Mo/Me Boon Blessed Light Build

player69

Ascalonian Squire

Join Date: Jun 2006

I wanted to see if any of you like this healer monk build, It's basically a major healing & condition/hex removal build.

K, the perfect stats for this build are:


16 Healing, (12+1+3)
14 divine, (12+2) {+42 healing}
6 Inspiration Magic,
whatevers left over on whatever...

Runes:

Major vigor (+41 hp),
Superior Healing,
Major divine.

Weapon:

Any healing green will do. (Bohnns staff etc.)

Armor:

Any max armor will do (ascetic's etc.)

Skill's:

Blessed Light {E} - (For Condition & Hex removal)

Divine Boon - (+64 healing power's for -2 energy on each spell)

Orision Of Healing - (Use this normally for fast but brilliant healing)

Heal Other - (For large heal's quickly, use this instead of blessed light if they have no condition's.)

Healing Touch - (Use this for healing yourself, this with the high divine favor + divine boon will heal greatly)

Healing Seed - (Use this on melee characters when under heavy attack by mobs)

Vigorous Spirit - (Use this on your teams tanks, if your going to encounter mesmer's change this for a non-enchant spell.)

Ether Signet - (Use this signet for + 18 energy when your bar is below "7")



Ok's, this is 100% mine and i did not copy lol Tell me what you think please!

By the way this build is for PvP & PvE you dont need to change anything.

lemming

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

Just ether sig for energy management? That sounds painful.

Two -life runes makes you drop fast in pvp.

player69

Ascalonian Squire

Join Date: Jun 2006

You'll find that this build isnt actually that bad for energy, the heals you use heal for nearly 3X more as usual... this means you dont spam and energy is used less often. Try for yourself and you'll see, also if you had a major rune of vigor that would cancel out the major divine right? then it'd just be the same as using a sup healing on its own ^_^...

ubermancer

ubermancer

Jungle Guide

Join Date: Jul 2005

******************* Refuge From Exile [RFE]

If you must combine them, consider this:

Divine Boon
Blessed Light
Gift of Health
Signet of Rejuvination
Signet of Devotion
Mend Ailment
Protective Spirit

Im well away Divine Boon ends up saving you energy in many cases, but that doesnt mean it cant or wont do the opposite. I suggest bringing a BIP necro - you should be able to easily solo monk with this build assuming you have BIP on demand. (HP spam might also be needed, depending)

EDIT: Why do you have two health draining runes? Why is your vigor only major? Why oh why is your Healing higher then your Divine Favor? Are you on crack?

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

If Ubermancer's build is also used for PvE, then you both are suffering (assuming you don't solo) from a lack of rez. Then again, Ubermancer is only using 7 skills.

Player69, you don't have the stats for this build. 12+12+3 = 200 points. You have 12+12+6+whatever else is left over.

Otherwise, both of your builds are nice.

player69

Ascalonian Squire

Join Date: Jun 2006

Firstly i couldnt afford a superior at the time, secondly the healing i think is better at 16 then at 13, thirdly 2 health draining runes isn't rly important imo, as long as its not below 400 hp, fourthly the stats i put down are correct, but i put them down in the wrong order. (the +3's etc. are merely the runes i added to get the stats) Fithly i don't believe all monks HAVE to include a res in their build, sixthly no im not on crack but i do smoke weed.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by player69
Firstly i couldnt afford a superior at the time, secondly the healing i think is better at 16 then at 13, thirdly 2 health draining runes isn't rly important imo, as long as its not below 400 hp, fourthly the stats i put down are correct, but i put them down in the wrong order. (the +3's etc. are merely the runes i added to get the stats) Fithly i don't believe all monks HAVE to include a res in their build, sixthly no im not on crack but i do smoke weed.
that's funny.

i'd say try the build without boon on and see if you like it. boon will zap your energy and blessed light isn't very efficient unless the target has both a condition and hex. the heal is just gravy, but removing both a condition and hex is strong.

i dont think a monk in pve needs a res either. but i can't agree with the 400 hit points. that's pretty low.

without boon you can take another spammable heal or mend ailment. if you spam blessed light you'll be in trouble.

ether sig is a piece of shit. 90 second cooldown....i just can't understand how it could ever be used. if you get to 9 in inspiration you'll have many options other than ether sig. but without boon i don't think you'll need much if any energy management.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

I wouldn't recommend this build to anyone. It's very energy intensive, and there are no cheap hex/condition removals. Almost every heal on your bar is completely overkill, Heal Other + boon + divine bonus is more healing than you'll ever need in 1 click. Seed and VS are both fairly unnecessary, although I suppose if I was to actually advise what to do with it I'd say drop the whole idea entirely. Boon-based builds are great, as are Blessed Light builds. Not both at the same time, you don't have the energy for it, period.

