Mo/N Healing Spam Build
Maxiemonster
This build is quite hard to handle, so if you're rather new to the game, or your timing isn't really that great yet, I advice you to try another build. I use this build mainly for Competition Arenas, but it should work in most Tomb builds too.
Attributes
Blood Magic: 10
Healing Prayers: 11+3+1
Divine Favor: 10+3
Protection Prayers: 1+1
Smiting Prayers: 0+1
Skills
Dwayna's Kiss
Orison of Healing
Healing Touch
Smite Hex
Mend Ailment (random arenas) or Healing Seed (Tombs)
Divine Boon
Offering of Blood
Ressurection Signet
Equipment
Servan't Scalp Design of Superior Vigor
Ascetic's Chest Design
Ascetic's Arm Design
Ascetic's Leg Design
Ascetic's Foot Design
Long Sword of Fortitude*
Healing Ankh**
* This Long Sword can only be obtained with a PvE character in Henge of Denravi at Caprice [Weapons]. It gives you +5 Energy and is great because together with the 12 Energy on your off-hand it gives you 2 Energy more then a staff with 10 Energy and an Insightful Staff Head. The Fortitude is not a must, but it helps. Taking another one with a Sword Pommel of Enchanting in it is nice while casting Healing Seed when you bring it.
If you can't afford this sword (since it costs 2000 gold, 4 Steel Ingots and 20 Iron Ingots) and you've made a PvP character you can also take the PvP Holy Rod with 20% Faster Recharge time for Healing Prayers, since that's fine too.
** This should be a Healing Aknh with 12 Energy and 20% Faster Recharge time and 20% Faster Casting for Healing Prayers. It really helps you spam faster, and that's really needed. You can choose is as a PvP Character, and it's obtained from a collector in the Crystal Dessert with a PvE Character.
About
At the beginning cast Divine Boon, this increases your healings greatly. When it's removed, recast it, unless you're in/against a Natures Renewal team or you're low on Energy or there's an ally low on Health. Your main healing skills are Orison of Healing (heals for 176 points) and Dwayna's Kiss (heals for 166 points +21 for every Enchantment or Hex on that ally), try not to overheal. These are quite spamable but when they're still recharging use Mend Ailment/Smite Hex to heal them (only when they get really low on life since it is a waste of Energy if you don't). Healing Touch (heals for 208 points) is mainly for self healing, unless the ally you want to heal is really close. Healing Touch heals more then half of your life, so don't use it too soon, since you'll overheal, and that's a waste. Healing Touch has 5 seconds recharge time, so use Orison of Healing on yourself when it's still recharging and you get low on life.
Offering of Blood is a skill that is quite hard to handle, especially at the beginning. It needs good timing and knowledge about when to cast it. Try to cast it when you get about 30 Energy or lower, and as soon as it's recharged again. Look out when you're attacked though, since the 10% Health you offer can be everything you've left. You will have 1 Health left, but that's too risky, since your enemies will probably hit you before you can heal yourself, so don't try this unless you're really safe.
That's about it I hope people will use it, and that it will be just as great as it is for me. Tips are highly appreciated and if you need any other information, feel free to ask.
Maxiemonster.
Attributes
Blood Magic: 10
Healing Prayers: 11+3+1
Divine Favor: 10+3
Protection Prayers: 1+1
Smiting Prayers: 0+1
Skills
Dwayna's Kiss
Orison of Healing
Healing Touch
Smite Hex
Mend Ailment (random arenas) or Healing Seed (Tombs)
Divine Boon
Offering of Blood
Ressurection Signet
Equipment
Servan't Scalp Design of Superior Vigor
Ascetic's Chest Design
Ascetic's Arm Design
Ascetic's Leg Design
Ascetic's Foot Design
Long Sword of Fortitude*
Healing Ankh**
* This Long Sword can only be obtained with a PvE character in Henge of Denravi at Caprice [Weapons]. It gives you +5 Energy and is great because together with the 12 Energy on your off-hand it gives you 2 Energy more then a staff with 10 Energy and an Insightful Staff Head. The Fortitude is not a must, but it helps. Taking another one with a Sword Pommel of Enchanting in it is nice while casting Healing Seed when you bring it.
If you can't afford this sword (since it costs 2000 gold, 4 Steel Ingots and 20 Iron Ingots) and you've made a PvP character you can also take the PvP Holy Rod with 20% Faster Recharge time for Healing Prayers, since that's fine too.
