Spending attribute points (WoH Mo/Me)

Gronnd

Pre-Searing Cadet

Join Date: Oct 2005

Order of Eternity

Mo/W

I have a cookie cutter Word of Healing Mo/Me that’s mainly going to be used for PVE. I’m not sure exactly how to spend my attribute points and which kind of runes(superior, major or minor) to use on my armor (Ascetics.)

I’ve done a bit of research and it seems like these are the four most common ways to spend the points:

Healing Prayers: 12+1+1
Divine Favor: 9+1
Inspiration Magic/Protection: 9

Healing Prayers: 16+1+1
Divine Favor: 13+1
Inspiration Magic/Protection: leftovers

Healing Prayers: 12+3+1
Divine Favor: 9+1
Inspiration Magic/Protection: 9

Healing Prayers: 16+3+1
Divine Favor: 13+1
Inspiration Magic/Protection: leftovers

Is there anyone who could go a bit in depth and explain the strengths and weaknesses of these builds?

Kosiboi

Ascalonian Squire

Join Date: Aug 2006

I don't remember my build by heart (I'm at school at the moment), but I think my attributes are like this:

Healing Prayers: 14 (12 + Healing Scalp + Minor Rune)
Divine Favor: 14 (12 + Major Rune)
Inspiration: 3

My build is this:

Orison of Healing - quick spammable heal
Word of Healing {E} - same as above, but prioritize allies with HPv50%
Dwayna's Kiss - once again, same thing, but pick this over the others if target is hexed/enchanted
Infuse Health - if ever you need a quick, massive heal, use this, but follow with...
Healing Touch - ...on yourself
Mend Condition/Ailment - condition removal, replace with extra hex removal if need be
Holy Veil/Inspired Hex - hex removal, replace with extra condition removal if needed
Healing Chant/Restore Life - hard rez, leave Rebirth to R/Mos and W/Mos

This about does it. I've never run into any energy problems with this build, even though other than the optional Inspired Hex, there's no e-management. Just don't over-heal. You shouldn't, anyway, as most good monks know.

As for equipment, I use full Ascetic's, and I use a 20/20 Collector's Healing Ankh and a Totem Axe, so I have a total of 54 energy.

Tsai

Tsai

Ascalonian Squire

Join Date: Jun 2006

Majestic Dragons [MaD]

Mo/

i ran pretty much the same as kosiboi, except replace infuse with healing seed. That spell combined with a good team can lighten the load of monking by a helluva lot. Also i disagree with the leaving rebirth. A monk should be the last person alive there fore the person running when the feaces hits the fan. having rebirth as monk allows u to bring back an entire team from a near wipe, something you cant do with res chant

Pick Me

Forge Runner

Join Date: Feb 2006

Thornill, ON, Canada

THE CANUCK MONKS (TCM)

W/R

Gronnd,

Your first stats - weak divine favor, moderate healing; If you use protection, where is the rune? Depending on your skills this could work, but you must have patiences, as Protection with Boon could be costly, and if you go with inspiration, then you'll be getting energy instead of healing the party.

Second stats - Strong healing, strong divine favor. Other than risking over-healing, you shouldn't have a problem; Patiences is a virtue, and monks should be virtuous.

Third stats - Strong healing, weak divine favor, see First Stats

Fourth stats - Strong divine favor, Outstanding Healing; see Second stats; also impossible to get (can't get 16 + head piece + sup rune). So I'll go for 12 + 3 + 1 = 16 for Healing Prayers. Again see second stats.

Grammar

Wilds Pathfinder

Join Date: Aug 2005

Healing: 16 (12+3+1)
Divine Favor: 13 (12+1)
Protection: 4 (3+1)

Note: With a WoH build, you don't need any energy management skills from you second class, so just go pure monk.

Orison of Healing
Dwayna's Kiss
Word of Healing {E}
Vigorous Spirit
Sig of Rejuvenation
Sig of Devotion
Mend Ailment/Condition
Rebirth

It is physically impossible to run out of energy with this build (unless a mesmer or two start draining your energy, which doesn't happen much in PvE).
Spam non-stop, and I mean non-stop. Even if everyone is healed, throw some more Vigorous Spirits out there to set up Dwayna's Kiss. Never stand still.

Two things to keep in mind:
1. Sig of Devotion has a 2 second cast time so be smart about when and when not to cast it.
2. When spamming your heals, make sure to get Word of Healing on the targets with the lowest health so you can get the bonus as often as possible.

moko

moko

??uo??o??

Join Date: May 2006

Quote:
Originally Posted by Grammar
Healing: 16 (12+3+1)
Divine Favor: 13 (12+1)
Protection: 4 (3+1)

Note: With a WoH build, you don't need any energy management skills from you second class, so just go pure monk.

Orison of Healing
Dwayna's Kiss
Word of Healing {E}
Vigorous Spirit
Sig of Rejuvenation
Sig of Devotion
Mend Ailment/Condition
Rebirth

It is physically impossible to run out of energy with this build (unless a mesmer or two start draining your energy, which doesn't happen much in PvE).
Spam non-stop, and I mean non-stop. Even if everyone is healed, throw some more Vigorous Spirits out there to set up Dwayna's Kiss. Never stand still.

