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Old Nov 28, 2006, 09:12 PM // 21:12   #1
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Default Mo/me Healing Build: Need Ideas And Comments

ok so here it is:

weapon: wenslauss' faith

attributes: healing-16 divine favor-13 protection-3

runes: superior healing, minor divine favor, superior vigor, attunement x2

skills:
word of healing {E}
healing touch
healing seed
orison of healing
heal party
signet of devotion
dwayna's kiss
rebirth

health - 485
energy - 49>>>>

any ideas?

Last edited by Xeones The Great; Nov 30, 2006 at 12:04 AM // 00:04..
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Old Nov 29, 2006, 03:10 AM // 03:10   #2
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if you can get over to factions i would recomend resurection chant inster of restor life. and signet of rejuvination insted of devotion.
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Old Nov 29, 2006, 03:32 AM // 03:32   #3
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Looks good. I just recommend taking out restore life for some other type of res (ressurect or rebirth). WoH is a great skill but since NF was released I tend to take Glimmer of Light instead just out of personal preference.
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Old Nov 29, 2006, 09:57 PM // 21:57   #4
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Well, without changing the overall aspect of your build too much

do you really need both Orison and Healing Touch. I gotta assume HT is your self heal, but why do you need it if Orison is self-targetable (and has a lower recharge)?

I don't really care for Sig of Devotion on a healer because, usually, when I need to conserve energy I need to heal someone immediately, but when I don't need to conserve energy there are better heals. So the big attraction is that it is a moderate heal for 0e, but it takes 2 seconds which is too long IMO. You already have all the e-mgmt you could need with WoH so you are better off using cond/hex removal IMO. There are just too many better options...

Also, is this PvP or PvE? If it is PvE, Channeling is crap. Probably not the greatest in PvP either. You have to be too close to the mobs to get the bonus from it and at 6 inspiration it doesn't last that long anyway. You should really replace it with cond/hex removal.

Healing Seed is cool, but I usually prefer Vig Spirit. HS costs 10e and only lasts for 10 sec and has a 25 sec cooldown compared to the 5e lasts for 30 sec with 4 sec cooldown of VS. I really, really like VS. It is crazy huge healing over time...It makes it so that you don't have to give even a passing thought to team members at 80% and up health, you can just know that VS is going to top them off shortly and you can go on healing the people that are really taking heavy damage. Sure, it gets shattered, rended, and stripped, but it only costs 5e and can be reapplied much faster than anything that can get rid of it.
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Old Nov 29, 2006, 10:15 PM // 22:15   #5
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Monks should always have condition removal, unless there's some unusual team setup where somebody else is taking full charge of that duty. Conditions can cripple (literally and figuratively) your team's offense as well as its defense.

SoD is a good skill with high DF, which you have.

Healing Touch is not needed.

Healing Seed is debatable. I wouldn't use it, but it's up to you.

If you're going to use Channeling, I'd strongly recommend bringing Healing Whisper as your main spam heal. It's very efficient and you'll want to be close to the action anyway to get returns from Channeling.

Rebirth is a good post-combat res. You generally shouldn't be ressing people in the middle of combat since you need to be healing the others. If you must res during a fight, res sig is by far the best option. Res Chant is a good skill, but it's better on a Me/Mo or an E/Mo. Monks generally can't spare 8 seconds to res somebody during battle.
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Old Nov 29, 2006, 10:48 PM // 22:48   #6
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i was for a very long time, a firm advocate of using SoD on a heal monk...
....but now, ditch it, and get sig of rejuvination.
trust me when i tell you the extra few secconds recharge isnt an issue...99% of the time its a bigger heal (its heal is on par with ethereal light+DF bonus if your ally is attacking...but costs no energy), and the largest benifit; the cast time is half that of SoD, so yo wont find your other allies getting slaughtered while you endure the 2 seccond cast.

also, i'd personally use rebirth as a res (NOTHING is better than rebirth if your party manages to go down the crapper and you need to get back up and running). the problem is that as a mid battle res; its hardly ideal.
that having been said, a large part of the downside can be countered if you bring a long a negative energy switch, and use it right b4 casting.
in fact, ill outright yell at any monk who uses it without such an item switch.
its the difference between having zero energy and 25 energy, after using rebirth.

