There is plenty of room on a HB bar for Prot spirit so why not just bring something like [protective [email protected]] if your worried about spikes. As for orison I would rather bring [patient spirit] and [dwayna's kiss] ,as pink said above.
And Deadbolt, Ursanway doesn't require prots because of the high health and high armour. PSpirit would not be effective.
I agree, but if you are one of those monks who can't find a good excuse to throw 5 heals on your bar, I recommend bringing [skill]shielding hands[/skill] and/or [skill]shield of absorption[/skill] and let's not forget [skill]vigorous spirit[/skill] (serves as a good cover).
And Deadbolt, Ursanway doesn't require prots because of the high health and high armour. PSpirit would not be effective.
now, now, look who is talking. before you start being deragatory to people, might want to make sure you actually have a clue...
20 armor makes almost no difference against bosses...or a variety of other overpowered hm stuff..and 200 health aint a lot of difference either.
I usually prefer having a prot spirit on my bar when i monk for any HM group, though most ursan newb groups will laugh at you and kick you if you ping anything with a prot spell on it.
Yeah I know, because when you've got people running around with roughly 700-800 health Protective Spirit is really going to do much. It's redundant at that point.
The armour is just an extra, but it still helps.
You're also forgetting you can chain Ursan Roar for perma-Weakness, and knocklock them with Ursan Rage.
One question though: How was that a deragatory statement? I could say that you telling me I'm clueless about it is deragatory.
But then again I can say the same to you because you're missing out the extra layers of defense. Weakness and knockdowns.
About the PS with ursan discussion, using PS on a player with 800-900 health (And higher armour) Wouldn't reduce the damage, because there's like.. 1 situation out there where they'd get 100 or more damage per hit, and that's on a max'd out earth boss/fire boss, but still, to run it everywhere just for those few situations? I'd rather take something useful.
About the PS with ursan discussion, using PS on a player with 800-900 health (And higher armour) Wouldn't reduce the damage, because there's like.. 1 situation out there where they'd get 100 or more damage per hit, and that's on a max'd out earth boss/fire boss, but still, to run it everywhere just for those few situations? I'd rather take something useful.
You bring PS for you mid(if it is there)-/backline. If a single guy HM breaks through you get 100+ dmg each hit from physcial damage dealers. Kiting in HM can backfire if not done properly (auto crits).
About the PS with ursan discussion, using PS on a player with 800-900 health (And higher armour) Wouldn't reduce the damage, because there's like.. 1 situation out there where they'd get 100 or more damage per hit, and that's on a max'd out earth boss/fire boss, but still, to run it everywhere just for those few situations? I'd rather take something useful.
Such as?? Most ppl would only have around 700 health as well I would imagine since most pugs tend to run about 500 health normally. Its nice to have for yourself as other people have said. The ursan groups I have been have not protected the monk from the melee, they just ignored the fact the monk was under attack.
Overaggro, all enemy on 1 Ursan.
Dazehl Brainfreezer: An Ele boss specialized in Water Magic.
He can do 200dmg to 60AL with just [skill]Ice Spear[/skill] (+50% dmg because he's a boss and Hard Mode adds another 25% dmg and he has something like 20 Water Magic)
If all enemy are on 1 Ursan, Seed of Life is your friend. An ursan has at least 70+ armor, there would be TONS of -2 -1 -0. Even with only 10% health(sometimes less), Seed of Life can heal to the top most of the time. If not, just add a Dwayna.
The imp boss, [skill]Ice Spear[/skill] isn't his most powerful skill. Etereal light can heal for 100+. So [skill]Ice Spear[/skill]isn't that horrible. (Also, ice spear is half ranged, a monk shouldn't go that near to the boss i guess?) The craziness of that boss is his [skill]Mind Freeze[/skill] + [skill]maelstrom[/skill](100 dmg). Any of your healing are shut down, all you can do is to hope that the other monk can save you.
In an ursan party the team shouldn't take much damage.
The majority of the damage should be healed by monks chaining two skills: Seed of life and Healing seed. This is easily done even without voice chat by simply pinging when you use those two skills.
