PvX has http://www.gwpvx.com/Build:Mo/Me_PvE_Healing_Burst_Hero in testing.
I have been running only one monk for a while (usually hench), but this is the hero build I settled on:
OwUUMs2+EIPexNy0vis87BZg7GA
12+1 DF --> +42 on burst (4 breakpoint from 13 DF)
11+1+1 Healing --> 140 healing burst = 182
6 Inspir
2+1 prot
Healing Burst
D-Kiss
Cure Hex
Mend ailment (disabled)
waste Not, want not (+5e / 15sec)
Leech signet ( +8e/20 sec)
Power drain (+8e/ 20sec)
Sig of rejuvenation (+0/8 sec)
I feel like Divine Intervention could be used instead of sig of rejuvenation, but it's too conditional. The only reason why there's no prots is because prot is at 3 and I run prot spirit, aegis, SOA on necro minion bomber.
This excels versus degen/pressure & necros carrying bulk enchantment strips, but sucks versus multiple mesmers with interrupts due to needing casts every 4 seconds.
The other main monk build that heroes can run, http://www.gwpvx.com/Build:Mo/Me_Unyielding_Aura_Healer , has patient spirit. This results in overhealing; Dwayna's kiss under UA needs a stack of enchants/hexes (2+) to match Burst or it heals only 80-90ish.
Burst is better than WoH because it's less conditional. The offheal on N/Rt or Rt/any with Spirit Light will catch most of the <50% HP heals, making WoH much less useful.
However, an Avatar of Dwayna Dervish hero heals more degen/pressure, is interrupt /hex resistant (arcane conundrum + migraine + power block + daze don't matter = draw conditions/foul feast), and heals minions, so it's down to the spot heal that's stacked on top (Burst) and hex resistance (cure/d-kiss). You also have to bear with the Dervish's erratic AI.
Healing burst hero
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I myself have been going with a deny hexes hero, since the fuser and necros more than cover the healing. Still, this looks promising. I do, however, have concerns with heroes using Waste Not Want Not correctly. Maybe use leech sig and make WNWN optional instead?
I still think a monk roll is better suited to hybrid, but if you're going for straight heals, this wouldn't be so bad.
I still think a monk roll is better suited to hybrid, but if you're going for straight heals, this wouldn't be so bad.
Eh...
The one I'm playing with at the moment is;
Healing Burst
Dwayna's Kiss
Cure Hex
Shield of Absorption
Protective Spirit (this is never the only copy of this skill in my 7h teams so can be easily swapped)
Dwayna's Sorrow (only if an MB is in the team)
Power Drain
Leech Signet
I don't bother with condition removal because MBAS is awesome and always in my team somewhere. Hex removal is always nice but gets hard to fit in.
I really don't think Sig of Rejuvenation or a third energy gain skill are necessary. I had this hero in Duncan and I didn't have any issues with it.
The one I'm playing with at the moment is;
Healing Burst
Dwayna's Kiss
Cure Hex
Shield of Absorption
Protective Spirit (this is never the only copy of this skill in my 7h teams so can be easily swapped)
Dwayna's Sorrow (only if an MB is in the team)
Power Drain
Leech Signet
I don't bother with condition removal because MBAS is awesome and always in my team somewhere. Hex removal is always nice but gets hard to fit in.
I really don't think Sig of Rejuvenation or a third energy gain skill are necessary. I had this hero in Duncan and I didn't have any issues with it.
A
Been experimenting with Healing Burst as well, and found it to be pretty damn good. I've been using Heaven's Delight and Dwayna's Sorrow instead of WNWN and Rejuv sig, otherwise the exact same build. The combination between a strong single target heal and a moderate short CD party wide heal for only 5 energy is pretty phenomenal.
The problem with dropping to below 3 energy management is that it doesn't break even on energy burning from healing burst + d-kiss on recharge (which is what the hero will do) + whatever else.
Burst: 5/(4+0.75+0.75)=-0.91e/s
D-kiss: 5/(3+1+0.75)=-1.05e/s
~-1.96~= -2e/s
+4/3 e/s regen
=-0.67
waste Not, want not (+5e / 15sec) =+1/3 (0.34)
Leech signet ( +8e/20 sec) = 0.4
Power drain (+8e/ 20sec) = 0.4
need 2 of the 3
edit: also I'm too lazy to switch WNWN and Leech/Power drain depending on area. In areas with heavy physicals, Power drain/leech signet don't do much.
