Apr 08, 2008, 02:48 AM // 02:48 | #21 |
Wilds Pathfinder
Join Date: Jan 2007
Location: Alberta
Guild: Charter Vanguard [CV]
Profession: Mo/
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What the others have said is true, KMV. 55 monks are for solo farming. Their builds are delicate and specialized for specific areas, and they cannot help others. When you are playing party support, you need to have as much health as possible so that if you get in trouble, you have the best possible chance of surviving the encounter. Replace both your superior runes with minor ones.
Regarding your original question, there are a few spells that can heal out of aggro range, but they are either weak (Light of Deliverance) or expensive (Heal Party) - both are intended not so much as long-range healing, but as party-wide healing. It's better to practice using energy-efficient aggro-range support skills. You're right about one thing though: Healing Touch is to be used on yourself, nobody else. My final piece of advice is this: Protection Prayers are more work to learn to use, but much more powerful than Healing Prayers. Learn to prot intelligently and you will be able to spend much less time healing and rezzing. |
Apr 08, 2008, 03:10 AM // 03:10 | #22 |
Academy Page
Join Date: Oct 2007
Location: St Louis
Guild: La Cosa Snowstra [SNOW]
Profession: N/A
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breath of great dwarf ftw lol
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Apr 08, 2008, 04:15 AM // 04:15 | #23 | |
Krytan Explorer
Join Date: Oct 2007
Location: Tampere, Finland
Guild: Keep Dreaming [Yawn]
Profession: E/
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Apr 08, 2008, 04:27 AM // 04:27 | #24 | |
Wilds Pathfinder
Join Date: Jan 2008
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Apr 08, 2008, 04:29 AM // 04:29 | #25 |
Desert Nomad
Join Date: Aug 2005
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I believe that's the amount of health you'd have if you had all survivor insignias, a superior vigor, and no major or superior runes. Give or take a vitae and a fortitude mod.
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Apr 08, 2008, 04:37 AM // 04:37 | #26 | |
Wilds Pathfinder
Join Date: Jan 2008
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Apr 08, 2008, 04:47 AM // 04:47 | #27 |
Desert Nomad
Join Date: Aug 2005
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Meh, close enough
I don't like most of the profession specific insignias, except for windwalker's and centurion's. I'd rather just have the health. Just about everything else is too conditional or just not worth it. That's a different arguement though. This is about party-wide healing. |
Apr 28, 2008, 06:19 PM // 18:19 | #28 |
Frost Gate Guardian
Join Date: Feb 2008
Location: East Coast USA
Profession: Me/Mo
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I stripped off the sup runes and kept one major with any other bonuses coming from minors and weapons/offhands. The Drok's and Deldrimor greens are +30 and +60 so I can toy around with those depending on whether I need health over nrg/enchant extension.
The wide-area suggestions here worked well enough. I'm still not great a monking but I don't play with foolish ells that try to tank. I spend more time removing conditions and hexes then really needing to "save lives". Good stuff here people. Thanks. |
Apr 28, 2008, 08:18 PM // 20:18 | #29 |
Furnace Stoker
Join Date: Mar 2007
Guild: Our Crabs Know True [LOVE]
Profession: R/
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Knowing where to position yourself, and how to kite is far more important that health. I run 455-485 (480-75+50+30) health on my Monk, and do not have problems with monsters ganging up on me due to low health. I always make sure I let the team initiate aggro, and if using hero+hench, I call a target when in range to make them go in first (ctrl+shift+space). Survivor Insignias are not used on any of my caster classes. I use Radiant, Minion Master, or Blessed.
1 Superior Rune is fine, as long as you know how to handle aggro. If you don't have issues with armor swapping between builds, etc., then I'd suggest running Minors or Majors. If I didn't use the same head gear for my standard and my 55 build, my Monk would be using a Minor rune instead. |
Apr 28, 2008, 09:15 PM // 21:15 | #30 |
Academy Page
Join Date: Nov 2005
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If you are really concerned with this go /Rt for [protective was kaolai], an extremely powerful heal as it can be front loaded before combat and used twice, essentially an out of aggro partywide heal of 150ish for 10 nrg. Also, along the lines of out of aggro healing, you can cast [recuperation] which puts mending on the entire party for 45 seconds at a cost of 25 energy. The range on the spirit is quite large, and if you are dealing with mostly pressure damage as opposed to spike, the nrg is well worth the cost IMO.
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Apr 29, 2008, 12:51 AM // 00:51 | #31 | |
Lion's Arch Merchant
Join Date: Dec 2007
Guild: [LOD]
Profession: R/
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Apr 29, 2008, 01:54 AM // 01:54 | #32 | |
Wilds Pathfinder
Join Date: Jan 2008
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Last edited by Sir Tidus; Apr 29, 2008 at 01:58 AM // 01:58.. |
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