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Old Jun 29, 2006, 11:10 PM // 23:10   #1
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Default The Healer's Guide to 5 Man Oro

I decided to write this since I usually play as a Healer myself for 5-man, but when I don't (usually as an SS Necro) I often see the healer making quite a few mistakes. Here are a few suggestions for people who like the role.

Profession: Monk/Any

Attrib

Div Fav 10 + 2
H P 12 + 2 + 1
Prot Pray 8 + 1

Base Hp, 470, + Brohn's Staff (pretty much a must) 530

Skills

Restore Condition {e} - A protection prayers spell, yes, but it's so enormously useful, even at 9 prot. Given that you'll constantly be up against enemies who routinely poison and cause bleeding, you can wipe out the conditions AND get a free 46pt heal for each and every condition removed, not counting the divine favour bonus for only 5e, an absolute bargain (and possible the most overpowered PvE skill in the game).

Dwayna's Kiss - This is your friend. The absolute core of a succesful 5-man team. Given that you'll be playing with a bonder, you get the straight heal of 60 points, plus 33 points for each of the bonds, and then 33 more points for each hex on the target (and there are lots of hex inflicters in SF) AND the divine favour bonus, again for just five energy.

Orison of Healing - Everyone knows what this is for - use it when Dwayna's kiss is recharging, or, more importantly, for straight self heals.

Heal Other - Don't use this unless BOTH the bonds are down (if they're up the healing gain from Dwayna's kiss is almost as good, better if they're also hexed and for half the energy) and the char is below 50% health. I can't emphasise enough that monks really can't afford use 10pt heals in a battle, unless it's almost over and it really will make the difference between life or death.

Healing Breeze - use this to combat hexes and also to give the MM and yourself some breathing room, he's gonna be saccing away to heal his minions so you really don't want to have to switch your attention back to him every three seconds. Again though, use sparingly, if you're actually in a battle, use Dwayna's Kiss when you can.

Mend Condition - to be used only on yourself to combat bleeding and poison, since the Stone Summit Surveyors are the real monksbane in SF, and sadly you can't use Restore on yourself. Do not use this on other characters, it costs the same as restore, and if you use this one you lost a free 46pt heal.

Divine Intervention - Amazingly useful, just in case you find yourself in one of those situations where a necro or the bonder has somehow pulled some aggro and is being beaten on heavily. Has a great cast-time, but make sure you react quick enough to get the benefit!

Rebirth - Not the best res in the game, but by far the most useful. You should only ever use this if no one else can, and NEVER during actual fighting (have the warrior or a necro use a signet) since it wipes out your energy. Similarly, don't expect the bonder to use this, they'll carry it for Dire emergencies, but they can afford to lose all their energy less than you can!


This build works really well, and monk tactics are pretty generic, but I'll go over one or two mistakes I often see people make:

1) Wasting time and energy with Hex Removal spells. You really can't win in SF at this game, Hex removals take too long to cast and recharge, and the verious enemies between them can outcast you. Don't bother trying, it's a wasted skill slot. (Note, the bonder should ALWAYS carry remove hex in case he gets hit with Rust - but don't expect him to waste energy trying to remove hexes from anyone else!! Additionally, any hexes the mobs cast actually improves the effectiveness of Dwayna's kiss, so take heart!

2)Keeping the warrior in spell range at all times. This is the ultimate beginner mistake. The warrior should be happily tanking a group of enemies, and you'll need to heal him. Stand such that he's just outside your aggro bubble, run in to heal him when you need (literally a step or two, no further or you might not make it) and then run back a few steps again. That way, if the mobs he's attacking break and look for new targets, you're outside THEIR aggro range as well and can run away (very quickly!!).

3) Healing the wrong party member. This is a no brainer. If a necro and a warrior are both at 50% health, heal the Necro first. The warrior can absorb a heck of a lot more damage than the necro. In the time it takes you to heal the N, the W might take another 5-10% damage. If you heal the W first, your N might well be dead!

4) The bonder should always stay Weeeeell back, but if for any reason he ever pulls aggro, make sure you're on it fast. This is the one case where you can legitimately empty your entire energy bar to save one character. For starters, if he goes <50% health, you lose your Life Bonds, then if he dies, you lose the Barriers and likely the whole party. Many parties can pull together and manage to regroup after losing the SS, the MM, the tank or even the Healer, but very few can lose the bonder and make it!


__________________________________________________ ____


I appreciate that as a PvP healer, this build has a number of deficiencies (no Hex removal, limited self healing) but as a specific build for Oro farming it's nearly as good as I think it can get. Any comments or suggestions (or frank disagreement) please let me know! Cheers guys.

IGN - Mara Moreau
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Old Jun 29, 2006, 11:22 PM // 23:22   #2
Age
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Why use two conditioners as you have restore condition and mend all you need is mend condition and then you can use word of healing a much better build for you.

mend condition is only on ally not target you need mend ailment for that.Instead of healing breeze use healing touch.

Last edited by Age; Jun 29, 2006 at 11:24 PM // 23:24..
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Old Jun 30, 2006, 12:00 AM // 00:00   #3
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this is nearly the same build as i used, with those three differences;

i dont pick Healing Breeze, because its plain crap. for this, i put in Signet of Devotion, a free skill that can help out quite a lot in certain situations.

nor did i pick Restore Conditions, because

a) Mend Ailment is more than enough
b) there arent any real dangerous conditions if i recall correctly
c) WoH in there does a so much better job

Divine Intervention is a good skill..but..yikes, not for SF. i find it pretty useless, especially since you need a quick reaction and cant rely on that, no, really. so my choice for this is Healing Touch, because its an awesome self healer and i pretty much dislike Orison..

--

healing - 16
divine - 15
prot - 4

feel free to use it if you want, it served me very well, the only time someone died in like 20+ runs was when the tanker actually forgot what his job was and lured the mobs back to the group (gear trick was fixed), and when the necro sacced himself and i didnt realise lol.

however, seems like a pretty solid and good build. might test it out if i ever go to SF again.

Mokone

*EDIT* i just realised you have Mend Condition in your build and not Mend Ailment, but am too lazy to edit that now. reason why i use Ailment is simple - i have no other removal - unlike you with your elite.
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Old Jun 30, 2006, 02:08 PM // 14:08   #4
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1.Spellbreaker[E]
2.Orison
3.Dwaynas Kiss
4.Healing Seed
5.Heal Other
6.Mend Ailment
7.Essence Bond
8.Rebirth (or holy veil)

12+1+1 Healing
11+1 Divine
5+1 Protection

20/20 +5energy +20%enchantments Healing staff

Requires a warrior who know what he is doing and a team that listens. Warrior must aggro everything he needs to with Spellbreaker on. The rest of the team follows in and kills around while the warrior stands still (<-- vital). Healing seed means you have a long time where you dont have to do much. Essence bond gives you all the energy you need.

An alternative to essence bond is to bring life bond and balthazars spirit. The bonder leaves life bond off the warrior and you put it on instead. This also gives you a lot of energy and the ability to bond the bonder if needed.

HEALING BREEZE IS TEH SUCK! kthx
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