looking for pvp heal monk advice

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Quote:
Originally Posted by Zhou Feng
I was analyzing a few things however and taking out smiting for the moment...

Healer or Protector

11 Healing or Protection +X rune of choice +1 scalp (13-15)
10 Divine Favor +X rune of choice (11-13)
10 Inspiration
Superior Vigor

Orison of Healing/Reversal of Fortune
Signet of Devotion
Healing Touch/Aegis
Healing Seed/Protective Spirit
Mend Ailment
Hex Breaker
Inspired Hex
Energy Drain
That looks pretty good to me... anyone got any complaints? Oh, I'd make DF the highest attribute for Healer or Protector...

Quote: Originally Posted by Zhou Feng Healer/Prot hybrid

Orison of Healing
Signet of Devotion
Reversal of Fortune
Mend Ailment
Protective Spirit
Energy Drain
Hex Breaker
Inspired Hex

So tell me how they sound... Don't know if I like the idea of Orison and RoF in the same build... Maybe I'd keep Orison because although RoF can heal more, it only heals based on the damage its stopping, whereas Orison is a guarateed heal. Think I'd replace it with Aegis, but that's because I'm an Aegis freak! I love that spell! With a minor prot rune (plus minor heal and superior divine favor), Aegis would last 10 seconds I think, and heals would add 42 from DF.

Some people would say use Divine Boon in the build if you're a hybrid, to get that extra healing punch, in which case you could insert it instead of RoF (or Aegis). I'm not a huge fan of Divine Boon for PvP (in PvE I take it always), because fights last a long time and that exta pip of energy regen really can come into play over 1, 2, 3 minutes... I think it's down to personal preference there. If the majority of time you are using 5 energy heals, with the occasional 10 energy protection, then the most efficient energy user has the exact amount of energy right when he wants to cast the spell (i.e. anything over is being unused/wasted), and so you would think you could work Divine Boon in there...


Quote:
Originally Posted by Zhou Feng
And since we are at it (borrowing from your experience ) if you where to run a healer/smiter hybrid or prot/smiter hybrid which one would you run and what build would you suggest for PvP? I've been messing with an E/Mo prot/smiter tonight, but I wasn't happy with the damage output so I either need to work it some more or move back to my monk. I don't like the "mash the keyboard doing Divine Boon or Draw Conditions" smiter FOTM that is going round... only idiots stand there and let themselve be smited to death by Zealots Fire (still, there are plenty of those! ). So bearing that in mind I'd choose between ranged smite skills like:

Bane Signet/Holy Strike (Bane Signet to help you get away if need be, stop runners, or with Holy Strike combo for the ones that run in close)
Smite
Smite Hex
Signet of Judgement..? (Problem with the signets is the recharge time...)

mixed with RoF, Protective Spirit... tough call... Mend Ailment would be nice, and we haven't talked about energy management. Perhaps go Necro and take Offering of Blood (which means no SoJ).

I find the role of a prot/smiter to be quite demanding... you are both offensive and defensive which requires a lot of situational awareness and constant checking life bars or chat window for called targets (although not a problem if using TS/VENT). Still, it beats staring at the life bars all day long!!!

Hippie Crack

Academy Page

Join Date: Jul 2005

tjot

R/W

Quote:
Originally Posted by Ensign
Quoted for being complete and utter bullshit. The 20% enchanting upgrade part makes all enchantments *you cast* last 20% longer, regardless of target. It's that simple. Go test it yourself - I did.

Peace,
-CxE I did test it awhile back. I had an enchant grip on a staff and got a friend to test it with aegis. Aegis wore off my friend before it wore off me. I then had him put on a weapon with an enchant grip and took mine off, casted Aegis and guess what....it actually lasted longer on my friend than it did on me. Unless it was changed, grips only effect enchantments that are cast on you, not enchants you cast on other people.

If it did work the way you stated why would they have enchant grips for things such as axes, swords, hammers, bows if those classes have 0 enchantments to cast?

