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Old Feb 14, 2006, 02:15 PM // 14:15   #1
Ascalonian Squire
 
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Default Healer Build

Well, this is my healer build. I would like some comments on it:

Lvl: 20 (has yet to finish attribute quests -.-)

Attributes:
Healing Prayers: 16
Divine Favor: 11 (This adds +35 hp healed from my spell. Which is wierd, since each point adds 3, therefore it should only add 33.)

Equipment: Full Droks Ascetic's set
Weapon: Energy +10/+4, Armor+5
Armor: 305
HP: 435
MP: 51

Runes:
Minor Vigor (trying to get a better one, no luck as of yet)
Superior Healing
Minor Divine Favor

Skill set:
Healing Touch *5MP* Heals for 133 (63+70=133)
Heal Other *10MP* Heals for 225 (190+35=225) Changed to Dwayna's Kiss
Word of Healing *5MP* Heals for 119/141 (84+35=119)/(106+35=141)
Infuse Health *10MP* Heals for 335 ([435/2]*1.38+35) Changed to Orison of Healing
Purge Conditions *5MP* Changed to Mend Ailment
Remove Hex *5MP*
Resurrect *10MP* Changed to Restore Life
Divine Intervention) Changed to Glyph of Concentration

I'm looking for something to replace Divine Intervention, because I'm finding that I'm using it less and less the more I play, and enchantments usually do more harm than good, heh. maybe Glyph of Concentration?

Strategy:
Use Word of Healing for most heals, since it heals at two different values. I only use Heal Other in emergencies where Word of Healing is being recharging and someone need imediate healing. Same goes for Infuse Health, but I usually only use that one a character with massive amounts of health, like warriors. Healing touch is used to heal me, that's pretty explainitory. I'm thinking wether or not to get rid of Purge Conditions for Mend Condition because the recharge time of Purge Conditions is to long if everyone on my team only has one condition on them... I like Remove Hex, it always has it's uses no matter what area I'm fighting at. As for the divine Intervention, like I said, i'm trying to find something to replace it with, but have yet to really get anything,.I'm thinking Glyph of Concentration, because, while fighting interupting monsters, it's really a pain when I cannot get a single heal off.

A friend of mine said I should switch to Mo/R and add some offensive bow skills. I ignored him and put in Purge Conditions and Remove Hex instead, which I thought to be a wiser move. That last skill slot keeps bugging me, I'm really unsure as to what to place in there Divine Boon maybe?

Some people have told me that I would have problems with energy, however, that's not true. Ever since I took out Glyph of Lesser Energy and Heal Party, I've had little to no problems with energy. I just have to manage it a bit more than usual, heh.


Any insights?

*EDIT*
This build is for PvE, btw, heh.

Also, I'm still kinda new to the way this game works now. I played Beta, but the last time I played, the Infusion quest only infused one piece of your armor at a time (if that gives any idea of the last time I've playn, heh.) So thing are really different now, and I'm still trying to get used to things. If this is just some generic "everyone uses" build, then just say so, heh.

MAJOR EDITS TO THE BUILD BELOW:

Mo/N

Lvl 20 (finished Attribute quests)

Equipment:
Wenslauss' Faith
Full Ascetics set from Droks

Attributes:
Blood Magic: 9
Healing Prayers: 10+1+3=14
Divine Favor: 11+1=12
Protection Prayers: 4 (left overs ^_^)

Skills:
Order of Blood: +15 energy gain when used. (15-5[casting cost]=10 actual e gained)
Orison of Healing: Heal for 67+38 Points
Dwanya's Kiss: Heal for 57(19 for each Enchantment/Hex on ally)+38 points.
Heal Other: Heal for 170+38
Healing Touch: Heal for 57+76
Remove Hex
Mend Ailment: Heal for 22 for each remaining Condition
Rebirth

The reason I changed this build, was because I had serious energy problems when I was the only monk in Tombs/High level missions (Ring of Fire and up).

OOB allows me to be completely self sufficient, never relying on others to keep my healing going.

