First let me say I'm not a "pro" monk by any means. I have a monk char available as a sort of back up if my guild's regular healers aren't available for play.
That being said are there any "good" long range healing spells? Specifically healing that can be cast out of aggro range on a team mate. I typically hang back and just watch everyone's life bar with less attention on the action and the radar (probably not the best practice).
The problem with this comes when a melee gets pulled into the thick of things and so do I because I'm trying to cast on him/her. One reason I never use healing touch even though it heals for quite a bit on my char.
I'm not a 55 monk but I'm running two sup runes so my health is low to start and with even 15% dp I can get taken down pretty quickly if not careful.
So again, are their any healing spells that have greater than average range? They do not necessarily have to be monk skills as I can use just about any secondary on my monk. I'm not looking for suggestions on armor and weapons (unless they directly affect the range issue) just skills.
Thanks.
Good Long Range Healing?
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T
As stated, don't use 2 Superior Runes. 1 Superior Rune at most, with no Major Runes. You simply can't afford the health loss. Heal Party and Light of Deliverance are the only skills that will heal someone not in your aggro range. A good Monk will be watching 3 things. Party box to see health bars, HUD to observe what monsters are in what areas, and the radar to see what where teh red dots are in relation to the green dots. If you watch your HUD (Heads Up Display - or the main screen) you should notice a melee creature moving towards a caster. This is when you would want to use a skill like Guardian, Aegis, etc. to protect them from the damage they will face. If you see arrows flying at your Elementalist, and then see the health bar receive a brown arrow on it, you know that Elem is either Crippled or Dazed. Cripple can be ignored most times, but not Daze. A Monk needs to observe as much as react.
Keeping out of the fray is smart. However, it is not smart to stay so far away you can't heal when it is needed. Unless your team is stupid, a player should always be in range for you to heal them. At most, you will have to move a small amount to reach them with a heal. If you are so far back you can't reach them for a heal, it should be because they went too far, not because you stayed too far back.
Keeping out of the fray is smart. However, it is not smart to stay so far away you can't heal when it is needed. Unless your team is stupid, a player should always be in range for you to heal them. At most, you will have to move a small amount to reach them with a heal. If you are so far back you can't reach them for a heal, it should be because they went too far, not because you stayed too far back.
You might want to inform all those 55 monks out there about the multi sup rune thing.
Healer's Boon would work great actually and I already include heal party in my build. That elite would also help "un-nerf" Heaven's Delight a bit. I have 16 Divine favor so I'll have to cap it for sure.
Now only if Boon and LoD (which I have) could be run at the same time...
Thanks for the input folks.
Healer's Boon would work great actually and I already include heal party in my build. That elite would also help "un-nerf" Heaven's Delight a bit. I have 16 Divine favor so I'll have to cap it for sure.
Now only if Boon and LoD (which I have) could be run at the same time...
Thanks for the input folks.
T
Also, to negate the high energy cost of heal party, its good to use [skill]Glyph of Lesser Energy[/skill] even at 0 energy storage.
This is a good choice for a two monk party, but if your the only healer, this will likely not suffice alone. Hex/Condition removal and spot prot/healing is essential for most parts of the game.
This is a good choice for a two monk party, but if your the only healer, this will likely not suffice alone. Hex/Condition removal and spot prot/healing is essential for most parts of the game.
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Originally Posted by MagmaRed
As stated, don't use 2 Superior Runes. 1 Superior Rune at most, with no Major Runes. You simply can't afford the health loss. Heal Party and Light of Deliverance are the only skills that will heal someone not in your aggro range. A good Monk will be watching 3 things. Party box to see health bars, HUD to observe what monsters are in what areas, and the radar to see what where teh red dots are in relation to the green dots. If you watch your HUD (Heads Up Display - or the main screen) you should notice a melee creature moving towards a caster. This is when you would want to use a skill like Guardian, Aegis, etc. to protect them from the damage they will face. If you see arrows flying at your Elementalist, and then see the health bar receive a brown arrow on it, you know that Elem is either Crippled or Dazed. Cripple can be ignored most times, but not Daze. A Monk needs to observe as much as react.
Keeping out of the fray is smart. However, it is not smart to stay so far away you can't heal when it is needed. Unless your team is stupid, a player should always be in range for you to heal them. At most, you will have to move a small amount to reach them with a heal. If you are so far back you can't reach them for a heal, it should be because they went too far, not because you stayed too far back. |
As for the HUD and radar, I'm usually more aware of the bad guys than the good guys which is why I sometimes get pulled when I cast. Just my bad and I'll need to work on that.
Lastly there is only one "stupid" player I have to deal with (an ell that thinks he's a tank) but we've been friends for years so I don't rez him as punishment if he rushes in and dies.
Thanks again.
Yah you dont even need to run a sup in pve. a 1+1 minor on your head piece is enough.
Long range spells I can think of are Aegis, extinguish (for e/mo secondary) Heal party, LoD, and Heal party:P.
And listen to Flem HP+GoLe is great
55 monk is a 55 monk it only works because of the low HP and the use of prot spirit. This build in no way is going to keep your party alive. This is WHY it is strictly a Solo or Duo Build
Long range spells I can think of are Aegis, extinguish (for e/mo secondary) Heal party, LoD, and Heal party:P.
