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Old Dec 11, 2005, 03:58 AM // 03:58   #1
Krytan Explorer
 
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Default Monk Healer in Arenas

Well as it stands the metagame makes it extremly hard to be a healer, by this I mean a pure healer. With so much interruption, spike damage, knockdown and whatnot pure healers are termed as "squishy monks". The more the healer devotes to healing the squishier he becomes. This can be frustrating to those who want to run a healer build without any mix up with protection and such. As I write this Im playing in TA testing my theory and what I find is mostly exactly what I expected. So here it is coming from a monk experienced in arenas. How to be a healer and die being one

ok. The first thing is Pure healers are squishy. Keep this in your mind. Unless theres a prot monk to cover yer butt you wont hold much damage specially if you are using full tats like I do. However all is not lost! First things first. Don't invest in protection throw that out the window. If you want uber healing go all heal, divine favor and some on your secondary to complement. In my case I play Mo/Me so Im hitting arenas with what I know healers of the Mo/Me kind can do best: Namely hex management and energy management.

So with the prot and such out of the way lets pick up four 5 healing spells. That's right Word of Healing is a must and so is Dwayna's Kiss. Next there's four slot opens. I tend to take always the follwing: Inspired Hex. Its good hex management AND energy to boot. Next is a matter of taste. I normally take Divine Boon to spike powerful heals AND fuel Contemplation. I take Contemplation to further manage self healing and hex management. Finally Holy Veil if you want to further increase your hex removal capacity as well as having another nice enchant to cover you up and fuel Contemplate.

At this moment I tried testing with Channeling but this skill is best left for the prot booner who can be much more daring... instead of the squishy healer who has to be away from enemies.

Now once you have your healer heres the most important things:

First off make sure you join up in Team Arenas, and with a good offensive team that knows their game. The faster the enemy dies the less at risk you are. When I play this build I usually play with three rangers, or three mesmers or other nasty combos of the kind (Lich Necro, Axe Warrior, IW Mesmer) or spikers.

Second AND THIS IS MOST IMPORTANT: MOVE YER ASS. RUN. NEVER EVER STAND STILL except to cast a heal and self heal when needed. Always keep in movement.

Third and this one ties with the above: DO NOT RUN AWAY FROM YOUR TEAMMATES. Ok so you are under fire and sheat we know Ive been there BUT RUNNING away from your team is worse. You open yourself to letting them die and ultimately yourself since you have no backup. Therefore I tend to weave in and out running circles around my teammates always on the move.

Fourth when fighting Rangers TAKE COVER. Sure they interrupt as hell. But that doesn't mean they are infalible. Takinc cover, moving away from them and putting something in between helps a lot, specially since your spells can reach yer teammates.

Fifth hex are your friends IF you know what you are doing. They provide your energy with Inspired. Not only that but with this build Dwayna's Kiss booned and while target is hexed is amazingly effective. Also Holy Veil then Kiss then remove veil is awesome for this matter.

Sixth don't get frustrated. This is important. You are SQUISHY you might die depending on the field and enemy. Don't panic. Await rezzing and be prepare to unleas a Word and run like the dickens again. I normally unleash a Word and run then boon and self heal if need be while running to regain energy.

Yeah this all sounds complicated. But hey no one said being the doctor in the battle field was going to be easy.
Zhou Feng is offline   Reply With Quote
Old Dec 11, 2005, 06:07 AM // 06:07   #2
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Join Date: Sep 2005
Guild: Ring of Steel
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You might sum up some bits while adding more.

1. Terrain is your friend. Terrain is your enemy.

2. Mantra of Resolve.

3. Do not fall into being consistent with spell recycle when facing interrupters. I found when I played my ranger vs. Healer monks I could time the recycle of Healing Touch and Distracting Shot that with ease.
Vexed Arcanist is offline   Reply With Quote
Old Dec 12, 2005, 12:22 AM // 00:22   #3
Krytan Explorer
 
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by Vexed Arcanist
You might sum up some bits while adding more.

1. Terrain is your friend. Terrain is your enemy.

2. Mantra of Resolve.

3. Do not fall into being consistent with spell recycle when facing interrupters. I found when I played my ranger vs. Healer monks I could time the recycle of Healing Touch and Distracting Shot that with ease.
Hmmm never tried MoResolve since it has an energy drain and I try to keep energy management up with my "squishy build" It works good though. As for spell recycle yeah with this build you have to be real smart. I prefer to go for quick heal casts after faking a heal or something of the kind. For example today I had an ele spiker on me and a ranger interrupter. I managed to survive because I move a lot and timed my heals and such.

Also I want to add. Make sure your team is also pretty self sufficient. in other words that your team has a god survivability so it gives you a breather in healing. I find these groups to be really effective since you can concentrate easier on keeping them up with "spike" heals while you run around like mad.
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