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1) Word of Healing
2) Healing Touch
3) Orison of Healing
4) Dwayna's Kiss
5) Shatter Enchantment
6) Mend Condition
7) Hex Breaker
8) Ressurection Signet
Full Healing/Divine Favor with 3 Domination.
Full Judge's armor with a healing cast speed/recharge wand and +1 healing prayers icon. (PvP character stuff)
I tried all these crazy builds that rely on high mana with divine boon, blessed signet, healing seed/healing hands, and assorted enchants, but I ALWAYS ran out of mana and blessed signet could never cast fast enough to get my mana back before I or others started dying.
So I developed this build from each of the frustrations I've encountered in PvP.
Normally, I just use Word of Healing and let em drop to 50% if the damage is light, otherwise I spam them and whoever else starts dropping with Word, Orison, and Dwayna's Kiss so I always have a heal available. I found that Heal Other uses too much mana.
With Word, you can be all the way down to 5 mana and someone almost dying and knock them back up to 45% or so in no time, that's why I like it.
In the beginning of the battle when the gates open, I always put on Hex Breaker b/c every necro and mesmer will be after you. The last thing you need is hexes all over you. It will recharge by the time it's broken, so keep an eye on it and recast it to block 2 in a row.
Reason for bringing Shatter Enchantment is so that when the first target is called before anyone takes damage, assist and nail their clutch enchantment off and they will drop much more easily. Another use is for those evil warriors who use monk protection skills and healing breeze with defensive stances. Without their enchantments they die easily.
I like Mend Condition b/c warriors in my group get mad when they are crippled or blinded so I toss these around to help them out.
If I'm getting beat on heavily, usually if I spam healing touch and orison on myself over and over they really can't take me down unless they have very high DPS.
I'd like any comments or feedback. Thanks :happy34:
Last edited by Xeanor; 20-08-2005 at 17:45.
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Sounds like a well though out build and I'll try it sometime in PVP. Only one question: With no skill-related source of energy, you don't find yourself starved for it at all? (I know WOH can help with that.)
:happy34:
Well, I do sometimes hit bottom of the well, but word of healing heals for so much, that by the time they are low again my mana regen has kicked me back up to at least 5. It's borderlining it, but I've been in games where I've gotten up to 20 wins in the random team arena. I am considering a multitude of skills for mana regen.
So far, the classes that always bring me down are the distraction rangers and power drain mesmers. I hate those bastards.
Well except for the mesmer skills this was the build I used a a PvP healing monk aswell. And I agree with the OP, I have tried a lot of other builds e.g. the Peace and Harmony + Divine Boon healer and I always run out of energy mid-battle - this tends to leave my entire team screwed.
Instead of the mesmer skills I had Heal Other and Heal Party... Heal Other was to have another heal to counter spike dmg as we did not have a protector in the guild.
I think that this build is great in energy management and it complements a protecting monk very well with the many small consistant heals. IMO a good choice in PvP healing.
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hello, pretty good basic pvp build. i'll try to throw in some of my opinions on things.Originally Posted by Xeanor
gear -
full judges isn't the greatest setup in the world. the -energy will really begin to cut into you in tight spots. if you want to use judges/saints, the best and most efficient mix would be judges/saints chest/pants and tatts on arms and feet. i don't know the exact percentages, but there was some post on maximizing potentials on armors and that was the final verdict on the best mix. personally, i use full tatts or saints + tatts in random/team and saints + tatts in tombs/gvg. i find that judges is not really necessary because in pvp a warrior's purpose is not to do dmg, but to be an annoyance. even when i meet a warrior that is geared to do dmg, their dmg is easily negated by either my heals, play tag with them, or etc. high spike elemental dmg, however, has recently grown very popular and a good spike team is something to fear.
i was not aware that there was a 20/20 heal wand (or a heal wand 20% for that matter)?? you must have gotten it confused with the 20/20 heal focus. imo, the best main/offhand setup would be 3 sets of henge swords (the one with +5 energy *ALWAYS*) with mods of +30hp/+7vsPhys/+7vsEle and the 20/20 heal focus.
