Healer Monk

Lord Sabir

Lord Sabir

Frost Gate Guardian

Join Date: Jan 2006

Legions of Twilight

W/Mo

Healing Prayers: 16
Divine Favor: 13

Word of healing {E}
Healing Breeze
Divine Intervention
Rebirth
Heal Other
Mend Ailment
Signet of Devotion
Heal Party

Thoughts? Any tips on energy saving/gaining would be appreciated, though I intend to try the Life Bond + Balthazar's Spirit combo later.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

You may want to add some points in protection for mend ailment and rebirth other wise use cop or vigorous spirit.you may want to drop heal pary as well as other as you already have word in.You may want to use restore life instead.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

heal party is a waste as it will heal party members if they need it or not.
sig of devotion is slow at 2 seconds. when your other heals are 1/4 second to 1 second, 2 is a big deal. your team can live or die in 2 seconds time.
breeze isn't all that efficient either. cost 10 energy for a so so heal over time.

try and use spells/skills that cost 5 energy. healing touch for yourself. dwayna's kiss and orison for the party. word of heal is ok in there.
i'd keep attributes where they are if you want to heal. mend ailment does a great job if it heals or not and you don't use any other prot skills.
i don't think you need divine intervention.

TheSonofDarwin

Lion's Arch Merchant

Join Date: Jun 2005

The Black Hand Gang [BHG]

Mo/

Quote:
Originally Posted by holden
heal party is a waste as it will heal party members if they need it or not. Heal Party is not a waste, but it is definately area dependent whether you should take it or not. Areas with high, powerful AoE damage that is typically going to hit many group members at once make Heal Party very handy (like Dryders/Mez in the new UW) - plus if things get heated, it allows you to stay back far and still keep your team alive.. for a limited time. But you must use it at the right times or your energy is going to be low the entire battle since you don't have OoB.

If you are keeping Heal Party depending on your area, I typically accompany it with Signet of Devotion for further energy management as long as you don't try to use it as a life-saving heal. Use it to keep only minorly injured (50%hp or higher) healed.

I've never had much luck with Divine Intervention. It's always been my thought that if I let the person get into the situation where they are going to need a lifesaving spell that I am probably out of or very low on energy in the first place (especially since you have Word of Healing) so it'd be more or less a wasted spot. Really depends on your energy management and healing style in that case. In this case, since you do not have healing touch (how do you expect to heal yourself besides with healing breeze/signet, both of which are time dependent on their healing?) I'd switch out Divine Inter. for Healing Touch.

Other than that - seems ok, as long as you keep in mind your spells many times should be area influenced, like bring a hex remover when hexes are more abundant than conditions, or not bringing breeze when there are alot of shatterers or Mursaat towers.

Old Dood

Old Dood

Middle-Age-Man

Join Date: May 2005

Lansing, Mi

W/Mo

Quote:
Originally Posted by Lord Sabir
Healing Prayers: 16
Divine Favor: 13

Word of healing {E}
Healing Breeze
Divine Intervention
Rebirth
Heal Other
Mend Ailment
Signet of Devotion
Heal Party

Thoughts? Any tips on energy saving/gaining would be appreciated, though I intend to try the Life Bond + Balthazar's Spirit combo later. I never use Rebirth as a Monk. I have a Warrior bring that one. They do not need the energy as much as a monk so they can take the mana hit for it. I like Restore Life...it gets you back on your feet better and you can move on the the next dead player. I also use Word Of Healing after I rez to top you off.

Also I agree Heal Party is not my favorite. It just doesn't have enough kick healing wise for the amount of mana it uses. Divine Healing is better, however, shorter distance...that is it's draw back.

Always...Always...have Healing Touch for YOU. It is even great for another caster standing right next too you.

Compound these spells with Divine Boon (Since your Divine Favor is high) and you will get a extra heal kick for all your monk spells. Think about it...even using Mend Aliment on someone that doesn't have a condition with Boon you will still get a heal off. That is nice while you are waiting for other spells to regen.

cerb

cerb

Jungle Guide

Join Date: Oct 2005

Sept-Iles, QC, Canada

Les Tric??ratops Sont Nos [Amis]

Mo/

The build is a little heavy in energy... I don't think you really need divine intervention with word of healing AND heal other.