Also, if there is another monk in the group, I usually swap out OOB for BiP in order to help the team in those sticky situations ^_^

*NOTE*
The only problem I find with my new build, is that I find it hard, at time, to keep up with the healing. I never run out of energy, however, there is too much damage for my to heal (since I got rid of Word of Healing)

Last edited by EnvyHax; Feb 24, 2006 at 10:37 AM // 10:37..
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Old Feb 14, 2006, 05:42 PM // 17:42   #2
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That's very different than what I use. First I use necro for OoB for energy. If no corpses are being used I will bring Well of Blood as that good regen makes my job easier. If no WoB, probably Mend Ailment.

Note that most skills cost 5 and so are easy to use without burning up all my energy and if I'm using WoB I often automatically follow it with OoB.

Monk/Necromancer Level: 20

Divine Favor: 13 (10+3)
Healing Prayers: 12 (11+1)
Protection Prayers: 5 (4+1)
Blood Magic: 9

- Orison of Healing (Healing Prayers)
Heal target ally for 60 points.
Energy:5 Cast:1 Recharge:2

- Dwayna's Kiss (Healing Prayers)
Heal target other ally for 51 points and an additional 17 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

- Heal Other (Healing Prayers)
Heal target other ally for 151 points.
Energy:10 Cast:0.75 Recharge:3

- Vigorous Spirit (Healing Prayers)
For 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 11 points.
Energy:5 Cast:1 Recharge:4

- Healing Touch (Healing Prayers)
Heal target touched ally for 51 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

- Well of Blood (Blood Magic)
Exploit nearest corpse to create a Well of Blood at its location. For 15 seconds, allies in that area receive +4 Health regeneration.
Energy:15 Cast:2 Recharge:2

- Offering of Blood [Elite] (Blood Magic)
Sacrifice 10% maximum Health. You gain 15 Energy.
Energy:5 Cast:0.25 Recharge:15

- Resurrect (Monk other)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy.
Energy:10 Cast:8 Recharge:0
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Old Feb 14, 2006, 07:51 PM // 19:51   #3
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I would bring Mend Ailment instead of Dwayna's with that build since you only have 1 enchantment to throw on people and a blinding skill will shut down your Warrior or Ranger...here's what I'd run:

Healing Monk/Necromancer
Divine Favor: 11 (10+1)
Healing Prayers: 15 (11+4)
Blood Magic: 10

- Offering of Blood [Elite] (Blood Magic)
Sacrifice 10% maximum Health. You gain 16 Energy.
Energy:5 Cast:0.25 Recharge:15

- Orison of Healing (Healing Prayers)
Heal target ally for 70 points.
Energy:5 Cast:1 Recharge:2

- Heal Other (Healing Prayers)
Heal target other ally for 180 points.
Energy:10 Cast:0.75 Recharge:3

- Mend Ailment (Protection Prayers)
Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target ally. That ally is healed for 9 points for each remaining Condition.
Energy:5 Cast:0.75 Recharge:2

- Healing Touch (Healing Prayers)
Heal target touched ally for 60 points. Health gain from Divine Favor is doubled for this Spell.
Energy:5 Cast:0.75 Recharge:5

- Well of Blood (Blood Magic)
Exploit nearest corpse to create a Well of Blood at its location. For 16 seconds, allies in that area receive +4 Health regeneration.
Energy:15 Cast:2 Recharge:2
OR
- Healing Seed (Healing Prayers)
For 10 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 30 Health.
Energy:10 Cast:2 Recharge:25

- Holy Veil (Monk other)
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
Energy:5 Cast:1 Recharge:10

- Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0
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Old Feb 14, 2006, 09:25 PM // 21:25   #4
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Default Quick Fast Mega Heal

When I do a Heal build I prefer to bring small fast heals that can be spammed if necessary. Here is my build:

Heal and Divine: As high as you can get. I only have a minor rune of each cuz I'm lazy. Rest of your points in Protection for Rebirth.

Armor: Full Ascetics with minor runes and minor vigor.

Weapon: Wenslauss Faith for those of us who can't afford Brohn's but if you can thats what I recommend.

