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Old Mar 02, 2006, 03:53 PM // 15:53   #21
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<3 WoH
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Old Mar 02, 2006, 04:01 PM // 16:01   #22
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Quote:
Originally Posted by aB-
When using a skill, even OoB, you want to find how much bonus healing you are generating by using it. Using OoB essentially gives you a heal other for 5 mana that can be used every 15 seconds. At 10 blood I believe it gives 16 mana with a total energy gain of 11. Using heal other with this mana gives you a 190 heal every 15 seconds. This equates to a bonus of 12.66 health gain per second.

Summary: Each offering of blood used consumes 5 energy and equates to a 190 heal (using heal other) regardless of the target's health. Health per second: 12.66

WoH, on the other hand, can be cast every 4 seconds, and can heal for roughly the same as heal other if used when the target is under 50% health. Each time WoH is used when the target is under 50% health gives a 190 heal for 5 mana. This seems oddly farmiliar to OoB, allowing a heal of 190 health for 5 mana, but with a 4 second cooldown instead of a 15.

Summary: Each WoH used while the target is under 50% health heals for 190 health. Health per second: 47.5

Yes, the statistics for WoH seem imbalanced, and they are. Realistically, you are not going to be able to use WoH every 4 seconds on a target under 50% health. But even using it once every 15 seconds on a target under 50% health makes it on par with OoB. But there is also the 61 attribute points sacrificed by using OoB that can be applied to divine favor for bonus heals on every heal. In addition, using WoH on a target above 50% health still grants a bonus 11 health each cast bringing even more to the table. On top of that, to use OoB effectively you must have both OoB and heal other. This uses 2 slots instead of the one needed for WoH. There is also the cast times of using OoB. Yes, it only has a 1/4 second cast, but there is a casting delay after the cast of every spell where another spell can not be used.

In short, WoH is a cost efficient skill that can ultimately save more mana/heal for more than an energy management skill such as OoB. While it may feel like you are gaining more by using OoB, WoH used effectively can be much better.

Note: numbers are given with 16 attribute points.

I do not believe the 50% check is taken AFTER all of the other heals. I created a PvP character and went to the training ground area. I casted WoH on a burning student as close as I could tell at 50%, and they received the bonus healing involved. I will post screenshots soon showing this as well as I could with screenshots.


crazy....i wonder when they fixed that. all the testing i did in PvE in the early game days just showed it to be so messed up and then nobody made a fuss over it suddenly working better. ill have to try it out again and see how i like it...ive completely operated under the assumption that a/net never changed that skill

im gonna go test it with boon and see how that turns out too
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Old Mar 02, 2006, 04:09 PM // 16:09   #23
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Quote:
Originally Posted by EnvyHax
I use WoH.

I use it with Orison of Healing to spam heals.

I use it with Heal Other if the person is getting smacked up quite a bit.

I always use it.

It's a great spell.

You cannot live without WoH. :P
Under no circumstances should you have both Word of Healing and Heal Other on your bar at the same time. It's pointless.
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Old Mar 02, 2006, 06:29 PM // 18:29   #24
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Quote:
Originally Posted by aB-
When using a skill, even OoB, you want to find how much bonus healing you are generating by using it. Using OoB essentially gives you a heal other for 5 mana that can be used every 15 seconds. At 10 blood I believe it gives 16 mana with a total energy gain of 11. Using heal other with this mana gives you a 190 heal every 15 seconds. This equates to a bonus of 12.66 health gain per second.

Summary: Each offering of blood used consumes 5 energy and equates to a 190 heal (using heal other) regardless of the target's health. Health per second: 12.66

WoH, on the other hand, can be cast every 4 seconds, and can heal for roughly the same as heal other if used when the target is under 50% health. Each time WoH is used when the target is under 50% health gives a 190 heal for 5 mana. This seems oddly farmiliar to OoB, allowing a heal of 190 health for 5 mana, but with a 4 second cooldown instead of a 15.

Summary: Each WoH used while the target is under 50% health heals for 190 health. Health per second: 47.5

Yes, the statistics for WoH seem imbalanced, and they are. Realistically, you are not going to be able to use WoH every 4 seconds on a target under 50% health. But even using it once every 15 seconds on a target under 50% health makes it on par with OoB. But there is also the 61 attribute points sacrificed by using OoB that can be applied to divine favor for bonus heals on every heal. In addition, using WoH on a target above 50% health still grants a bonus 11 health each cast bringing even more to the table. On top of that, to use OoB effectively you must have both OoB and heal other. This uses 2 slots instead of the one needed for WoH. There is also the cast times of using OoB. Yes, it only has a 1/4 second cast, but there is a casting delay after the cast of every spell where another spell can not be used.

