Guys I wanted to ask for some opinions about these Wand and Offhand sets. I am new to healing as a monk and people recommend me the Scareater or Hahans Oath? for a good Monk weapon. Well after monking for 2 days I started to realize that they suck lol. I don’t need my healing skills to cast faster cause they cast in like a sec, or recharge faster cause they recharge in like 3-5 secs and have 3 spamable heals that will heal while others recharge. I don’t use enchantments so 20% enchants longer doesn’t matter to me. I did notice one thing. *ENERGY* is golden. I need all the energy I can get. So I made these sets to max our energy with some useful bonuses like more HP and attribute plus 1. Anyway let me know which you Professional monks would think is best to use with my (PvE Healer) build. Thanks.
Deceitful Scepter
Holy Dmg: 11-22 (Requires 9 Healing Prayers)
Halves skill recharge of healing prayers spells (Chance: 20%)
Energy +15
Energy Regeneration-1
Rien’s Sacrifice
Energy+12 (Requires9 Healing Prayers)
Healing Prayers+1 (20% Chance while using skills)
Health+30
--Total--
Energy+27
Holy Dmg: 11-22 (Requires 9 Healing Prayers)
Halves skill recharge of healing prayers spells (Chance: 20%)
Healing Prayers+1 (20% Chance while using skills)
Energy Regeneration-1
Health+30
-or-
Deceitful Scepter
Holy Dmg: 11-22 (Requires 9 Healing Prayers)
Halves skill recharge of healing prayers spells (Chance: 20%)
Energy +15
Energy Regeneration-1
Miella’s Focus
Energy+12 (Requires9 Protection Prayers)
Energy +15
Energy Regeneration-1
Health+30
My Skills
1. Dwayna's Kiss
2. Orison of Healing
3. Signet of Rejuvenation
4. Healing Ribbon
5. Light of Deliverrence
6. Dismiss Condition
7. Renew Life
8. That new remove hex from GW:EN that heals member if hex is removed. For got name XD.
My Armor is Radiant.
My Attributes: 15 Healing, 11 Divine, 11 Protection.
Last edited by Guardian Of Legend; Sep 21, 2007 at 03:52 PM // 15:52..
Never run a - regen set as your main set. Use a defensive swap (Martial and shield with 15-5 and +30), +5 energy 20% enchant version of that for your second swap, a 40/40 set (a wand and offhand with Halves casting time and halves skill recharge 20%), and a 30/-2 regen set like you posted.
You say you need energy, but the sets you posted will hurt your energy. You can last longer at the start of a battle, but the regen will kill you twice as fast, in effect.
Also, as a side note, don't run a bar full of heals. Prot ftw.
i can count the number of useful healing spells on one hand: LoD, infuse, gift, words of comfort, dwayna's kiss. the last two are situational at best. most of the time, only the first three are of any use.
in other words, run a hybrid monk. whoever suggested that you run a bar full of healing crap is a retard.
Pure healing bars are for Hard Mode monking with Healer's Boon. if you're doing a lot of H/Hing, you want more self healing than the average monk build supplies. If not, it is better from a team standpoint to stay out of the tank's agro bubble and heal from the edge.
Most people have explained that -regen sets are bad for a main set. an emergency energy set (2 -1+15, wand and offhand) is preferable as a substitute (weaponswap) for those times when you're team is under pressure and having trouble killing stuff...or just after a combat rez when everyone is dying. Its a chance to salvage the fight, not a set you want to sit in.
For HBoon monking, I run a double HSR set wand and offhand. You may think you don't need it, but its nicer to spam Dwayna's Kiss on an ally with enchantments than it is to spam DKiss and then Orison. hmm...I probably put that wrong. Think of it this way: HSR wand+offhand sets give you more options per cast, instead of using something less because your "better" heal is recycling at the time.
When not HMing, I tend to run a hybrid LoD bar when healing. Condition removal heals when there is a condition (or enchantment in Dissmiss's case) so it should heal when you need it to. Cure Hex is my #1 healing monk hex removal. I've come to expect all my casts to heal for a lot when I cast them, so having a hex removal that does too is very nice. Because i have prots on my bar in a hybrid, another weapon swap is added: +20% enchant spear and an HSR offhand.
A good monk is frequently swapping between weapons to get their benifit. if you want to cast a prot, swap to F2, hit#3. Want to hit your LoD next? swap F1 hit 2, etc. its not as much 123-123-123-123FOUR! as with other characters. but doing that, your skills recycle faster and your enchants stay up a little longer. You're casting what you need where you need it, and it works to best effect for your build. because of this, energy becomes easier to manage.
The last set I like to use is a shield and +AL sword. Even without anything invested in tactics, strength or command, a 16AL shield gives me 8 armor...and a +5AL sword gives me +5 armor. Most people prefer +30 HP sets all around, but I like an AL set to give me armor. Its why I swapped to it. All together, I get 13 Al for it, which is nice if I get trained.