Skills:

Healing Touch (for you)
Healing Breeze (to counter degen)
Dwaynas Kiss
Word of Healing {E}
Orison of Healing
Healing Seed (nice counter on stance tanks)
Divine Boon
Rebirth

Orison costs me 7 energy and heals close to 150 with my Divine Favor bonus. Heal other would cost you 12 and only heal for about 30 more. WoH same deal except if the ally is under 50% health expect to heal for around 230points of damage. If your ally needs more than this than theres a problem.

Last edited by Talon Berethin; Feb 14, 2006 at 09:28 PM // 21:28..
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Old Feb 15, 2006, 12:25 AM // 00:25   #5
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I use the same as above ^^. Have to be careful not to overheal, but that comes with practice.

I run 16 in healing, and 15 in divine favor. Full ascetics, with a maj vigor. Weapons are Brohn's Rod and the Stoneheart with ends up giving me 49 mana. I have a +27 en, -1 pip but rarely have a situation where I need it.

Only reason I commented is cause your skill bar is exactly the same as mine -- let's me know I'm not completely off base.

I have OoB from the necro line, but I really like WoH -- it's awsome if used correctly. Plus I never run into mana problems in PVE.
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Old Feb 15, 2006, 01:58 AM // 01:58   #6
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Anyone...um...mind commenting on my build? lol
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Old Feb 15, 2006, 02:20 AM // 02:20   #7
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First of all don't use Ressurect. In any PvE or PvP experience where your still alive and ran away (as you should since in PvP monks and casters in general should kite attackers) Rebirth is a better res spell (only topped by Rez Sig in PvP where in general if your need to rez is more than the sig, you probably are gonna lose enough that your DP will stop the auto rez). Remember Rebirth has a longer range and when it is cast you can run a short distance and make the rez even further from the mobs. Second of all I personally feel that the Prot monk on your team should be the hex/condition removal. Also while some feel that Infuse Health and Heal Other are worth it for the big heal they give, the energy/health they cost to cast are really not worth it. Healers should also have a HoT spell for conditions such as burning as well as hexes such as conjure phantasm.
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Old Feb 15, 2006, 03:51 AM // 03:51   #8
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Interesting suggestions. The thing is, I'm usually the only monk when I party, so there is no pro monk, unless it's a henchie.

Remove Hex/Mend Condition give me something helpful to do when everyone is already healed and no one is taking much damage.

I can see where your going at with Infuse/Heal other. I'm considering getting rid of Infuse health, due to the fact that I have to spend 15energy to heal them then heal me afterwards. However, it has saved my parties butt a few times, so I'll keep it for now. For heal other, I really can't think of anything from the Ele skill to replace it with. I'll probably just keep it until I change my secondary job to something more useful, like necro or ranger. Also, as I stated in my first post, I have little to no energy problems. I can keep my party alive and NEVER run our of energy (unless they do something stupid like agro 4+ groups), so the 10energy that is takes for Infuse Health/Heal Other is not that big of a deal for me. As I said, they are for emergencies. I rarely use them, but they are there just in case I do ^_^

Also, in response to your suggestion on damage dealing skills, I don't know what HoT means, so I'll think you were trying to type "DoT", heh. I'm completely against a healer using damaging spell. Leave the killing to the killers. I'm in a party for one purpose, to keep everyone in my party alive, no to deal damage. At least, that's how I see my role as the heal in a party (usually sole healer, too).

I see the usefullness of rebirth. The thing is, I usually Rez in the middle of battle if no one is taking to much damage. Since I have little to no skill points in protection, the amount of time (10 secs, I think) that is takes for the to be able to use their skill is to long. I need them up able to kill right after I rez them. I rarely run and rez.

Some questions:
HoT? (what's it mean?)
Kite attackers, what do you mean by this.

