Jan 15, 2006, 04:16 AM // 04:16
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#1
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Pre-Searing Cadet
Join Date: Aug 2005
Location: Under Your House
Guild: Order of Octagon
Profession: E/
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Healing Build
Not sure if this build has been posted before, But this is a build my friend gave me to use and it works really well for me.
Profession: Mo/me
Name: Energy Saving Healing Build?
Type: Mainly PvE
Category: Healer
Attributes: Healing-12 (Rune of Sup Healing +3, Servants Scalp Design +1) Divine Favor- 10 (Rune of Minor Divine +1) Protection- 0 (Rune of Minor Prot +1) [This should make you have 16 Healing, 11 Divine Favor, and 1 Protection] Also, I use Superior Vigor.
TIP:Put your Sup. Prayer spell on the matching scalp design, IE Sup. Healing- Servents Scalp, Sup. Protection- Defenders Scalp. This is so if you wish to switch monk type, all you have to do is switch your scalp design and still get maximum on that attribute.
Equipment: Armor: Full Ascetics Armor, Weapon: The Yakslapper
NOTE:After you get all the runes and items that I use, your health should be 455 HP and 52 Energy.
Skills Set:- Rebirth(Protection)
- Mend Ailment(Protection)
- {Elite}Word of Healing(Healing)
- Infuse Health(Healing)
- Orision of Healing(Healing)
- Healing Breeze(Healing)
- Healing Seed(Healing)
- Heal Party(Healing)
NOTE:This is the order I use. It is sorda by priority, 1 and 2, used only when needed. 3 and 4 used on other party members. 5 and 6 used on your self. 7 Not used often, takes a while to recharge. 8 Used only in emergencies.
Summary:- Rebirth- Brings back to life a fallen party member. Use this only when it is safe to because it will drain all of your energy.
- Mend Ailment- This removes one condition from a party member (including your self) and heals +9 for every remaining condition. Use this when ever you see a dark red or dark green down arrow next to a party member's name. keep on trying to remove them all, but always heal the person before you use this. This works on your self as well.
- {Elite}Word of Healing- This is your primary healing spell. It heals 84 points, and +106 when the party member's health is below 50%. You CAN NOT use this on your self. Timing is key; wait untill the party members health is close to half way and then heal. Just use your instinct.
- Infuse Health-This is your backup healing spell. If Word of Healing is still recharging, and you still need to heal someone desperatly, use this; only if the persons health is below half tho. This spell takes away half of your health and gives more than 130% of it to target ally. You can not use this on your self.
- Orision of Healing- Use this to ehal your self when you need it, mainly after you have just used Infuse Health. You can always use this when you need a little fix on another party memeber, but try to use Word of Healing as your primary.
- Healing Breeze- This is just like above, use it when you need to heal your self or for a minor heal of a party member.
- Healing Seed- Give this to your primary tank at the beginning of battle, and once it has recharged.
- Heal Party- Use this for emergenciess to heal all of the party, although, don't wait untill the whole party gets low on health, try to use it only if you notice that all of the party is steadly loosing health and you know its going to be hard to heal all of them.
Notes & Concerns: I have tried to use this build with PvP before, but I didn't do to hot. Because, A. There are no spells to defend your self, B. There are little spells to heal your self, C. Its hard to keep all of the party members close enough to heal all of them. Remember, Timing is key. If you have a good group, you should never get lower then about 15 energy. I use this build in SF all the time and it works great. I use it everywhere else with no modifications all the time as well and that works fine too! Good luck and have fun!
Credit: Credit goes to Sacred Sanctuary, They told me about this build and it has worked really well for me ever sence.
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Jan 15, 2006, 04:29 AM // 04:29
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#2
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Krytan Explorer
Join Date: Aug 2005
Location: in a chasm too comprehense for the nature of humans
Profession: A/P
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He doesn't have the 15 pt attribute quests finished. Little something similar to my healing build but I have 16 healing and 13 divine. Skill setup: healing seed, orison, infuse health (swapped for dwayna's kiss for sf run), word of healing, heal other, healing breeze, mend ailment, rebirth.
