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Old Jul 31, 2005, 06:44 PM // 18:44   #1
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Question W/E Healing methods.

Hey there, on my RPG char that was formerly a W/Mo (now a W/E) i'm finding my switch away from monk hard on the healing front. I used to be able to cope pretty well in PvE and PvP when it came to survival but now I'm stuck, I've become an W/E because of aftershock (you may have guessed that I'm a KD hammer war) but i find that Healing signet just doesn't do the job when it comes to spells like chain/orb lightening. How would you suggest surviving?

Btw my current skills are:
-Devastating hammer
-Sprint
-Irresistible blow
-Heavy blow
-Aftershock
-Obsidian Flame
-Healing signet
-"I will avenge you".

And my Attribute points are as follows:
Hammer mastery: 11+1
Strength: 9+2
Earth magic: 10
Tactics: 5+1

Last edited by DC_Ross_Dark; Jul 31, 2005 at 06:51 PM // 18:51..
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Old Jul 31, 2005, 07:19 PM // 19:19   #2
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You dont, you disrupt or try to kill before you get targeted, while things like blinding flash, cripple, and block evade conditions are your major obstacles to overcome. If you focus on trying to stay alive (pve tactic) you become about as dangerous as a cold in pvp. In pve, focusing on life extention methods like stances, and allow for the monk to do the healing job, since they do it far better than anyone else.

You didnt need to change secondaries to make an effective hammer warrior. Aftershock is nice, but it is also a drain on the energy pool, especially while using other energy based skills. Just focus on trying to streamline how the warrior side works, then find pieces that accent what you are trying to accomplish with the warrior.
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Old Jul 31, 2005, 07:21 PM // 19:21   #3
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Why do you have I will avenge you? Take that out for armor of earth. A warrior using obs. flame that causes exhaustion? What are you thinking? Take ward against melee instead.

I would put more points into tactics instead of str. as in PvE its not that noticeable. Take out sprint for pve and use some tactical move like watch yourself, or add another hammer attack.
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Old Jul 31, 2005, 07:25 PM // 19:25   #4
rii
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W/E as has been said, dont get healing (aside from signet, and i suppose if your spammy you can use unlinked aura of restoration). W/E however, get armour buffs of magnitude and if your kd, you get kd . Wards of course, also help.
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Old Jul 31, 2005, 07:30 PM // 19:30   #5
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I'm not talking HoH here, where monks would be plentiful, i'm talking 4v4's where healing yourself is vital. As for obsidian flame, it's a perfect finishing move, don't diss it.
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Old Jul 31, 2005, 07:43 PM // 19:43   #6
rii
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Only suggestion is stick with healing signet with high tactics, then take a spammy dodge stance. Unfortunately, warriors dont have any . I dont this on a mesmer with distortion and its almost godly (5e 140hp heal with 75% dodge chance woo). However, warriors, and eles have problems. What i would suggest is take armour of earth. Healing signet is no longer double damage, its -40al. So armor of earth, which gives 53 al, counters this. That means whilst using signet, you have a mere +13 al than normal :S. Whatsmore of course, is you have the +53 al after that which means your damage intake will render healing a slightly less important topic... i.e. more hitting things!
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Old Aug 01, 2005, 12:53 AM // 00:53   #7
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A 2 second cast time spell is not something ideal for a finisher, unless you are able to overkill or use in tandem with others aka spike. Brutal honesty time here i think needs to happen.

At your tactics level healing signet is a wasted spot. Trying to use aftershock more than once, while dealing with block evade conditions and using irresistable blow, or runners with sprint and any amount of obsidian flame will leave you with energy issues. Obsidian flame is fine on an elementalist, not so much so on a warrior. Ditch i will avenge you, as you already have problems by the time people start to drop and a resurection signet is many times better for the same slot location. Since you are talking about 4v4 specifically, you really need a res sig to keep the group going. If the warriors arent ressing people, then the battle is already over as they get singled out.

