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Old Apr 11, 2005, 04:54 AM // 04:54   #1
Lion's Arch Merchant
 
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Join Date: Feb 2005
Location: New Mexico
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Default Monk/Ranger taking all the conditions

Class: Monk / Ranger

Assumed items:
+2 to Divine Favor
+2 to Healing Prayers

Attributes: (cost)
Divine Favor: 10+2 (61)
Healing Prayers: 10+2 (61)
Protection Prayers: 5 (15)
Wilderness Survival: 10 (61)

Total attribute points used: 198/200


Skills:
1) Orison of Healing (availability) - (5,1,2) Heal target ally for 60 health.
2) Signet of Devotion (availability) - (0,2,5) Heal target ally for 83 health.
3) Heal Other (availability) - (10,34,3) Heal target other ally for 151 health.
4) Draw Conditions (availability) - (5,14,0) All negative conditions are transferred from target other ally to yourself. For each condition acquired, you gain 13 health.
5) Healing Seed (availability) - (15,2,25) For 18 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 25 health.
6) Melandru's Resilience (availability) (elite) - (5,0,15) For 16 seconds, you gain health regeneration of 2 and energy regeneration of 1 for each condition and hex you are suffering. This is an elite skill.
7) Divine Boon (availability) - (5+,14,0) While you maintain this enchantment, whenever you cast a Monk spell on an ally, that ally is healed for 41 health, and you lose 2 energy.
8) Barbed Trap (availability) - (15,2,20) When Barbed Trap is triggered, all foes in the area take 65 piercing damage, become crippled, and begin bleeding for 18 seconds. Barbed Trap ends after 90 seconds. While activating this skill, you are easily interrupted.

The point of this build is to have high energy and health regen. It could be a little hard to pull off, since you are kinda depending on conditions and hexes NOT beeing used soly on you.

Emergency Heal :
1) Healing Seed,
2) Heal other (150+41(divine)+41 (boon)=232,

Staple Heals:
3)Orison: (60+41+41) = 142
4) Signet of Devotion: (83+41) = 124

Energy Managment:
5) Melandru's Resilience in combination with 6)Draw Conditions.
- Has to be tested to see if I can get High energy regen and High Health regen.

Warrior Defense:
7) Barbed Trap: Crippling Induced on Warriors - maybe I can get away ? I have to lay it pretty often.

8) Divine Boon for extra heal: I think I can get away with it - IF I can keep Mealndrus going.

This might be hard to pull off, but looks alright on the drawing board.

Any input, good or bad is great and a question. I f I have laid one trap already - will that one dissapear if I lay another in a different location ?
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Old Apr 11, 2005, 05:07 AM // 05:07   #2
Wilds Pathfinder
 
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Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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Lose the Trap.
Also, I never make a healer build without Breeze. Counters DOTs and you can slap it on a target while you heal someone else.

I also suggest going 11/10/10/1 or 12/10/8/2. You don't really need points in Protection, the healing is pretty moot.
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Old Apr 11, 2005, 05:12 AM // 05:12   #3
Kha
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Join Date: Mar 2005
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Guild: Angel Sharks [AS]
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Quote:
Originally Posted by Nash
Lose the Trap.
Also, I never make a healer build without Breeze. Counters DOTs and you can slap it on a target while you heal someone else.

I also suggest going 11/10/10/1 or 12/10/8/2. You don't really need points in Protection, the healing is pretty moot.
Agreed.

And Barbed Trap is great, but as the healer you won't have time to use it. Once or twice before battle, but you'll be too busy during battle to waste time setting it. Healing Breeze will be more useful than it.
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