In short, WoH is a cost efficient skill that can ultimately save more mana/heal for more than an energy management skill such as OoB. While it may feel like you are gaining more by using OoB, WoH used effectively can be much better.

Note: numbers are given with 16 attribute points.

I do not believe the 50% check is taken AFTER all of the other heals. I created a PvP character and went to the training ground area. I casted WoH on a burning student as close as I could tell at 50%, and they received the bonus healing involved. I will post screenshots soon showing this as well as I could with screenshots.


There's still been way to many times it HASN'T triggered when it should. So I don't use it. I'm with sartori on this one, WoH is "broken".
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Old Mar 02, 2006, 06:32 PM // 18:32   #25
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Quote:
Originally Posted by Nater
There's still been way to many times it HASN'T triggered when it should. So I don't use it. I'm with sartori on this one, WoH is "broken".
What are you talking about? It isn't broken.
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Old Mar 02, 2006, 06:46 PM // 18:46   #26
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Quote:
Originally Posted by sartori
unless they fixed this and i didnt notice, that doesnt quite work....

as beat_go said, lets assume the ally has 455 health. they are down to 120, well under 50% health. you cast word of healing. it heals for 84 points, bringing them up to 204 health. then divine favor heals them for 35 more bringing their health to 239.

now WoH checks to see if it should heal for another 106 health but 239 is >50% so it fails the check and does nothing. if they made this spell check the health of your ally before adding any health, it would be a great spell. last i checked tho it still worked the same way...badly.

basically, theyd have to be at 108 health for WoH to be fully effective. if you have a divine boon up with these stats, your ally would have to be at 50 health or WoH is just an elite version of orisons with an 11 health bonus and an extra 2 seconds of recharge.

i think this is actually one of the most pointless monk elites the way its set up. ive always felt like it was broken but i gave up that thought a while back when it still hadnt been fixed.
Ahh, that explains why I thought this spell sucked ass. WoH hasn't seen the light of day since I capped OoB... I thought something was fishy about this spell. Maybe they will fix it tonight, but even if it does what I would have thought it should do, OoB is hard to pass up.
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Old Mar 02, 2006, 06:52 PM // 18:52   #27
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Quote:
Originally Posted by Lasher Dragon
Ahh, that explains why I thought this spell sucked ass. WoH hasn't seen the light of day since I capped OoB... I thought something was fishy about this spell. Maybe they will fix it tonight, but even if it does what I would have thought it should do, OoB is hard to pass up.
It has already been fixed. Beat_Go_Stick and sartori were wrong.
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Old Mar 02, 2006, 06:54 PM // 18:54   #28
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Ok, so now the extra healing kicks in when the recipient is below 50% health? Well then I may have to dust it off and give it another shot.
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Old Mar 02, 2006, 06:55 PM // 18:55   #29
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Quote:
Originally Posted by Lasher Dragon
Ok, so now the extra healing kicks in when the recipient is below 50% health?
In short, yes.
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Old Mar 02, 2006, 07:02 PM // 19:02   #30
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Quote:
Originally Posted by cerb
WoH is a really good healing skill if the monk can use it (i.e: wait till health < 50% before using it)
i think the guy is trying to say is that monks are better off just keeping other people above 50%. depending on the situation your can't afford to have an ally reach 50% just for the sake of the health bonus to kick in. IMO it's pretty risky. well in PvP i guess, but for PvM i guess WoH is okay.
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Old Mar 02, 2006, 07:23 PM // 19:23   #31
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Quote:
Originally Posted by mthegreatone
i think the guy is trying to say is that monks are better off just keeping other people above 50%.
Thats why WoH is good in PvE. Its a spammable Heal Other that only becomes Heal Other when you need it. Or, if you prefer, its a save their butt spell when they need their butt saved. No; its not going to heal someone for 200HP when they are at 51% health but, if they are, you don't really NEED it to yet. the noraml high heal WoH already gives makes it worthy to stay in a 3 heal spam, and the 4 second recharge becomes negligible with 2 other backup heals you can still cast while its recharging. Very rarely do i hear a click when casting this spell, in PvE, either from recharge or mana issues.

In PvP, however, a 4 second reset can seem like an eternity. Its less forgiving and any wait on heals, even a quarter second, can spell disaster. Besides, monk gets the VERY short end of the stick when it comes to mana control, the main reason why everyone is singing OoB's praises.
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Old Mar 02, 2006, 07:41 PM // 19:41   #32
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WoH is still a favourite amongst HoH monks..partially because it's a good heal, and partially because there's no great alternative (one Spellbreaker is enough,really).
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Old Mar 02, 2006, 08:23 PM // 20:23   #33
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ive been doing 16 Healing the rest in div favor

and doing topk with this build, all missions, and most every pve healing job I do.

word of healing
orison of healing
dwaynas kiss
purge condtions
remove hex
divine boon
res sig
rebirth

those 5 ene heals with boon on pack a lot of punch.. sure I overheal when healing people at the 50% mark BUT theyre back at full health. and it cost me 5 ene to do it..
( 7 if you count boon
when your walking around with 47+ ene ( tats and staff) 5 ene heals with boon on making 7 ene per heal isnt a taxing matter....

even in topk I dont run out of ene during combat. I also dont run with an orders nec or a MM that cant self heal...

