Uno very quick Solo PvE question
dariusd
So, in solo PvE, is it better to bring 2 Generic Healers, or 1 Generic healer and 1 E/mo?
Don Zardeone
I bring 2 N/rt with some rit healing/defense and a N/Mo for prot so I get a lot of utility, forget-about-it energy management and stuff dies really fast.
Last I used a mo/ primary was when I did a 4-man vanquish in shing jea island.
Last I used a mo/ primary was when I did a 4-man vanquish in shing jea island.
_Aphotic_
The healers you bring all depend on the area you are in.
Necro/Rit healers? Generally great in any area except for areas you can't create minions to fuel their e-management, such as areas with lots of undead, and unexploitable corpses, i.e. Kryta Missions/Desolation.
General Monks? Work everywhere, obv. The only problem is E-management. Base their e-management, whether it be /ele, /war, or /mes, or /whatever, on the area, i.e. Don't go /mes with Power Drain in an area filled with many melee'rs.
E/Mo? Works great for anti-spike technology. The biggest, obvious problem is enchantment strip. Many high-end places enjoy stripping enchants in large droves.
Now "2 generic PvE healers" vs. "1 generic pve healer+ e/mo, aka. Protter"?
NM- The first option.
HM- The second+ more support/another monk.
Raw healing can't keep up with damage output by enemies in HM (unless you're micro'ing heroes to do their jobs better). Protter/Imba/ST are alternatives to E/mo.
Necro/Rit healers? Generally great in any area except for areas you can't create minions to fuel their e-management, such as areas with lots of undead, and unexploitable corpses, i.e. Kryta Missions/Desolation.
General Monks? Work everywhere, obv. The only problem is E-management. Base their e-management, whether it be /ele, /war, or /mes, or /whatever, on the area, i.e. Don't go /mes with Power Drain in an area filled with many melee'rs.
E/Mo? Works great for anti-spike technology. The biggest, obvious problem is enchantment strip. Many high-end places enjoy stripping enchants in large droves.
Now "2 generic PvE healers" vs. "1 generic pve healer+ e/mo, aka. Protter"?
NM- The first option.
HM- The second+ more support/another monk.
Raw healing can't keep up with damage output by enemies in HM (unless you're micro'ing heroes to do their jobs better). Protter/Imba/ST are alternatives to E/mo.
Marty Silverblade
You also need to consider bringing only one or possibly even zero dedicated backliners. You don't actually need all that many heals. With one dedicated healer (such as an ER Ele) you can throw PwK, Spirit Light, and MBaS on an SoS Rit and have sufficient healing for most situations. You also need to factor in mitigation: Mesmers don't heal (unless you throw the aforementioned rit heals on them), but they prevent damage (and deal it too, which means it's generally preferable to have these kinds of characters over dedicated backliners). It's hard to say whether either is definitely better than the other without knowing the rest of the team.
MisterB
As long as three creatures die every 15 seconds, Soul Reaping will fuel their energy. Minions only serve as portable energy batteries, but you can also just kill your foes.
Zebideedee
Depends on party size and where you are tbh. In 8 slot teams I usually have a Mo/Me & N/Rt hero.
IronSheik
Honestly, depends.
I normally run one healer, N/Rt
But then I run a support communer with soul twist and the 3 prot spirits, while my MM has aegis and PS.
Meanwhile two of my mesmers have hex eater, but that's as far as it goes for healing, as my normal setup includes extreme shutdown where as even 1 can be too much.
I normally run one healer, N/Rt
But then I run a support communer with soul twist and the 3 prot spirits, while my MM has aegis and PS.
Meanwhile two of my mesmers have hex eater, but that's as far as it goes for healing, as my normal setup includes extreme shutdown where as even 1 can be too much.
Kojima
I just use the discord Nercs unless the area does not give them good grounds, like places with lots of ice golems. If so, I'd prefer a prot monk. They work better.