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Jan 15, 2006, 04:35 AM // 04:35
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#3
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Jungle Guide
Join Date: Sep 2005
Guild: Arcane Nexus [ANX]
Profession: N/Mo
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interesting, different healing build. My only concern is that you havent completed the 15 pt attribute quests (2). My healing build allows me to have 16 Healing, 13 Divine, and 3 Protection. The only superior runes I have equipped are Sup Healing and Sup Vigor. The build looks interesting, but that Infuse Health sacrifices too much health for my tastes (in PvE).
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Jan 15, 2006, 07:28 AM // 07:28
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#4
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Jungle Guide
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I don't see the need for Infuse Health either. If you're far enough in the game where enemies are doing lots of damage, then you probably have a protection Monk in your party. Prot. Spirit, Guardian, and RoF are enough to ensure that you never need Infuse Health.
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Jan 15, 2006, 07:38 AM // 07:38
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#5
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Academy Page
Join Date: Jan 2006
Location: at my pc
Guild: Greeklords
Profession: R/Mo
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Well u don't need the infuse health a remove hex would be very good and what about the energy how you save energy?!?You din't mentioned channeling or something like that you must have a really good group so your energy can't get lower that 15 but noone is perfect when you come along with newbies how you save energy?!?
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Jan 15, 2006, 07:44 AM // 07:44
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#6
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Wilds Pathfinder
Join Date: Aug 2005
Location: Upstate
Profession: Me/
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Quote:
Healing Breeze- This is just like above, use it when you need to heal your self or for a minor heal of a party member.
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With a 10e cost, I certainly hope you're not throwing Breeze around as if it was a good minor heal. Sure, it has uses, but if you use it to top off people, you'll be out of energy fast.
If you insist on using Infuse, you may want to use Healing Touch as a self-heal.
Quote:
# {Elite}Word of Healing- This is your primary healing spell. It heals 84 points, and +106 when the party member's health is below 50%. You CAN NOT use this on your self. Timing is key; wait untill the party members health is close to half way and then heal. Just use your instinct.
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I can't say I like trying for Word's bonus when under 50%. It's just not safe, and very much not nessacary. I'm not saying don't use word, but to intentionaly not wait untill the player is under 50%. 84 healing for 5e, with a 3/4 cast time is still better than orision.
Edit: Yay for proofreading ;P
Last edited by Katari; Jan 15, 2006 at 11:34 PM // 23:34..
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Jan 15, 2006, 12:34 PM // 12:34
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#7
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Banned
Join Date: Dec 2005
Guild: Afk Mac N Cheeze Dun [LOOL]
Profession: Mo/N
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Here is my build... I think you are going to run into lots of energy problems if using the build above:
1) Rebirth
2) Essence Bond
3) Orison Of Healing
4) Heal Other
5) Heal Party / Heal Area (If you have minions)
6) Healing Breese
7) Healing Seed
8) Healing Hands
Now lots of people online seem to knock healing hands and IMO its because they don't know how to use it properly... or aren't with the right team.. I primary run with advanced groups who are good at keeping the agro on the warrior..
Essence Bond is essential for any healing build IMO... I have been in FoW with a 4 man team, clearing the spiders (4 man team because the other 4 people droped), and we had a ranger tanking the book... I could litterly spam orizon, healing breese, healing hands and healing seed as soon as they recharged.. you need to make sure you offset healing seed and breese, there will be a 5 second window where there is no seed and no hands, but thats ok because u can spam orison... even while doing this I maintain 80% of my energy level.. This is HIGHLY effective in any type of Book or Keg or Gear Farm build.. With essence bond you should be EXPLODING with energy..
Even if the entire team is taking damage, I generally seed the warrior and keep healing hands on the monk or necro (who the enemys always want to attack), just to make sure I'm not wasting all my energy healing them...
Some people swear by Word, I however I rarely use it... where I generally farm (UW, FoW, Shiverpeaks) Hands seems to be more effective for the group.
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Jan 15, 2006, 11:20 PM // 23:20
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#8
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Wilds Pathfinder
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A couple points:
1. I'm confused. What's with all the 10 energy spells in this thread? And why are people actually using Healing Breeze, Heal Party, and Heal Other?
On a bar that contains World of Healing, you should have exactly zero 10 energy spells (except for maybe Infuse Health in PvP). Dwayna's Kiss and Vigorous Spirit are two that come to mind that I haven't seen in this thead.
And if you still want bigger heals, just add Divine Boon with your 5 energy spells (for 7 energy spells). That'll still save you more energy than if you're throwing 10 energy spells around.
