Divine Favour is what seperates the monk primaries from the secondaries, that little extra punch all of their spells have (triggers for any monk skill on an ally).
Well, take that little punch (41 more healing at 13 divine favour), and add Divine Boon (64 more healing at 13 Divine Favour), and suddenly, no matter what monk spell you cast, you heal 105 per cast.
At 13 Healing Prayers, Orison of Healing does 63 by itself, which is already 1 less than the Divine Boon bonus by itself, and Orison costs 5 per cast, while Boon 'costs' 2 per cast (ups the price by 2, anyway) and a pip of regeneration.
You could completely lack healing prayers and heal for massive amounts using Divine Boon with high divine favour alone, or supercharge your healing skills. What's not to like about a Word of Healing that heals 250?
The only problem I've had using a Divine Boon build is that with such immense healing at the extra cost of energy and energy regen, you've got to be VERY careful with your energy management, and in random pickup groups, you often end up wasting quite a bit trodding on other healer's toes.
I suppose in the end, it's just for faster healing in a shorter time period, although it can be highly energy efficient as well.
I mean, consider this:
2 major runes, headgear for DF, healing and divine favour (12/12 attribute points)-
Running Divine Boon
Healing Touch - 235 healing
Word of Healing - 304 healing (when life is under 50%)
Orison of Healing - 194 healing
Over-healing can and will happen, even without the major runes, and I suggest learning when to turn Divine Boon on and off, and at 5 energy, 1/4th second casting time, and no recharge, it shouldn't be difficult to maintain when needed, and put down when not, for energy conservation.
|