Here are some things I'm currently looking to change my build:
Infuse Health to ???? (no clue yet)
Divine Intervention to Glyph of Concentration

Oh, also, I've changed Purged Conditions to Mend Ailment, I'll update the main post.
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Old Feb 15, 2006, 05:39 AM // 05:39   #9
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Kiting broadly means moving to avoid or minimise damage. The word kite comes from the fact that you move diagonally or strafe to prevent the large critical hit chance you risk from turning your back on an enemy.
HoT I think is healing over time.

Dar I say it, but the fact that you have four healing spells and no energy regain (apart from the natural stuff), so I don't think for PvE battles that you need Infuse. Simply because you're already flat out using WoH (4s recharge) and Other (2s recharge) that honestly, I don't know where you'll want to use infuse.
I don't know. Divine Spirit, maybe? Great for PvE, where you can fight when you want.
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Old Feb 15, 2006, 05:59 AM // 05:59   #10
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Assuming 12 in DF and in Healing (just to keep it simple, for my sake.):

Heal Other: 38 + 151 = 189 or 18.9 health per energy spent
Dwayna's Kiss - no hex: 38 + 51 = 89 or 17.8 health per energy spent
Dwayna's Kiss - 1 hex: 38 + 51 + 17 = 106 or 21.2 health per energy spent
Dwayna's Kiss - 2 hex: 38 + 51 + 34 = 123 or 24.6 health per energy spent
Orison of Healing: 38 + 60 = 98 or 19.6 health per energy spent
Healing Touch: 76 + 51 = 127 or 25.4 health per energy spent
Word of Healing - >50: 38 + 67 = 105 or 21 health per energy spent
Word of Healing - <50: 38 + 67 + 83 = 188 or 37.6 health per energy spent


My recommendations for your build:

Replace Heal Other with Dwayna's Kiss
Replace Infuse Health with Orison of Healing

Infuse has it's place, just not in PVE.

You've got the right idea with Mend Ailment and Remove Hex, no changes there.

If you're the only one bringing a reusable rezz, stick with Rebirth. If someone else can cover Rebirth, bring Restore Life.

I'm not personally a fan of DI, so I'm going to say axe it.

In some cases, I'd recommend bringing Heal Party. Group of 8, with everyone down enough to not waste the heal, and it hits 35.7 health per energy spent.

Divine Boon probably needs a post all it's own. Maybe later, I'm far too tired at the moment. I will say, however, that at one point I used it as a healer, and now I think it's terrible for that type of build.

Energy gain: You can already see several people bring it up. Flat out, it's not needed in PVE. If you find youself running out of energy, your group either bit off more than it can chew, or you are overhealing. Let them get under 50, let WoH do it's magic. If it's refreshing, use one of the other 5 energy heals (DK or OoH) and then switch back to WoH.

Last edited by Celain; Mar 04, 2006 at 03:51 AM // 03:51..
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Old Feb 15, 2006, 07:53 AM // 07:53   #11
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Thank you both for your great comments on this build.

Here are the consideration I have chosen to accept and make changes to my current build:

Replaced Heal Other with Dwayna's Kiss
Replaced Infuse Health with Orison of Healing
Replaced Resurrect with Restore Life
Replaced Divine Intervention with Glyph of Concentration

I really appreciate your comments alot, thanks again.

However, I can't argue enough against putting in an energy regain skill. Like I said, I am never short on energy, unless my group is retarded and take on more than they can handle.

I will see how these changes workout for me, and I'll get back here with some comments and information.
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Old Mar 13, 2006, 09:44 PM // 21:44   #12
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I run the following skill bar and find that I can keep just about anyone up and never run low on energy.

For PvE

Heal Other 10e
Sig of Devotion 0e
Healing Seed 15e - high but is pre-fight so its regained
Healing Touch 5e - my self heal
Orison of Healing 5e
Word of Healing (E) 5e
Dwana's Kiss 5e
Rebirth/Restore Life 10e

This set up works wonders for me, give it a shot.
With the low energy/low cast times/quick recharge there is the opportunity for spammability on many of the heals.
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Old Mar 13, 2006, 09:58 PM // 21:58   #13
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When I am playing a healing Monk which is is for the most part I do.I use the following skills

1 Orisons
2 Word of Healing
3 Healing Touch
4 Mend Ailment
5 Heal Party
6 Dywana's Kiss or Healing seed
7 Something from my secondary or Reversal of Fortune
8 Restore Life or Rebirth.

