Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Hall of Knowledge > The Campfire

Notices

Reply
 
Thread Tools Display Modes
Old Apr 08, 2006, 03:53 PM // 15:53   #1
Lion's Arch Merchant
 
Join Date: Aug 2005
Advertisement

Disable Ads
Default Build: "Heal Party" spammer

Well, a build that I like to use in PvE tombs...

Monk/Elementalist
Divine Favor 11
Protection Prayers 9
Healing Prayers 16

1) Orison of Healing
2) Reversal of Fortune
3) Heal Other
4) Infuse Health / Healing Seed
5) Heal Party
6) Glyph of Energy [elite]
7) Glyph of Lesser Energy
8) Resurrect

The idea is to spam Heal Party. Heal Party costs 15 energy and Glyph of Energy recharges in 15 seconds, so that you may save the least 10 energy in 15 seconds, and save 10 energy more in 30 seconds, casting "Heal Party". For spamming Heal Party, these glyphs seem to me more economic than using Mantra of Recall plus Inspired Hex.

Reversal of Fortune is there for its 1/4 casting time; I cast it to get time, previous to the casting of one of the healing spells.

Infuse Health is there, just, because I do not like to be always the last player alive.

But, may be better to use Healing Seed or other spell, , because by using infuse may be more likely that the monk is killed and, after her, the whole party.

Anycomment is wellcome.

Last edited by mariano; Apr 08, 2006 at 07:58 PM // 19:58..
mariano is offline   Reply With Quote
Old Apr 08, 2006, 04:51 PM // 16:51   #2
Krytan Explorer
 
Join Date: Jan 2006
Profession: Mo/Me
Default

I do this build almost exact except for the elite when I go out capping with henchies.
.killjoy is offline   Reply With Quote
Old Apr 09, 2006, 04:49 PM // 16:49   #3
Grotto Attendant
 
LifeInfusion's Avatar
 
Join Date: May 2005
Location: in the midline
Profession: E/Mo
Default

Maybe bring divine spirit with glyph of renewal...2 glyphs just for energy doesn't seem efficient.
LifeInfusion is offline   Reply With Quote
Old Apr 09, 2006, 06:30 PM // 18:30   #4
Lion's Arch Merchant
 
Join Date: Aug 2005
Default

Quote:
Originally Posted by LifeInfusion
Maybe bring divine spirit with glyph of renewal...2 glyphs just for energy doesn't seem efficient.
Well, I think that if the idea is as stated to be able to cast as many times as possible Heal Party, the Glyphs are better. My calculations are the following :

With Divine Favor 13
Divine Spirit costs 10 energy, and lasts 12 seconds and saves 5 energy/per casting of Heal Party.
Glyph of Renewal costs 5 energy.
Heal Party is casted in 2 seconds + 2 seconds for recharge. So that in 12 seconds the best case would be 3 Heal Party, but, the casting of HP has to be within those 12 seconds...

With DS plus GoR in 15 seconds:
-10 energy of Divine Spirit
-5 energy of Glyph of Renewal
-3*15=-45 energy of 3 Heal Party
saves +15 energy of Divine Spirit
Total: -10-5-45+15=-45 energy in 15 seconds for 3 Heal Party

And two times this in 30 seconds, -90 energy for 6 Heal Party

With Glyphs:
-5 Glyph of Energy
-5 Glyph of Lesser Energy
-3*15=-45 energy of 3 Heal Party
saves +30 energy of both glyphs
Total: -5-5-45+30=-25 energy in 15 seconds for 3 Heal Party

And in 30 seconds, -60 energy for 6 Heal Party

So, I think, that the two glyphs are better for the purpose of casting many times HP, because, for the same number of 6 HP, in 30 seconds, it takes 90 energy with DS plus GoR, but it takes 60 energy only with GoE and GoLE.

Still more, the Glyphs do not constrain to cast HP in a given time as much as does DS. One idea is to cast a Glyph and whilst you have 15 seconds within which you can cast the spell, the Glyph is already recharging. As well as, whilst Heal Party is recharging, cast a Glyph.