Heal party is good in certain places (such as the new Tombs), but not in a place like Sorrow's Furnace.

You might want to get rid of Breeze unless there's hard degen (SF :P), and use Dwayna's Kiss if you are playing with a bonder or if you are against many hexes.

I honestly think WoE + Heal Other + Breeze + Divine Intervention + Signet of Devotion is overkill. You really need some sort of energy management, perhaps use Essence Bond (Balts Spirit & Life Bond = Bonder, do not use that with a healing build). Like above post, you need some kind of self-healing, and Healing Touch would do a great job, and so would Divine Boon.

But then you would need Energy Tap, Chanelling or something similar.

P-S: You could use a Sup Divine and a Sup Healing for 15/16 stats.

Jasso

Academy Page

Join Date: May 2005

Finland

N/Mo

I have been using boon healer lately in pve and it seems very solid.

Mo/N

Blood - 10
DF - 11+4
Healing - 10+1

Orison - Normal healing
Dwayna's Kiss - Normal healing + some extra from hexes/enchants
Heal Other - Awesome healing capacity, mostly for emergencies
Healing Touch - Self Heal
* Whatever
Divine Boon
Offering of Blood {E} - Energy
Rebirth

I'm using collectors blood staff and wand + 20/20 healing focus. Seems to work for my needs

Reverend Jekyll

Ascalonian Squire

Join Date: Jan 2006

The Army of None (AON)

Mo/E

For low energy heals the build I use is:

Healing Prayers: 16
Divine Favor: 13

Dwayna's Kiss
Word of Healing {E}
Healing Breeze
Orison of Healing
Mend Ailment
Healing Touch
Rebirth
-Open- (formerly cap sig, most days I carry Restore Life for combat res)

The benefit to this build is that almost everything is 5 energy. You have condition removal and room for hex removal as well. This build works well if you have either a prot healer or prot henchie running with you.

Dwayna's Kiss and Healing Touch are highly underrated Monk skills. Most of your teammates are going to be running with Enchants and at some point they will be hexed as well. The supplemental bonus from DK can often make up for it's low initial heal. Touch is your self heal, much more efficient than casting Orison on yourself. Leave Orison for when DK and WoH are recharging, the incremental heal can often be the difference between life and death for your teammate. Aside from that it's one of the other self heals you have at your disposal.

You can run this build with 50 energy and continue healing through almost any fight. Due to the low energy cost of most of your spells you can even keep healing from 0 energy, provided you aren't up against spike damage.

Finally, I can't stress enough that this build works best as part of a pair of healers, the other monk (or e/mo) going protection. It's entirely possible to solo-monk up to a group of 6, but it's not easy.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

none of these builds you guys are listing have any energy management... Channelling is great for heal builds, especially in places with lots of enemies.

Quote:
P-S: You could use a Sup Divine and a Sup Healing for 15/16 stats. Not a great idea with a heal build, as the sup divine won't help enough to warrant the -75hp. Unless you're sure you won't be getting hit ever (which is not the case in large parties (4+ people)) you don't want to be carrying such low hp, or you'll be dead. Being dead generally isn't the best idea for a heal monk. It's tough on the energy

Rhuobhe

Wilds Pathfinder

Join Date: Oct 2005

Less Crying is Key [kThx]

Quote:
Originally Posted by sno
none of these builds you guys are listing have any energy management... Channelling is great for heal builds, especially in places with lots of enemies. How far away do enemies need to be in order to channel from them? IIRC it's not very far, and as a monk you would want to be away from the action

One classic build that I always liked revolves around:

Devine Boon
Devine Spirit
Glyph of Renewal

The other 5 should be 5 energy spells, like mend alignment, reversal, and the standard healing spells. (you pick what you want)

At devine favor 15, Devine spirit lasts for 14 seconds. With a 20% enchant mod, you have an extra 3 seconds or so (lets round down and say it's only 16 seconds)

At 15 DF, your boon adds 70 to all heals.