** This should be a Healing Aknh with 12 Energy and 20% Faster Recharge time and 20% Faster Casting for Healing Prayers. It really helps you spam faster, and that's really needed. You can choose is as a PvP Character, and it's obtained from a collector in the Crystal Dessert with a PvE Character.
About
At the beginning cast Divine Boon, this increases your healings greatly. When it's removed, recast it, unless you're in/against a Natures Renewal team or you're low on Energy or there's an ally low on Health. Your main healing skills are Orison of Healing (heals for 176 points) and Dwayna's Kiss (heals for 166 points +21 for every Enchantment or Hex on that ally), try not to overheal. These are quite spamable but when they're still recharging use Mend Ailment/Smite Hex to heal them (only when they get really low on life since it is a waste of Energy if you don't). Healing Touch (heals for 208 points) is mainly for self healing, unless the ally you want to heal is really close. Healing Touch heals more then half of your life, so don't use it too soon, since you'll overheal, and that's a waste. Healing Touch has 5 seconds recharge time, so use Orison of Healing on yourself when it's still recharging and you get low on life.
Offering of Blood is a skill that is quite hard to handle, especially at the beginning. It needs good timing and knowledge about when to cast it. Try to cast it when you get about 30 Energy or lower, and as soon as it's recharged again. Look out when you're attacked though, since the 10% Health you offer can be everything you've left. You will have 1 Health left, but that's too risky, since your enemies will probably hit you before you can heal yourself, so don't try this unless you're really safe.
That's about it I hope people will use it, and that it will be just as great as it is for me. Tips are highly appreciated and if you need any other information, feel free to ask.
Maxiemonster.
Syno Nym
You should maybe take a Devotion signet instead of the Rez signet. With blood magic on lvl 6 only, you'll have some energy issues if you keep boon up all the time.
Pumping blood magic to lvl 9 would be a good idea since it gives you something like +2 pips of regen with Offering of blood (which has a 1/4s cast time btw, not 1s).
Btw, you can't have 16 in Healing, 15 in Divine favor, and 6 in Blood magic. And... Having 2 sup runes isn't really recommended.
Pumping blood magic to lvl 9 would be a good idea since it gives you something like +2 pips of regen with Offering of blood (which has a 1/4s cast time btw, not 1s).
Btw, you can't have 16 in Healing, 15 in Divine favor, and 6 in Blood magic. And... Having 2 sup runes isn't really recommended.
film
boon healer based..... kinda boring..... lets see some new stuff eh?
Maxiemonster
Quote:
Originally Posted by Syno Nym
You should maybe take a Devotion signet instead of the Rez signet. With blood magic on lvl 6 only, you'll have some energy issues if you keep boon up all the time.
Pumping blood magic to lvl 9 would be a good idea since it gives you something like +2 pips of regen with Offering of blood (which has a 1/4s cast time btw, not 1s).
Btw, you can't have 16 in Healing, 15 in Divine favor, and 6 in Blood magic. And... Having 2 sup runes isn't really recommended. I've tried Devotion Signet, but my main Energy is 53, which is really high, and together with Offering of Blood I've got more then enough in most situations, and Signet of Devotion isn't that great because of the 2 seconds cast time which is simply too much, since in those 2 seconds, someone could be long dead.
Pips of regen with Offering of Blood? Actually you offer 10% of your Health to gain Energy. With Blood Magic on lvl 6 it's 13 Energy, and on lvl 9 it's 14 Energy, which isn't worth it if you ask me.
Even with 2 Superior Runes my health is 410, which is more then enough to survive. And even with less life, surviving isn't only about having much life, as long as you can get it back, it's fine, and I can, easily.
Thanks for the recharge time on Offering of Blood though, I guess it seems longer in battle then it is..
Pumping blood magic to lvl 9 would be a good idea since it gives you something like +2 pips of regen with Offering of blood (which has a 1/4s cast time btw, not 1s).
Btw, you can't have 16 in Healing, 15 in Divine favor, and 6 in Blood magic. And... Having 2 sup runes isn't really recommended. I've tried Devotion Signet, but my main Energy is 53, which is really high, and together with Offering of Blood I've got more then enough in most situations, and Signet of Devotion isn't that great because of the 2 seconds cast time which is simply too much, since in those 2 seconds, someone could be long dead.
