However, the GolE has the advantage of NOT being an enchantment and can be used when fighting Mallyx.
Yeah, but Healer's boon is an enchantment too...
Has HB Become The New WoH?
2 pages • Page 2
Quote:
Originally Posted by Bront
Wouldn't Divine Spirit be more useful that GoLE on that bar?
[Divine Spirit]... let's see, 12 seconds of half-casting time heals that cost 5 energy each = Win! Add an enchanter's healing staff for even better results.
Then you could go RT for Death Pact signet, or use Restore Life (which is quite functional at Healing Prayers 12+) GoLE 30sec recharge > Divine Spirit 60sec recharge.
[Divine Spirit]... let's see, 12 seconds of half-casting time heals that cost 5 energy each = Win! Add an enchanter's healing staff for even better results.
Then you could go RT for Death Pact signet, or use Restore Life (which is quite functional at Healing Prayers 12+) GoLE 30sec recharge > Divine Spirit 60sec recharge.
Quote:
Originally Posted by Kwan Xi
GoLE 30sec recharge > Divine Spirit 60sec recharge.
True, but it doesn't nessesarily matter.
As far as pure energy savings...
2 spells save 10 for the cost of 5 from GolE, so 1 use saves you up to 20, but at least 10, at a cost of 5, 2 uses save you 10-30 over 60 seconds
DS, over 12 seconds (14 with an enchanters staff), you can cast 7-8 healing spells under HB, which saves you a minimum of 4 (for 5 casting cost spells), and at most 5 per, at a cost of 10. So, DS saves you 18-30 energy over 60 seconds.
DS also has a faster casting time, and lets you take another secondary. So you cast it while you're under 20 energy, and can spam healing for 12+ seconds. They are pretty close in usefullness though, so it's probably more a matter of preference. A Hero would use DS better more likely though, since they're good at spamming skills.
Of course, [Selfless Spirit] is even better, as long as you don't cast on yourself. Cost of 5, 5 for 10-18 seconds (+2-3 if you use an enchanter staff), gives you similar savings to DS at the low end (About 20-25), and much better savings at the higher end (with an enchanting staff, around 45-60).
As far as pure energy savings...
2 spells save 10 for the cost of 5 from GolE, so 1 use saves you up to 20, but at least 10, at a cost of 5, 2 uses save you 10-30 over 60 seconds
DS, over 12 seconds (14 with an enchanters staff), you can cast 7-8 healing spells under HB, which saves you a minimum of 4 (for 5 casting cost spells), and at most 5 per, at a cost of 10. So, DS saves you 18-30 energy over 60 seconds.
DS also has a faster casting time, and lets you take another secondary. So you cast it while you're under 20 energy, and can spam healing for 12+ seconds. They are pretty close in usefullness though, so it's probably more a matter of preference. A Hero would use DS better more likely though, since they're good at spamming skills.
Of course, [Selfless Spirit] is even better, as long as you don't cast on yourself. Cost of 5, 5 for 10-18 seconds (+2-3 if you use an enchanter staff), gives you similar savings to DS at the low end (About 20-25), and much better savings at the higher end (with an enchanting staff, around 45-60).
Quote:
Originally Posted by Bront
Wouldn't Divine Spirit be more useful that GoLE on that bar?
Hey you asked the question...
Divine Spirit isn't a bad choice but it would kinda suck when your out of energy and your Divine Spirit is still recharging.
If your managing your energy well you should only need GoLE to get off a couple of those 10 energy spells with no real problem.
Divine Spirit isn't a bad choice but it would kinda suck when your out of energy and your Divine Spirit is still recharging.
If your managing your energy well you should only need GoLE to get off a couple of those 10 energy spells with no real problem.
T
Great rebuttal.
But if you wanna get nitpicky about it, I guess you could mention the point that no one USES LoD anymore. It's all HB now.
My point on the HB is that you shouldn't just be throwing out Heal Party. That is poor energy management. You gotta use the GolE first. Which essentially means 2 Heal Party's every 30 seconds, which isn't exactly spamming.
The BIG point on HB is the seeds. Keep the seeds out and you shouldn't HAVE to spam HP.
But if you wanna get nitpicky about it, I guess you could mention the point that no one USES LoD anymore. It's all HB now.
My point on the HB is that you shouldn't just be throwing out Heal Party. That is poor energy management. You gotta use the GolE first. Which essentially means 2 Heal Party's every 30 seconds, which isn't exactly spamming.
The BIG point on HB is the seeds. Keep the seeds out and you shouldn't HAVE to spam HP.
T
You can run Seed (Both of them) on any old healing Monk last time I checked.
And besides, the point of Healers' Boon being for Heal Party still stands.
Use it when needed, and use your single target heals when needed, you don't have to hit HP on recharge you know.
Using skills when needed isn't spam, it's conveniality.
And besides, the point of Healers' Boon being for Heal Party still stands.
Use it when needed, and use your single target heals when needed, you don't have to hit HP on recharge you know.
Using skills when needed isn't spam, it's conveniality.
T
E
I presently am playing HB in any group that's not going to be in Prophecies. Damages is dealt all over the place in Faction/NF/EotN PvE, so the cheap Heal party that heals everyone for 117 is nuts. I was previously a WoH player, but I like this build soooo much better do to being easy and effective.
f
Quote:
WoH is better on Hybrid bars, and Prot isn't really needed in Ursanway.
amen to that.
protection does close to nothing for an ursan team, since about 5 of your party members are taking damage at a time. Instead, you need a quick-casting, highly effective Heal Party, and high-healing skills that you toss about.
For any team other than ursanway, I still prefer my WoH hybrid, it's just that much more efficient. And since i rarely PUG things, I guess that works pretty well.
protection does close to nothing for an ursan team, since about 5 of your party members are taking damage at a time. Instead, you need a quick-casting, highly effective Heal Party, and high-healing skills that you toss about.
For any team other than ursanway, I still prefer my WoH hybrid, it's just that much more efficient. And since i rarely PUG things, I guess that works pretty well.
Quote:
Originally Posted by AOTT
Actually, LoD is all about that, but close enough.
Anyway, when fighting mallyx, you don't use your HB. You let the enchantment expire, then you just use your spike heals. No seeds. If you use an enchantment near mallyx, HE WILL EAT YOU. So GolE is the skill of choice in that situation. I thought you were suppose to bring Spell Breaker with when fighting him.Then he won't eat you but LoD could be some what usefull even in HM.
Anyway, when fighting mallyx, you don't use your HB. You let the enchantment expire, then you just use your spike heals. No seeds. If you use an enchantment near mallyx, HE WILL EAT YOU. So GolE is the skill of choice in that situation. I thought you were suppose to bring Spell Breaker with when fighting him.Then he won't eat you but LoD could be some what usefull even in HM.
