Basically, this build is designed to give you a constant flow of health to yourself, and then redistribute it to your party members as needed with Infuse Health. It uses Ether Renewal to help with energy and healing, and Protection Prayers skills because of Life Attunement and the many good enchantments.
There are two versions of this, one for arena and one for Tombs/guild.
Attributes:
Energy Storage 10+1+3 = 14
Healing Prayers 8
Protection Prayers 12
Skills:
Reversal of Fortune
Mend Ailment
Infuse Health
Protective Spirit
Healing Breeze *or* Shielding Hands *or* Guardian
Ether Renewal {E}
Aura of Restoration
Life Attunement (use on yourself)
Weapon: Divine Favor staff, 20% boost to Protection spells, Defensive of Enchanting
The 8v8 version assumes that 1) you have someone else fixing conditions, 2) you want to use as many skills that affect the whole party as possible. Drop Protection Prayers to 11 and boost Healing Prayers to 10 to get more mileage out of Heal Party.
Reversal of Fortune
Heal Party
Infuse Health
Healing Breeze
Aegis
Ether Renewal {E}
Aura of Restoration
Life Attunement
In both versions, when Ether Renewal is up, you can spam Infuse Health with impunity, thanks to the massive heals you're getting from Renewal and Aura. Since you've got gobs of energy, keep Reversal of Fortune up on as many people as you can -- it lasts 10 seconds with the staff, and chances are good that they'll be hit before then.
E/Mo healer/protector build
Entropius
Tuon
Yeah I know this build. Far outheals any Mo/x and everyoen would be using it if it wasn't for nature's renewal
Btw in the second build you wanna drop heal party aegis and breeze. They aren't effective enough. Better to get something like zealots, balthazar's aura and vigorous spirit.
Btw in the second build you wanna drop heal party aegis and breeze. They aren't effective enough. Better to get something like zealots, balthazar's aura and vigorous spirit.
Entropius
Heal party is very, very effective if you have another healing monk. You can literally spam it with the huge energy income from Renewal.
As the other monk in my guild party put it, "Heal Party spam makes it easier to spot-heal because I don't have to pay attention to every hit."
In my experience the strength of the E/Mo infuser is the ability to save someone under absolutely massive attack, since you have impressive burst-healing ability. Sort of like a boon healer, but without the whole running-out-of-energy thing.
Where you lack is the ability to help out lots of people getting beaten on at once. One guy gets Conjure Phantasm and diseased, three more are poisoned and being shot by rangers, some other folks just took an Earthquake...
True, you can heal everyone back to full using Infuse if Ether Renewal is up, but eventually it'll drop and you're left with your whole team taking large amounts of damage that you can't get to in time.
That's when you break out Heal Party. Constant casting of HP is the equivalent of ~11 pips of regen on everyone, which isn't shabby at all.
Aegis is remarkably effective against rangers and warriors.
Breeze vs. Vigorous Spirit is indeed open to debate -- not sure which way I'm leaning, but Breeze feels a bit more useful. Remember the higher energy cost isn't the issue. Breeze is to save you from having to Infuse someone -- cast it on someone as they take the first attack along with Reversal, and chances are you won't have to babysit them with Infuse.
Adding smiting can be effective, with Zealot's and Balth's, but that's not what this build is -- it's a dedicated medic rather than a healer/smiter.
As the other monk in my guild party put it, "Heal Party spam makes it easier to spot-heal because I don't have to pay attention to every hit."
In my experience the strength of the E/Mo infuser is the ability to save someone under absolutely massive attack, since you have impressive burst-healing ability. Sort of like a boon healer, but without the whole running-out-of-energy thing.
Where you lack is the ability to help out lots of people getting beaten on at once. One guy gets Conjure Phantasm and diseased, three more are poisoned and being shot by rangers, some other folks just took an Earthquake...
True, you can heal everyone back to full using Infuse if Ether Renewal is up, but eventually it'll drop and you're left with your whole team taking large amounts of damage that you can't get to in time.
That's when you break out Heal Party. Constant casting of HP is the equivalent of ~11 pips of regen on everyone, which isn't shabby at all.
Aegis is remarkably effective against rangers and warriors.
Breeze vs. Vigorous Spirit is indeed open to debate -- not sure which way I'm leaning, but Breeze feels a bit more useful. Remember the higher energy cost isn't the issue. Breeze is to save you from having to Infuse someone -- cast it on someone as they take the first attack along with Reversal, and chances are you won't have to babysit them with Infuse.
Adding smiting can be effective, with Zealot's and Balth's, but that's not what this build is -- it's a dedicated medic rather than a healer/smiter.
Tuon
The main problem I have with heal party is that it's fairly inneficient when the other team is focusing fire. I prefer just using infuse to heal people while the protection monk deals with disease/poison etc. Same deal with aegis. Guardian's better. With a good protection monk behind you, you really shouldn't have to babysit anyone.
You must get QZ somehow into your team build. This e/mo benefits incredibly from it. I have almost zero offline time between QZ and the enchantment staff upgrade
I chose vigorous spirit mainly because it's an excellent cover enchantment AND it helps augment the infuse spam. Breeze just doesn't seem to heal enough, comparatively.
And I like playing a healer/smiter hybrid since I can usually afford the slots & it kinda helps the team when even the healers are doing decent dmg.
You must get QZ somehow into your team build. This e/mo benefits incredibly from it. I have almost zero offline time between QZ and the enchantment staff upgrade
I chose vigorous spirit mainly because it's an excellent cover enchantment AND it helps augment the infuse spam. Breeze just doesn't seem to heal enough, comparatively.
And I like playing a healer/smiter hybrid since I can usually afford the slots & it kinda helps the team when even the healers are doing decent dmg.
Tuon
Almost forgot.. vital blessings in this build rules.