Question to all healing monks:Divine Boon
GunBlazer
20 Monk/Mesmer here, just wanna ask all of you how often you run with divine boon.
I have had it on 24/7 for the past 6-7 levels, it makes me heal a godly ammount every cast of orison of healing or Dwayna's Kiss, however -1 energy regen and +2 energy on spells, it literally doubles the ammount im healing for per spell.
But lately i have noticed that while my burst healing ability is insane, I tend to run out of energy quite quick and end up only being able to throw a heal every 6-8 seconds when im out of energy, this isnt good for pvp or when the damage on the party doesn't stop.
WITHOUT divine boon, I am pretty much constantly healing without ever having too many energy issues.
I'm not too sure if I want to ditch it though, so my question is, how many of you guys rely on divine boon as much as I do?
I have had it on 24/7 for the past 6-7 levels, it makes me heal a godly ammount every cast of orison of healing or Dwayna's Kiss, however -1 energy regen and +2 energy on spells, it literally doubles the ammount im healing for per spell.
But lately i have noticed that while my burst healing ability is insane, I tend to run out of energy quite quick and end up only being able to throw a heal every 6-8 seconds when im out of energy, this isnt good for pvp or when the damage on the party doesn't stop.
WITHOUT divine boon, I am pretty much constantly healing without ever having too many energy issues.
I'm not too sure if I want to ditch it though, so my question is, how many of you guys rely on divine boon as much as I do?
Bgnome
Quote:
Originally Posted by GunBlazer
WITHOUT divine boon, I am pretty much constantly healing without ever having too many energy issues.
that's pretty much how it goes. if you want to run a healer monk, you max out healing and divine favor and forget boon. monks need all the energy management they can get.
Xavz
Pull it down as soon as you run out of energy. It can still be very useful, especially if you're using 5en spammables.
Anariel
I've thought about using divine boon combined with peace and harmony giving back 4 bars of energy regen, but 5 energy regen bars is really, really nice. The divine boon -2 energy per cast making orisons 7 energy cast is efficient for a while but I think it becomes more cumbersome as you run out of energy.
Thanato
the eternal deabte, quantity over quality
IMO it depends on the situation. If your tanks are getting hit for big damage but the target will go down fast, divine boom should be good
if its one of those long winded battles, you're better off with ditching divine boon and doing your standard heals
IMO it depends on the situation. If your tanks are getting hit for big damage but the target will go down fast, divine boom should be good
if its one of those long winded battles, you're better off with ditching divine boon and doing your standard heals
Lazarus
I use it untill I run out of energy, then turn it off. Really it's best for when you have 3 healers in the party. That way one can remove conditions and curses, one can cast protections, and the third can res while they all heal. You won't be casting as many support spells and Divine Boon gives you the mega heals.
Lazarus
Lazarus
Axehilt
Divine Boon's a pretty sweet skill and makes for a very effective healer. You just have to be extra careful to not over-heal (which would waste the point of the bonus healing). Other than that, it can let you be extremely mana efficient with your spells - especially area heals like Heal Area and Heal Party. With Heal Party you get that extra Divine Boon bonus applied to every single party member at the same low cost of 2 additional energy. Obviously it's situational where your entire party will be damaged evenly, but it's still insanely energy efficient if you do encounter that situation.
Anariel
Quote:
Originally Posted by Axehilt
Divine Boon's a pretty sweet skill and makes for a very effective healer. You just have to be extra careful to not over-heal (which would waste the point of the bonus healing). Other than that, it can let you be extremely mana efficient with your spells - especially area heals like Heal Area and Heal Party. With Heal Party you get that extra Divine Boon bonus applied to every single party member at the same low cost of 2 additional energy. Obviously it's situational where your entire party will be damaged evenly, but it's still insanely energy efficient if you do encounter that situation.
Didn't know that, but very good to know. I love heal party to death.