skills/spells -
nice skill setup. i find that many monks are confused about the true effects of WoH. the way WoH works, the bonus is only triggered if the target's hp is below 50% AFTER the initial WoH heal. i have come to dislike WoH alot because i feel the bonus is wasted 90% of the time. first of all, if there is another monk in the group, WoH bonus will amost never trigger (due to the fact that all monks have a severe dislike of low red bars :winking47 ) and becomes a complete waste of an elite. even if you're in the random arena, it is usually not a very smart idea to let your team member's health drop to 20%-25% (in order to trigger the WoH bonus) due to that fact that there are many spike builds these days designed specifically to instantly kill people at 25-35% health.
for these reasons, i religiously use heal other with the mesmer elite Energy Drain to help smooth out the extra mana costs. energy drain, when used correctly is an amazing spell. for pve, it is not that great because...quite frankly 10 mana stolen (with 2 inspir) is not that amazing. but in pvp, you must think of it two fold. not only are you gaining an extra 10 mana, but your opponent is LOSING 10 mana. a well timed energy drain on an enemy monk can often tip the balanced between two struggling teams with monks on both sides.
i noticed your comments on hexbreaker. while it is an AMAZING skill (i always have it on my bar in pvp), it will not save you against a mesmer or necro who knows what they're doing. hexbreaker is one of those spells that will save you from new or retarded mesmers and necros.....but all good mesmers and necros immediately assume that X/me will carry hexbreaker and will promptly toss a fast cast "crap hex" to remove hexbreaker...then cast additional hexes while your hexbreaker recharges. conclusion? hexbreaker good to bounce of newbie hexes, but a real hexer will get you regardless.
i noticed you also bring a rez signet. i guess for random arena its okay......for team arena, you usually don't bring rez signet unless your team build requires it. for tombs, it is an absolute sin for a monk to bring any kind of rez.
an important spell that i noticed you are missing is some kind of hex removal spell. due to the recent popularity of fragility builds, hex removal is not a luxary anymore but a neccessity. a good fragility mesmer is capable of destroying your entire group in a matter seconds if you are not able to remove their initial fragility spell. personally, i would replace shatter enchant with remove hex or inspire hex. leave the enchantment stripping to the mesmers and necros while you concentrate on keeping your group healthy. :happy34:
Last edited by daimyoX; 20-08-2005 at 21:42.
Thank you daimyoX, that's the kind of response I'm looking for! :)
I'm very sure that you are not entirely correct about Word of Healing, it is the Divine Favor bonus you have to take into account not the initial heal. Divine Faver healing bonus is applied first and if the target is still below 50% health the Word of Healing bonus triggers aswell. It takes a bit of practice and faith in the skill to use it to it's full extent, but you are right about it not being the best elite if there's more than one healer in the party, that makes it almost impossible to time correct if you aren't using Teamspeak.Originally Posted by daimyoX
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i just re-tested this as well. thank you for correcting me aleria. still.....the same "general" idea ;pOriginally Posted by Aleria
1) Heal Other
2) Healing Touch
3) Orison of Healing
4) Dwayna's Kiss
5) Energy Drain
6) Mend Condition
7) Inspire Hex
8) Hex Breaker
I tried this build in the tombs earlier today. It healed pretty damn good, but I do notice that sometimes the whole party was taking some type of damage like poison dmg and it was hard to keep them all healed. I might integrate group heal or something like that into my build.
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hi there, you have a solid build, just another thing that you really should consider is energy management. If you can cap Energy Drain (e), it will help you greatly while also being able to drain an opposing monk. Personally I bring in inspired or smite hex as a hex removal and don't have hex breaker. This is because if the other healer monk has a hex removal, we can remove each others hexes without too much problem.
A skill everyone should consider in there skill bar is Signet of Devotion. If you come up against a energy denial build, how are you going to heal people? Signet of devotion has like a 3 second cast time but it is a heal which you will find more effective and useful the more you play with it. It also helps with energy management as it is a signet, and you don't need to waste energy if its just a small heal.
So personally my build in tombs is:
Orison
Heal touch (personal heal)
Heal Other
Signet of Devotion
Healing Seed
Inspired Hex
Energy Drain (e)
Mantra of Resolve (to combat the incend ranger builds atm, but can be changed for energy tap or anything else)
I don't carry a res sig as monks shouldn't need to res as healing is there first priority and we are usually the first to get dropped and never the last to survive.
Last edited by Valium; 21-08-2005 at 04:58.