Pips of regen with Offering of Blood? Actually you offer 10% of your Health to gain Energy. With Blood Magic on lvl 6 it's 13 Energy, and on lvl 9 it's 14 Energy, which isn't worth it if you ask me.
Even with 2 Superior Runes my health is 410, which is more then enough to survive. And even with less life, surviving isn't only about having much life, as long as you can get it back, it's fine, and I can, easily.
Thanks for the recharge time on Offering of Blood though, I guess it seems longer in battle then it is..
Mercury Angel
Quote:
Originally Posted by Maxiemonster
Pips of regen with Offering of Blood? Actually you offer 10% of your Health to gain Energy. With Blood Magic on lvl 6 it's 13 Energy, and on lvl 9 it's 14 Energy, which isn't worth it if you ask me.
Pips are used as a universal measure.
Glyph of Lesser Energy enables you to effectively increase your energy pool by 1 pip of energy regeneration; You save 10 energy on a spell per 30 seconds. 10/30= 1 energy per 3 seconds on average. 1 pip of energy regeneration = 1 energy per 3 seconds. (Note; This is actually incorrect. The 1 second casting time bumps it up to 31 seconds, but I kept it 30 for the sake of a simple example)
At 13 energy, you're getting 8 energy per use (-5 for the spell's cost) every 15 seconds, which is about the same as gaining 1.6 pips of energy regeneration.
And the other poster is exactly right. 9 blood = 15 energy. 10/15= 2 energy every 3 seconds, or 2 pips.
Edit: It's important to note the restrictions of some forms of energy management though. Glyph of Lesser Energy, for example, does nothing if you only have 5 cost spells, has reduced effect with 10 cost spells, and only becomes fully useful with a 15 cost spell castable at least every 30 seconds.
For many monks, that spell is Aegis.
Glyph of Lesser Energy enables you to effectively increase your energy pool by 1 pip of energy regeneration; You save 10 energy on a spell per 30 seconds. 10/30= 1 energy per 3 seconds on average. 1 pip of energy regeneration = 1 energy per 3 seconds. (Note; This is actually incorrect. The 1 second casting time bumps it up to 31 seconds, but I kept it 30 for the sake of a simple example)
At 13 energy, you're getting 8 energy per use (-5 for the spell's cost) every 15 seconds, which is about the same as gaining 1.6 pips of energy regeneration.
And the other poster is exactly right. 9 blood = 15 energy. 10/15= 2 energy every 3 seconds, or 2 pips.
Edit: It's important to note the restrictions of some forms of energy management though. Glyph of Lesser Energy, for example, does nothing if you only have 5 cost spells, has reduced effect with 10 cost spells, and only becomes fully useful with a 15 cost spell castable at least every 30 seconds.
For many monks, that spell is Aegis.
Maxiemonster
Quote:
Originally Posted by Mercury Angel
Pips are used as a universal measure.
Glyph of Lesser Energy enables you to effectively increase your energy pool by 1 pip of energy regeneration; You save 10 energy on a spell per 30 seconds. 10/30= 1 energy per 3 seconds on average. 1 pip of energy regeneration = 1 energy per 3 seconds. (Note; This is actually incorrect. The 1 second casting time bumps it up to 31 seconds, but I kept it 30 for the sake of a simple example)
At 13 energy, you're getting 8 energy per use (-5 for the spell's cost) every 15 seconds, which is about the same as gaining 1.6 pips of energy regeneration.
And the other poster is exactly right. 9 blood = 15 energy. 10/15= 2 energy every 3 seconds, or 2 pips.
Edit: It's important to note the restrictions of some forms of energy management though. Glyph of Lesser Energy, for example, does nothing if you only have 5 cost spells, has reduced effect with 10 cost spells, and only becomes fully useful with a 15 cost spell castable at least every 30 seconds.
For many monks, that spell is Aegis. Aah. Never looked at it that way Thanks!
EDIT: You're right Just changed my stats, and it works even better Thanks!
Glyph of Lesser Energy enables you to effectively increase your energy pool by 1 pip of energy regeneration; You save 10 energy on a spell per 30 seconds. 10/30= 1 energy per 3 seconds on average. 1 pip of energy regeneration = 1 energy per 3 seconds. (Note; This is actually incorrect. The 1 second casting time bumps it up to 31 seconds, but I kept it 30 for the sake of a simple example)
At 13 energy, you're getting 8 energy per use (-5 for the spell's cost) every 15 seconds, which is about the same as gaining 1.6 pips of energy regeneration.