The trick is: Use Glyph followed by Devine Spirit. DS recharges instantly and lasts 16 seconds. As soon as Glyph is recharged, use it and recast Devine Spirit.

If you do it right, your Devine Spirits will overlap, meaning each subsiquent DS will only cost 5 or 7 enegy (because of boon - I think it kicks in but not sure)

While Devine Spirit is up, if you have even 0 in protection, casting Mend Alignment will heal for 70+45=115 Health +5 health per remaining condition. And this only costs 3 energy


Imagine what this does when you're using REAL healing spells

I hope you like.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by sno
none of these builds you guys are listing have any energy management... Channelling is great for heal builds, especially in places with lots of enemies. sabir never gave his secondary. hard to tell him about energy managment without knowing.

i agree that channeling would be great to spam heals or RoF/gaurdian with.

i run a mo/necro


healing touch
orison of healing
dwayna's
mend ailment
heal other
vigorous spirit
rebirth/holy veil/mend condition
Offering of Blood

i wouldn't take divine boon with a healing build. unless you can be very patient you'll waste a lot of heal.

at only 9 in my blood line i get 15 from offering of blood. net 10 energy every 15 seconds. it's a 1/4 second cast time. it's bitchen.

sno is right, if you don't now, eventually you'll need some form of energy management.


imo Heal Party is a waste. it cost 15 energy, takes 2 seconds to cast and only heals each member 67. yes yes divine helps with the heal but it still cost 15 energy and you only have 45-50. there's no recharge for heal party, what if you fatfinger it and spend another 15? you can spam orison and dwayna's kiss to get better results and they only cost 5 energy each. if everyone in the party needs healed at once some fool aggroed too much and you're in deep shite anyway. sig of devotion also takes 2 seconds to cast. it's a good heal when you don't have energy but if you don't have energy your problems are bigger than needing an 80 point heal. it's just my opinion but i don't think a monk should have anything to do with a 2 second cast in the middle of a fight.


you wouldn't want a warrior to stop swinging his weapon for 2 seconds.

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Quote:
Originally Posted by sno
none of these builds you guys are listing have any energy management... You don't need it in PvE.

This was posted a long time ago by Ensign... a great build, and one I've been using for months:

Healing 16
DF 13
Protection 4

WoH (spam spell)
OoH (used when WoH still recharging and need insta-fix)
Breeze (cover degens with this)
Other (need super-heal and WoH recharging)
Party (one of the best heals in the game)
Seed (tanks love you)
Sig of Dev (use when you want to do a small top-up heal on someone)
Rebirth (every PvE monk should have this spell. Period)

Try it... you might like it.

And while a boon-prot is a nice combo, it doesn't replace a dedicated healer in efficiency.

Celain

Ascalonian Squire

Join Date: Jan 2006

Mo/Me

Word of Healing {E}
Dwayna's Kiss
Healing Touch
Orison of Healing/Heal Party
Divine Boon
Mend Ailment
Remove Hex
Restore Life

Can't remember the attribute point spread atm, but WoH + boon hits for 260ish when under 50%. For 7 energy. Yum.

Healing Touch is used as a self heal as mentioned above. Orison/DK's is just used while WoE refreshes. Healing doesn't start until party member is under 50%, to maximize energy efficiency.

Heal party is highly situational, but in those situations it's fantastic. Best used with another healer picking up individual damage spikes. Party of 8 with everyone damaged to at least 75% or less = 536 in health gain, or 36 health per energy spent. It's no WoH + boon, but it's not too shabby.

Even though I'm /Me, you'll notice no energy gain. The only time I've ran out of energy is when fairly big mistakes were made by the group (The Wa/Mo charging 3 groups yet again...) or really terrible luck (There's no way those 2 groups over there will aggro us while we fight.... Uh oh...). One thing I have noticed, is most healing monks that have energy problems heal waaaay to early.

