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Old Aug 08, 2005, 10:16 AM // 10:16   #21
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Quote:
Originally Posted by banishd
heal other is horrible.
remove hex/shatter hex are horrible.
Hex Breaker / Inspired Hex.
Channeling / Energy Drain for Energy Managment
Breeze Is Horrible.
So what do you take with Energy Drain than? Orison and Dwaynas? lolz

Heal Other would be my favorite healing skill if it werent for ajshjhsdfhgdfhfalksdfjnhfdjksdbfjkabdfjdbfkjbadfkj nsadfkjnfkjsndfksjdnf. I always bring it when im not running WoH.

Last edited by -z|o-; Aug 08, 2005 at 10:34 AM // 10:34..
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Old Aug 08, 2005, 10:23 AM // 10:23   #22
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Originally Posted by -z|o-
Heal Other would be my favorite healing skill if it werent for 2 seconds cast time. I always bring it when im not running WoH.
Heal Other doesnt have a 2 seconds cast time
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Old Aug 08, 2005, 10:34 AM // 10:34   #23
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Quote:
Originally Posted by Schorny
Heal Other doesnt have a 2 seconds cast time
You right .. was thinking about something else =p
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Old Aug 08, 2005, 11:04 AM // 11:04   #24
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I skipped through all the type and got straight to what I want to say- Monks main healing in my opinion should be a "Heal Ball" where 3 monks cast Healing Seed on a different monk and just soak up the healing from other people-This can be very effective if worked correctly- Since Quickening Zephyr is used so often-Offering of Blood and Energy Drain is an essential part of any monks build.

Also Signet of Devotion SUCKS-People may think it's an easy way to heal a decent amount without a penelty from Backfire or while you are drained of energy. Primal Echos (All signet rings cost 10 energy) add quickening zephyr to that and it costs a whopping 13 energy

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Originally Posted by Sagius Truthbarron
Nah, I'll stick with the healing breeze. Easier healing, more long time effect. O.o
Natures Renewal? Drain enchant? Healing breeze imo is one of those spells that seems good. In reality it's horrible. Yes it's good in PvE but not in PvP. I never use Word of Healing on my monk, Energy Drain or Offering of Blood are my choice of elites

Last edited by cookiehoarder; Aug 08, 2005 at 11:11 AM // 11:11..
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Old Aug 08, 2005, 04:40 PM // 16:40   #25
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For those attacking me saying that healing breeze is good to use, it is an enchantment that isnt super effective. In a group running some ranger spirits it will take about 5 seconds to get off, 10 energy, while your doing this the person you are casting it on is probably dead by the time you get it off.
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Old Aug 08, 2005, 04:54 PM // 16:54   #26
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Quote:
Originally Posted by cookiehoarder
Also Signet of Devotion SUCKS-People may think it's an easy way to heal a decent amount without a penelty from Backfire or while you are drained of energy. Primal Echos (All signet rings cost 10 energy) add quickening zephyr to that and it costs a whopping 13 energy
Well I don't think I have ever seen a team use Primal Echos...yet. And it is very useful under QZ as it is fairly spammable and won't drain all your mana.

Bit OT but how effective is channeling? I heard the radius is quite small?
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Old Aug 08, 2005, 05:14 PM // 17:14   #27
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Quote:
Originally Posted by Munk Masta
For those attacking me saying that healing breeze is good to use, it is an enchantment that isnt super effective. In a group running some ranger spirits it will take about 5 seconds to get off, 10 energy, while your doing this the person you are casting it on is probably dead by the time you get it off.
If you're referring to nature's renewal, haeling breeze will take 2 seconds to get off (or 11+ seconds to remove using NR, which happens to be its duration). You also missed the part where I said how breeze is not used as a fire and forget spell; you use it in tandem with healing spells to get more healing per energy spent, and the whole idea behind optimizing your monk spells is to get the most efficient healing possible.