Tender Care
i generally don't use too many enchantments, cos u cannot rely on something that can be stripped. That's why dervish still sucks in many areas.....
Anyway i'd use 2/3 n/rt and a monk to remove hexes and fast res with UA..
Anyway i'd use 2/3 n/rt and a monk to remove hexes and fast res with UA..
Crom The Pale
Personaly I have found runing a smite monk with Smite Condition/Hex as well as a few Divine favor heals to be enough with my Rit and Necro covering the majority of the healing.
Quaker
I use a generic HB healer (Tahlkora) and a Mo/Rit (Ogden). I can't say that it's "best" or not, but I've done several vanquishes with them lately (7-hero party) and have had no problems. I also did Napui Quarter in HM yesterday - no one died at all.
(btw, 7-hero party for Naphui was me (as my alt Ranger) plus the 2 healers, Gwen (panic), Vekk (air), Quaker (BHA Ranger), Katharin (MM), and Jahzmin (SoS). )
I've done many pre-7-hero quests/vanquishes/bounties with 2 humans + 6 heroes using just 2 generic healers - usually an HB and a UA - and have had only minor healing related problems (the other guy's healer is not as well equipped)
So, overall, I think the most important thing is to make sure your healers are properly and fully equipped and have workable builds that don't conflict with each other.
(btw, 7-hero party for Naphui was me (as my alt Ranger) plus the 2 healers, Gwen (panic), Vekk (air), Quaker (BHA Ranger), Katharin (MM), and Jahzmin (SoS). )
I've done many pre-7-hero quests/vanquishes/bounties with 2 humans + 6 heroes using just 2 generic healers - usually an HB and a UA - and have had only minor healing related problems (the other guy's healer is not as well equipped)
So, overall, I think the most important thing is to make sure your healers are properly and fully equipped and have workable builds that don't conflict with each other.
Angel Killuminati
I never bring a monk in a 7 hero party. I use necro's with support and heals, as well as rits with spirits and heals, and an elementalist/monk.
Steps_Descending
I think your choices can be summarised as :
For NM : 2 healers (personnally I'd add a bit of disrupt, either MM/blind/daze/interupt...)
For HM : 1heal + 1 prot in some form + Disrupt
1 backliner + a bit of defence/disrupt on everyone
0 backline, but everything on everyone.
Personally, I go with 1heal/1prot/1 or 2 disrupt-heavy character (mes or mm).
The heal can be pretty much everything that can heal 90% of the time (I use N/Rt or resto/SoS).
The prot can be monk or E/Mo or SoulTwisting Rit or imbagon (you). Probably forgetting some.
I'd just pick a build you can make and try it out first, than try another one when you can and see for yourself. Concerning no-backline setup: Personally, I wouldn't try to make one unless you find you have a number of builds that can be reduced to 3-4 skills (ex : the ST rit can be ST+Shelter+Displacement+e-managment (3)). I still don't leave town without one healer, even if it's the SoS.
Always assuming we're talking about 8-man areas, otherwise, drop one of the backline.
For NM : 2 healers (personnally I'd add a bit of disrupt, either MM/blind/daze/interupt...)
For HM : 1heal + 1 prot in some form + Disrupt
1 backliner + a bit of defence/disrupt on everyone
0 backline, but everything on everyone.
Personally, I go with 1heal/1prot/1 or 2 disrupt-heavy character (mes or mm).
The heal can be pretty much everything that can heal 90% of the time (I use N/Rt or resto/SoS).
The prot can be monk or E/Mo or SoulTwisting Rit or imbagon (you). Probably forgetting some.
I'd just pick a build you can make and try it out first, than try another one when you can and see for yourself. Concerning no-backline setup: Personally, I wouldn't try to make one unless you find you have a number of builds that can be reduced to 3-4 skills (ex : the ST rit can be ST+Shelter+Displacement+e-managment (3)). I still don't leave town without one healer, even if it's the SoS.
Always assuming we're talking about 8-man areas, otherwise, drop one of the backline.