #4 and replace it for inspired hex, have healing at 14, divine at 12, and inspiration at 6 with 560-590 health (either +5 eng sword w/ 30h/20% enchant, & +30 icon). Honestly, I would probably go with 590 health as an infuser, since the only enchantments you have are channeling, which will only last about 6 seconds longer, and heal seed, which will last 2-3 seconds longer, which wont necessarily win you hall of heroes. The 20% enchant is more for the prot monks, but its all preference I would prefer more health since this is the infuser position plus there are a lot of hex degen groups in halls. Holy veil is vital for any/all monks to have in HoH due to the popular fotm build "Migraine Mesmer", which is a joke when a monk knows how to use veil.
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Old May 17, 2006, 11:17 PM // 23:17   #14
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Quote:
Originally Posted by Terminal
Yes, you heal for more without the superior healing. But that's not why it might be a bad reason to slap it on. While there is a difference, it hardly effects the effectiveness of your catching the spike. Spike catching is only a measure of your reflexes, your positioning and the other team's incompetence. Nothing else. The superior healing is bad as far as absolute healing with Infuse goes, but not by much.

The issue at hand is wether you're making it easy on the other team to spike YOU out of hand with the use of that superior Healing, when as far as your primary group role is concerned the superior healing is of little or no consequence.
Spike catching as an SB/infuse monk is rare. Sometimes, you can pick up a telegraph of who the spike target is like an enchant removal from a party member when you had Aegis up or seeing the brief moment of pink from phantom pain on an ally. In such cases, you can cast infuse on your ally and basically heal at the same time the spike arrive. In the general case, however, catching spikes is not the way to counter spike teams. Really smart spike teams can make moves to throw off the information you are receiving as the infuser to cause you to infuse the wrong person leaving you in a position where it is not possible for you to get healed back to full health and infuse again in time. It is far simpler for your team to just interrupt part of the spike to make it non-lethal and then you just infuse before the afterspike comes.

Against spike teams, an SB/infuser should wear a minor rune. Against adrenal spike and IWAY teams, the SB/infuser should wear a superior healing for for a stronger heal party and healing seed. It's that simple.

Quote:
Originally Posted by nohooiam
i think the new thing now is to drop sb for something else.
Due to the nature of HA and an unmoving ghostly hero bound to an altar, spellbreaker and healing seed are still very critical skills for capping and holding. Not 100% necessary, but they do make holding go much smoother. Spellbreaker+guardian makes for a very difficult hero to interrupt when capping. Spellbreaker+guardian+ward of stability makes it extremely difficult for an opposing team to interrupt your ghostly. So for those reading who are still looking to use an SB/infuse monk in their build, I feel there are 4 core must-have skills:

Spellbreaker - for the ghostly, but can find a multitude of creative uses
Infuse Health - for dealing with afterspikes, for healing your ghostly fast
Heal Party - for the party, how can you pass on this skill when you have so many points in healing prayers already
Healing Seed - for the ghostly, happens to also be a nice counter to smite teams

This leaves 4 skill slots open and you still need some energy management, some means to heal yourself (they certain team builds may allow you to get by without a self heal), and perhaps some condition and/or hex removal (again depends on what your other team members are using). For energy management, I would avoid using channeling as this skill only encourages you to cast your cheap crappy skills often which is not what a SB/infuse monk is about. Solid choices for energy management are drain enchantment, inspired hex, and power drain. For a self heal you still want to be able to heal others with it and the ghostly as well, so I find orison and ethereal light to be the best options. Healing touch is just too limited in how it can be used. For condition removal (if your team needs you to carry it), consider mend condition or extinguish. For hex removal (again if your team needs you to carry it), holy veil and inspired hex are the best options.

I have played around with many different setups for SB/infuse over the past two months, but here is my favorite one to use:

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

Healing - 15 (11+4)
Divine Favor - 9 (8+1)
Protection - 7 (6+1)
Inspiration - 10

Tips for use - combine it with a prot monk and a heal monk that each have a condition removal skill and each have one or two hex removal skills. Avoid casting orison as much as possible and use as much of your energy as possible on your money spells - Heal Party, Aegis, Spellbreaker, and Healing Seed. Use drain enchantment and power drain to quickly gain back large amounts of energy fueling your next round of money spells. On non altar maps, play it like a GvG flag runner and stay out of the main fray using your party spells from afar. On altar maps, consider yourself the personal protector of your ghostly hero. Against spike teams (the non-adrenal variety) use most of your energy on Infuse Health, Spellbreaker, and Aegis (against ranger spike or to help mess over the opponent's Oath Shot).

Last edited by Divineshadows; May 17, 2006 at 11:21 PM // 23:21..
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Old May 18, 2006, 01:32 AM // 01:32   #15
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Divineshadows, I won't quote your post cause of the space but your build looks interesting. However, it can cause some problems mainly because of 2 reasons. Drain enchantment requiers you to TAB through the enemies to find an echantent one, and power drain is an interupt. This draws the attention away from healing. After all, you have to wait for an enemy to cast a spell. That can be quite risky when your team is under heavy pressure.
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Old May 18, 2006, 09:37 AM // 09:37   #16
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Quote:
Originally Posted by Ado
...and power drain is an interupt. This draws the attention away from healing. After all, you have to wait for an enemy to cast a spell. That can be quite risky when your team is under heavy pressure.
But Power Draining the Order of Pain in a Ranger Spike, and then infusing the now gimped spike... is awesome.

<3 Wheel.
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Old May 18, 2006, 10:46 AM // 10:46   #17
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Quote:
Originally Posted by JR-
But Power Draining the Order of Pain in a Ranger Spike, and then infusing the now gimped spike... is awesome.

<3 Wheel.
The comment i made in my first thread about skills having advantages and disadvantages applies here as well.

I would also like to mention that the build which I've posted isn't always the build which I'm running as an infuser, but was intended as a build which works in most cases and gets new players started (call it a cookiecutter build if you may). I choose my skills depending on the teambuild. IMO there is not "one" build when playing infuser. There are many options to concider, but this goes for every profession.
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Old May 19, 2006, 01:48 PM // 13:48   #18
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Quote:
Originally Posted by nohooiam
i think the new thing now is to drop sb for something else.
is it? that's really cool!

i have tried an Aura of the Faith infuser a bit back in a halls group with some friends, it was wondrous.


Anyway, on topic.

i'm pretty sure lots of people prefer too only use a minor rune of healing there sir, as while infusing against a spike it's much easier with higher health.

Divine Shadows, it seems too me that you don't have enough normal heals there, orison is the only one. I'd personally drop aegis for healing touch, and it looks alot better... even though you still only have 1 spammable heal.

anyhoo, cheerio.

Last edited by ubard; May 19, 2006 at 01:55 PM // 13:55..
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Old May 22, 2006, 01:37 PM // 13:37   #19
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Sb. Direct Heal. Infuse. Direct Heal. Healing Seed. Heal Party. Hex Removal. Hex Removal. Energy Management.

There is your standard bar.

If you team only wants one hex removal, you have the option to toss in another direct heal, or another energy management.
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Old May 22, 2006, 11:13 PM // 23:13   #20
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Quote:
Originally Posted by dare49devil
Sb. Direct Heal. Infuse. Direct Heal. Healing Seed. Heal Party. Hex Removal. Hex Removal. Energy Management.

There is your standard bar.
Standard Korean bar perhaps...you have 9 skills.
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