Here's an example of a blessed light healer you may like:

16 Divine
11 Healing
9 Protection
2 Domination (if running hex breaker, otherwise inspiration)

Protective Spirit (or spirit bond)
Healing Touch
Gift of Health
Signet of Devotion
Draw Conditions
Blessed Light
Inspired Hex
Hex Breaker (or revealed hex)

It's not what I run, but it's similar, and a bit easier to run (besides, I don't want everyone knowing what I run)

Warpy

Warpy

Krytan Explorer

Join Date: Jul 2006

Australia

Mo/Me

Quote:
Originally Posted by sno

Here's an example of a blessed light healer you may like:

16 Divine
11 Healing
9 Protection
2 Domination (if running hex breaker, otherwise inspiration)

Protective Spirit (or spirit bond)
Healing Touch
Gift of Health
Signet of Devotion
Draw Conditions
Blessed Light
Inspired Hex
Hex Breaker (or revealed hex)

It's not what I run, but it's similar, and a bit easier to run (besides, I don't want everyone knowing what I run) I think I shall be giving this a crack when I get home.

Retribution

Retribution

Academy Page

Join Date: May 2006

R/W

Are you kidding me none of these builds have any damn energy management! You'll be dry after the initial contact (somehow doesn't seem like it came out right )

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Quote:
Originally Posted by Retribution
Are you kidding me none of these builds have any damn energy management! You'll be dry after the initial contact (somehow doesn't seem like it came out right )
You come from a very common boon-prot mentality that says that every bar needs skills that give you energy. The fact that you're not maintaining any enchants gives you an extra pip of energy regen, leaving you with skill use to aid in energy management. Sig of Devotion is my builds primary energy management, and while it's not much, it definitely helps. The builds focus is moderate healing, with heavy condition and hex removal. It doesn't have the raw sustainable healing power of a boon prot, but it also doesn't use any enchantments, and each skill (except sig of devotion) is a very powerful one. Gift of Health on others, touch on yourself for large hp only heals, draw conditions is an insanely effective and efficient condition-stack removal, and blessed light has all sorts of utility, obviously. The only time I run into problems with energy management is when there are a lot of nasty hexes that need to be off my team, and I end up spending a lot on Blessed Light. It pays to have blood ritual in those situations but it's better that than having them hex-stacked and killing your offense.

Ismoke

Ismoke

Lion's Arch Merchant

Join Date: Jun 2006

Fullerton, Ca.

CDXX/THE420TH.COM

Mo/Me

ived used this in Ab:


16 divine
10 healing
9 protection


blessed light
signet devotion
signet rejunvenation
gift of health
RoF
Boon
Remove hex
Mend condition

effective, energy might be an issue the heal's are massive and you can get by with let your team mates take more damage b4 healing! Anyway not entirely my build so i wont take credit for it@!

xiao1985

xiao1985

Wilds Pathfinder

Join Date: Nov 2005

most hexes/conditions we can live with, but low /no hp we cannot live with...

most i can think of is a support mo loaded with hex/condition removal... even then you are trying to do alot at once...

i always run a en mgmt on my mo, because INEVITABLY, unless you are not the only mo in party, you WILL run out of energy...

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Quote:
Originally Posted by xiao1985
most hexes/conditions we can live with, but low /no hp we cannot live with...

most i can think of is a support mo loaded with hex/condition removal... even then you are trying to do alot at once...
Um, most hexes and conditions we can live with? What do you do about these:

Blind
Dazed
Crippled
Spirit shackles
backfire
shame/guilt
malaise/wither (specifically warriors without swapping ability)
spiteful spirit
etc, etc, etc

the list goes on and on, no one would use a hex if you could 'live with it'. The only hexes you can live with are the cover hexes put on top of the nasty ones. That's why you need more hex removal in a build. I very very rarely run a monk without some form of condition and hex removal (no condition removal in HA builds usually, since the RC prot takes care of it.)

Quote:
i always run a en mgmt on my mo, because INEVITABLY, unless you are not the only mo in party, you WILL run out of energy... When would you be the only monk in a party? Unless you're talking about arenas, or pre-ascension Tyria, theres really no excuse for not bringing two monks.

Eet GnomeSmasher

Banned

Join Date: Apr 2005

In my head

I agree with Sno completely. Energy management skills arent always necessary especially if your skillbar have skills that mesh nicely together to focus on a specific job (ie condition/hex removal)

Also, knowing when and when not to heal help conserve energy...and yes that Sig of Devotion helps a lot in the less hectic moments when the team only needs a bandaid heal.