Many of the Mesmer energy gain skills just don't seem to be too useful to me. Either they suffer from long casting times, or they don't function well when paired with a healing monk (Channeling requires you to be in the thick of things). The standard /N method involves another elite, taking WoH out of the picture.

Should mention that I play strictly PVE right now. =P

edit: WoE's to WoH's. Thanks Rhuobhe. =)
edit2: Clarified the WoH for 260ish bit, also fixed the energy cost. What I get for trying to write this while working.

Rhuobhe

Wilds Pathfinder

Join Date: Oct 2005

Less Crying is Key [kThx]

You keep saying WoE, but I think you mean Word of Healing, right? (WoH)

At 16, WoH heals for 190 + DF bonus, so at 12 DF and 16 Healing, you're healing for 226, very nice, but no 260

Also, mesmers have a lot of useful skills, particularly in insperation.

Mantra of Resolve is one of my favorites.

Celain

Ascalonian Squire

Join Date: Jan 2006

Quote:
Originally Posted by Rhuobhe
You keep saying WoE, but I think you mean Word of Healing, right? (WoH)

At 16, WoH heals for 190 + DF bonus, so at 12 DF and 16 Healing, you're healing for 226, very nice, but no 260

Also, mesmers have a lot of useful skills, particularly in insperation.

Mantra of Resolve is one of my favorites.
Correct about WoH. Think I got the elite part stuck in my head. Oops.

Divine Boon adds 61 at 12 DF, however I left off the 2 energy cost, didn't I? 'Nother edit incomming... =/

Rhuobhe

Wilds Pathfinder

Join Date: Oct 2005

Less Crying is Key [kThx]

Ah ok, missed the devine boon part.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by Yamat
You don't need it in PvE.

This was posted a long time ago by Ensign... a great build, and one I've been using for months:

Healing 16
DF 13
Protection 4

WoH (spam spell)
OoH (used when WoH still recharging and need insta-fix)
Breeze (cover degens with this)
Other (need super-heal and WoH recharging)
Party (one of the best heals in the game)
Seed (tanks love you)
Sig of Dev (use when you want to do a small top-up heal on someone)
Rebirth (every PvE monk should have this spell. Period)

Try it... you might like it.

And while a boon-prot is a nice combo, it doesn't replace a dedicated healer in efficiency.
thats crazy.

breeze-10 energy
heal other -10 energy
heal party-15 energy
seed-10 energy

thats all of your energy. he may have used that build at one time but i doubt he does now.

Celain

Ascalonian Squire

Join Date: Jan 2006

Quote:
Originally Posted by Rhuobhe
Ah ok, missed the devine boon part. Yeah, it wasn't very clear in that first draft. Fixed now though!

kvndoom

kvndoom

Forge Runner

Join Date: Jul 2005

Communistwealth of Virginia

Uninstalled

W/Mo

Divine Boon is possibly the most important and misunderstood spell a healer has access to. To not bring it is a monumental error.

To understand its power, you need to look at 3 numbers:

5 energy
1/4 second cast time
1 sec recharge

Compare those numbers to ANY other maintained enchant out there. Nothing else even comes close.

Everybody sees "+2 energy" and cries and runs away, but that's the wrong perspective. DB is not meant to be a long-term enchantment. It's meant to be cast VERY quickly, almost impossible to interrupt, for a LOW energy cost, whenever needed. If your party's in trouble:

BAM! cast Divine Boon
BAM! heal party members for an extra 60 health per cast
BAM! drop the enchant when you're done and everybody's back up to speed

Low casting cost, near-instant cast time, immediate recharge, this spell is made for maximizing healing spikes, not maintaining the entire mission.

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Quote:
Originally Posted by holden
thats crazy.

breeze-10 energy
heal other -10 energy
heal party-15 energy
seed-10 energy

thats all of your energy. he may have used that build at one time but i doubt he does now. You didn't read my post properly... you don't spam 10/15 energy skills, you spam WoH. The energy intensive ones are all situation skills.

