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Old Oct 05, 2005, 09:11 AM // 09:11   #21
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Seriously, I think pure monk is best choice.
And pure healing or protection with divine favor is what makes ultimate monk.

If you put points into something else to gain energy - you loose healing/prot power.
My trick is to take W/Mo in a group for energy management and this warrior is still doing great damage (pure adrenaline). Or other way is blood necro with blood is power...
THIS IS CALLED TEAM STRATEGY.

Better to do one task at the time, but do it at the best! If you want to do all in the same time, most of these builds don't work.
Well, seriously, who would take monk protection/healing/divine in HoH? It will be 4x more effective if it was one monk protection/divine and other monk healing/divine.

/the only skills from other proffesions I'm not agains't - are the ones that don't need attributes
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Old Oct 05, 2005, 10:13 AM // 10:13   #22
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Dimitri, you got some good points about pure monk, but you're contradictory. First you say a monk should have more heal only spells, then you switch over to prot monk which was never in the discussion and then you go back and say that heal monks are just there to heal the targetted allies in the team that got protected?

make your mind up abit.
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Old Oct 05, 2005, 10:38 AM // 10:38   #23
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Quote:
Originally Posted by Bast
Wouldn't hurt to have Infuse Health on one of them and Heal Other on the other one. I kinda dislike Dwayna's Kiss, but if there's hex/enchant stacking going on it could be worth it. Otherwise, take Orison.

This is a basic energy-managed healer attribute spread:
11+1+1/3 Healing
10+1 Divine
10 Blood
1+1 Smite (useless, but what the hell).

In Arena I use a minor healing rune. You have to decide if having another +6-12ish healed from each heal spell is worth giving up 75 life for a superior healing when you're a primary target. In Arena, its definitely not worth it because you'll be the only healer most of the time. In Tombs/GVG you can get away with it. I'm undecided as to whether the superior is worth it even there. The 10 in Blood nets you 11 energy from Offering (16-5).

If your other monks are competent you can probably launch Healing Touch for something else since getting crosshealed by someone else is a more efficient heal than Touch is.
Dwayna's Kiss is more efficient than Orison with only ONE hex/enchantment on the target other ally. And when there isn't a hex or enchantment on the target ally, Infuse Health or Heal Other are good choices. Dwayna's Kiss is my mainstay as an "other ally" heal.

16 Heal
Dwayna's 0 Hex/Enchant = 63 | 12.6 HP/Energy
Orison = 73 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 84 | 14.6 HP/Energy
Heal Other = 190 | 19 HP/Energy
Dwayna's 2 Hex/Enchant = 105 | 21 HP/Energy
Dwayna's 1 Hex/Enchant = 126 | 25.2 HP/Energy


13 Heal
Dwayna's 0 Hex/Enchant = 54 | 10.8 HP/Energy
Orison = 63 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 72 | 14.4 HP/Energy
Heal Other = 161 | 16.1 HP/Energy
Dwayna's 2 Hex/Enchant = 90 | 18 HP/Energy
Dwayna's 3 Hex/Enchant = 108 | 21.6 HP/Energy
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Old Oct 05, 2005, 10:52 AM // 10:52   #24
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You never want to carry heal other and word of healing. It's over kill for healing. This is my heal build usually
1. Word of Healing {e}
2. Dwayna's Kiss
3. Orison of Healing
4. Healing Touch
5. Healing Seed
6. Drain Enchantment
7. Inspired Hex
8. Smite Hex/Aegis.

16 Heal
10 inspiration
9 Divine

W/ Aegis
15 Heal
10 inspiration
7 Divine
Rest into prot (Should be 8/9)

Either of these builds never have energy problems. I never use channeling-Just doesn't really work for me :/

Quote:
Originally Posted by wheel
Dwayna's Kiss is more efficient than Orison with only ONE hex/enchantment on the target other ally. And when there isn't a hex or enchantment on the target ally, Infuse Health or Heal Other are good choices. Dwayna's Kiss is my mainstay as an "other ally" heal.

16 Heal
Dwayna's 0 Hex/Enchant = 63 | 12.6 HP/Energy
Orison = 73 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 84 | 14.6 HP/Energy
Heal Other = 190 | 19 HP/Energy
Dwayna's 2 Hex/Enchant = 105 | 21 HP/Energy
Dwayna's 1 Hex/Enchant = 126 | 25.2 HP/Energy


13 Heal
Dwayna's 0 Hex/Enchant = 54 | 10.8 HP/Energy
Orison = 63 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 72 | 14.4 HP/Energy
Heal Other = 161 | 16.1 HP/Energy
Dwayna's 2 Hex/Enchant = 90 | 18 HP/Energy
Dwayna's 3 Hex/Enchant = 108 | 21.6 HP/Energy
This man knows what he is talking about . I'd rather have Dwayna's on my bar then orison. Dwayna's kiss is like the restore condition of prot! Without being elite. It's great to heal your ghostly hero for over 200 on a 5 energy heal
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Old Oct 05, 2005, 12:49 PM // 12:49   #25
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Guys, dont take so much healing spells as:
Dwayna's, orison, word of healing, healother.
Word of healing and healother would be enough.