Kuja

Kuja

Frost Gate Guardian

Join Date: May 2005

MA

Kame

Mo/W

I mean...nothing new here, and in fact a little worse.

xiao1985

xiao1985

Wilds Pathfinder

Join Date: Nov 2005

monk's a rare breed these days... when i am not monking, it's usually hard to find even 1 monk in an entire district, let alone 2,... (also keep in mind there are about 3 grps simultaneouly spammin LF MO, 7/8)

certain conditions/hex will be hard to handle, i agree with that... and ever since monking i've being focusing on a heal/condition removal build... and removing conditions whenever it's recharged...

but that ties with my first point again, unless you have a heal/boon variation, it's really difficult branching to do hex/cond removal...

little pat

Pre-Searing Cadet

Join Date: Nov 2005

A Crowd of Invisible Ducks

Mo/

Would disagree on energy management skills being unessecary. Signet of Devotion is good for the less hectic moments, but have you ever been in a high pressure situation for extended periods of time? Without energy management you and your entire team are going to be up shit creek very quickly.
Divine Boon needs elite energy management because even your basic heal, say Reversal of Fortune is going to take 7 energy, totally ignoring the possibility that you could come up against some bastard with energy denial skills/spirits. So I have to ask the first question, what the hell are you doing running Boon with Blessed Light? It's neither viable in a high pressure situation nor is it nessecary.

That same possibility (e-denial) applies to normal monking too, you need a way to get energy back. Inspired/Revealed Hex are ideal because they remove a hex and with 9 in Inspiration you get back 10 energy (5 after deduction of casting cost). But that's still not going to be enough in most PvP situations. In Hero's Ascent (Tombs to the oldies) Channeling has been used for a very long time, in the right situation it's very useful, but you have to start thinking about placement on the map and be ready to run if things start getting to hot for you.
The other option (which is preferable for GvG) would be drain enchantment, 10 energy cast, but you get an 18 energy come back (again with 9 in Inspiration) and you make life for the other team a little harder (a well times strip on the target can be the difference between dropping them and not).

Sno, I like the idea of your build, but consider a few things, Touch is disabled for 6 seconds after using Gift of Health, unless that's a PvE build, put more points in Inspiration and consider a second energy management skill, and in most situations getting an attribute to 16 is a waste of 20 attribute points, especially for the extra 7 points on Blessed Light and 6 points on Signet of Devotion, though I guess thats just personal preference.

(Wow...sorry for waffling guys!)

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Quote:
Originally Posted by little pat
Sno, I like the idea of your build, but consider a few things, Touch is disabled for 6 seconds after using Gift of Health, unless that's a PvE build, put more points in Inspiration and consider a second energy management skill, and in most situations getting an attribute to 16 is a waste of 20 attribute points, especially for the extra 7 points on Blessed Light and 6 points on Signet of Devotion, though I guess thats just personal preference. Without touch, you have no self heal. You can't be expected to heal yourself with only sig of devotion (slow) or blessed light (expensive.) Since as a monk in TA or GvG (where the build is used, at least for me) you're almost always recieving direct pressure, you need a way to efficiently heal yourself over long periods. With 16 divine, Touch is a huge heal (since the divine bonus is doubled.)

About the 16 divine, at first glance it would seem that way, yes, but if you consider all the things in my build that DF helps, it's worth it. DF gives an inherent heal to all spells that I cast, doubly so in the case of touch. It also gives a higher heal to B.light, and sig of devotion. Theres really nothing else it belongs in, 11 healing is fine for touch and gift, the only thing I'd want more of is inspiration, and the curve of inspired hex is so shallow you need a lot of points to make a big difference in energy management. In most cases it's fine to just leave it at 1 inspiration, which will give 4 energy back (so you're actually casting free, since you'll regen 1 point during the cast.)

This isn't an easy build to play, even harder than a boon prot, theres a lot of micromanaging going on. Knowing to cast touch on yourself before you gift someone else if you need the quick heal is one of those things, because you know touch will get blacked out. I actually run the build with 6 different attribute lines but shh.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

^ I ran a build similar to yours, Sno, except I had Power Drain instead of Hex Breaker. I went back and tried both, and now I'm torn. I really like power drain, and I only ever miss Hex breaker if I run into a very nasty hex heavy team.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

i dont like having to find a target if im a monk. for me it takes that extra moment of distraction to allow some really bad shit to happen. power drain is one of my favorite skills in the game but way to conditional to make it on my monk's bar.

hex breaker takes 3 or 4 in dom to make it worthy. really it will work with 0 to 2 points. imo you need at least 9 in inspiration for power drain to show it's worth. the cooldown is nasty.