Two things to keep in mind:
1. Sig of Devotion has a 2 second cast time so be smart about when and when not to cast it.
2. When spamming your heals, make sure to get Word of Healing on the targets with the lowest health so you can get the bonus as often as possible. hey removal, kthxbi - kicking rejunevation or devotion would probably be the best idea, but i start to like the healing one more ;p inspired hex maybe for the bit off energy loss youd get from losing a signet combo you can spam a lot

anyways, something ive been solo monking glint and fow lately with a lot of success (and other pve stuff thats easier, shiverpeaks mission, hells prec. and friends, etc~)

Word of Healing [E]
Orison of Healing
Ethereal Light
Heal Party
Infuse Health
Draw Conditions
Inspired Hex
Rebirth

for areas where you dont need a condition or hex removal, stick in a signet or dwaynas kiss. ;p

im not sure about attributes, but i believe it was something like;

Healing 12 (10 + minor + head)
Divine: 11 (minor)
Prot: 7 (minor)
Inspiration: 9

^aye, just checked. suppose you could always put nothing into prot and boost Healing to 12 and Inspiration to 9, but i like this better, as im drawing a lot of conditions and it gives me a nice health boost. ;p

Woh is your main skill, wait for your party to lose a bit of health before using it. the next spell you'll want to use is Ethereal Light, its pretty nice, if both of those are recharging, use Orison. obviously, remove conditions if needed to, and use Inspired Hex if you need some quick dirty energy. ;p (or if a wammo is committing suicide with SS on~), ONLY use Heal Party if 5-6 need a good amount of health, if your under attack by melee, use Orison, if your under heavy degen, use Ethereal as it heals for more. Infuse Health is the absolute life saver, ONLY ONLY ONLY ONLY use it when you are NOT losing ANY health and dont plan to anytime soon, and if your Infuse target is under HEAVY pressure and a simple Woh couldnt stand that much! Ethereal and Orison yourself right away and get ready for another Infuse if needed. sup vigor, health weapons and armor helps to increase the health gained from Infuse. ;p dont run it with low HP (dont ever run low HP anyways~) --- i was also considering Healing Seed at first, but the energy, recharge, and lack of healing spells [considering this is designed for solo monking fun places as a challenge, not dual monk to help you out], made me not put it, as godly as it is. ;p

suppose thats it.

~Moko B.

Giga Strike

Giga Strike

Wilds Pathfinder

Join Date: Aug 2006

stranded in vabbi this time

None [N/A]

my WoH has:

Healing: 11+2
Divine Favor: 10+2+1
Inspiration: bout 9 or so
Protection: maybe 2-3
thats just what i have now, if i had the money i would probably get some different runes though.

also, 16+3+1? how can u get an attribute to 16 with points alone?

TadaceAce

Wilds Pathfinder

Join Date: Jul 2005

Quote:
Originally Posted by Mokone
Word of Healing [E]
Orison of Healing
Ethereal Light
Heal Party
Infuse Health
Draw Conditions
Inspired Hex
Rebirth 1. You have one self heal in orison... basically when the other newb monk on your team doesn't heal you, your screwed.
2. You only have 1 and a half other heals in word and eth light. Eth light doesn't work half the time cause a random guy will be attacking you.
3. Heal party is a big fat waste of 15 energy
4. Why would you bring infuse in a WoH build... WoH is all the spike heal you'll ever need in pve.
5. Draw conditions over mend conditions?
6. Rebirth... so when your entire party dies and for some reason the monk is still alive right? If your party dies and your still alive you failed.

moko

moko

??uo??o??

Join Date: May 2006

Quote:
Originally Posted by TadaceAce
1. You have one self heal in orison... basically when the other newb monk on your team doesn't heal you, your screwed.
2. You only have 1 and a half other heals in word and eth light. Eth light doesn't work half the time cause a random guy will be attacking you.
3. Heal party is a big fat waste of 15 energy
4. Why would you bring infuse in a WoH build... WoH is all the spike heal you'll ever need in pve.
5. Draw conditions over mend conditions?
6. Rebirth... so when your entire party dies and for some reason the monk is still alive right? If your party dies and your still alive you failed. 1. -Ethereal Light is a self heal, also, this was for solo monking, and as i usually dont trust other monks anyways..plus i know how to kite.
2. -aye, ever heard of not over healing? and yes of course, i always let random guys attack me and stand still..no, i kite. k?
3. -no it isnt, its really nice if used properly, i said not to spam it for a reason. it supplys 80~ energy for the whole party, so only use if its really needed
4. -sure Woh is enough most of the time, but i found Infuse to be EXTREMELY helpful in certain situations when someone messes up an aggro or gets spiked (yes, it happens in pve, lol), and woh cant keep up with it all of the time, especially if the caster backline is under fire (and you are safe, of course, if not it would be very silly to infuse :I)
5. -yep, my goal is to REMOVE conditions instead of removing one and healing someone with it. Draw has a very nice recharge and cast time, and the big advantage is to draw all conditions, whereas Mend Condition only removes one, but it heals. however, if a war is Blinded and its covered up with Bleeding and Poison, youd waste 15 energy with Mend, and only 5 with draw.
6. -sorry but tell me a valid reason not to bring a res? wow, thats really retarded. everyone makes mistakes, if its the monk, or someone that lost aggro, someone that sacced himself, or someone that went afk and was caught by a patrol...ETC ETC

i think im a good monk myself, i got enough of experience and time spent as a monk, so please come up with some more valid reasons next time.

maybe you just confused this with pvp, but i was talking about pve only - im aware of the fact that it would suck very much for pvp, but then, woh sucks in pvp as well.

CtrlAltDel

Lion's Arch Merchant

Join Date: May 2005

Ohio

Brotherhood of Havoc

Mo/Me

Nope in PvE you only need to take a hard rez spell if you are going in a really bad PuG. Everyone in a PuG should have a signet, you need your slots to keep them alive. If you all die too much to use up everyones signets...then you need to disband and try again. All the X/Mo's can do the rezing.

But there are whole threads on that discussion.