Good Long Range Healing?

KMVRanger

KMVRanger

Frost Gate Guardian

Join Date: Feb 2008

East Coast USA

Me/Mo

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.

N1ghtstalker

N1ghtstalker

Forge Runner

Join Date: Dec 2007

E/

gogo hybrid
only one sup rune on a normal char is the best way
but your best bet for long range is
[skill]healer's boon[/skill][skill]heal party[/skill]

Tyla

Emo Goth Italics

Join Date: Sep 2006

You shouldn't really use Superior Runes on a Monk at all really. 2 is overkill for ANY profession.

But Heal Party + Healers' Boon gives strong party healing. Same with Light of Deliverance.

Apart from that...nope.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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.

KMVRanger

KMVRanger

Frost Gate Guardian

Join Date: Feb 2008

East Coast USA

Me/Mo

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.

Tyla

Emo Goth Italics

Join Date: Sep 2006

You shouldn't really run +1 divine favour headpiece...that 3.5 healing isn't worth the healing you get off healing prayer skills or damage mitigation you get off prot prayers.

Flem

Flem

Wilds Pathfinder

Join Date: Jul 2005

NA

N/Me

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.

KMVRanger

KMVRanger

Frost Gate Guardian

Join Date: Feb 2008

East Coast USA

Me/Mo

Quote:
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.
So again what of 55 monks? Someone in my guild runs 5 sup runes on a monk and can solo HM! In fact, a number of my guild mates do. But for me I agree with you, I'm not proficient enough in the class to run a build like that well. Oh and I do know all about daze and other conditions and how to read them. I always carry a condition remover or Recovery (Ritual). I typically play a ranger or a mesmer so I'm usually the one causing the condition. I'm very familiar with their affects.

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.

ShadowsRequiem

ShadowsRequiem

Furnace Stoker

Join Date: Oct 2005

Inde is Smoking [Hawt] *ToA*

W/E

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

KMVRanger

KMVRanger

Frost Gate Guardian

Join Date: Feb 2008

East Coast USA

Me/Mo

Quote:
Originally Posted by tyla salanari
You shouldn't really run +1 divine favour headpiece...that 3.5 healing isn't worth the healing you get off healing prayer skills or damage mitigation you get off prot prayers.
Ah, I'm an idiot. 15 Divine, 16 Healing is what I meant.

ShadowsRequiem

ShadowsRequiem

Furnace Stoker

Join Date: Oct 2005

Inde is Smoking [Hawt] *ToA*

W/E

Quote:
Originally Posted by KMVRanger
Ah, I'm an idiot. 15 Divine, 16 Healing is what I meant.
thats still way to much........

KMVRanger

KMVRanger

Frost Gate Guardian

Join Date: Feb 2008

East Coast USA

Me/Mo

Quote:
Originally Posted by ShadowsRequiem
This build in no way is going to keep your party alive. This is WHY it is strictly a Solo or Duo Build
Ah very good point. I'll salvage off the sup Divine then. I'm really glad I posted this question.

KMVRanger

KMVRanger

Frost Gate Guardian

Join Date: Feb 2008

East Coast USA

Me/Mo

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.

Chthon

Grotto Attendant

Join Date: Apr 2007

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:
  • 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.)

HawkofStorms

HawkofStorms

Hall Hero

Join Date: Aug 2005

E/

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.

Pyro maniac

Pyro maniac

Desert Nomad

Join Date: Apr 2006

Quote:
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.
no, not really. If you ask good questions (how 'noobish' or 'pro' they are) you'll get good answers

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

BladeDVD

Wilds Pathfinder

Join Date: Jul 2006

Hawaii

Clan Of Elders

N/

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.

Sir Tidus

Wilds Pathfinder

Join Date: Jan 2008

Quote:
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.
Unless it's for a specific build, you shouldn't ever use a sup rune. The attribute gain is just not worth the health loss. One or two major runes might be ok though. Your health should be no lower than 480.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

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.

ShadowStorm

ShadowStorm

Wilds Pathfinder

Join Date: May 2005

Take me where I cannot stand.

The Better Part of Valor

W/N

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.

creelie

creelie

Wilds Pathfinder

Join Date: Jan 2007

Alberta

Charter Vanguard [CV]

Mo/

What the others have said is true, KMV. 55 monks are for solo farming. Their builds are delicate and specialized for specific areas, and they cannot help others. When you are playing party support, you need to have as much health as possible so that if you get in trouble, you have the best possible chance of surviving the encounter. Replace both your superior runes with minor ones.

Regarding your original question, there are a few spells that can heal out of aggro range, but they are either weak (Light of Deliverance) or expensive (Heal Party) - both are intended not so much as long-range healing, but as party-wide healing. It's better to practice using energy-efficient aggro-range support skills. You're right about one thing though: Healing Touch is to be used on yourself, nobody else.