IMO if your going to join a team as a healer you had better be able to do the job in overkill..

Ive also found especially in TOPK those big heals are often not wasted since once a target has the attention of a mob its gettin beat on steady.. Ive actually casted woh on a person just as they got hit bigtime with a mez spell and taken theyre life down to 30 or so.. seeing their red bar pop back up full gives the whole team confidence and they run away less and less making the team more effective with everyone fighiting..
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Old Mar 02, 2006, 08:39 PM // 20:39   #34
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Uh, running boon as a WoH healer makes you less energy efficient.
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Old Mar 02, 2006, 10:55 PM // 22:55   #35
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Quote:
Originally Posted by wheel
It has already been fixed. Beat_Go_Stick and sartori were wrong.
When did they fix this? They should really let us know these things so we don't have to re-test every skill every time they patch the game *chuckle*

When I first tested it out way back in what, September(?), it only worked if they were still under 50% after all the healing occurred. Glad to hear it's fixed and that explains all the WoH builds I've seen floating around.

Guess I'll actually have to try this skill out again before I make a judgement on it
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Old Mar 03, 2006, 06:12 AM // 06:12   #36
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Quote:
Originally Posted by Beat_Go_Stick
When did they fix this? They should really let us know these things so we don't have to re-test every skill every time they patch the game *chuckle*

When I first tested it out way back in what, September(?), it only worked if they were still under 50% after all the healing occurred. Glad to hear it's fixed and that explains all the WoH builds I've seen floating around.

Guess I'll actually have to try this skill out again before I make a judgement on it
They fixed it sometime in Late September or Early October IIRC.
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Old Mar 03, 2006, 06:18 AM // 06:18   #37
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I get called a "n00bz0r" in ToPK if I try to run without WoH.

Capped it, tried it, went back to what I had before.

No decent and quick energy management, no thanks. I'll find another group.
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Old Mar 03, 2006, 06:03 PM // 18:03   #38
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Woh = Pwnage
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Old Mar 03, 2006, 06:38 PM // 18:38   #39
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Like others have said, WoH is a great skill but you have to know how to use it. The thing I really like is its versatility. When someone needs a big heal, WoH is a very energy efficient way of getting it to them. When they're above 50%, it acts as just another spam heal, like a second Orison only better. You don't have to save WoH for emergencies, unlike Heal Other. You can just spam it as needed with Orison, Kiss, and maybe Devo Sig (for non-critical situations).

Another strength of WoH, as others have also mentioned, is that it's an effective energy management tool that doesn't require spending attributes in other lines, plus it takes only one skill slot as opposed to Heal Other + energy elite. Sure WoH isn't the perfect answer to all your problems on a healing monk, but it definitely has its uses.
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Old Mar 04, 2006, 09:22 AM // 09:22   #40
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I just want to restate and clarify what the situation is with WoH's bonus; I think there is still some confussion surrounding this.


Here is what happens when you click WoH:

1. All healing bonuses gained through the Divine Favor attribute line are calculated FIRST, before any other healing is done. This means both the regular Divine Favor bonus as well as the Divine Boon bonus if you are running Divine Boon.

2. After all Divine Favor bonuses are applied to the target's HP, the game then checks the target's HP to see if it's below 50%. If the target is below 50%, both the regular heal and the bonus heal are both applied at the same time. If the target is not below 50%, only the regular heal is applied.

So in summary, the bonus heal from WoH is not added after ALL possible heals, only after all possible heals from the Divine Favor line.
For example, at 13 Divine Favor, the Divine Favor bonus is 42. For WoH's bonus heal to active, the target's HP would have to be 43 HP below 50% so that the target is still 1 HP below 50% after the Divine Favor bonus of 42 is added.
For this reason, running Divine Boon with WoH is not a good idea, because the Divine Boon bonus is also added before-hand, at the same time as the regular Divine Favor bonus. With Divine Boon, the target has to be close to around 25% health for the WoH bonus to kick in.

Hopefully this will put an end to any remaining debate on the WoH bonus.
And to answer the original question: WoH is a fantastic spell for PvE builds not running Divine Boon (such as mine).

Last edited by Grammar; Mar 04, 2006 at 09:24 AM // 09:24..
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