And the other poster is exactly right. 9 blood = 15 energy. 10/15= 2 energy every 3 seconds, or 2 pips.
Edit: It's important to note the restrictions of some forms of energy management though. Glyph of Lesser Energy, for example, does nothing if you only have 5 cost spells, has reduced effect with 10 cost spells, and only becomes fully useful with a 15 cost spell castable at least every 30 seconds.
For many monks, that spell is Aegis. Aah. Never looked at it that way Thanks!
EDIT: You're right Just changed my stats, and it works even better Thanks!
smurfhunter
Quote:
Originally Posted by Mercury Angel
Pips are used as a universal measure.
Glyph of Lesser Energy enables you to effectively increase your energy pool by 1 pip of energy regeneration; You save 10 energy on a spell per 30 seconds. 10/30= 1 energy per 3 seconds on average. 1 pip of energy regeneration = 1 energy per 3 seconds. (Note; This is actually incorrect. The 1 second casting time bumps it up to 31 seconds, but I kept it 30 for the sake of a simple example)
At 13 energy, you're getting 8 energy per use (-5 for the spell's cost) every 15 seconds, which is about the same as gaining 1.6 pips of energy regeneration.
And the other poster is exactly right. 9 blood = 15 energy. 10/15= 2 energy every 3 seconds, or 2 pips.
Edit: It's important to note the restrictions of some forms of energy management though. Glyph of Lesser Energy, for example, does nothing if you only have 5 cost spells, has reduced effect with 10 cost spells, and only becomes fully useful with a 15 cost spell castable at least every 30 seconds.
For many monks, that spell is Aegis. i think glyphs/mesmer-inspiration energy management is better for prot monks, which have a much harder time keeping their energy at a useable level. in fact i think offering is uniquely usefull for a heal monk - once you get 5 energy use offering, then heal other for a quick save. or if the person isnt going down too fast you can hit healing seed and then dwaynas kiss. (which reminds me - your build doesnt have heal other (!) i would switch out orison for it or something)
i havent calculated the math for all this, (i suspect someone did), but has anyone actually looked at the benefit of divine boon strictly on a mathematical level, i.e. wether using two 5 energy skills (orison and kiss for example) heal more (although perhaps slower) than one 5 energy skill with divine boon on?
if no one can give me a link to something like that ill do it myself, i just hate reinventing the wheel.
Glyph of Lesser Energy enables you to effectively increase your energy pool by 1 pip of energy regeneration; You save 10 energy on a spell per 30 seconds. 10/30= 1 energy per 3 seconds on average. 1 pip of energy regeneration = 1 energy per 3 seconds. (Note; This is actually incorrect. The 1 second casting time bumps it up to 31 seconds, but I kept it 30 for the sake of a simple example)
At 13 energy, you're getting 8 energy per use (-5 for the spell's cost) every 15 seconds, which is about the same as gaining 1.6 pips of energy regeneration.
And the other poster is exactly right. 9 blood = 15 energy. 10/15= 2 energy every 3 seconds, or 2 pips.
Edit: It's important to note the restrictions of some forms of energy management though. Glyph of Lesser Energy, for example, does nothing if you only have 5 cost spells, has reduced effect with 10 cost spells, and only becomes fully useful with a 15 cost spell castable at least every 30 seconds.
For many monks, that spell is Aegis. i think glyphs/mesmer-inspiration energy management is better for prot monks, which have a much harder time keeping their energy at a useable level. in fact i think offering is uniquely usefull for a heal monk - once you get 5 energy use offering, then heal other for a quick save. or if the person isnt going down too fast you can hit healing seed and then dwaynas kiss. (which reminds me - your build doesnt have heal other (!) i would switch out orison for it or something)
i havent calculated the math for all this, (i suspect someone did), but has anyone actually looked at the benefit of divine boon strictly on a mathematical level, i.e. wether using two 5 energy skills (orison and kiss for example) heal more (although perhaps slower) than one 5 energy skill with divine boon on?
if no one can give me a link to something like that ill do it myself, i just hate reinventing the wheel.