Aranarth
Divine Boon is an amazing spell, but it requires a fairly specific build. This is what I have been running:
Class: Monk / Necromancer
Attributes: (cost) '+' indicates Rune attributes
Divine Favor: 12+4 (97)
Healing Prayers: 11+1 (77)
Blood Magic: 6 (21)
Total attribute points used: 195/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Orison of Healing [Healing Prayers] (5,1,2) Spell: Heal target ally for 60 health.
2) Heal Other [Healing Prayers] (10,1,3) Spell: Heal target other ally for 151 health.
3) Dwayna's Kiss [Healing Prayers] (5,1,3) Spell: Heal target other ally for 51 health and an additional 17 health for each enchantment or hex on that ally.
4) Healing Touch [Healing Prayers] (5,1,5) Spell: Heal target touched ally for 51 health. Health gain from Divine Favor is doubled for this spell.
5) Mend Ailment [Protection Prayers] (5,1,2) Spell: Remove one condition from target ally. That ally is healed for 5 health for each remaining condition.
6) Offering of Blood [Blood Magic] (5,0,15) Spell: Sacrifice 10% maximum health. You gain 13 energy. This is an elite skill.
7) Divine Boon [Divine Favor] (5,0,0) Enchantment: While you maintain this enchantment, whenever you cast a Monk spell on an ally, that ally is healed for 73 health, and you lose 2 energy.
8) Heal Party [Healing Prayers] (15,2,0) Spell: Heal entire party for 67 health.
I had been running remove hex in place of Dwayna's Kiss, but other people in my party have taken over hex removal and allowed me to do this. Also, I run a res in place of heal party in some situations.
The key to running this build is to use Offering of Blood as soon as it refreshes. With lots of 5-cost spells, this will allow you to last for a long time without running out of mana.
As someone mentioned above, be careful of overhealing. Don't use your big spells unless you're sure you need them. And don't remove every condition anyone gets the instant it hits. Just cast when someone needs the full amount of the heal you give them.
Healing Touch is there to keep you alive. Being touch range, it's not a great spell to heal anyone else with.
Class: Monk / Necromancer
Attributes: (cost) '+' indicates Rune attributes
Divine Favor: 12+4 (97)
Healing Prayers: 11+1 (77)
Blood Magic: 6 (21)
Total attribute points used: 195/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Orison of Healing [Healing Prayers] (5,1,2) Spell: Heal target ally for 60 health.
2) Heal Other [Healing Prayers] (10,1,3) Spell: Heal target other ally for 151 health.
3) Dwayna's Kiss [Healing Prayers] (5,1,3) Spell: Heal target other ally for 51 health and an additional 17 health for each enchantment or hex on that ally.
4) Healing Touch [Healing Prayers] (5,1,5) Spell: Heal target touched ally for 51 health. Health gain from Divine Favor is doubled for this spell.
5) Mend Ailment [Protection Prayers] (5,1,2) Spell: Remove one condition from target ally. That ally is healed for 5 health for each remaining condition.
6) Offering of Blood [Blood Magic] (5,0,15) Spell: Sacrifice 10% maximum health. You gain 13 energy. This is an elite skill.
7) Divine Boon [Divine Favor] (5,0,0) Enchantment: While you maintain this enchantment, whenever you cast a Monk spell on an ally, that ally is healed for 73 health, and you lose 2 energy.
8) Heal Party [Healing Prayers] (15,2,0) Spell: Heal entire party for 67 health.
I had been running remove hex in place of Dwayna's Kiss, but other people in my party have taken over hex removal and allowed me to do this. Also, I run a res in place of heal party in some situations.
The key to running this build is to use Offering of Blood as soon as it refreshes. With lots of 5-cost spells, this will allow you to last for a long time without running out of mana.
As someone mentioned above, be careful of overhealing. Don't use your big spells unless you're sure you need them. And don't remove every condition anyone gets the instant it hits. Just cast when someone needs the full amount of the heal you give them.
Healing Touch is there to keep you alive. Being touch range, it's not a great spell to heal anyone else with.
Spura
I use divine boon on my protection Mo/N. Basically it is a trick build with huge energy income at times. I heal myself by recasting divine boon(5 en, 0.25 sec cast, 0 recharge). Just recasting it(or casting any spell) heals me for 116 or so. And I am not even healer. It makes me immune to arcane conundrum, because I heal myself by casting divine boon and others by casting rof.