2. I like how the thead author's build has a condition remover, but I don't like how the above build lacks one. IMO, EVERY monk should have a condition remover, even if you're a pure healer and have little/no points in protection. This is as nonnegotiable as a rez spell in my eyes; EVERY monk needs one, period.
3. I'm glad someone brought this up:
"I can't say I like trying for Word's bonus when under 50%. It's just not safe, and very much not nessacary. I'm not saying don't use word, but to intentionaly not wait untill the player is under 50%. 84 healing for 5 hp, with a 3/4 cast time is still better than orision."
Great point and well said.
The key to World of Healing is to not play games with it. Don't play the "waiting game" with this spell, because by then it could be too late. Use it along with Orison as your workhorse heal. It's like two skills in one: a second Orison when times are good, and an emergency spike heal when things get hairy, all in one slot (take THAT Heal Other).
When things get hairy, try to coordinate World and Orison so that the players with the lowest HP get World while the others get Orison, but never intentionally wait for a bar to get below 50% for World. If you need to cast World on a player at or above 50% because Orison is recharging, just cast it and move on. So try to coordinate the two skills so you get the bonus as much as possible when your party is in trouble and you need emergency spike heals, but NEVER play the waiting game with it, or your party could be in even bigger trouble when a teammate drops during your 1 second cast because you waited too long.
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Jan 15, 2006, 11:40 PM // 23:40
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#9
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Jungle Guide
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Quote:
Originally Posted by Linsys
1) Rebirth
2) Essence Bond
3) Orison Of Healing
4) Heal Other
5) Heal Party / Heal Area (If you have minions)
6) Healing Breese
7) Healing Seed
8) Healing Hands
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OTOH, if you're in a group that doesn't use the book trick, then you've got a couple wasted skills. Remove Hex and Mend Ailment would be far better for a general purpose healing build.
Quote:
Originally Posted by Grammar
1. I'm confused. What's with all the 10 energy spells in this thread? And why are people actually using Healing Breeze, Heal Party, and Heal Other?
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Heal Party is very efficient against AoEs (or if your team can't keep aggro on the tanks). There's nothing wrong with 10 energy spells. Healing Seed and Divine Spirit are 10 energy and they can be far more efficient than a 5 mana cost spell.
I don't see nearly enough Signet of Devotion in this thread. It's a great heal spell. It's about as powerful as Orison, but free. Unless you're getting spiked, it's the best heal a Monk can use.
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Jan 15, 2006, 11:58 PM // 23:58
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#10
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Wilds Pathfinder
Join Date: Aug 2005
Location: Upstate
Profession: Me/
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My healing build is:
Healing Touch
Orision of Healing
Word of Healing
Dywana's Kiss
Healing Breeze (rarely used, I might just drop it.), or Mend Ailment
Healing Seed, or Vig Sprit.
Sig of Devotion or Holy Veil or Remove Hex or Essence Bond
Resurect, Rebirth, or Restore Life
On SF runs, I skip the condition removal. With Mel's Arrows, and Posion Arrow so common, I find having condition removal on both monks to be very redundent.
I only use Essence Bond when there is some agro-magnet around. Since non-physical damage dosn't trigger it, I find it not to be worthwhile otherwise. Same goes for Seed. With a 10e cost, 2s cast time, and 25s cooldown, it simply isn't worthwhile unless there is a dedicated agro-magnet.
Now Healing Breeze. Breeze heals for 180+DF (or 216 with 20% enchanting) for 10e. Orision heals for ~113 after DF (assuming ~13DF) for 5e.
Breeze Heals for: 25.7hp/e
Orision Heals for: 22.6hp/e
So what is the problem? Well, overhealing is the problem. People typicaly do not use Breeze as they should.Topping people off, or casting Breeze, then another heal are both very common uses for Breeze. If you cast Breeze, and then 6 seconds latter, that target is at full hp, breeze just healed 14.9hp/e. When self-heals, and other monks are taken into account, the problem becomes very apparent. Players are very cautions when it comes to healing. Most are not content to just sit there and let Breeze do its work. Monks have a habbit of trying not only to keep players alive, but if they can, keep players at full hp.
You wouldn't use Heal Other to heal 50 points of damage, but many monks would use Breeze to do that, and that is the problem with Breeze.
(Numbers assuming 16 healing, 9 regen breeze, 13 Df, and that healing from DF rounds down If they are a little off, it dosn't have a very signifigant effect.)