The PVX version is pushing 8 inspiration, which means
waste Not, want not (+6e / 15sec) =0.4e/s
Leech signet ( +9e/20 sec) = 0.45e/s
Power drain (+12e/ 20sec) = 0.6e/s
a sidenote: chilblains spam is annoying when you have a UA hero ; since heroes can't hat swap you're limited to 89-96 (14-15 DF UA) party heals unless you want to take a -75HP hit. Even if you push 16DF you get ~12HP/sec which is easily met by Avatar of Dwayna and a few flash enchants. The Avatar of Dwayna build let my Minionbomber have 11 minions more or less constantly, neither monk build could do so.
Burst: 5/(4+0.75+0.75)=-0.91e/s
D-kiss: 5/(3+1+0.75)=-1.05e/s
~-1.96~= -2e/s
+4/3 e/s regen
=-0.67
waste Not, want not (+5e / 15sec) =+1/3 (0.34)
Leech signet ( +8e/20 sec) = 0.4
Power drain (+8e/ 20sec) = 0.4
need 2 of the 3
edit: also I'm too lazy to switch WNWN and Leech/Power drain depending on area. In areas with heavy physicals, Power drain/leech signet don't do much.
The PVX version is pushing 8 inspiration, which means
waste Not, want not (+6e / 15sec) =0.4e/s
Leech signet ( +9e/20 sec) = 0.45e/s
Power drain (+12e/ 20sec) = 0.6e/s
a sidenote: chilblains spam is annoying when you have a UA hero ; since heroes can't hat swap you're limited to 89-96 (14-15 DF UA) party heals unless you want to take a -75HP hit. Even if you push 16DF you get ~12HP/sec which is easily met by Avatar of Dwayna and a few flash enchants. The Avatar of Dwayna build let my Minionbomber have 11 minions more or less constantly, neither monk build could do so.
K
I have Aegis and Shielding Hands on my HB monk. Chaining Aegis is always powerful in PvE, and heroes do it semi-automatically which is great.
If I could get an AoD derv hero that would consistently outperform HB by a wide margin I would swap it out. The problem is erratic healing rate and not being within earshot of the entire party surprisingly often. I definitely have enough copies of Spirit Light along with passive prot to do without HB's single target heal for the most part, especially when minions become ridiculously tanky.
If I could get an AoD derv hero that would consistently outperform HB by a wide margin I would swap it out. The problem is erratic healing rate and not being within earshot of the entire party surprisingly often. I definitely have enough copies of Spirit Light along with passive prot to do without HB's single target heal for the most part, especially when minions become ridiculously tanky.
A
J
The only problem with not having a dedicated healer is if you only have one offheal, there's aftercast delay. With the Derv hero, you're able to move along faster due to no aftercast.
11+1+1 heal
9+1 DF (=8HP/sec ~4 regen)
9+1 Prot
6 Inspir
if you want to run prots I guess
Healing Burst,Dwayna's Kiss,Cure Hex, Sig of Rejuvenation, SoA (2nd copy),Aegis (2nd copy), Power Drain/Waste Not Want Not,Leech Signet
11+1+1 heal
9+1 DF (=8HP/sec ~4 regen)
9+1 Prot
6 Inspir
if you want to run prots I guess
Healing Burst,Dwayna's Kiss,Cure Hex, Sig of Rejuvenation, SoA (2nd copy),Aegis (2nd copy), Power Drain/Waste Not Want Not,Leech Signet
F
K
Quote:
Is it? One thing I noticed during the H/H era was that all healer builds aimed at maximizing performance tended towards including both offense and defense on the hero. I see no strong reason why this wouldn't hold true in the 7-hero era.
That was more because hench damage sucked, literally every one of them was near worthless. Unless you wanted to take 2x as long to clear an area you had to bring high damage on at least 2 out of 3 heroes. Hench healing, on the other hand, was acceptable assuming you weren't straining them to the point of energy depletion. For harder areas you just had to have some sort of supplemental party wide prot stuffed somewhere on a secondary of someone.
You generally want at least 1 pure healer to catch spike damage, and they can't be casting a 1-2s offensive spell at the time unless you want their target to be dead by the time they are ready. If you carry massive prot this isn't needed (ST/Imbagon). Minions also act as a prot of their own that can be the strongest in the game or fairly marginal depending on the area and relative positioning. Party-wide healing, which isn't time-sensitive as long as it occurs regularly, can be delegated to damage characters as you please.
Channeling/Rest heroes I absolutely <3. Too many power skills in both of those lines to pass up. Pretty much always the first in the party.