Talizar
Quote:
Originally Posted by Spura
I use divine boon on my protection Mo/N. Basically it is a trick build with huge energy income at times. I heal myself by recasting divine boon(5 en, 0.25 sec cast, 0 recharge). Just recasting it(or casting any spell) heals me for 116 or so. And I am not even healer. It makes me immune to arcane conundrum, because I heal myself by casting divine boon and others by casting rof.
How does Divine Boon heal u for 116? It's a Buff that helps other heals more, i didnt know it heals on it's own...
How does Divine Boon heal u for 116? It's a Buff that helps other heals more, i didnt know it heals on it's own...
Epinephrine
Quote:
Originally Posted by Talizar
How does Divine Boon heal u for 116? It's a Buff that helps other heals more, i didnt know it heals on it's own...
It doesn't, but if you have Divine Favour and Divine Boon is already running you gain the DF bonus from having a monk spell cast on you (3.2*DF) and the bonus from the Divine Boon, for 2 more energy. Guessing he has about a 14 DF for that bonus? BTW, that's how much it'll heal if he casts Remove Hex on someone as well...
uigrad
Divine Boon is always on for me. It affects which healing spells I bring.
I always have with me the healing signet. It's a pain to use (2 second use), but my offensive power is so weak, that those 2 seconds wouldn't be of use to me anyway. It's not a big heal, but it's energy free, so a few of them over time really stack up.
I also take "shielding hands" with me. It's best use is for the dumb caster who acts as if he is a tank (there's one in every group). But, the secondary use is healing. When used with Divine Boom, it's healing aspect is more efficient (energy-wise) then even "heal other", and the shield is just gravy. The downside is the long timer between uses.
So, I use hands and signet, to prevent myself from getting low on energy. If I ever elect to fight with without divine boon, I'd need to drop those spells, and get a few of the more powerful energy-hogging spells.
I always have with me the healing signet. It's a pain to use (2 second use), but my offensive power is so weak, that those 2 seconds wouldn't be of use to me anyway. It's not a big heal, but it's energy free, so a few of them over time really stack up.
I also take "shielding hands" with me. It's best use is for the dumb caster who acts as if he is a tank (there's one in every group). But, the secondary use is healing. When used with Divine Boom, it's healing aspect is more efficient (energy-wise) then even "heal other", and the shield is just gravy. The downside is the long timer between uses.
So, I use hands and signet, to prevent myself from getting low on energy. If I ever elect to fight with without divine boon, I'd need to drop those spells, and get a few of the more powerful energy-hogging spells.
Aug
I also play a 'primary' healer with Divine Boon and Reversal of Fortune. RoF + Divine Boon = 100+ heal and a reversal on the next hit... which can turn out to be a lot of dmg mitigation if you reverse something like a Meteor, or an Eviscerate... all for 5 energy.
As for using Divine Boon to heal yourself... I suppose, if you need to heal yourself before the RoF recharge is up (or you think you'll need to heal someone else in <2s from when you heal yourself). Otherwise just use RoF on yourself.
You just need to be careful about overhealing, as others have said.
As for turning it off... I'm pretty sure 1 pip only equates to 1 energy every 3 seconds. So it takes 15s just to regain the energy to recast it. So unless you need to start throwing heals out to multiple targets consecutively, it doesn't make sense to turn it off.
As for using Divine Boon to heal yourself... I suppose, if you need to heal yourself before the RoF recharge is up (or you think you'll need to heal someone else in <2s from when you heal yourself). Otherwise just use RoF on yourself.
You just need to be careful about overhealing, as others have said.
As for turning it off... I'm pretty sure 1 pip only equates to 1 energy every 3 seconds. So it takes 15s just to regain the energy to recast it. So unless you need to start throwing heals out to multiple targets consecutively, it doesn't make sense to turn it off.
theclam
With high Divine Favor and Divine Boon, do you even need to put any points into Healing Prayers? You might reduce overhealing by using Protection spells instead, plus you'd be able to put points into your secondary profession, rather than DF/Protection/Healing.
