PvP monk that doesnt die in 20 seconds

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

ok, i finally got enough monk skills to make what i thought as a good pvp monk.

however, im healing, and i need a build that will keep me from dying, but still able to heal, in random arena, TA, hoh, and gvg.

what skills can i bring to keep me alive, but still healing?

thanks

theclam

Jungle Guide

Join Date: May 2005

You need:

-A self-heal. Healing Touch is good at this.
-A large heal. Word of Healing or Heal Other is good.
-Condition Removal. Mend Ailment or Restore Condition.
-Anti-Hex. Holy Veil is great in CA/TA, other spells may be better for the other places.
-Energy Management. You need to be able to last. Signet of Devotion, Offering of Blood, Mantra of Recall, Channeling.

That should give you some place to start. Experiment and make your own build with those guidelines. You'll learn more that way.

Also, try out the Fi Boon Healer premade. Divine Boon is an interesting spell. I find that it works better with Protection than Healing, however.

EDIT: You're using either a PvP-only character or a PvE character with Droknar's armor, right?

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

im using a pvp healer.

i had word of healing, plus i think word of healing, the one that heals more when under 50%.

i had ..ah..whats it called..protective spirit? can only take 10% of total health. that skill too.

and orison. among others, including rez, smite hex , and an anti-condition skill too.

theclam

Jungle Guide

Join Date: May 2005

By rez, I hope you mean Res Signet. Resurrect is way too slow for PvP. Generally, it's better for a */Mo (especially Me/Mo) to carry it than a Mo/*, since skill slots on Monks are usually more valuable. Even then, you don't need more than one player to have it. Still, most teams only take Res Signet.

It would help to know how you're dying. Do you run out of energy and can't heal any more? Do you get killed by Hexes? Warriors? Conditions? Interrupts?

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

ok, a fairly common occurence in RANDOM arena (I gotta get good before monking in GvG or HoH, or Ta for that matter)

my team:

me monk
1 war
1 ranger
1ele

their team:
2 wars
1 ranger
1 necro

or something like that.

we go in, the warriors rush past my teammates and both engage me. The ranger does the same. The necro or whatever, what do you know, also attacks me and casts some degen like life siphon.

I (this is a failing of monks) have only orison and healing touch/healing breeze to heal myself; pity healing seed or heal other or word of healing dont work on caster. my teammates, the might strike down one of the opposition, or two. But, i really cant outheal two wars and a ranger, when im bleeding and crippled and cant use my big healing spells on myself.

which makes me think that a modified Invincimonk build would be perfect for faction farming in random arena: you take little damage, if any, and still have...3 healing spells if the other guys wise up and attack the ele instead of you

Katari

Katari

Wilds Pathfinder

Join Date: Aug 2005

Upstate

Me/

Boon-Pront

10 Blood
15-16 DF
Rest Pront

RoF
Mend Ailment
Offering of Blood
Guardian
CoP
Holy Veil (Or maybe Pront Spirit?)
Divine Boon
Res Sig

CoP eats up hexes, Guardian protects vs warriors and rangers, RoF is a nice heal that is nigh impossable to interupt.

Boon-Pront >> Boon-Heal for reasons that I don't have to list.

theclam

Jungle Guide

Join Date: May 2005

Regarding the Prot Boon build Katari posted:

You want these stats:

12 + 1 + 1 Divine Favor (A Superior or Major rune is not a good idea when they're all gunning for you)
10 Blood Magic
8 + 1 Protection Prayers

I heartily agree that Prot Boon is better than a Boon Healer. Boon Healers have major overhealing problems. The reason why I suggested the Fi Boon Healer is that it's already in the game and it's not too hard to play.

You don't need Holy Veil or Mend Ailment with CoP (although they still work very well). Signet of Devotion would work in either of those spots. Res Signet is also not a big priority if you're a non-smiting Monk in CA. Never just take a build from the forums and assume it's perfect. Always play around with a build and match it to your playstyle.

A Invincimonk (i.e. 55 HP) build does NOT work in PvP. DoTs are very prevalent and your Healing Breeze is likely to be interrupted once they realize what you are, so you're left with very little regen, even if you take Watchful Spirit AND Mending. If you're facing one enemy with enchantment removal, Prot. Spirit will get stripped and you'll die. Most Mesmer builds will kill you. Interrupt Rangers will kill you. Heck, a halfway decent Paladin can kill you if he's got one buddy. You can't protect your party members very well (low energy from all the maintained enchants and a small assortment of healing/protection spells is one reason), so they'll concentrate on them.

Dodo The Extinct

Dodo The Extinct

Wilds Pathfinder

Join Date: Dec 2005

Me/Rt

Well, my CA monk looks like this

Divine Boon
CoP
Healing Touch
Orison of Healing
Heal Other
Mantra of Recall
Physical Resistance
Vengance

I have had alot of success with this build. Yes, there is the issue of overhealing, but you almost never use heal other n e way. Mantra of Recall works nicely with CoP, and does not require much inspiration at all. Physical Resistance is there to help with the crazy amount of Whammos you see. Vengance is there...because it is awesome

Myodato

Myodato

Lion's Arch Merchant

Join Date: May 2005

WOR

Mo/

I run a build very similar to Katari's in arena, and often as a third monk in Tombs/GvG also. You may find yourself wanting to try something with a little more big-heal power, so you could try something like this hybrid healer:

Healing 12+1+3
Blood 8
Divine 8+1
Prot 7+1

RoF, Mend Ailment, Heal Other (or Infuse Health), Protective Spirit, Healing Touch, Heal Party, Holy Veil, Offering of Blood {E}.

This is a very good build for two monk teams, who can't afford to be overly specialised. Heal Party is for against degen like the ever-present Tainted Flesh. The big heal (Other or Infuse) and Protective Spirit is to protect against spikes. Every thing else is for self/spot heals and remaining hex and condition free.