Maxiemonster
Quote:
Originally Posted by smurfhunter
i think glyphs/mesmer-inspiration energy management is better for prot monks, which have a much harder time keeping their energy at a useable level. in fact i think offering is uniquely usefull for a heal monk - once you get 5 energy use offering, then heal other for a quick save. or if the person isnt going down too fast you can hit healing seed and then dwaynas kiss. (which reminds me - your build doesnt have heal other (!) i would switch out orison for it or something)
i havent calculated the math for all this, (i suspect someone did), but has anyone actually looked at the benefit of divine boon strictly on a mathematical level, i.e. wether using two 5 energy skills (orison and kiss for example) heal more (although perhaps slower) than one 5 energy skill with divine boon on?
if no one can give me a link to something like that ill do it myself, i just hate reinventing the wheel. About that Divine Boon. It's not a problem. It's not about the Energy, but mostly about recharge time. You need to get as much as possible out of the recharge time. In this build that is of course.
I thought you ment something else for a second
i havent calculated the math for all this, (i suspect someone did), but has anyone actually looked at the benefit of divine boon strictly on a mathematical level, i.e. wether using two 5 energy skills (orison and kiss for example) heal more (although perhaps slower) than one 5 energy skill with divine boon on?
if no one can give me a link to something like that ill do it myself, i just hate reinventing the wheel. About that Divine Boon. It's not a problem. It's not about the Energy, but mostly about recharge time. You need to get as much as possible out of the recharge time. In this build that is of course.
I thought you ment something else for a second
Syno Nym
Heal other + Divine boon = crap. You can almost cast 2 Orison for the price of Heal other (14 vs 12 with boon up).
Heal other + Boon (assuming 12 / 12 attributes) = 250 for 12 energy
2 Orison + Boon (assuming 12 / 12 attributes) = 318 for 14 energy
I hate math so I won't develop further, but I think in the end using Heal other results in less efficacity than spamming Orison / Dwayna (with boon at least).
I may be wrong though.
Heal other + Boon (assuming 12 / 12 attributes) = 250 for 12 energy
2 Orison + Boon (assuming 12 / 12 attributes) = 318 for 14 energy
I hate math so I won't develop further, but I think in the end using Heal other results in less efficacity than spamming Orison / Dwayna (with boon at least).
I may be wrong though.
Maxiemonster
Quote:
Originally Posted by Syno Nym
Heal other + Divine boon = crap. You can almost cast 2 Orison for the price of Heal other (14 vs 12 with boon up).
Heal other + Boon (assuming 12 / 12 attributes) = 250
2 Orison + Boon (assuming 12 / 12 attributes) = 318
I hate math so I won't develop further, but I think in the end using Heal other results in less efficacity than spamming Orison / Dwayna (with boon at least).
I may be wrong though. You're right. Heal Other isn't really that great, since 10 Energy is way too much.
Heal other + Boon (assuming 12 / 12 attributes) = 250
2 Orison + Boon (assuming 12 / 12 attributes) = 318
I hate math so I won't develop further, but I think in the end using Heal other results in less efficacity than spamming Orison / Dwayna (with boon at least).
I may be wrong though. You're right. Heal Other isn't really that great, since 10 Energy is way too much.
Syno Nym
Yeah I've just calculated, for 84 energy spent :
_Heal other + Boon (and Divine favor) heals for 1750.
_Orison + Boon (and Divine favor) heals for 1908.
_Heal other + Boon (and Divine favor) heals for 1750.
_Orison + Boon (and Divine favor) heals for 1908.
Maxiemonster
Quote:
Originally Posted by Syno Nym
Yeah I've just calculated, for 84 energy spent :
_Heal other + Boon (and Divine favor) heals for 1750.
_Orison + Boon (and Divine favor) heals for 1908. True. But Orison of Healing has shorter recharge time, which I prefer also.
_Heal other + Boon (and Divine favor) heals for 1750.
_Orison + Boon (and Divine favor) heals for 1908. True. But Orison of Healing has shorter recharge time, which I prefer also.
smurfhunter
i actually agree that heal other + divine boon is a waste, but just for the sake of argument let me tell you that one heal other + divine boon is a much more effective 'spike heal' (you do it in one casting) then 2 orisons (with divine boon on)
oh and blah ill try and work the math out with divine boon...
oh and blah ill try and work the math out with divine boon...