Aranarth
Healing or protection or whatever you can make work for you is great. I didn't mean to say that the requirement for using DF is to have healing prayers. You just need to build yourself around energy management, because you maintain an enchantment and anything you cast on an ally also costs an additional 2 energy.
Bizaflare
We are running in a team of 2 monks - one healer, one protection monk.
I am the protection monk and doing extremely well with Divine Boon an low cost and fastcast protection spells. Combined with Peace and Harmony as Elite and Well of Power and Blood Ritual from another support Char it is very hard to silence us with lack of Energy.
@Spura - funny to find out once again, we have very similar char concepts ^^
I am the protection monk and doing extremely well with Divine Boon an low cost and fastcast protection spells. Combined with Peace and Harmony as Elite and Well of Power and Blood Ritual from another support Char it is very hard to silence us with lack of Energy.
@Spura - funny to find out once again, we have very similar char concepts ^^
Julius Gaius
I don't use boon at all. if u do the math you'll quickly figure out that it's just not manna efficient. Not only are u paying 7 for an orison that does less than a straight heal other, but you're lowering your eng regen rate by 25%. Add in the ussual mega +eng item like them +23eng, +30HP & -1 eng regen protective icons that most healers use, and any further reduction to your regen rate is folly.
In the higher level areas the dmg/sec rates are simply wicked. U can blow you entire manna bar trying to keep up. Sometimes you can't even get the heals out quick enough to keep someone alive, energy or not.
What seems to work for me is mitigating the damage the tanks are taking with protective spirit and Aegis. This slows down the beat-down considerably, so I can land the big heals: heal other & divine healing. It also has the bonus net effect of less overhealing by other monks, which invariably happens when a HP bar is plummeting. Thus keeping more energy in the party's enery pool for heals.
In fact, I've come to think that a mo/e is the best healing/protection build. Elementalists can cast further damage reduction spells like ward against meele, magnetic aura and blurred vision, which in conjunction with Protective spirit and Aegis, would severy reduce the amount of damage received by your party.
In the higher level areas the dmg/sec rates are simply wicked. U can blow you entire manna bar trying to keep up. Sometimes you can't even get the heals out quick enough to keep someone alive, energy or not.
What seems to work for me is mitigating the damage the tanks are taking with protective spirit and Aegis. This slows down the beat-down considerably, so I can land the big heals: heal other & divine healing. It also has the bonus net effect of less overhealing by other monks, which invariably happens when a HP bar is plummeting. Thus keeping more energy in the party's enery pool for heals.
In fact, I've come to think that a mo/e is the best healing/protection build. Elementalists can cast further damage reduction spells like ward against meele, magnetic aura and blurred vision, which in conjunction with Protective spirit and Aegis, would severy reduce the amount of damage received by your party.
Eclair
Why don't you use heal other with divine boon instead of orison?
Julius Gaius
U can, that was just an example.
I don't use DB because it's good while you're casting, but as soon as you pause, you're on the wrong side of the energy curve.
I don't use DB because it's good while you're casting, but as soon as you pause, you're on the wrong side of the energy curve.
JYX
Ok then...allow us to do the maths.
We will use orison of healing as a benchmark...I decided not to bore you with the details, so I made a graph. Its fairly self explanatory. I cooked this up in about 5 mins so if theres any problems just give me a shout.
Assuming we are using Orison at 11 healing and 12 Divine Favor, and we are using divine boon at 12 Divine Favor.
It would appear that if you want to cast something like orison every 3.5 - 3.7 then you're in the money. This is why Fianna created their boon healer. If you look at their build, this is their only true healer. Thus, it will be healing this much.
Note: Every point of divine boon increases its healing capacity by 3. Every point of healing increases orison's healing by 4. If all you want to do is spam this, buff orison. As is the case with all of this, the more you raise their governing attribute, the more efficient it gets. So my advice? If you're going to use it, pump it to extreme lengths.