Lynnrose

Lynnrose

Jungle Guide

Join Date: May 2005

SoF Victrix [SoF]

Quote:
Originally Posted by Hippie Crack
If it did work the way you stated why would they have enchant grips for things such as axes, swords, hammers, bows if those classes have 0 enchantments to cast? Perhaps because the combination of caster and warrior/ranger classes (e.g., W/E, Mo/W, E/R, etc.) is not only possible but plentiful? Think before you post next time.

stuffe

Academy Page

Join Date: May 2005

well i here is my ARENA only build:

1 orison of healing
2 healing touch
3 signet of devoution
4 blessed signet
5 aura of faith
6 balthasars spirit
7 life attunement
8 life bond

this build start with casting bond on all else(3) and balts spirit+life attunement on yourself.

in battle you will gain huge amounts of energy from the balts spirit+blessed signet
your heals will also heal for alot (250 life touch) so you get very hard to kill

the weakneses are alot of enchantremoval(more than 1) and primary ranger interrupters as you sometimes wont get a heal on in time

the reason it works in arena are because very few bring enchantremoval/interrups and it can actually play right through many mesmers as backfire wont trigger on signets and also the energy gain from balts spirit+blessed signet makes it hard to kill it with energy draining

anyhow most monks in arena should bring balts spirit i think as you will almost always be target and then it will give you huge amounts of energy, primary because of the high numbers of fighter/rangers in arena

Zhou Feng

Krytan Explorer

Join Date: Aug 2005

CATS

Mo/Me

Quote:
Originally Posted by Yamat
That looks pretty good to me... anyone got any complaints? Oh, I'd make DF the highest attribute for Healer or Protector...



Don't know if I like the idea of Orison and RoF in the same build... Maybe I'd keep Orison because although RoF can heal more, it only heals based on the damage its stopping, whereas Orison is a guarateed heal. Think I'd replace it with Aegis, but that's because I'm an Aegis freak! I love that spell! With a minor prot rune (plus minor heal and superior divine favor), Aegis would last 10 seconds I think, and heals would add 42 from DF.

Some people would say use Divine Boon in the build if you're a hybrid, to get that extra healing punch, in which case you could insert it instead of RoF (or Aegis). I'm not a huge fan of Divine Boon for PvP (in PvE I take it always), because fights last a long time and that exta pip of energy regen really can come into play over 1, 2, 3 minutes... I think it's down to personal preference there. If the majority of time you are using 5 energy heals, with the occasional 10 energy protection, then the most efficient energy user has the exact amount of energy right when he wants to cast the spell (i.e. anything over is being unused/wasted), and so you would think you could work Divine Boon in there...




I've been messing with an E/Mo prot/smiter tonight, but I wasn't happy with the damage output so I either need to work it some more or move back to my monk. I don't like the "mash the keyboard doing Divine Boon or Draw Conditions" smiter FOTM that is going round... only idiots stand there and let themselve be smited to death by Zealots Fire (still, there are plenty of those! ). So bearing that in mind I'd choose between ranged smite skills like:

Bane Signet/Holy Strike (Bane Signet to help you get away if need be, stop runners, or with Holy Strike combo for the ones that run in close)
Smite
Smite Hex
Signet of Judgement..? (Problem with the signets is the recharge time...)

mixed with RoF, Protective Spirit... tough call... Mend Ailment would be nice, and we haven't talked about energy management. Perhaps go Necro and take Offering of Blood (which means no SoJ).

I find the role of a prot/smiter to be quite demanding... you are both offensive and defensive which requires a lot of situational awareness and constant checking life bars or chat window for called targets (although not a problem if using TS/VENT). Still, it beats staring at the life bars all day long!!! Its actually more challenging and fun. Last night I played a decoy fake monk in arenas. With Self Heals, Divine Boon Balthzar's Spirit and Aura and Zealot's Fire. I was very surprised at the amount of wins we garnered I even went after mesmer's seeing as the majority put Backfire first (and I was packing isnpired hex then Id return the favor) so I guess "only idiots stand there and let themselve be smited to death by Zealots Fire" its completely true, since I was using Fire AND Aura. There was one occasion we fought and all warrior build and they all targetted me (if the warrior isnt packing Stun Effects, Knockdown Effects or those of the kind to disrupt you) AND they all stayed there not realizeing they where getting hit with aura and fire until it was too late.

On occassions the enemy would know my role (the ones who where on my team or lost to my team) and would try to stay away and attack my teammates. Well since I had boon I could double as a mini boon healer and keep the energy pretty well with blessed signet and mantra of inscriptions (If I was packing it) I could also throw Aura on my allies too. I had a lot of fun sure was wierd though using a monk so offensively.

After a while when an hour had passed by and the majority thought I was a smiter I switched to all healing and won some more times because no one tagged me... strange world indeed... reverse psychology works... I guess you are right though offense/defense offense/healing is very demanding now we all know how Mhenlo feels lol :P

EDIT:

Ah yes I added Orison with Reversal because they are soooo cheap and spammable when you know what you are doing.

You could go for

Healing Seed
Signet of Devotion
Mend Ailment
Reversal of Fortune
Aegis
Protective Spirit
Hex Breaker
Energy Drain