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Jan 15, 2006, 11:58 PM // 23:58
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#11
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Pre-Searing Cadet
Join Date: Aug 2005
Location: Under Your House
Guild: Order of Octagon
Profession: E/
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The reason it saves energy because Word of Healing is really powerful and it only costs 5 energy to use. And like I said, and if i didnt say it, Infuse health is only for back up, and it helps a lot to have it in SF.
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Jan 16, 2006, 12:09 AM // 00:09
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#12
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Wilds Pathfinder
Join Date: Aug 2005
Location: Upstate
Profession: Me/
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With 16 healing, 13 DF, and a sup vigor, you should have~455hp. Infuse Health should heal ~336 after DF. That is, or should be a full heal for tank. When you get down to it, such a large heal should not be nessacary. Nor is it energy efficent when you consider you're forced to self-heal.
The lack of Dwyana's Kiss on a SF healer is what I consider to be a glaring error. Kiss will heal more for 5e than any other healing skill, besides (maybe) a full-power Word. With Word, Orision, Kiss, you should have plenty of dirrect healing power at your disposal.
If things get messy your Word should be plenty of backup.
Now, if you feel you need to boost your healing power in SF a bit more, try and enlist the help of your tank, or pront monk. Either of them should have room on thier build to make use of Life Atunement. A 46% Life Atunement will make your 113hp Orision heal for ~165, at no cost to you. And minimal cost to the pront monk. I mean, its not like they need to maintain that many enchants inside SF.
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Jan 16, 2006, 12:44 AM // 00:44
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#13
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Wilds Pathfinder
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Quote:
Originally Posted by theclam
Heal Party is very efficient against AoEs (or if your team can't keep aggro on the tanks). There's nothing wrong with 10 energy spells. Healing Seed and Divine Spirit are 10 energy and they can be far more efficient than a 5 mana cost spell.
I don't see nearly enough Signet of Devotion in this thread. It's a great heal spell. It's about as powerful as Orison, but free. Unless you're getting spiked, it's the best heal a Monk can use.
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1. For the same energy cost, I'd much rather cast three far-stronger 5 energy heals instead of Heal Party, no question.
2. Nothing wrong with 10 energy spells? There is EVERYTHING wrong with 10 energy spells (granted you have either World of Healing or Healing Hands on your bar, of course). One 10 energy spell simply cannot compete with two 5 energy spells, simple as that.
3. Signet of Devotion FTW! I agree with you 100% here. Obviously, you need to learn when and when not to use it, but when used properly, it's the best energy management skill a monk can have (take THAT Offering of Blood).
Last edited by Grammar; Jan 16, 2006 at 12:47 AM // 00:47..
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Jan 16, 2006, 01:05 AM // 01:05
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#14
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Wilds Pathfinder
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Quote:
Originally Posted by Katari
My healing build is:
Healing Touch
Orision of Healing
Word of Healing
Dywana's Kiss
Healing Breeze (rarely used, I might just drop it.), or Mend Ailment
Healing Seed, or Vig Sprit.
Sig of Devotion or Holy Veil or Remove Hex or Essence Bond
Resurect, Rebirth, or Restore Life
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NOW we're talking. I like this build better.
Take Mend Ailment over Healing Breeze, Vigorous Spirit over Healing Seed, and Signet of Devotion over that other stuff, and you're in business.
Another thing to consider:
I know many people like to bring Healing Touch, but I'm not a fan of it, and I'll tell you why. As a team heal, it's too situational, and clearly not as good as Orison/Dwayna's/World. Therefore, most monks who bring it use it as a self-heal a vast majority of the time. I will agree that it's a great self-heal, but is bringing a heal that you intend to use soley on yourself really worth the skill slot?...especially for a monk who ALREADY HAS skills that can self-heal on their bar?
Consider that you already have Orison and Signet of Devotion on your bar, both of which can be used on yourself.
Why not just use Orison and Signet of Devotion whenever you need to heal yourself? They're on your bar anyway, you might as well use them for both team healing and self healing. Why use a valuable skill slot just to bring a third self-heal spell that you shouldn't need if you use the other two spells that you already have on your bar anyway?
Maybe free up that slot and bring something like a hex remover (like you mentioned), Divine Boon, or something from your secondary class (like the insanely-useful Sprint if you're a Mo/W, or an energy management spell if you're a Mo/Me or Mo/N).