You generally want at least 1 pure healer to catch spike damage, and they can't be casting a 1-2s offensive spell at the time unless you want their target to be dead by the time they are ready. If you carry massive prot this isn't needed (ST/Imbagon). Minions also act as a prot of their own that can be the strongest in the game or fairly marginal depending on the area and relative positioning. Party-wide healing, which isn't time-sensitive as long as it occurs regularly, can be delegated to damage characters as you please.
Channeling/Rest heroes I absolutely <3. Too many power skills in both of those lines to pass up. Pretty much always the first in the party.
R
I've actually been using a very similar build on my monk hero since the update, with great results. Healing Burst monk + ER Prot hero is more than enough redbar and defense to cover most areas. I replaced signet of rejuv. with dwaynas sorrow for the minions, as I'm not a fan of the signet. So far I've been able to fly through WiK HM no problem, even stormed the front gate in riverside assassination with no deaths whatsoever.
F
Panic
Mistrust
Cry of Frustration
Chaos Storm
Power Drain
Leech Signet
Spirit Light
PwK
Healing and damage. I dont really understand what youre saying about the SoS/rest combo...But if you carry spirit light+pwk on two chars, youre achieving more versatile results with better spike+pressure response while using half as many skill slots.
The fact remains that the amount of healing necessary to roll through HM is very low. The faster you can kill, the less healing is needed. If i can fire off more offensive spells and have more of them due to bar compression in terms of emanagement skills, all while sustaining my team as well as a dedicated healer would, then there is a significant advantage in favor of the hybrid.
Mistrust
Cry of Frustration
Chaos Storm
Power Drain
Leech Signet
Spirit Light
PwK
Healing and damage. I dont really understand what youre saying about the SoS/rest combo...But if you carry spirit light+pwk on two chars, youre achieving more versatile results with better spike+pressure response while using half as many skill slots.
The fact remains that the amount of healing necessary to roll through HM is very low. The faster you can kill, the less healing is needed. If i can fire off more offensive spells and have more of them due to bar compression in terms of emanagement skills, all while sustaining my team as well as a dedicated healer would, then there is a significant advantage in favor of the hybrid.
A
Quote:
Originally Posted by Jeydra
Is it? One thing I noticed during the H/H era was that all healer builds aimed at maximizing performance tended towards including both offense and defense on the hero. I see no strong reason why this wouldn't hold true in the 7-hero era.
As the others have said, there where several reasons why people didn't run dedicated healers earlier with the biggest one being that the slots where filled with something relatively more important due to the fact that the healer henchmen's where OK. For example as a Warrior I would never leave home without Protective Spirit, SoH or Mark of Pain. Preferably I would have Splinter Weapon and some kind of Condition/Hex removal I could micro unto myself as well. Those criterias pretty much took three hero slots, leaving me no room for a dedicated healer. It's not the fact they are bad, but you had to focus on getting stuff you couldn't get from henchies first.
Is it? One thing I noticed during the H/H era was that all healer builds aimed at maximizing performance tended towards including both offense and defense on the hero. I see no strong reason why this wouldn't hold true in the 7-hero era.
As the others have said, there where several reasons why people didn't run dedicated healers earlier with the biggest one being that the slots where filled with something relatively more important due to the fact that the healer henchmen's where OK. For example as a Warrior I would never leave home without Protective Spirit, SoH or Mark of Pain. Preferably I would have Splinter Weapon and some kind of Condition/Hex removal I could micro unto myself as well. Those criterias pretty much took three hero slots, leaving me no room for a dedicated healer. It's not the fact they are bad, but you had to focus on getting stuff you couldn't get from henchies first.Quote:
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Healing and damage. I dont really understand what youre saying about the SoS/rest combo...But if you carry spirit light+pwk on two chars, youre achieving more versatile results with better spike+pressure response while using half as many skill slots. The fact remains that the amount of healing necessary to roll through HM is very low. The faster you can kill, the less healing is needed. If i can fire off more offensive spells and have more of them due to bar compression in terms of emanagement skills, all while sustaining my team as well as a dedicated healer would, then there is a significant advantage in favor of the hybrid. However, with that kind of setup you are severely lacking prots and if you are using another hero for that you really don't gain a significant amount of damage anyway. You get some extra damage but the cost is that your hybrids can be caught doing something else when they would need to spike heal. I've been using dual resto hybrid heroes as well, but changing them to a more offensive build and getting a dedicated healer netted me better results. More sustainability with roughly the same amount of damage. |