When healing others I just mostly use Orison's and Word.
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Old Apr 07, 2006, 11:49 PM // 23:49   #14
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Profession: W/Mo
Default My Healing Builds (I-King-Osiris-I)

Tombs Build
Skills:
1)Healing Breeze
2)Word of Healing {Elite}
3)Orison of Healing
4)Dwayna Kiss (or Healing Touch for self-heal)
5)Vigiorus Spirit (good spam move on rangers with Barrage)
6)Heal Party
7)Divine Spirit
8)Rebirth
Attibutes:
16 Healing
15 Divine
194/200 Attibutes used
Weapons
Bhorn Holy rod
Stonehart

Thats what I use as a healing build for Tombs.
I take Vig Spirit and spam it on rangers, by time my spirit comes back to use on another ranger I gain 5 energy so I'm rarly ever losing energy and I can keep it up on all 5 rangers which helps some.
*Note* I dont take Boon as it drains your energy and you dont want to wait for them to get 2 low hit points before the 70 point boost works.

Sorrow Furnace
Skills:
1)Aura of Faith {Elite}
2)Healing Breeze (Protect my essance bond, spamming move)
3)Healing Seed (Same as breeze)
4)Dwayna Kiss (With my enchants & bonders enchants + hexes I heal between 200 - 700 Health)
5)Orison of Healing
6)Heal Other
7)Healing Touch (Extra self heal, or take S/V if your Mo/Me)
8)Rebirth
Attibutes:
16 Healing
15 Divine
(If Mo/Me with S/V use 3 in the S/V skill attibute)
I'll finish later if I remember**

Last edited by Lord Osi; Apr 07, 2006 at 11:57 PM // 23:57..
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Old Apr 08, 2006, 11:47 PM // 23:47   #15
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In almost every Healing build you should have Heal Party. Sometimes your not in range to heal other party members, or sometimes theres big AoE skills.

If you don't bring WoH you don't know what your doing. Its cheap and it really useful! I never go without Heal Party to. It can't heal anyone as long as there on your mini map makeing it very useful if your running from an over aggro.

For PvP/GvG I use...

Mending (put on myself or another dyeing party member)
Healing Breeze (Like to stack with mending)
Orison of Healing (can't live without)
Heal Party (Definatly can't live without, I use this the most)
Res Sig (use this for a quick rez)
Restore Life (Use this when I'm not being attacked and when enemies are far away)
Word of Healing (Big heal of them all)
Sig of Divotion (Free!)

Healing- 16
Divine- 13

For PvE I useually use...

Healing Breeze
Orison of Healing
Word of Healing
Sig Of Divotion
Rebirth
Divine Boon
Heal Party

And a few other skills. PvE builds tend to vary alot because of all the diferent creatures out there! Skills such as Vigorus spirit, and healing seed are useful sometimes. The Rez for all PvE monk builds should always be Rebirth.

Brother Gilburt

Last edited by BrotherGilburt; Apr 29, 2006 at 08:58 PM // 20:58..
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Old Aug 23, 2006, 03:59 AM // 03:59   #16
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I've been using a really good healing build from guild wiki. I did thuderhead keep
and no one died once I believe and I had no energy problems. Heres the link:http://gw.gamewikis.org/wiki/Mo/Me_PvE_WoH_Monk
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Old Aug 23, 2006, 04:41 AM // 04:41   #17
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I'm not really a pve person but this is what I used when I got my monk through Cantha.

15 Healing
13 Divine

Word of Healing
Healing Whisper
Ethereal Light / Sig of Devotion
Healing Touch
Mend Condition
Holy Veil / Inspired Hex (use 11 divine and 8 inspiration for I-Hex)
Heal Party
Rebirth
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Old Aug 23, 2006, 08:38 AM // 08:38   #18
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What's with the thread necromancy?

Somewhat on topic, the healing line stinks.
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