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Old Oct 19, 2006, 12:44 PM // 12:44   #21
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Try this if you're in a good mood:

Mo/Me
1) Arcane Echo
2) Echo
3) Mending {E}
4) Healing Breeze
5) Heal Party
6) Purge Signet (For energy management aswell as removal)
7) Rebirth
8) Purge Conditions (If not enough energy to activate Purge Signet)


At the moment Blessed Lights seem to be a good way to go. Try running two Blessed Lights but on one of them swap BL for Restore Condition, works well.

Last edited by Program Ftw; Oct 19, 2006 at 12:49 PM // 12:49..
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Old Oct 19, 2006, 01:16 PM // 13:16   #22
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Quote:
Originally Posted by phasola
healer seems completely useless now, but maybe that's just me
rc & bl seem to be the best choice atm
I don't know what kind of useless healer you are talking about, but WoH is probably the most requested monk build. And it keeps people alive quite well...so why is healing useless?
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Old Oct 19, 2006, 01:27 PM // 13:27   #23
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Quote:
so why is healing useless?
because bl is better ?
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Old Oct 19, 2006, 01:31 PM // 13:31   #24
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Quote:
Originally Posted by phasola
because bl is better ?
erm...No it's not
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Old Oct 19, 2006, 01:58 PM // 13:58   #25
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I think it depends a lot on your build... if you run a build like DKT (last time I checked they ran two mesmers with distortion, a warrior and a blinder), then ofc BL/RC is a better backline, since you have a lot of defense, but if you ran smth else (we personally run hammer war, smiter, 2 interrupt/conditions rangers) with less self-defense, I prefer WoH over BL.
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Old Oct 19, 2006, 02:10 PM // 14:10   #26
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WoH isn't bad, but it is definately overrated.

As for healers in general; I think Nightfall will give them a nice boost.
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Old Oct 19, 2006, 02:13 PM // 14:13   #27
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I hate WoH its like the buggiest skill in the game, but WoH/Infuse and an RC/gift, and a /mo with aegis or seed or something is the way to go atm.
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Old Oct 19, 2006, 03:10 PM // 15:10   #28
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i find channeling quite meh in 6v6
fewer teams have wards which spreads out teams, forces monks to kite, and makes it too much of a hassel to bennefit from channeling on several teams
not to mention theres 2 fewer bodies to channel off of
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Old Oct 19, 2006, 04:39 PM // 16:39   #29
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Quote:
Originally Posted by Legendary Shiz
Just because they are in iA doesn't mean they are god, or they are always right. Soz.
Certainly not, but their winning ways in HA means that their opinion rightfully carries more weight than a amateur, such as myself.

Quote:
Even if there aren't "good" spikes out there, like a bspike or rspike running around doesn't mean teams still can't coordinate a mini spike. Like war adren spikes, or ele and wars spiking together.
You misunderstood; it means that a team should not be allowed to get off a good spike. Which means your team should be constructed to disrupt or out-pressure spike teams, and if it doesn't, you're a lousy team anyway.

I agree that infuse is an incredibly useful skill, one of the most useful in the healing line. I would personally bring it(and do) were I playing a healer. But, the mentality that an infuser is necessary is just highlighting the problems of HA competition all over again.

Quote:
Originally Posted by SiegDivine
Have you seen Peaches monk? 'nuff said.
Point taken, haha. However, the results are hard to refute.
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Old Oct 19, 2006, 07:56 PM // 19:56   #30
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Quote:
Originally Posted by audioaxes
i find channeling quite meh in 6v6
fewer teams have wards which spreads out teams, forces monks to kite, and makes it too much of a hassel to bennefit from channeling on several teams
not to mention theres 2 fewer bodies to channel off of
The question of Channeling comes up very often outside of the 8v8 HoH (where monks got spoiled by the infinite fountain of energy), but it really is a strong mode of energy management for any pvp. It obviously still rocks on altar maps, but even elsewhere, getting a consistant +2/3 goes a long way. The more important reason channeling remains the best form of HoH energy management is that it often scales to the required need. Versus spike teams you are often not strapped for energy, rather it is verus multiple warriors/thumpers/et cetera that you needed the energy boost. In those situations even if your monks are kiting away from the opponents midliners/spirits, you are still pooling in a significant amount of energy to counter the added pressure.

This is the reason EvIL was often seen running channeling blights early in the factions seasons. Thumpway was so common that it produced an insane amount of energy.

As for WoH monks, I <3 healing monks, but I think some form of BLight + RC is the way to go. You still need to fit a heal party/healing seed though on a midliner because there is a ton of AoE/smite.