Last edited by Akhilleus; Nov 29, 2006 at 10:51 PM // 22:51..
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Old Nov 29, 2006, 11:16 PM // 23:16   #7
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Quote:
Originally Posted by Effigy
SoD is a good skill with high DF, which you have.
I would agree with Akhilleus that Sig of Rejuv is a better choice for a healer, even if DF is high.
Quote:
Originally Posted by Effigy
Healing Touch is not needed.
For most builds, I would agree, but in this build, the only self heal is SoD or Orison, both of which are relatively weak when you are being chased by enemies. If he takes Whisper, then the need for Touch grows greater since Whisper would likely replace Orison.

Quote:
Originally Posted by Effigy
Rebirth is a good post-combat res. You generally shouldn't be ressing people in the middle of combat since you need to be healing the others. If you must res during a fight, res sig is by far the best option. Res Chant is a good skill, but it's better on a Me/Mo or an E/Mo. Monks generally can't spare 8 seconds to res somebody during battle.
If the monk has a negative energy set (-5 energy weapon with no offhand or a negative energy offhand), then it can be switched to for a rebirth mid battle (assuming that damage taken by your party is mild enough to allow you to pause for the casting of rebirth), then a normal set can be switched back for healing. I've found this combo works well on a ZB monk since you can rebirth, switch back to your normal weapon, use ZB on the rezed ally, and be left with a good energy storage to continue healing the rest of the group.

I would suggest that the OP drop channeling from the skill bar and take a condition removal skill as Effigy suggests. The energy gained from channeling is somewhat hard to justify the risk of running around with an enchantment on you and getting up close in battle. Since monks have lower armor that most other party members, the damage that may be taken from getting up close in battle will likely be greater than if it was inflicted on a more stout ally with you in the back of the group. In HA Channeling makes a bit more sene since enemies will often pursue you more aggresively and counter any kiting more efficiently than in PvE.
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Old Nov 29, 2006, 11:52 PM // 23:52   #8
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AAAAHHHHH

PROPHECIES ONLY AAAHHHH!!!!

and for channeling, i forgot that it was IN THE AREA, so is there a good condition remover i can carry? martry and purge is amazing but thats 2 skills, including one elite

hey how bout dwaynas kiss?????????????

also, healing touch is my self heal, it heals for 139

also, healing seed is better in my opinion becuz if someone is tanking, they will get ataked my a huge mob. HS works greatly here.

im not gonna rez midbattle, lol

if i do i cant afford 6-8 seconds of nonhealing in the group

its a post combat rez and it for 68%hp and 93%energy

ok i changed the build

go to first post to see it
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Old Nov 30, 2006, 01:52 PM // 13:52   #9
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Mend Condition and Mend Ailment are Prophecies spells. Mend Ailment is great because it also can remove 1 condition from yourself. Mend Condition removes 1 condition from Target Other Ally.

There is nothing wrong with Prophecies only.

I too like Vigorous Spirit over Healing Seed. Healing Seed has a long recharge and if I'm not mistaken a longer cast time.

Healing Seed also doesn't last as long as Vigorous Spirit. VS heals each time target ally attacks or casts a spell

What is attunement runes? And why do you have 2 of them?
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Old Nov 30, 2006, 02:51 PM // 14:51   #10
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Mend Ailment is passable, but it has more than twice the recharge of Mend Condition and the bonus heal is conditional on that ally having more than one condition. I prefer MC because it is fairly rare that a monk will have to remove conditions from himself in PvE. How many conditions are really dangerous to a monk? Dazed, of course, which is rare. Crippled, depending on whether or not you have melee mobs attacking you. Deep wound generally, although you can usually live with this, too, in PvE by kiting away from attackers. Is it really worth weakening your overall condition removal just so you can get these few conditions off yourself every now and then? I would say no. Anyway, if you are in an area with a lot of dangerous conditions, then your team should probably have more than one person with a removal, which makes MA's advantage obsolete.

Attunement runes are a new type that takes the place of an attribute rune and gives +2 energy. Vitae runes give +10hp. I choose not to use them for the sake of build flexibility, but they can be useful if you aren't using all of your primary class attributes.
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