Lord Sabir

Lord Sabir

Frost Gate Guardian

Join Date: Jan 2006

Legions of Twilight

W/Mo

Secondary is Mesmer, in case you're wondering.
Right now, I like the ideas of Boon and dropping Intervention for Healing Touch.

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Quote:
Originally Posted by Lord Sabir
Secondary is Mesmer, in case you're wondering.
Right now, I like the ideas of Boon and dropping Intervention for Healing Touch. You don't need Divine Boon as a "healer"... in fact, you'll be wasting energy from perpetually overhealing everyone you cast on and the -2 energy from DB will hurt (unless using Mantra of Recall).

Now DB as a boon-prot is another story altogether, and a great "backup" healer. A primary healer, though, he is not... yes, 2 boon-prots in a group can keep everyone alive, but a boon-prot is never EVER as efficient as a primary healer. EVER.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Quote:
Originally Posted by Yamat
You don't need it in PvE.
I love how everyone thinks pve is so much easier than pvp. The thing with pve is that it's as easy or hard as you make it. Sure you can make it through a group and then wait for regen, but if you're trying to be the best that you can be (think FoW in a small group, or Pve Tombs in a small group) then you will obviously need some sort of energy management.

Why would you make an inefficient build just because you can do it?

Quote:
There are three things about all these Mo/N Offering of Blood builds that I will never, ever, ever, ever, ever understand:

1. You're a weaker healing because you just wasted 9 attribute points in blood magic for the sole purpose of "energy management", which is kind of ironic because.....

2. You now have to bring Heal Other instead of World of Healing because in addition to wasting 9 attribute points, you've wasted your elite slot as well. Every time you cast Heal Other, you throw 5 energy out the window. I've never understood all those "energy efficient" builds out there that bring Offering of Blood for "energy management" and then turn around and bring Heal Other as their spike heal in place of World of Healing because they wasted their elite slot. Pretty much every drop of extra energy you gain from Offering of Blood is flying right back out the window because you're casting Heal Other (10e) instead of World of Healing (5e). In other words, you can do the same job in terms of both healing ability and energy management with a single skill slot (World of Healing) that you can do with two skill slots (Offering of Blood and Heal Other). Oh, and you don't have to waste those 9 attribute points in blood magic either, so actually you'll be doing a BETTER job with half the skill slots (by boosting Divine Favor with those att. points).

3. What's up with the 10 energy spells? Yikes. Maybe that's by so many monks feel the need to waste attribute points, a skill slot, and their elite on Offering of Blood. Again, yikes.

Please understand that I'm not trying to flame this particular poster, but rather the Mo/N Offering of Blood build which seems quite popular these days.
It simply doesn't make sense.
A pure healer with World of Healing, all 5 energy spells, and good technique is superior to a Mo/N with Offering of Blood and 10 energy spells in both healing ability and energy management, simple as that.

kc99

kc99

Frost Gate Guardian

Join Date: Nov 2005

Scotland

Renaissance Desire

R/Mo

Attempted the new tombs last night for the first time (hey i've been busy) and could'nt get in a group with my ranger at all.

So i get my monk out and bam! i'm in a group! Anyway i'm pretty new to the healing game and i did ok within the story missions etc. But this is another matter!

Maybe it was me at fault maybe it was'nt, but we got wiped out very quick and i could'nt seem to get the heals off fast enough.

Here's what i was using

World of Healing {E}
Dwayna's Kiss
Healing Seed
Healing Breeze
Heal Other
Heal Party
Mend Ailment
Rebirth

Healing 13
Divine Favour 12

Obviously this aint so good, so i was wondering if anyone out there could give me some advice on what to bring and where to put points for this high level area. Thanks

Siliconwafer

Lion's Arch Merchant

Join Date: Oct 2005

Australia

Shameful Spirits

You need energy management, and you don't need a res. Drop rebirth and breeze, take Inspired hex and Drain Enchantment. For a straight WoH healer, try 16 healing, 9 DF and ~9/10 Insp.
You now have yourself a WoH healer with mend ailment. I'd also recommend dropping mend for veil. You don't want to run into migrane mesmers without veil.

