> Forest of True Sight > Questions & Answers Reload this Page Good Long Range Healing?
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Old Apr 08, 2008, 02:48 AM // 02:48   #21
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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.
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Old Apr 08, 2008, 03:10 AM // 03:10   #22
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breath of great dwarf ftw lol
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Old Apr 08, 2008, 04:15 AM // 04:15   #23
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Quote:
Originally Posted by Sir Tidus
Unless it's for a specific build, you shouldn't ever use a sup rune. The attribute gain is just not worth the health loss. One or two major runes might be ok though. Your health should be no lower than 550.
Fix'd for you.
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Old Apr 08, 2008, 04:27 AM // 04:27   #24
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Quote:
Originally Posted by Targuil
Fix'd for you.
I said at least 480 hp simply because that's your natural health at level 20 (usually a character will have more). Really your health depends on your profession and build. Why 550 of all numbers?
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Old Apr 08, 2008, 04:29 AM // 04:29   #25
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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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Old Apr 08, 2008, 04:37 AM // 04:37   #26
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Quote:
Originally Posted by RPGmaniac
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.
No, actually all survivor + sup vigor gives you 570 hp. Anyways, I don't really agree with the big deal that everyone makes out of survivor's insignia. I think profession based ones are better. You can get health in so many other ways.
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Old Apr 08, 2008, 04:47 AM // 04:47   #27
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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.
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Old Apr 28, 2008, 06:19 PM // 18:19   #28
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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.
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Old Apr 28, 2008, 08:18 PM // 20:18   #29
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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.
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Old Apr 28, 2008, 09:15 PM // 21:15   #30
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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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Old Apr 29, 2008, 12:51 AM // 00:51   #31
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Quote:
Originally Posted by Sir Tidus
Unless it's for a specific build, you shouldn't ever use a sup rune. The attribute gain is just not worth the health loss. One or two major runes might be ok though. Your health should be no lower than 480.
I run 2 sup runes on most of my builds (not my monk, I only use 1 on it) and I rarely die. You just can't be as big of an idiot as you would be with the extra health.
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Old Apr 29, 2008, 01:54 AM // 01:54   #32
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Quote:
Originally Posted by Kapral
I run 2 sup runes on most of my builds (not my monk, I only use 1 on it) and I rarely die. You just can't be as big of an idiot as you would be with the extra health.
Having 2 sup runes increases your speed at killing things in PvE. However, you can in no way justify that it's benefitial to overall combat.

Last edited by Sir Tidus; Apr 29, 2008 at 01:58 AM // 01:58..
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