In the build there are two 10 energy spells, for which the Glyphs may eventually be used. The case is to counter AoE spells, or even to be a solo monk in the team.

What do you think?

Last edited by mariano; Apr 09, 2006 at 07:08 PM // 19:08..
mariano is offline   Reply With Quote
Old Apr 09, 2006, 08:25 PM // 20:25   #5
Wilds Pathfinder
 
Join Date: Apr 2006
Location: UK
Guild: Warlords of Ruin
Profession: A/Mo
Default

Question: Does Devine Favor work with Heal Party, so your whole party gains the extra health?
mega_jamie is offline   Reply With Quote
Old Apr 09, 2006, 09:27 PM // 21:27   #6
Forge Runner
 
Join Date: Dec 2005
Default

Quote:
Originally Posted by mega_jamie
Question: Does Devine Favor work with Heal Party, so your whole party gains the extra health?
No. Just you.
Francis Crawford is offline   Reply With Quote
Old Apr 12, 2006, 02:30 PM // 14:30   #7
Lion's Arch Merchant
 
Join Date: Aug 2005
Default

There is a "Heal Party" spammer build, based on the Elementalist/Monk, which I have seen doing the job of flag runner in GvG.

The Elementalist/Monk build is based upon the Energy Storage and the skill "Ether Prodigy".
Ether Prodigy
Elite Enchantment Spell. Lose all Enchantments. For 5~17 seconds, you gain Energy regeneration of 6. When Ether Prodigy ends, you take 2 damage for each point of Energy you have. This Spell causes Exhaustion.
5 energy, casting 1s, recharge 5s.


It seems to me that after the last patch, wich added the 2 seconds recharge for Heal Party, things are a bit more even, -between the Heal Party Monk and the Heal Party Elementalist.

Now, the Elementalist, still, may be able to cast Heal Party more times than the Monk, but, not more often than 1 time in 4 seconds.
But, the Monk, having a sup rune in Healing Prayers, may heal faster. Say for three Healing Party the monk heals 3*84= 252, and the elementalist heals 3*67= 201.

I mention it, just for the case someone would like to comment on it.
mariano is offline   Reply With Quote
Old May 24, 2006, 05:55 PM // 17:55   #8
Pre-Searing Cadet
 
Join Date: Jul 2005
Guild: Heroes Etc.
Profession: Mo/
Default

The only bad thing about spamming heal party is the warriors and assasins on the front line who are too far away to get the benefit. I find I have to try to run to place myself in range between casters and warriors and then hope they all get a heal. Many times the ones who need it most don't get it.

Otherwise it's a great build.
Chandra Snowfall is offline   Reply With Quote
Old May 24, 2006, 06:19 PM // 18:19   #9
Wilds Pathfinder
 
holden's Avatar
 
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
Default

Quote:
Originally Posted by Chandra Snowfall
The only bad thing about spamming heal party is the warriors and assasins on the front line who are too far away to get the benefit. I find I have to try to run to place myself in range between casters and warriors and then hope they all get a heal. Many times the ones who need it most don't get it.

Otherwise it's a great build.
i believe heal party does exactly that, heals the entire party.

i wasn't aware there was a range on that spell.

it's not aoe like heal area or divine healing.
holden is offline   Reply With Quote
Old May 24, 2006, 06:28 PM // 18:28   #10
Wilds Pathfinder
 
Join Date: Aug 2005
Default

I think the range is equivalent to the radar map's radius.
Premium Unleaded is offline   Reply With Quote
Old Jun 19, 2006, 08:47 PM // 20:47   #11
Banned
 
Valdis's Avatar
 
Join Date: Oct 2005
Location: Wichita, KS
Guild: We Dupe Sojs {DUPE}
Profession: W/Me
Default

Yeah, the range on Heal Party is massive.

Example: In the Thunderhead Keep mission, I was able to stand at the East gate and heal everyone at the West gate.
Valdis is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT. The time now is 04:08 PM // 16:08.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("