So thats four weapon swaps for heal monking:
1HSR wand with+30HP and 1HSR offhand +30HP
1+20% enchant weapon+5energy and 1HSR (PROT) +30 when hybrid monking
1-1+15 +30HP wand and 1-1+15 +30HP offhand (DF so I can use for prot, smite and healing builds)
1+5 AL(or +30HP) weapon and a shield with =30 HP mod (I like the reduce cripple mod the best on them so thats my main set for trains)
I swap between 1 and 2 a lot, 4 when I am taking damage and 3 when I need to...but I never stay in 3. I drop to three, cast, and then back up to 1 or two. That way, I always have 4 pips of regen while I'm not casting.
GGs
Last edited by Melody Cross; Sep 22, 2007 at 08:07 PM // 20:07..
Weapons:
I am not a fan of negative regen weapons or offhands with monking, with the possible exception of it being crunch time, you're out of e and the next few seconds determine whether it is a party wipe or a win. As a backup set it would be okay, but not a primary without someone dedicated to BiP.
Melody hit on a number of good points in regards to weapons and switching. You need to be aware of the situation and use the appropriate tools for that situation. Half Cast Time is great in those hairy situations where you need to spam skills in the midst of a pile of inspiration mesmers or Mobrin decides to lay the smacketh directly down on your MM. Half Skill Recovery aids you more when your deep froze squishies are being pummeled by frenzied warriors, your SF eles are being backfired to death and/or your meleers are swinging at air because they can't see.
Skills:
Quote:
My Skills
1. Dwayna's Kiss
2. Orison of Healing
3. Signet of Rejuvenation
4. Healing Ribbon
5. Light of Deliverrence
6. Dismiss Condition
7. Renew Life
8. That new remove hex from GW:EN that heals member if hex is removed. For got name XD.
I'd replace Healing Ribbon with Protective Spirit (PS). Yes there is a danger that there might be an enchantment stripper out there, but the benefits of having it available usually outweigh not having it. For instance, with our friend Mobrin, Lord of the Marsh targets your MM who has 480hp and hits with Crippling Slash (~260 dmg) and quickly follows with Gash (~360 dmg). Chances are that your MM is dead and his minions are running free without a serious spike heal or damage reduction. With PS, Crippling Sweep and Gash total out at 96 damage, which could be healed easily with a single cast of Dwayna's Kiss.
I'd also replace Renew Life with Resurrection Chant. Chant has a lower cost, further range, most likely restores more health and undoubtedly more energy. This is largely personal preference based on it's use being largely after a fight and in limited numbers. Another choice would be to substitute Death Pact Signet and wait out the 2 minutes before sending them into the slaughter.
An option you may also consider is changing out Signet of Rejuvenation for Reversal of Fortune (RoF). While RoF has a disadvantage of having a cost (5) it has a serious benefit in speed (1/4 vs 1) , damage prevention and refresh (2 vs 8).
Another option, which may be useful if in a hex happy place is replacing Cure Hex with Remove Hex.
Attributes:
Quote:
My Attributes: 15 Healing, 11 Divine, 11 Protection.
Okay, if math serves me correctly that's 11+3+1, 10+1 and 10+1. This is a bit of a waste, since you have 1 Protection Prayers skill: Dismiss Condition.
There are four ways you can approach this issue:
1. 12+1+1 Healing, 11+1 Divine, 6+1 Protection
This would be recommended if you add more Protection Prayers spells into your bar. This would allow for good healing while maintaining more hit points; 510 if using a +30 staff/offhand without a vigor or vitae rune vs 435 running in the same situation with a superior rune. Since monsters trigger off of lower armor and hitpoint party members first, chances are that there is someone in the party lower than yourself *cough*eles*cough*.
2. 12+1+1 Healing, 12+1 Divine, 3+1 Protection
This would be recommended if you keep the bar the same as the one you listed. Unless rolling with a bonder, casting on someone who enchants themself (ie: eles, dervs or paladin builds), you'll merely get the divine favor bonus and not the additional healing. Again, you will have decent hitpoints even without investing in a vigor or vitae rune. The benefit of having 13 divine rather than 12 equates to an additional 3 points of healing
3. 12+3+1 Healing, 12+1 Divine, 3+1 Protection
This really is not recommended unless you are going to be spamming LoD or Dwayna's on players with enchants/hexes. Orison (and Dwayna's without bonus) yields 6 more health, LoD 10 and in your build Healing Ribbon 12 more health than with a minor rune. The lower protection would again be used if you kept your build with only the one Prot Prayers spell.
4. 12+3+1 Healing, 11+1 Divine, 6+1 Protection
See reservations on #3. The raised Prot Prayers would be beneficial if you are using more spells such as PS and/or RoF.