Alright the idea is not mine (I forgot where I got it from) but Ive been working on improving this...
The basic concept is 2 monk that has the following:
12+1 Healing
Skills:
Mending +4 Health regen (cast on self)
Sucssor +1 Health +1 Engery regen (cast on other monk)
Watchful Spirit +2 Health regen (cast on other monk)
This ends up with... +7 health and +2 energy regen
With Blessed Sig player can gain at least 9 energy per cast.
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Ok, now the concept is there I was thinking about putting this to use...
here are a few options (untested):
2 Smite/+7 regen monk...lol
1 Smite/+7 regen, 1 Full heal/+7 regen
2 farming monks (prob best option)
PS:Also, Spell Breaker, or even Obsidian flesh can be considered for keeping the enchants on.
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All in all, any ideas to put this in Pvp or Pve? perhapes even farming!
7 constant health regen!!
nelifaroma
Asrial
I would never use this for anything serious, though you're welcome to see how it works for you.
You'll have no energy if all you're going to use is Blessed Signet.
You'll have no energy if all you're going to use is Blessed Signet.
Robin_Anadri
You'll want to go /Mesmer and include Mantra of Inscriptions, and quite possibly Ether Signet as well.
Could be fun to try.
Could be fun to try.
xiao1985
9 energy every 12 seconds, that's just a bit over 1 pip en regen, not to mention whenever the target cast a spell, you lose 1 energy... if you spike dmg and cast less spell maybe it's managable...
7 pip health regen = 1 seconds for 14 health regen...
which doesnt' seem to be a good farming idea (given low armour level of monks, each melee would deal over 50 dmg, which would take around 3 seconds to recover...)
7 pip health regen = 1 seconds for 14 health regen...
which doesnt' seem to be a good farming idea (given low armour level of monks, each melee would deal over 50 dmg, which would take around 3 seconds to recover...)
Lord Cooper
doesnt mending cap at 3pips regen?
Arkantos
Quote:
Originally Posted by Lord Cooper
doesnt mending cap at 3pips regen?
No, you get +4 at 13 healing.
sno
About the only time health regen is useful is when percentages are figured in. For instance with low health and prot spirit, only 10% hp is lost, but the regen seems like more, since it's constant. You see this most often in "55hp monks" as they have the lowest hp they can get, and maximum health regen. Check the farming section for more information about those. The same thing goes for low hp necros, when they sacrifice it's always a percentage, so the lower their hp the more hp regen effects them. Blood renewal is a good example of this, as at high health the sac outdoes the healing it's meant for (making it do more harm than good) but as hp gets lower it becomes much more useful.
Fluffy Butt
The only problem is the -3 energy regen