Aven

Aven

Ascalonian Squire

Join Date: Aug 2005

Angel Faced Pitbulls

Guesse I'm abit over doin it but my setup is

healing 12+1+3
divine 12+3

WoH
OoH
Breeze
party
essence bond
blessed sig
divineboon
res

It may be overdone but I never have any complaints when i pull war outta the shyt with a heal of 200+ for 5 energy

NJudson

Krytan Explorer

Join Date: Dec 2005

Well, my monk is only level 17 and recently reached "The Wilds" mission in PvE so I don't have some of the spells like Word of Healing (sounds really nice). I try to play with different skills and stuff that I have, but mostly use:

Orizon of Healing
Dwayna's Kiss
Signet of Devotion
Healing Breeze
Reversal of Fortune
Shielding Hands
Ressurect
Whatever else

I have my attribute points setup (with use of minor runes)
Healing - 12
Protection - 7
Divine - 8
rest either in smite or domination (I'm Mo/Me)

I usually have no issues with energy management, but after reading this thread I'm wondering if I'm really not playing my guy very well. I know the topic of the thread is "Healer Monk", but should I not even bother with protection at all? Should I put all my protection points into healing and divine? One other thing too that I use only in an emergency energy crunch is switch over from weapon slot 1 (I have 40 energy 4 pips of regen) to weapon slot 2 (I have 72 energy but only 2 pips of regen).

I will try to work on not "over-healing". Although I rarely have energy issues, I do think that I sometimes heal too soon and correct me if I'm wrong, but developing poor habits now will probably come back to bite me in the butt later on in the game when it gets harder. Good thread

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

all you need in pve is divine spirit. infact you dont even need healing prayers or protection prayers at all. Make a build with just divine favour and offence of your choice

Mandy Memory

Mandy Memory

Desert Nomad

Join Date: Mar 2005

USA

Xen of Sigils [XoO]

W/

all you need in pve is divine spirit. infact you dont even need healing prayers or protection prayers at all. Make a build with just divine favour and offence of your choice
How far away do enemies need to be in order to channel from them? IIRC it's not very far, and as a monk you would want to be away from the action Huge. I think it's larger than a well, but not positive.

Celdor Nailo

Celdor Nailo

Frost Gate Guardian

Join Date: May 2005

Mo/E

I noticed nobody mentioned heal other. Is that because of the 3-second recharge time?

I use:

healing 12
divine favor 13

signet of devotion
word of healing
healing touch
orison of healing
heal other
heal party
restore life
signet of capture

I would love to know your thoughts on this build. Thanks.

Rhuobhe

Wilds Pathfinder

Join Date: Oct 2005

Less Crying is Key [kThx]

Quote:
Originally Posted by Celdor Nailo
I noticed nobody mentioned heal other. Is that because of the 3-second recharge time? That, and the 10 energy cost.

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Celdor, A couple of people mentioned Heal Other... great spell in a jam.

Guys, if you really have a problem with energy in PvE, you are doing something wrong. WoH is your friend...

Hector

Ascalonian Squire

Join Date: Dec 2005

Mo/

Quote:
Originally Posted by Rhuobhe
How far away do enemies need to be in order to channel from them? IIRC it's not very far, and as a monk you would want to be away from the action It's not very far at all. Someone I think posted the distance is huge. Well unless it's changed very recently, the distance is around half your aggro bubble, maybe a little under.

Personally I don't bother with it in PvE. WoH, Orison, Dwayna's, Heal Party, Healing Touch, Mend Ailment, Holy Veil, Rebirth. That's my usual PvE healing skill selection. It's worked great for me with no energy issues. Energy management is about more than just taking channeling/OoB.

Gwondolas Marillion

Academy Page

Join Date: Oct 2005

Sweden

SWAC (30+ Swedish Adults Club)

Quote:
Originally Posted by Hector
Energy management is about more than just taking channeling/OoB. I quite agree. The key to good energy management in PvE in general is not to over-heal.