Quote:
Originally Posted by banishd
heal other is horrible.
I see this guy decided to add another one to the list. At 12/12 healing/divine, heal other is marginally less cost-effective than orison. At 13/12 heal/divine, they are almost identical cost-wise, and anything more than 13 healing, heal other surpasses orison in terms of healing per energy. Plus, heal other is a 0.75s cast and delivers a lot of health to targets that really need it, as opposed to orison which makes you wait 3 seconds in between heals. Horrible? I think not.
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Old Aug 08, 2005, 06:09 PM // 18:09   #28
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Quote:
Originally Posted by aphex twin
Well I don't think I have ever seen a team use Primal Echos...yet. And it is very useful under QZ as it is fairly spammable and won't drain all your mana.
i`ve seen some spirit spam teams using primal echos - but the majority runs just QZ which makes sig of devotion very useful.

that`s why i always have it in my skillbar.
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Old Aug 08, 2005, 06:14 PM // 18:14   #29
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Heal other's effectiveness is a matter of practicality. You won't be able to outheal a spike with orison, that's for sure, and word of healing recharges too slow to counter heavy sustained damage (the kind smiting teams dish out). The energy efficiency may be slightly less than orison, but the time efficiency is what makes it a good supplement to 5-energy heals. If you're sitting around waiting for orison and word to recharge, your teammates are dying. It heals twice as much as orison with the same casting time, and sometimes that's exactly what you need.

Healing breeze won't even begin to counter the amount of damage dished by an aggressive team in 8v8. Not worth the energy. Sig of devotion also doesn't heal quite enough for me to keep it on the skill bar in tombs anymore.
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Old Aug 08, 2005, 07:03 PM // 19:03   #30
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Quote:
Originally Posted by Munk Masta
For those attacking me saying that healing breeze is good to use, it is an enchantment that isnt super effective. In a group running some ranger spirits it will take about 5 seconds to get off, 10 energy, while your doing this the person you are casting it on is probably dead by the time you get it off.
Not trying to be rude by correcting but it will take 2 seconds to cast and 13 energy due to almost all ranger groups running quickening zephyr

Quote:
Originally Posted by aphex twin
Well I don't think I have ever seen a team use Primal Echos...yet. And it is very useful under QZ as it is fairly spammable and won't drain all your mana.

Bit OT but how effective is channeling? I heard the radius is quite small?
A spirit team should always include Primal Echoes. It catches most monks by surprise and draining that extra 10/13 energy is vital on occasion.

Quote:
Originally Posted by Tellani Artini
Heal other's effectiveness is a matter of practicality. You won't be able to outheal a spike with orison, that's for sure, and word of healing recharges too slow to counter heavy sustained damage (the kind smiting teams dish out). The energy efficiency may be slightly less than orison, but the time efficiency is what makes it a good supplement to 5-energy heals. If you're sitting around waiting for orison and word to recharge, your teammates are dying. It heals twice as much as orison with the same casting time, and sometimes that's exactly what you need.

Healing breeze won't even begin to counter the amount of damage dished by an aggressive team in 8v8. Not worth the energy. Sig of devotion also doesn't heal quite enough for me to keep it on the skill bar in tombs anymore.
A smite team is rendered useless by a well-run heal ball. If all the monks have at least 14 heal that is 28 healed each hit-most smite teams deal between 22-37 at a rapid rate. Since smite is area damage that sets of 3 heals of at least 28 life totaling up to 84 points of healing. Which is clearly superior to an e/mo smiter which has a max damage of 37. Which is usually decreased by ward agianst elements and ward agianst harm. However a well placed Chiblians can disable the heal ball long enough for the smiter to possibley take out 1 or 2 monks.

Last edited by cookiehoarder; Aug 08, 2005 at 07:11 PM // 19:11..
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Old Aug 09, 2005, 03:44 AM // 03:44   #31
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Good smiter groups use chiblians ;p
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Old Aug 09, 2005, 04:59 PM // 16:59   #32
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Quote:
Originally Posted by cookiehoarder
Also Signet of Devotion SUCKS-People may think it's an easy way to heal a decent amount without a penelty from Backfire or while you are drained of energy. Primal Echos (All signet rings cost 10 energy) add quickening zephyr to that and it costs a whopping 13 energy
So wrong. Yes, in that case it is horrible. But what about those times when there's a lull in damage dealt and you want to pace yourself with the ability to break loose with heal after heal? Do you want to waste energy?

Orison, Devotion, and Dwayna's is great energy management. To say Signet of Devotion sucks because of Primal Echos and Quickening Zephyr is like saying Healing Seed sucks because of Nature's Renewal. They all have counters...
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Old Aug 09, 2005, 07:49 PM // 19:49   #33
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Quote:
Originally Posted by Serpreme
Word of healing is bugged...dont use it.
i dont think word of healing is bugged... i just use boon with it and im guessing that the boon adds first, so if they are at 49% hp, boon puts them over 50 and they dont get the added heals from WoH. But even if it is really bugged, it still heals the most for 5 energy. Orison = about 67, Healing Touch = 57, Word of Healing = 83.
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Old Aug 09, 2005, 08:00 PM // 20:00   #34
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Saying that any skill is stupid or useless only makes people disvalue your opinion.