Ursans should form a wall to protect the backline when fighting. Healing seed is highly effective here healing most of the ursans all the time.
Patient/Orison/Heal other/Dwayna kiss can heal up any crap damage on a single party member while heal party deals with damage on multiply team members.
Any enemy encounter should be over in a few seconds because of the brute power of ursans and the knockdowns so you're not really using many other skills than heal seed, heal party and seed of life with the occasional patient spirit thrown in.
I don't know what the op Alexandra Sweet is smoking but slaver's has a pretty heavy amount of hexes so dwayna's kiss makes alot of sense. Even without hexes dwayna + patient = nice combo.
I can see possibly using Dwayna's Kiss but I just don't have the room on my bar. I would rather have Patient Spirit. Sure Dwayna's can heal more than Cure Hex but removing the hex is a more urgent need usually. The downside is you don't have an immediate direct heal. With Ursans if they need an immediate high-powed heal it is usually them extending outside the Ursanball.
Patient Spirit (or Ethereal Light) for self-heal if needed. I prefer Patient Spirit
Heal Party (I put this on the bar because people want it. Rarely use it)
Seed of Life
Healing Seed
Healer's Boon
Cure Hex
Glyph of Swiftness
Rez Chant
Don't forget that if you have GoS and both seeds you can have a seed up on someone almost all the time.
Example: GoS + SoL (r10 Sunspear) + 20% enchant will get you 6 seconds on an 19 second recharge. Then cast HS... 12 seconds on a 19 second recharge. Coverage is 18 seconds out of 19 seconds.
Of course this depends on the situation. If you were PUGging FoW with Ursan groups don't forget the Essense of Celerity. Put that on top of GoS and you have seeds on crack. I will say that I have Heal Party on the bar just because everyone else wants you to have it and the times that I have used it it was because I hit the wrong skill. 2 monks with the seeds in FoW in those groups is good; 1 of the monks with GoS pumping out the seeds 25% faster still helps alot.
One thing that I have noticed more times than not is that Healer's Boon is up. I would say about 75% of the time HB is down. Seems to me that I could diversify the bar a bit if I didn't have to have HB and Heal Party. I have thought about using Glyph of Renewal. Something about a SoL every 8 seconds (glyph cast time + 25% faster recharge from celerity) is pretty good. The problem with using Renewal is that it would be on the bar just for SoL and that maybe a waste of a skill slot.
well for verajar falls where there is not alot of hex and hb don't use much enchantment i would throw dwayna's kiss. heres the bar i run.
(heal ribbon) optional use when party wide heal is out and emergency
(ethereal light) main single heal
(patient spirit) pre prots spell from the heal line not to mention ps+ethereal light = spike heal
(seed of life + healing seed) mob are usually dead by the time these two are chained :/
basic gole plus heal party
hb of course.
(don't bring res because ursan should all have a res and 8 people carrying res in an ursan group is just redundant, if monk is only 1 left its much faster to just die and respawn)
for the protect spirit deal, i think thats just stupid lol :/ you should have your devine and heal max up, with high health the ursan can take a hit and your fast heal from hb not to mention double should be more then enough to heal, not to mention you have a second monk to back you up:/
Last edited by ivan.alicard; May 18, 2008 at 05:44 AM // 05:44..
If you're going to run [Protective Spirit], it would be for yourself (the monk). There were a lot of times where I got attacked by mobs because of bad agro. In this way, [Dwayna's Kiss] would heal you move effectively if the other monk uses it on you (along with any other enchantments).
Personally, I never ran an HB monk while farming norn points with heal party. The other monk has it 90% of the time and I concertrate on spike healing. This is why I don't carry Orison. Dwayna's Kiss has much more healing potential in the frozen lake area where agro control might go out of hand.
If you're concerned about self-heals, you can use [Healing Touch] and/or patient spirit. If energy management is a problem (and it has been for me due to not using Glyph of Lesser Energy), you can have a 15/-1 set. Fights with an Ursan team rarely drains your energy, though.