Try to get more energy management skills into your build, and more selfprotection against hexes!!!!

as ANet nerfed the leeching mesmer skills, hexes are your worst ennemies, SO DO SOMETHING AGAINST IT, its so easy. Holy Veil, Hexbreaker. Thats the best actual combo I can think off. If you have the space you can take inspire hex for the worst case, when they spamm hexes on you.
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Old Oct 05, 2005, 01:33 PM // 13:33   #26
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Quote:
Originally Posted by Entropius
As elite energy management skills from secondaries go, Mantra of Recall probably beats out Offering of Blood.

It gives you nearly as much juice, doesn't cost life, and is an enchantment that you don't mind getting removed. Plus, putting points into Blood gives you nothing else besides Offering; Inspiration gives you Inspired Hex and Channeling, both of which are amazing skills.

You can also use Contemplation of Purity along with Mantra of Recall to pull some neat tricks.
I was under the impression that you only get the energy back if the enchantment "ends" naturally, after 20 seconds. I don't think you get the benefit if someone removes or shatters it, but I could be wrong.

If this is the case, MoR is pretty risky. It would be much more usable if they made it a stance like most of the other mantras.
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Old Oct 05, 2005, 01:56 PM // 13:56   #27
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The CoR+Recall build's pretty solid for random arenas, since you're constantly denying hex's and conditions on yourself, being able to save that inspired hex or mend ailment for someone else, and running some nice energy management at the same time. I like to combine it with a prot booner for a fun and pretty solid build.

Mend Ailment
Contemplation of Purity
Mantra of Recall
Reversal of Fortune
Guardian/Shielding Hands
Divine Boon
Inspired Hex
Drain Enchantment/Power Drain

16 Divine
9 Protecton
10 Inspiration

Don't have to worry about condition/hex stacking. Don't have to worry much about energy denial either, since you're basically storing it somewhere else for a higher profit later on, which you have complete control of unless there's mass enchantment removal. In the case of enchantment removal, good. He gave you the energy when you were going to need it (enchantment removal is usually followed by spikes). If you were full, well, the situations not critical, so either way it's pretty neutral, and when you get better, run power drain over drain enchantment. This is pretty much the basic build I give most people who want to run a solid monk.

Ofcourse, for higher competion, I prefer Offering of Blood as energy management, and essentially, an entirely different build.

Last edited by Shinsei; Oct 05, 2005 at 02:04 PM // 14:04..
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Old Oct 05, 2005, 03:25 PM // 15:25   #28
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Quote:
Originally Posted by Dont Look At My
If you have a question to improvement to your monk build or about a special problem you have to face as monk. Ask in here please. No other posts please.
If you want your own column, don't post on these boards. This forum is for discussion. If it's unclear, reread the forum guidelines.
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Old Oct 05, 2005, 03:34 PM // 15:34   #29
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Quote:
Originally Posted by cookiehoarder
You never want to carry heal other and word of healing. It's over kill for healing. This is my heal build usually
1. Word of Healing {e}
2. Dwayna's Kiss
3. Orison of Healing
4. Healing Touch
5. Healing Seed
6. Drain Enchantment
7. Inspired Hex
8. Smite Hex/Aegis.

16 Heal
10 inspiration
9 Divine
This is very close to my build, only I bring divine healing instead of smite hex, and I run typically 13 in both healing and divine favour, with 10 in inspiration. If you have 13 in both attribs, instead of the 16 and 9 that you have, all the heals will be identical in terms of HP healed, except for healing touch, which will be considerably stronger with more points in divine, and it opens up divine healing as a viable skill for you to use on altars and healing balls
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Old Oct 05, 2005, 07:01 PM // 19:01   #30
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If you are wanting to know the general power and efficiencies of Healing skills, check out my Healing Efficiencies and Divine Favor Bonus thread
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Old Oct 05, 2005, 09:52 PM // 21:52   #31
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Quote:
Originally Posted by Effigy
I was under the impression that you only get the energy back if the enchantment "ends" naturally, after 20 seconds. I don't think you get the benefit if someone removes or shatters it, but I could be wrong.
If an enchantment is removed, it counts as ending, so you get the energy immediately.
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