My final piece of advice is this: Protection Prayers are more work to learn to use, but much more powerful than Healing Prayers. Learn to prot intelligently and you will be able to spend much less time healing and rezzing.

Boren Supremecy

Academy Page

Join Date: Oct 2007

St Louis

La Cosa Snowstra [SNOW]

N/A

breath of great dwarf ftw lol

Targuil

Krytan Explorer

Join Date: Oct 2007

Tampere, Finland

Keep Dreaming [Yawn]

E/

Quote:
Originally Posted by Sir Tidus
Unless it's for a specific build, you shouldn't ever use a sup rune. The attribute gain is just not worth the health loss. One or two major runes might be ok though. Your health should be no lower than 550.
Fix'd for you.

Sir Tidus

Wilds Pathfinder

Join Date: Jan 2008

Quote:
Originally Posted by Targuil
Fix'd for you.
I said at least 480 hp simply because that's your natural health at level 20 (usually a character will have more). Really your health depends on your profession and build. Why 550 of all numbers?

RPGmaniac

RPGmaniac

Desert Nomad

Join Date: Aug 2005

I believe that's the amount of health you'd have if you had all survivor insignias, a superior vigor, and no major or superior runes. Give or take a vitae and a fortitude mod.

Sir Tidus

Wilds Pathfinder

Join Date: Jan 2008

Quote:
Originally Posted by RPGmaniac
I believe that's the amount of health you'd have if you had all survivor insignias, a superior vigor, and no major or superior runes. Give or take a vitae and a fortitude mod.
No, actually all survivor + sup vigor gives you 570 hp. Anyways, I don't really agree with the big deal that everyone makes out of survivor's insignia. I think profession based ones are better. You can get health in so many other ways.

RPGmaniac

RPGmaniac

Desert Nomad

Join Date: Aug 2005

Meh, close enough

I don't like most of the profession specific insignias, except for windwalker's and centurion's. I'd rather just have the health. Just about everything else is too conditional or just not worth it.

That's a different arguement though. This is about party-wide healing.

KMVRanger

KMVRanger

Frost Gate Guardian

Join Date: Feb 2008

East Coast USA

Me/Mo

I stripped off the sup runes and kept one major with any other bonuses coming from minors and weapons/offhands. The Drok's and Deldrimor greens are +30 and +60 so I can toy around with those depending on whether I need health over nrg/enchant extension.

The wide-area suggestions here worked well enough. I'm still not great a monking but I don't play with foolish ells that try to tank. I spend more time removing conditions and hexes then really needing to "save lives".

Good stuff here people. Thanks.

MagmaRed

MagmaRed

Furnace Stoker

Join Date: Mar 2007

Our Crabs Know True [LOVE]

R/

Knowing where to position yourself, and how to kite is far more important that health. I run 455-485 (480-75+50+30) health on my Monk, and do not have problems with monsters ganging up on me due to low health. I always make sure I let the team initiate aggro, and if using hero+hench, I call a target when in range to make them go in first (ctrl+shift+space). Survivor Insignias are not used on any of my caster classes. I use Radiant, Minion Master, or Blessed.

1 Superior Rune is fine, as long as you know how to handle aggro. If you don't have issues with armor swapping between builds, etc., then I'd suggest running Minors or Majors. If I didn't use the same head gear for my standard and my 55 build, my Monk would be using a Minor rune instead.

draugr

Academy Page

Join Date: Nov 2005

If you are really concerned with this go /Rt for [protective was kaolai], an extremely powerful heal as it can be front loaded before combat and used twice, essentially an out of aggro partywide heal of 150ish for 10 nrg. Also, along the lines of out of aggro healing, you can cast [recuperation] which puts mending on the entire party for 45 seconds at a cost of 25 energy. The range on the spirit is quite large, and if you are dealing with mostly pressure damage as opposed to spike, the nrg is well worth the cost IMO.

Kapral

Lion's Arch Merchant

Join Date: Dec 2007

[LOD]

R/

Quote:
Originally Posted by Sir Tidus
Unless it's for a specific build, you shouldn't ever use a sup rune. The attribute gain is just not worth the health loss. One or two major runes might be ok though. Your health should be no lower than 480.
I run 2 sup runes on most of my builds (not my monk, I only use 1 on it) and I rarely die. You just can't be as big of an idiot as you would be with the extra health.

Sir Tidus

Wilds Pathfinder

Join Date: Jan 2008

Quote:
Originally Posted by Kapral
I run 2 sup runes on most of my builds (not my monk, I only use 1 on it) and I rarely die. You just can't be as big of an idiot as you would be with the extra health.
Having 2 sup runes increases your speed at killing things in PvE. However, you can in no way justify that it's benefitial to overall combat.