Once you streamline your damage and adrenaline build ability, you will be surprised at how you become more effective, if you arent crippled by conditions. If you die, then you die, but you bought your team time to do what they needed to do and hopefully, they arent running builds like you posted and resurect you before your adrenaline runs out and you can go back to knocking people flat.
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Old Aug 01, 2005, 05:39 PM // 17:39   #8
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I assume this is a PVE build, because it would be unplayable as a PvP build IMO.

First of all, you're splashed into two of the best defensive lines in the game, Earth magic and Tactics, and the only thing you've brought from them are a crappy heal sig and two attacks from Earth magic. As others have said, in PVE you can actually tank...so go ahead and tank. Drop your strength down and pick up Tactics instead. Also, if you're using a helmet with a bonus to strength, stop it. 1 point in Hammer is going to do far more than 1 point in strength.

Forget sprint, unless you have a desperate need for it. Sprint is necessary in PVP, but in PVE you shouldn't need to run- monsters are dumb and will stand there while you beat on them. Your job is to make sure they stick to you and not the squishy targets behind you.

With that in mind, you have a few options:
-Armor of Earth
-Ward Against Melee/Elements
-Defensive Stance
-Disciplined Stance

You're far better off trying to improve your armor rather than worrying about healing. Healing Signet is a fair skill to use, but not when you have 4 or 5 monsters focused on you- if they all nail you while you're at -40 armor you probably wont even heal as much as you lost during those two seconds, especially if your tactics is only at 5.

If you have the energy to spare, you could try Disciplined Stance, otherwise I'd recommend Defensive Stance. There are some differences between them, but they'll both get the job done: Let you tank while you build up adrenaline for your combo.

Armor of Earth is an excellent, often overlooked/underappreicated spell, just make sure you can still gather aggro with your reduced run speed and you'll be ok.
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Last edited by Scaphism; Aug 03, 2005 at 06:01 AM // 06:01..
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Old Aug 01, 2005, 06:01 PM // 18:01   #9
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Simply put, Hope you have a compatant monk. Ditch tatics and go Hammer/STR/Earth.

Get a skill such as Flurry to help that Adrenline build than keep the monk on there rear, I Find more oftain than not in 4v4 Arenas if atleast one other person is attacking the monk in a good Knockdown/Aftershock chain the monk will be down before he has a chance to heal.
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Old Aug 01, 2005, 06:05 PM // 18:05   #10
rii
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Dont ditch tactics, go ham/earth/tac, as was said above.
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Old Aug 01, 2005, 10:26 PM // 22:26   #11
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nooooooob

ur job in pvp 4v4 is to do dmg and disrupt with KD, why do u care about healing...

16 hammer
9 strength
10 earth

Sprint, Bezerker Stance, Backbreaker, Crushing Blow, Mighty Blow, Hammer Bash, Aftershock, Ress sig

and where was ur ress sig in ur original build???? no sig on a warrior? which leads me to question do you know what you are talking about at all...

just charge up and unload Backbreaker, Crushing, Mighty, Bash, and then aftershock, should be a good 300 dmg if you know what you are doing, and have your monk mend ur blind...

tactics are for warriors who dont do their jobs, should be classed along the same lines as a warrior that uses healing hands... hell, if you want to use healing hands/tactics, go play paladin premade
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Old Aug 01, 2005, 10:40 PM // 22:40   #12
rii
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good god man, read the dam post. honestly, your that guy arren was talking about.....

its an rpg char, so pve means he wants earth, tactics and hammer. thats that.

as for pvp, you have a point, but noone above was talking about that.

tactics are for warriors who are tanks in pve, and there are other uses, off the top of my head, shields up, which is reasonable aoe prot against rangers. vim engines are also popular, and i aint never seen no decent runner without charge!

healing hands can work. granted its not as powerful as it was before release, but on a wa/mo its fair enough. If its not healing, its prot against warriors.

Not everyone has to carry a res. Its entirely possible to have one dedicated resser and then maybe one or two (hopefully wa/mo or me/mo) to fast cast or get ignored-ress.

"but i find that Healing signet just doesn't do the job when it comes to spells like chain/orb lightening. How would you suggest surviving?"

which renders the second line of your post somewhat irrelevant, perhaps the rest of it as well.

dont say noob, it grates across my nerves like a file, unless in jest. what doesnt though, is a jovial stfu
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