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Old Apr 15, 2006, 10:25 PM // 22:25   #1
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Default MO/ME WoH help

Can anyone help me with a normal mo/me WoH healer build taht works? I looked on a bunch of sites and found nothing, please just something basic. Help!
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Old Apr 15, 2006, 10:28 PM // 22:28   #2
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The standard WoH build:

Channelling
Word of Healing
Dwayna's Kiss
Orison of Healing
Healing Seed
Heal Party
Holy Veil
Inspired Hex

14/16 Healing Prayers
12/11 Divine Favor
6/8 Inspiration Magic
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Old Apr 15, 2006, 10:33 PM // 22:33   #3
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GVG:
woh
orison
touch
healing party
mend ailment
holy veil
inspired hex
drain enchant

HA:
woh
orison
touch
healing party
seed
holy veil
inspired hex
channelling

I would use those build if I have to play mo/me WOH
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Old Apr 15, 2006, 11:56 PM // 23:56   #4
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For Halls...
1. Word of Healing
2. Orison
3. Dwaynas
4. Healing Seed
5. Heal Party
6. Channeling
7. Inspired Hex
8. Holy veil

I don't know where you got touch from and the attrib points from the first post is incorrect.

16 Healing
10 inspiration
9 Divine (I think, if not, just put the rest into it)

I use a pvp 20% enchanting sword and a +12 energy +45 health +5 armor while enchanted offhand. (Holy veil and/or channeling should be on you the whole time.) A -5 energy would help for hiding your energy from e-denial, but I hear it costs 100k, and I'm not pve.
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Old Apr 16, 2006, 01:56 AM // 01:56   #5
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I disagree about the atts being incorrect. The energy from inspired hex is negligible when you consider how much more energy Channelling is going to give you. Putting points in for channelling is pointless - at 6 it lasts for 27 seconds with a 15s recharge. 10 is simply overkill, and you're sacrificing a lot of healing for what amounts to nothing.

As for running a superior...that's personal preference for the monk.
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Old Apr 16, 2006, 02:12 AM // 02:12   #6
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Touch for self heal. The build you posted has a single self heal (HP not included), so when that skill is possibly diversioned (that could never happen), you are dead meat.

I've never been fond of channeling because you have to be relatively close to your enemies, and it can be stripped easily.

I run Orison, Touch, Kiss, WoH, HP, Seed, Drain Enchant, Inspired Hex

16h, 9d, 10i

I'll switch around hp or seed depending on what the other monks have or don't have.

Drain enchant and Inspired hex is totally viable because its a support skill in addition to energy management, same with Inspired Hex.
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Old Apr 16, 2006, 02:27 AM // 02:27   #7
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This is the HA forum...therefore, you'll be playing in HA. Channelling is better than every other energy management option just because positioning really means nothing in HA. As for self healing, there aren't any splits in HA. Your 2nd and 3rd monks will be there to support you.
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Old Apr 16, 2006, 06:31 AM // 06:31   #8
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There is no need to use healing touch, healing touch is bad.

Rustjive wrote down the WoH build perfectly
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Old Apr 16, 2006, 07:50 AM // 07:50   #9
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Quote:
Originally Posted by Rustjive
The standard WoH build:

Channelling
Word of Healing
Dwayna's Kiss
Orison of Healing
Healing Seed
Heal Party
Holy Veil
Inspired Hex

14/16 Healing Prayers
12/11 Divine Favor
6/8 Inspiration Magic
Listen to this man, this man is your friend....
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Old Apr 16, 2006, 01:31 PM // 13:31   #10
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sometimes i run other instead of kiss,an channeling is an absolute must,i would be lost without it..
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Old Apr 16, 2006, 04:07 PM // 16:07   #11
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For halls...
You might be right about inspiration being at 10, but at 10, it lasts 40 seconds, with 20% enchanting it lasts 48 seconds. Divine favor doesn't really add that much healing, I'd rather not have to stop for a couple seconds to reapply channeling. Depends on your preference, I guess.

Heal other should NOT be substituted for kiss. WoH heals just as much as other. A 10 energy skill is a nono. Healing touch should not be on your skillbar, you have 2 other monks to heal you, orison is more than enough. A superior rune is a staple for me. A 10% morale boost and +45 health while enchanted gives you over 500 health.
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Old Apr 17, 2006, 04:52 AM // 04:52   #12
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Should monks run aegis?
Sure it costs 15 energy but it could just as easily save 3 heals and pay for itself.
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Old Apr 17, 2006, 05:00 AM // 05:00   #13
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In standard 3 monk backlines, the active prot runs Aegis. Aegis chains are rather high maintenence in comparison to wards, so most balanced builds will run a warder instead (who is also useful on relic runs). Even against IWAYs, Aegis chains are of limited use even against IWAY - better IWAY teams will bring interrupts to interrupt your long cast, and spike trap will ninja your cast as well. Against another team, 3 skills over 3 monks is too much when other skills can do the same thing nearly as well.
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Old Apr 18, 2006, 01:20 PM // 13:20   #14
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Something I and a few guildies have been playing around with is having a monk with Healing Hands replace the WoH monk.

I run something like this:

16 Healing
10 Inspiration
9 Divine

Heal Other
Orison
Healing Hands
Healing Seed
Heal Party
Channeling
Ins Hex
Holy Veil
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Old Apr 19, 2006, 10:18 PM // 22:18   #15
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i play monk a lot in ha and this is the build i find most effective:

-inspired 10
-healing prayers 15
-divine favor 11

-orison
-woh
-heal other
-seed
-heal party
-inspired hex
-holy veil
-channeling

Notes:
1. heal other is used mainly for the infuser. a single 1 infuse with no other dmg will NOT trigger 180 heals from woh. other is also usefull in many other cased were 2 ppl are low on health.

2. if your team has a bonder, use dwaynas kiss instead of heal other. it will trigger the heal bonus each time.

3. make sure to not over heal and always keep an empty weapon slot (or -7 energy setup) for when u're getting surged.
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