Quote:
Originally Posted by Zahr Dalsk

Healing prayers 12+1+1, Divine Favour 12+1
Patient Spirit: 166, with HB 213
Dwayna's Kiss: Variable, but generally goes in the area of 150-200, and often up near 500.
E-Light: 137, with HB 185
Orison: 109, with HB 143
Patient spirit: With the wait, 2.25sec. to take affect
Dwayna's Kiss: Cannot self target, conditional. Provided you're casting on only a targe /w patient spirit you're looking about 120
E-Light: easily interrupted, 5 sec. recharge. Dependant on an elite.
Orison: About on par with Rit. skills. Good recharge though.
Quote:
Originally Posted by Zahr Dalsk

With UA the numbers will be even higher, although it's true they won't have the Fast Casting that HB provides. Combine HB and UA and you get some truly high numbers, although this requires some alternate e-management to replace GoLE and account for UA maintenance..
High numbers are great, but they tend to come at the expense of longevity. The 1e degen will choke you 20-30sec. down the line, with or without GoLE. As long as we're throwing elites into the mix, /w Attuned Was Songkai, Soothing memories gives back 2e and all other 5e spells cost 2.
Quote:
Originally Posted by Zahr Dalsk

All you need are two of these healing spells. Add in condition removal, seed, gole or mimicry, e-management, HB, and a res, and you're set to go with your healing powerhouse.
High healing or no, even if you're going Tank 'n Spank, two spells won't be able to recharge at a high enough rate to keep a single target alive in some of the higher level areas. If you're going 12/12 healing/divine favor you're in the same boat as the rit is, you need a prot. for backup.
Quote:
Originally Posted by Zahr Dalsk
Then we have stuff like Healing Seed, which when properly placed can heal the entire party for hundreds of health over a few seconds. Heal Party comes in at 108 for the entire party.
Healing seed is an adjacent ally effect skill.. if your party is bunched up close enough to get use out of it... Well, I wouldn't hold out hope for getting much done in between healing seed recharges. I mostly use it on tanks to keep the surrounding minion wall alive.
Heal party costs 15e. Not exactly spammable. You're pretty much relying on GoLE recharges /w it.
Quote:
Originally Posted by Zahr Dalsk
Just for fun, because you seem to think your tiny numbers are a lot, let's look at infuse health:
Infuse health: 645. That's right, a 1/4 cast spell can bring someone from the brink of death to absolute full health. The monk can also counter their own health loss easily with the aforementioned spells. Even without HB, you can still get a good 402 health out of it. With UA you can approach 700 health.
With UA and HB through mimicry you can infuse over 1000 health in 1/4 of a second. There's no reason why you'd ever need to do that, nor is it energy efficient - but you can if you like. Is that a large enough number for you? Over 1000? It's not even very difficult to do. Any time you're rolling with UA and HB (with another monk) and you decide to bring Infuse Health, yeah, you can be blasting out 1000-point heals every now and then if you want to. Then you heal your own lost health with a single healing spell. Feels good man.
I couldnt' care less about large numbers if your build sputters out from spamming 10/15e skills after a 30 second engagement.
Heals coming in "now and then" isn't how a healer is supposed to roll. You're either healing constantly, getting booted back to the outpost due to DP.
If you want to be spamming infuse, Eles are the way to go. They have the mechanisms to regain health lost in fractions of seconds, as well as the energy to spam it indefinitely, which is not something I can say for monks.
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