Yes, I know many people use healing touch on themself. I usualy go Martyr prot monk, so I'm not very acussed nor do I rightly value, very much, any monk spell that I can almost only use on myself.

Last edited by Sagius Truthbarron; Aug 09, 2005 at 08:03 PM // 20:03..
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Old Aug 09, 2005, 09:17 PM // 21:17   #35
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Once NR fixed and we see more hex degen builds in PvP Breeze might actually be usefull. As Tellani mentioned most of the kills come from spike dmg making Breeze a complete waste of energy.
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Old Aug 10, 2005, 06:10 AM // 06:10   #36
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Even with spike teams, breeze isn't a waste if used correctly. Sadly, far too many people think that it's a skill that you cast and it solves all your problems. I've saved many people from spike damage simply due to healing breeze- you cast it once, and with a 20% duration staff, you basically get 3 orisons cast on that player during the duration. When combined with other heals such as orison, dwayna's, infuse health, etc, it can add that little bit of health to keep them from being spiked to death- you just have to be pro-active on casting it- use it when someone first starts taking damage, not when they're in danger of dying. However, spike is handled by protection 10x better than healing- if you've got a decent prot monk on your team, the healer should just be healing back the amount of damage that gets through the protection- you're not going to be able to handle 6 lightning elementalists with just healing. Those Prot Spirits and Reversals do 50x more than your heal spells against spike damage.

While a large number of teams bring Nature's Renewal, you don't have to rely on breeze or other enchantments- just be sure to bring 2-3 straight healing spells and some energy management to deal with zephyr, and heal by spamming orison/dwaynas/touch/heal other or whatever you decide to bring. Breeze is one of the best healing enchants with spirit spam, if you cast it just after renewal is dropped, it will expire before the next one is cast. However, it's best to just have other skills to use when facing a team using renewal.

Versus smite builds, breeze will pretty much nullify the effect of Balthazar's Aura, and you just have to use your other skills to help neutralize zealot's fire spam and other damage. And as for enchantment removal, I'd much prefer your shatter/strip/drain enchantment to be used on something like breeze versus that prot spirit, healing seed, or whatever other important enchants on my teammates.
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Old Aug 10, 2005, 06:26 AM // 06:26   #37
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correct me if i'm wrong but the whole spiking thing can go on for more than 10 seconds, right? Breeze doesn't single handedly nullify it, but it does make the dmg somewhat easier to keep up with. And it's very efficent energy-wise
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Old Aug 10, 2005, 11:02 AM // 11:02   #38
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Quote:
Originally Posted by papercut
Good smiter groups use chiblians ;p
And good heal balls can get seeds up and/or have the Chiblains diversioned/interupted.

Quote:
Originally Posted by Tigris Of Gaul
So wrong. Yes, in that case it is horrible. But what about those times when there's a lull in damage dealt and you want to pace yourself with the ability to break loose with heal after heal? Do you want to waste energy?

Orison, Devotion, and Dwayna's is great energy management. To say Signet of Devotion sucks because of Primal Echos and Quickening Zephyr is like saying Healing Seed sucks because of Nature's Renewal. They all have counters...
When I Hall, Nature's is never a problem for the team I play with.

And yes, everything has a counter. It's just my opinion on how easily countered it is.

Last edited by cookiehoarder; Aug 10, 2005 at 11:06 AM // 11:06..
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Old Aug 10, 2005, 02:15 PM // 14:15   #39
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Quote:
Originally Posted by Tuon
correct me if i'm wrong but the whole spiking thing can go on for more than 10 seconds, right? Breeze doesn't single handedly nullify it, but it does make the dmg somewhat easier to keep up with. And it's very efficent energy-wise
He did not say it will nulify a spike, he said it will help nulify a spike so you can spama few orisons. Healling Breeze is pretty good in some situations but Id rather not use it. And its not good when you cast it on someone and he gets shattered and dies . Smite Hex>Remove Hex, this is because every second a monk is spent casting is a chance that some one can get spiked and killed(Not referring to air eles). Also DO not carry res on a monk, Its pretty much a waste since it takes 4 seconds(or 8 for hard rez) and in those 4 seconds another person might go down. Its better not to take that chance. Its the same reason healing monks dont use energy tap. But yea educating unexperienced monks is always good. Once got stuck with a monk with mending and healing hands. I had to explame to him why its not good, and he still didnt listen :O
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