And listen to Flem HP+GoLe is great
55 monk is a 55 monk it only works because of the low HP and the use of prot spirit. This build in no way is going to keep your party alive. This is WHY it is strictly a Solo or Duo Build
C
1. Normal spell range is 1.2 aggro radii, so you can cast most spells from just out side of aggro range if you're careful.
2. You've got only 3 options for healing from a further distance:
3. Multiple Sup Runes is not advisable for a general-purpose monk. I'd do it on a MM necro because I actually want a low life total; I might do it on a bow ranger since the AI very rarely targets bow rangers; but I really can't suggest it on a monk. 1 Sup Rune (and 0 Majors) is the absolute biggest runes I'd suggest. (And there's plenty of folks around here who will lynch anyone who suggests using anything other than minor runes only.)
2. You've got only 3 options for healing from a further distance:
- Heal Party (probably +HBoon)
- Seed of Life (usually cast on a bonder monk who is taking numerous zero-damage hits through his/her bonds)
- Healing Ribbon, cast on an intermediate ally and "bouncing" to the desired ally further out (highly unreliable)
3. Multiple Sup Runes is not advisable for a general-purpose monk. I'd do it on a MM necro because I actually want a low life total; I might do it on a bow ranger since the AI very rarely targets bow rangers; but I really can't suggest it on a monk. 1 Sup Rune (and 0 Majors) is the absolute biggest runes I'd suggest. (And there's plenty of folks around here who will lynch anyone who suggests using anything other than minor runes only.)
55s do not work in general play. Your guild mates may be able to solo certain places in HM, but that doesn't mean they can solo the entire game. Any place with enchantment removal = instant death. Constant high amounts of degen = instant death. Any blood magic spells that steal health = instant death. Too many interupts (if not properly countered) = death.
Farming builds are designed to exploit very specific and small spots in the game and do them over and over again for money. The players using them aren't "leet" or anything, they are just using a build somebody else made to get money. Anyone who 55s has two sets of armor, one for farming, and one normal, non-55 set for regular play.
Farming builds are designed to exploit very specific and small spots in the game and do them over and over again for money. The players using them aren't "leet" or anything, they are just using a build somebody else made to get money. Anyone who 55s has two sets of armor, one for farming, and one normal, non-55 set for regular play.
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Originally Posted by KMVRanger
Ok back to the part of my not being a "pro" monk.
But y'all are being nicer to me than if I'd posted this in a monk specific forum I'm sure. |

There are some useful posts there:
This one for example
Granted, it doesn't have got party heal, however the party wide aegis (you have to be in earshout tho) is actually a lot better
B
The way a 55 monk works is they put a bunch of sup. runes on and have an offhand that subtracts another 50hps from their health. Protective Spirit limits damage to 10% of health, which, because of how GWs does rounding, comes out to 5hp on a 55hp monk. They also have a few spells (mystic regen or healing breeze among others) that heal them faster than they can be damaged.
My point being that the build is specifically designed to take advantage of their lowered health.
In any build you need to weigh the benefits of a superior rune against the cost. And you can't heal if you're dead.
It's important to remember too that the enemy AI in the game chooses targets to some degree, based on HP and armor level. Casters have the lowest base armor, and if you lower your health with superior runes, you just make yourself even more of a target.
If the enemy invades your group, another thing you can do is to kite, or just keep moving around when you aren't casting. They can't hit you as often if you are moving. You can also circle around a tougher teammate (like a warrior) to try to transfer the aggro from yourself to your teammate.
When kiting be sure to not accidentally aggro other nearby enemy groups.
You might also consider speccing into protection spells too. Things like reversal of fortune and guardian and shield of absorption can prevent a lot of damage relieving you of the need to heal it back up.
My point being that the build is specifically designed to take advantage of their lowered health.
In any build you need to weigh the benefits of a superior rune against the cost. And you can't heal if you're dead.

It's important to remember too that the enemy AI in the game chooses targets to some degree, based on HP and armor level. Casters have the lowest base armor, and if you lower your health with superior runes, you just make yourself even more of a target.
If the enemy invades your group, another thing you can do is to kite, or just keep moving around when you aren't casting. They can't hit you as often if you are moving. You can also circle around a tougher teammate (like a warrior) to try to transfer the aggro from yourself to your teammate.
When kiting be sure to not accidentally aggro other nearby enemy groups.
You might also consider speccing into protection spells too. Things like reversal of fortune and guardian and shield of absorption can prevent a lot of damage relieving you of the need to heal it back up.
S
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Originally Posted by KMVRanger
I'm not a 55 monk but I'm running two sup runes so my health is low to start and with even 15% dp I can get taken down pretty quickly if not careful. |
As mentioned, a 55 Monk is used for solo or duo farming. You do not see a Monk with 55 health working on an 8 man team. If you want to play with a team, you do not want to lower your health very much at all. Monster AI will target you as an easy kill since you have low health. You don't want to be healing yourself, you want to be healing your team. I run a 55 Monk, but I have a set of armor that I use for that, and that alone. I do not use the 55 armor when I am working with a team.
What they've said is true. You don't need any Sup runes on a monk unless you're running a 55 build. You can still get healing up to 14 with just a minor rune and a headpiece. And if you think about it, the difference between 14 and 16 on most healing spells is only about 10 - 15 HP. Are you really willing to sacrifice 75 of your own HP for a 10 - 15 HP boost? The Difference on Divine Favor is even smaller. Minor runes are the way to go.
