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Old Apr 22, 2006, 09:14 PM // 21:14   #1
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Default Mo/ Healing Build Critique

Sorry if this wasn't a good idea to post my build in hopes of getting suggestions, but after searching and trying other builds I found myself searching for a better alternative. Albeit its very likely that I was misplaying said builds, and / or my playstyle makes it so that they are less effective.

Anway, being as most of the time when in non-ridiculous missions, and the lack of monks readily available msot of the time i've decided to try and make this buidl as efficient as possible when it comes to healing. After alot of trying, and tweaking i've come up with the below as my build. It has the ability to heal small amounts and large amounts while maintaining energy fairly easily, and has the ability to remove conditions / hexes.

Most of the time the energy (65) is sufficient unless the group aggros too much and I overextend, or they simply cannot tank enough damage and we are overrun. In which case it doesn't seem as though its the energy supply, nearly as much as the group aggroing too much. I mainly use this in ToPK and FoW, as a healer in a barrage group or otherwise accompanied by a Prot.

Armor - Full Droks Ascetic's
Weapon - Collector's Divine Rod 20%, Healing Req Offhand +27 Energy
Healing Prayers - 11 + 1
Protection Prayers - 7 + 1
Divine Favor - 11 + 1
Other - Superior Vigor

1. Word of Healing
2. Orison of Healing
3. Healing Touch
4. Heal Other
5. Healing Breeze
6. Mend Ailment
7. Remove Hex
8. Restore Life / Rebirth (if Prot brings Restore)

Hopefully my build isn't too bad, works fairly well in most situations, just trying to get some critiques to make it better
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Old Apr 22, 2006, 09:18 PM // 21:18   #2
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I would not use protection prayers for just mend ailment alone...decrease it and put it elsewhere.


Ooh and btw, you should not use 15/1 offhands..you should get the 20/20 , then as a spare slot, equip the 15 energy bonus...it gives you some extra energy to work with, and you will have basic 4 pips, wich is more important than having high base energy.
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Old Apr 22, 2006, 10:01 PM // 22:01   #3
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Like Yanman said, change the +15/-1 Focus to a 20/20 Collector's off-hand.

Also, I'm not a big fan of builds without Energy Management. I'd say use the usual Prot Build (Mo/Me with Inspiration Magic), since it simply owns.. But well, I'm not to talk about Boon Prot. A couple of improvements for this type of build (WoH Pure Heal):

1. Word of Healing [Elite]
2. Orison of Healing
3. Dwayna's Kiss (Heal Other is too much Energy, especially with Energy Management)
4. Holy Veil (Remove Hex is crap)
5. Rebirth (you always use Ressurection after battle, and with Rebirth, you can avoid aggro, which is very nice, especially in places like FoW and ToPK)

Only 5 skills? In my opinion, these are the only ones that you need, all others, are a matter of preferance

Hope this helped a bit, and good luck Healing!
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Old Apr 23, 2006, 02:35 AM // 02:35   #4
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Ok, thanks guys. Changed the offhand to the 20/20 and i'm thinking about getting the Brohn's Rod aswell, to augment the faster recharges on those spells even more so. Thus far its looking like....

1. Word of Healing
2. Orison of Healing
3. Dwayna's Kiss
4. Healing Touch
5. Healing Breeze
6. Holy Veild
7. Mend Ailment
8. Rebirth

Healing Prayers - 12 + 1
Divine Favor - 11 + 1

Breeze is there mainly as a filler, i'm not sure as to what to replace it with... Perhaps something energy management related, such as Balthazar's Aura, not sure though.
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Old Apr 23, 2006, 03:25 AM // 03:25   #5
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I find Heal Party to be rather nice on a PvE monk. It's more usefull than Healing Breeze for sure. Unless you happen to be doing 5-man book/gear/keg/whatever runs.
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Old Apr 23, 2006, 05:10 AM // 05:10   #6
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Take out Healing Breeze for Infuse Life.

For energy management, change your secondary to Mesmer so you can usee Inspired hex and Drain Enchantment.
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Old Apr 23, 2006, 09:27 AM // 09:27   #7
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Mantra of Recall FTW. There is no better way to keep energised!!!
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Old Apr 23, 2006, 01:37 PM // 13:37   #8
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Quote:
Originally Posted by Katari
I find Heal Party to be rather nice on a PvE monk. It's more usefull than Healing Breeze for sure. Unless you happen to be doing 5-man book/gear/keg/whatever runs.
Hm...i'll deffinately play around with Heal Party, it gives a more spread heal than a normal heal of the same energy cost, say comparing it to the massive amounts healed by a Infuse Health w/ Orison (for me, lol) for basically the same energy. Deffinately test it and use it on occasion.

Quote:
Originally Posted by Murder In China
Take out Healing Breeze for Infuse Life.

For energy management, change your secondary to Mesmer so you can usee Inspired hex and Drain Enchantment.
I was kinda thinking about Infuse Health, which is what your talking about I assume. Unless of course i'm overlooking the spell of which you speak. My secondary was already Mesmer, so that works out well. Inspired Hex seems like an interesting idea, although i'm not too enthused about Drain Enchantment. How often do you get to pull off a suscessful one? I mean, it seems as though most high level areas require me to be on my feet, and generally not paying much attention to the aggro, and thus what the enemies are doing.

Quote:
Originally Posted by just call me jimmy
Mantra of Recall FTW. There is no better way to keep energised!!!
I like MoR, but more so as a cover enchant.... I mean the energy recovery it offers seems rather sporiadic at best, and not really something that I would like to rely on. Though running the other aformentioned Mesmer skills are kind of dependent on certain situations.

I dunno, playing around with the idea of adding some Mesmer skills into the mix have came up with something like...

Healing Prayers - 11 + 1
Divine Favor - 11 + 1
Protection Prayers - 3 + 1
Inspiration Magic - 8

1. Word of Healing
2. Orison of Healing
3. Dwayna's Kiss
4. Infuse Health
5. Mend Ailment
6. Inspired Hex
7. Drain Enchantment
8. Rebirth

Dropped Healing Touch, as I mainly use it after a battle as a quick heal because if i'm close enough to touch my party members, usually something isn't right. Though now that I think about it, I may switch it back in for something else, since it can be a quick and efffective heal for the casters / other back row ppls.

I would suppose that is enough healing, Dwayna's is mainly there if i'm with a party who use a good deal of enchantments, perhaps to be dropped for Touch when not w/ a Bonder or the like. I'm kind of thinking that my energy gain is alittle situational, though it may just be right now, as this build is as of now untested. Gotta love tweaking, anything to get it down to an art, lol. Hopefully I can become a better healer in general after this, so yeah...thanks for the help everyone ^_^
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