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Old Mar 26, 2007, 02:29 AM // 02:29   #21
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I'd rather use a hero monk at least that I can flag behind and set to do not engage than a hench monk that you have little control over.

Oh and about RC, for some reason Tahlkora cant seem to use it on herself until I manually do it for her.
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Old Mar 26, 2007, 08:28 AM // 08:28   #22
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^you cant cast RC on yourself
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Old Mar 26, 2007, 11:10 PM // 23:10   #23
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Quote:
Originally Posted by Brian the Gladiator
This is really shady word choice. You say that Healing light has twice the recharge... when the difference is 2 seconds. I could say, "Healing light heals for 15 more health and only takes 2 seconds longer to recharge."
You also didn't even mention the fact that Healing Light gives back 3 energy if a person is enchanted.

By the way, when that NOOB told me to switch out Healing Light for Glimmer, I actually showed him my entire monks builds where he saw the fact that they were using an aegis chain and would almost always get the benefits of the conditional effect.
Glimmer is far better. .25 seconds cast + 2 sec recharge = heal every 2.25 secs. U can only use healing light every 5 seconds. Seriously a 1 sec casting time heal isnt too good for an elite skill. Give a hero glimmer and power leech + drain and he will heal everything very fast, especially big spikes, something a lot harder to do with healing light.
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Old Mar 26, 2007, 11:41 PM // 23:41   #24
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I'd use neither and give the second monk Gift of Health instead. That said, Healing Light is one of the few reasonably good elites for hero monks due to the energy gain when the target is enchanted. There is nothing good about Glimmer of Light though, despite being a seemingly perfect skill for heroes (fast and simple unconditional heal), they'll burn through their energy with it and it's simply a bad elite to begin with. Compare Reversal of Fortune to Glimmer of Health: on average RoF will be just as good and in the higher level PvE areas where you're being hit for > 50 damage RoF easily outperforms GoL. I see no reason whatsoever to run a skill bar with GoL + Orison when you could use GoH + RoF.
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Old Mar 29, 2007, 12:33 AM // 00:33   #25
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Neither.

[skill]Amity[/skill]



...But in all seriousness, I vote WoH. Up to 200 health is good.

I tried Healing Light once...found out I wasting more enery enchanting someone than the bonus provided.
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Old Mar 29, 2007, 03:36 AM // 03:36   #26
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Quote:
Originally Posted by kazjun
Dead monsters = No healing needed

The offense you can set up on heroes far overpowers henches. So its a lot easier to build a good offensive team and leave the healing to the henches. After all, they did keep two chapters worth of players alive before heroes ever got here.
Yeah, what he said.
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Old Apr 07, 2007, 07:03 PM // 19:03   #27
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^^ in response to that... Every 8-man Group needs two monks regardless of the other heroes, hench, or real people in the party. This being said, I dont give a flying F*** about how offensive heroes are more important because without a monk healing your offensive heroes, you are screwed.

I know what you are saying is true however because when I am playing alone I bring zhed, souske, and olias + 2 healer hench, earth hench, and holy hench. But the fact of the matter is, that i stull have two monks in the group.

Now, when you get in those special situations when you have a 6/8 team with no monks and none in the district, most people decide to bring hero monks. I wanted to bring the two hero monks that i posted above and a nub decided to crack down on me and tell me my elite skill on my healing light monk should be changed. My argument is that healing light is far better than glimmer of light because it heals for more health and, in pve, you aren't facing many spike teams and henchies are so fast anyways, why need a 1/4 cast, underpowered heal on your hero. Also, the heal is so minimal, most spikes will spike right through it.
You may say that, "well... Healing Light is only 15 health more." That is true but its purposed is not to catch spikes. It is meant to heal through pressure, which is most of pve.
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Old Apr 07, 2007, 09:28 PM // 21:28   #28
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Quote:
Originally Posted by Brian the Gladiator
^^ in response to that... Every 8-man Group needs two monks regardless of the other heroes, hench, or real people in the party. This being said, I dont give a flying F*** about how offensive heroes are more important because without a monk healing your offensive heroes, you are screwed.
Wrong. Healing henchies work just fine, but offensive henchies suck horribly.
And if you kill every mob in seconds, who cares if they don't have the energy for long battles. There won't be any.
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Old Apr 08, 2007, 12:00 AM // 00:00   #29
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As a paragon I usually use 2ele and 1 necro since heroes can deal much more damage than henchies with good build. Also,I don't want to waste the lightbringer bonus. But when I use monk hero for some reasons, I give him LoD.
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Old Apr 08, 2007, 12:17 AM // 00:17   #30
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Quote:
Originally Posted by ArKaiN
Wrong. Healing henchies work just fine, but offensive henchies suck horribly.
And if you kill every mob in seconds, who cares if they don't have the energy for long battles. There won't be any.
I just F-ing said that stupid!!! Read the whole post next time because I am not going to F-ing repeat myself again just because you are too idiotic to read an entire post.

Quote:
Originally Posted by Shadowlion
As a paragon I usually use 2ele and 1 necro since heroes can deal much more damage than henchies with good build. Also,I don't want to waste the lightbringer bonus. But when I use monk hero for some reasons, I give him LoD.
I do the same thing as you for the same reasons. I agree whole heartedly!
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Old Apr 08, 2007, 06:43 PM // 18:43   #31
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Quote:
Originally Posted by KazeMitsui
i dunno why people even use hero monks they seem to be pretty doodoo compared to the hench monks... ive always had better luck with hench monks and bringing dmg heroes
I have to agree with this. While hero monks are better then hench monks for healing, hench damage dealers suck. Making a High damage hero group + hench healers is a much bigger help when done right.

Main example of why this is - Look at Aidans skill bar o.O

Also, what a lot of people dont understand is that the same bar on your heroes wont allow you to play through the whole game with ease, particularly with monk, You need to change skills based on what area your in. If facing lots of hexes or conditions, bring Divert or RC. If facing interupt areas, bring a healers boon (much better then glimmer).

If you still insist on a universal bar for everything, Ive found that the Blessed light build is best, as it covers healing with sufficient hex and condition removal. The one i use for heroes is:

[skill]signet of devotion[/skill][skill]reversal of fortune[/skill][skill]gift of health[/skill][skill]blessed light[/skill][skill]dismiss condition[/skill][skill]glyph of lesser energy[/skill][skill]holy veil[/skill][skill]renew life[/skill]

I use 12 healing, 10 prot, 15 DF with 3 major runes for this, which is fine as they have sup vigors and +30hp offhands.

The only problem is putting in any other 10e skills like protective spirit or spirit bond means that heroes will run out of energy too quick, so this bar is ideal.

Last edited by bhavv; Apr 08, 2007 at 08:25 PM // 20:25..
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Old Apr 09, 2007, 02:30 AM // 02:30   #32
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I just noticed that with the recent skill updates, Deny hexes is a lot better then veil, as it removes a hex for itself, and one for blessed light + sig of devotion if there recharging.
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Old Apr 09, 2007, 10:09 PM // 22:09   #33
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As you can see, nearly everyone has a different opinion about which skill to use. What you really need to do is test out the skills that are options and see which works best for what you are doing. Then you can make the decision for yourself, because the time when everyone agrees on what is best will never come.
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