Last edited by Drewfense; Oct 19, 2006 at 07:59 PM // 19:59..
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Old Oct 19, 2006, 09:31 PM // 21:31   #31
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RC is overrated in HA. Recuperation + mend b&s > RC
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Old Oct 19, 2006, 09:57 PM // 21:57   #32
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with all the apply/melandru running around i say RC is a must
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Old Oct 19, 2006, 10:14 PM // 22:14   #33
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Quote:
Originally Posted by phasola
with all the apply/melandru running around i say RC is a must
It's not ... with the BL Rt/Mo backline we rarely lose to a condition build. We faced a heavy condition team with an err7 on our side (he had draw) and won anyway. It was a good team, they know who they are and yet we still beat them. RC limits creativity in a team, please try running other things.
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Old Oct 20, 2006, 01:17 AM // 01:17   #34
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WoH - Monk/Mesmer

Heal: 16
Inspiration: 10
DF: 9

Infuse Health
Word of Healing {elite]
Healing Whisper
Heal Party
Healing Seed
Healing Touch / Holy Veil
Inspired Hex
Channeling

Vim Heal

Heal: 16
Tactics: 10
DF: 9

Victory is Mine [Elite]
Bonetti's Defence / Deadly Rispote
"Watch Yourself!"
Heal Other
Healing Whisper
Dwayna's Kiss
Mend Ailment
Holy Veil

Last edited by Clinically Proven; Oct 20, 2006 at 01:49 AM // 01:49..
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Old Oct 20, 2006, 07:37 AM // 07:37   #35
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Heal Party=meh
And why so many points in inspiration?
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Old Oct 20, 2006, 09:07 AM // 09:07   #36
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RC is overrated, people make backlines around it so often that counters are everpresent in the metagame. any team with a mesmer will likely have mantra/humility, which on a badly planned backline will leave almost no condition removal. My guild doesn't run RC, and we do fine against any team.

With a 2 monk backline, there really is no "best". That's what I think is so great about 6v6 instead of 8v8, though there is a 'norm' there is still a way to run 2 monks totally different than anyone else and still be successful. I guarantee no one runs a backline even remotely like kThx, unless they ganked it from us :P
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Old Oct 20, 2006, 02:09 PM // 14:09   #37
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Quote:
Originally Posted by sno
My guild doesn't run RC, and we do fine against any team.
That's not because of your build, that's because you gank them

Last edited by cerb; Oct 20, 2006 at 04:06 PM // 16:06..
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Old Oct 20, 2006, 02:15 PM // 14:15   #38
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As has been said before, the skills used depend on what build you're running.

I'm still bringing RC because it is a huge heal on the ghostly when there is: condition build and dual smite (A/W specifically). These two types of teams represent the majority of what goes around in Halls these days, and they do like stacking all those conditions on the Ghostly. I've managed to pull off some huge heals with RC and won't be parting with it anytime soon.

Channeling? Do bring it, you'll miss it in Halls if you don't. I really don't need it outside of Halls, but 2 teams on you really does require you to spam as much as possible, which Channeling allows you to do.

WoH? Well, two reasons. As well as being able to function under NR/TQ relatively well (compared to boon prot, which I would normally run), he's got Seed, which is a must in Halls. Now, admittedly a BL can do this too, and could also bring Seed as well as Gift of Health, but I'm still wary of the raw healing output of a BL compared to WoH.

Also, IMO, there are still not enough Hex teams to warrant 5 extra energy spent on a slightly bigger heal with hex/condition remove, because in my eyes it's not really worth it. But as I've already said, it depends on what build you run, and what you feel comfortable running on your monks.

Granted, Heal Party may not be the best choice as it is likely to be interrupted considering the amount of interrupts around, but when something goes horribly wrong, this skill can make the difference between wipeout and survival, and survival is in most cases enough to win

Quote:
Furthermore the energy cost is way too high, I mean 15 energy ffs, 2 sec casting time. I can have a WoH and orison in the same time, and I'd need 5 less energy+ heal more.
This is not the point of Heal Party - your example concerns damage to 1 or 2 people, in which case obviously you would use single-person, more efficient heals... Heal Party is for when you'd rather not spend 20+ energy healing everyone up one by one, or you wouldn't have enough time to do so.

Also, I don't run infuse because I tend to run builds with at least 1 interrupt, and people that know how to interrupt so it's rare that a spike goes through.

Last edited by Kabale; Oct 20, 2006 at 02:35 PM // 14:35..
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Old Oct 23, 2006, 05:53 PM // 17:53   #39
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I find infuse to be usefull even when a person is the target of a non spike group. Just a quick heal with infuse, healing touch on myself to secure health, works great IMO.
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Old Oct 24, 2006, 11:24 AM // 11:24   #40
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Quote:
Originally Posted by hyro yamaguchi
I find infuse to be usefull even when a person is the target of a non spike group. Just a quick heal with infuse, healing touch on myself to secure health, works great IMO.
IMO thats a waste of energy, a waste of skill slot and potentialy dangerous for you. 15 energy so you can heal up 1 target? I agree with Kabale, and i do not bring infuse either.

HP is a must in the WoH build, especially with all the conditon builds now being used and it is in no way a waste of energy.
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