We will use orison of healing as a benchmark...I decided not to bore you with the details, so I made a graph. Its fairly self explanatory. I cooked this up in about 5 mins so if theres any problems just give me a shout.
Assuming we are using Orison at 11 healing and 12 Divine Favor, and we are using divine boon at 12 Divine Favor.
It would appear that if you want to cast something like orison every 3.5 - 3.7 then you're in the money. This is why Fianna created their boon healer. If you look at their build, this is their only true healer. Thus, it will be healing this much.
Note: Every point of divine boon increases its healing capacity by 3. Every point of healing increases orison's healing by 4. If all you want to do is spam this, buff orison. As is the case with all of this, the more you raise their governing attribute, the more efficient it gets. So my advice? If you're going to use it, pump it to extreme lengths.
Mercury Angel
I use Divine Boon if I'm THE primary healer, and I want massive spike heals. With the runes I have, and inherent headgear bonus, if I focus in healing and divine favour, Divine Boon alone adds 118 healing per cast.
15/15 DF/HP:
Orison of Healing - 188 healing with DB
Heal Other - 298 healing with DB
Heal Party - 198 healing to all party members with DB
Healing Touch - 226 healing with DB
Word of Healing - 298 healing with DB when ally's health is under 50%.
However, if there're other healers, even without divine boon, then I might go with Protection. Healing someone is great, but if they're taking damage, then they're under fire, and if they're under fire, then they'll most likely take more damage. So why not add on some damage control as well? Also, it lessens the chance of wasting energy through over-healing. (and Protective Spirit doesn't mind at all if I used too many runes with health loss effects on myself.)
Of course, a lot of this has already been said ^^
15/15 DF/HP:
Orison of Healing - 188 healing with DB
Heal Other - 298 healing with DB
Heal Party - 198 healing to all party members with DB
Healing Touch - 226 healing with DB
Word of Healing - 298 healing with DB when ally's health is under 50%.
However, if there're other healers, even without divine boon, then I might go with Protection. Healing someone is great, but if they're taking damage, then they're under fire, and if they're under fire, then they'll most likely take more damage. So why not add on some damage control as well? Also, it lessens the chance of wasting energy through over-healing. (and Protective Spirit doesn't mind at all if I used too many runes with health loss effects on myself.)
Of course, a lot of this has already been said ^^
Ensign
You don't run Divine Boon for better healing per energy (though it *does* give you that under the right circumstances), but for better healing per second. You can fight off serious spike damage much more easily with 180 point heals than with 110 point heals. Sure, it costs you a bit more energy, but living ally > dead ally.
Personally I prefer to run a combination of Boon and non-Boon guys - the non-Boon guys deal with routine heals, while the Boon guy just pounces on anyone getting focused or seeing serious spikes in general. Just mix and match for success. =)
Peace,
-CxE
Personally I prefer to run a combination of Boon and non-Boon guys - the non-Boon guys deal with routine heals, while the Boon guy just pounces on anyone getting focused or seeing serious spikes in general. Just mix and match for success. =)
Peace,
-CxE
JYX
Indeed. I actually worked out the numbers a while back, just thought I'd stop being selfish, stick them in a graph and post it up. Also, theres no reason why you have to run around with boon on all the time. The thing costs 5 energy and 1/4 secs to cast, I see no reason why a "regular healer" cannot throw it up when they need a little extra fuel.
Personally Ensign I have to say I'm not a great fan of constantly running boon. I can see its uses sure, its just that in dealing with anyone "getting focused or seeing serious spikes in general" personally I like to employ other methods, prevention and protection.
Personally Ensign I have to say I'm not a great fan of constantly running boon. I can see its uses sure, its just that in dealing with anyone "getting focused or seeing serious spikes in general" personally I like to employ other methods, prevention and protection.
ArturoB
I used divine boon for a while but found I was running out of energy too often and too fast. It's also really easy to overheal. I found once I got word of healing there really wasn't much need for boon, as I can orison and signet normal heals, and either spam word in addition, or drop word on someone who's hitting under 50%, as you get a huge bonus on the heal.