Last edited by Grammar; Jan 16, 2006 at 01:11 AM // 01:11..
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Jan 16, 2006, 01:12 AM // 01:12
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#15
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Jungle Guide
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If you satisfy these conditions:
1. Are in PvE.
2. Have Signet of Devotion, Offering of Blood, or other powerful energy management spell.
3. Have a Protection Monk (or a Healing Monk if you are a Protection Monk).
4. Are not running Divine Boon.
and you don't have enough energy for 10 energy spells, then you're doing something very wrong.
Heal Party is much more time efficient than three heals. You spend one second less casting and you don't blow a WoH/Touch/Orison cooldown. Plus, if you're healing 4 players for the full amount it's just as energy efficient as Orison. It's not something you usually want to spam, but I'd say it is a better use of a skill slot than Healing Touch, Vigorous Spirit, or sometimes even Dwayna's Kiss.
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Jan 16, 2006, 01:30 AM // 01:30
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#16
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Wilds Pathfinder
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Quote:
Originally Posted by theclam
If you satisfy these conditions:
1. Are in PvE.
2. Have Signet of Devotion, Offering of Blood, or other powerful energy management spell.
3. Have a Protection Monk (or a Healing Monk if you are a Protection Monk).
4. Are not running Divine Boon.
and you don't have enough energy for 10 energy spells, then you're doing something very wrong.
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A vast majority of the time, I'm in 1 of 2 situations:
1. I'm the only monk in the group and need to heal quite a bit
2. My group is retarded and I need to heal quite a bit
Taking that into consideration, you can see where I'm coming from here.
If you're running with a very good group with a very good prot monk, then maybe I can see your point. But 9 times out of 10 I'm not in that situation.
And it sounds like we'll just have to agree to disagree when it comes to Heal Party.
9 times out of 10, you're wasting healing on players who don't need it. I'd rather spend that 15 energy on the 2 or 3 players who truely need it, and then use Signet of Devotion on the rest for a little top-off.
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Jan 16, 2006, 01:52 AM // 01:52
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#17
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Wilds Pathfinder
Join Date: Aug 2005
Location: Upstate
Profession: Me/
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I'm honstly not a real big fan of Hex Removal in PvE. often mobs will throw hexes around far faster than you can think of healing, and most are not all that dangerous.
A dead monk is a usless monk, and I don't think Vig, Orision, Sig of Devotion are really enough to entierly cover self healing if things get messy. Sig of Devotion is just too slow, leaving you with only one dirrect heal. I think Healing Touch is a fine skill to bring.
Divne Boon is not a skill I like to see on healing builds. Heling spells are powerfull enough as it is. A boon-healer overheals very frequently and is not very energy efficent. I'd be kinda like throwing around 10e spells with every cast, something that shouldn't be done without heavy energy managment skills. Such as OoB, MoR, etc.
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Jan 16, 2006, 02:46 AM // 02:46
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#18
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Jungle Guide
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Quote:
Originally Posted by Katari
I'm honstly not a real big fan of Hex Removal in PvE. often mobs will throw hexes around far faster than you can think of healing, and most are not all that dangerous.
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It depends where you are. In FoW, you'll almost always have someone who attacks with SS on, so you need Hex removal. In the desert, it's not a big deal.
Quote:
A dead monk is a usless monk, and I don't think Vig, Orision, Sig of Devotion are really enough to entierly cover self healing if things get messy. Sig of Devotion is just too slow, leaving you with only one dirrect heal. I think Healing Touch is a fine skill to bring.
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Standing back > Healing Touch. Good positioning will go a long way towards keeping yourself alive. I like to play very conservatively, maybe too conservatively. I almost never get hit, even when aggro gets really crazy, since I stand so far back. I do get into trouble occaisonally, with Warriors who run out of spell range to kill a mob, but I think it's worth it.
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Jan 16, 2006, 05:58 AM // 05:58
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#19
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Ascalonian Squire
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what does the mesmer part of all these builds do?? im a n00b sorry
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Jan 16, 2006, 07:51 AM // 07:51
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#20
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Jungle Guide
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Mesmer gives you energy management (Mantra of Recall, Channeling, Inspired Hex) and a few utility spells (Mantra of Inscriptions). Most Monk builds don't use a secondary class very much.
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