/Gwon

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Quote:
Originally Posted by Gwondolas Marillion
The key to good energy management in PvE in general is not to over-heal. QFT!!!

Too many healers start healing when someone has only lost 10-20% of their health (i.e. 45-90 health)... there's almost zero spike damage in PvE, you don't need to keep people at 100% for fear of someone being taken as a target of opportunity, like you do in PvP. Probably the only things you have to be careful with are the Hydras in Perdition Rock, and Terrorwebs, since meteor shower can hurt!

Besides, that's what Sig of Devo is for... small top-up heals.

redguy

Pre-Searing Cadet

Join Date: Feb 2006

Bad Assed Crew

Mo/

One of my strategies in creating a GW character build is specialization. In the MMO's that I have played, I have found that this makes for a powerful character. With that in mind, this is the build I would recomend. I keep 8 man teams alive in every PvE situation with this build.

Healing Prayers 16
Divine Favor 15
(put any att you want up to 3. It doesn't matter)

Skills:
Orison of Healing
Dwayna's Kiss
Word of Healing
Heal Other
Healing Touch
Vigorous Spirit
Divine Healing
Rebirth

You'll only have 330 health, so run away as soon as you see that dwarf with an axe charging at you. You can't take a beating so don't try. I never have trouble with 6 man teams, 8 is a not stop button mash. It's great. And I don't have energy management problems. Stay in the back and stay out of aggro. And you're team will live. The only time my team goes down is when I fail stay out of aggro, usually due to warrior mobs running straight to the back line.

Rhuobhe

Wilds Pathfinder

Join Date: Oct 2005

Less Crying is Key [kThx]

Quote:
Originally Posted by redguy
Healing Prayers 16
Divine Favor 15
(put any att you want up to 3. It doesn't matter)

Skills:
Rebirth Put protection up to 3, and boost it to 4 with a minor rune. It makes a difference, albeit a small one.

redguy

Pre-Searing Cadet

Join Date: Feb 2006

Bad Assed Crew

Mo/

Quote:
Originally Posted by Rhuobhe
Put protection up to 3, and boost it to 4 with a minor rune. It makes a difference, albeit a small one. You're right about that.

(crap, now I want to go play. )

Remstone

Pre-Searing Cadet

Join Date: May 2005

I personally think this is the best build for most cases (not all) for pve.

16 Heal
10 Divine
9 Blood
rest in Prot

Orison
Dwayna's Kiss
Heal Other
Heal Touch
Heal Seed/Healing breeze (depends on area)
Mend Ailment/Remove Hex
Offering of Blood (E)
Restore Life

This build is cheap energy wise, and still maintain great energy management, works great with the ascetics set and the saints/wanderer's set as well. offering of blood at 9 gives you 15 energy back and your getting about 32 bonus with divine favor so healing isnt all that bad and you are able to spam DK and OoH and heal other in emergencies. Try it out!

Grammar

Wilds Pathfinder

Join Date: Aug 2005

"Energy management is about more than just taking channeling/OoB."

"I quite agree. The key to good energy management in PvE in general is not to over-heal."

Most definitely. That, and smart use of your skills slots and the skills in those skills slots (In other words, proper build and technique). Players who need to bring energy management skills are just bad at managing energy, simple as that.

Which brings me to the ever-popular "energy efficient" Mo/N Offering of Blood build:


Quote:
Originally Posted by Remstone
I personally think this is the best build for most cases (not all) for pve.

16 Heal
10 Divine
9 Blood
rest in Prot

Orison
Dwayna's Kiss
Heal Other
Heal Touch
Heal Seed/Healing breeze (depends on area)
Mend Ailment/Remove Hex
Offering of Blood (E)
Restore Life

This build is cheap energy wise, and still maintain great energy management, works great with the ascetics set and the saints/wanderer's set as well. offering of blood at 9 gives you 15 energy back and your getting about 32 bonus with divine favor so healing isnt all that bad and you are able to spam DK and OoH and heal other in emergencies. Try it out!