Maxiemonster
Quote:
Originally Posted by smurfhunter
i actually agree that heal other + divine boon is a waste, but just for the sake of argument let me tell you that one heal other + divine boon is a much more effective 'spike heal' (you do it in one casting) then 2 orisons (with divine boon on)
True, it is. But it does takes too much energy, you will run short of it way too soon.
smurfhunter
ok i did the math, and to some people who dont like math ill start with the conclusion: divine boon + orison will heal LESS per energy spent (over time) then just spamming orison.
now the boring part:
divine boon heals for 25-61 per heal, but costs 2 more energy and has 1 pip of degen.
orison heals for 20-60 , 2 second recharge (numbers found directly on this sites 'skills' page),
and im assuming 15 heal and 15 divine boon (the limit *i think* for those numbers, i am using the high end)
im also using the fact that one pip of energy regen is 1 energy every 3 seconds.
so for someone using divine boon, and using orison, you will have:
-5 (orison) -2 (divine boon) + 2 (3 pips/2 second recharge) + 1 (3 pips/1 second cast time) - 5 (orison) - 2 (divine boon) + 2 (3 pips/2 second recharge) + 1 (3 pips/1 second cast time)
[done twice because the numbers work out easier then]
for a total of -8 energy.
3 pips of regen = 3 energy every 3 seconds, = 2 energy every 2 seconds, and orison has a 2 second recharge.
the amount healed using that is 60 * 2 + 61 * 2 + 48 * 2 (divine favor) = 338 total points healed.
for someone NOT using divine boon, its a bit simpler:
-5 (orison) + 8/3 (4 pips/2 second recharge) + 4/3 (4 pips/1 second cast time)- 5 (orison) + 8/3 (4 pips/2 second recharge) + 4/3 (4 pips/1 second cast time)
4 pips of regen is 4 every 3 seconds, multiplying by 2/3 you get 8/3 every 2 seconds.
this one has a net energy loss of 2 energy
total healed is simply 60 + 60 + 48 * 2 = 216
then comparing the ratios of 338/8 and 216/2 (amount healed / energy used)
you geta ratio of: 42.25 WITH divine boon, 108 WITHOUT divine boon.
therefore, if you just chewed thru all your energy using divine boon, you would actually HEAL LESS than someone who did not use it (assuming you ONLY spammed orison).
(frankly i expected it to be a much closer race – i even went in game to test those regen from those pips to see if i got it right, and although it wasnt a nice lab test from what i saw when orison was done RECHARGING i was down only 1 energy)
...........................
now im going to calculate just how much slower you did it without divine boon:
to look at how fast you heal is just looking at how fast you burn energy, so its
WITH divine boon:
-8 energy for 2 uses, and starting with about 40 energy (for simplicity) you will be done in 5 uses, or 15 seconds, and a total of 338 * 5 amount healed, or 1690 healed in 15 seconds.
withOUT divine boon:
-2 energy every 2 uses, starting at 40 again, you will be done in 20 uses. 3 seconds a use, it will take you 60 seconds to finish. But you will heal for a total of 4320 healed in 60 seconds.
What this shows is that although 4 times slower, you heal for significantly more, and thus you spend your energy more EFFICIENTLY. (keyword right there, im not saying better but it is a lot more efficient)
and just for the heck of it, i also did the ratios of amount healed/time, you heal about 2.56 times the amount you heal with boon on, but you do it 4 times slower.
Im not sure what this means for the use of divine boon, and actually i didnt expect this result when i actually did the math
bit odd if you ask me i expected something totally different. anyway ill let the experts take over and say whats better. (oh and if you found a problem with my math be sure to tell me – i make a lot of dumb mistakes all the time)
now the boring part:
divine boon heals for 25-61 per heal, but costs 2 more energy and has 1 pip of degen.
orison heals for 20-60 , 2 second recharge (numbers found directly on this sites 'skills' page),
and im assuming 15 heal and 15 divine boon (the limit *i think* for those numbers, i am using the high end)
im also using the fact that one pip of energy regen is 1 energy every 3 seconds.
so for someone using divine boon, and using orison, you will have:
-5 (orison) -2 (divine boon) + 2 (3 pips/2 second recharge) + 1 (3 pips/1 second cast time) - 5 (orison) - 2 (divine boon) + 2 (3 pips/2 second recharge) + 1 (3 pips/1 second cast time)
[done twice because the numbers work out easier then]
for a total of -8 energy.
3 pips of regen = 3 energy every 3 seconds, = 2 energy every 2 seconds, and orison has a 2 second recharge.
the amount healed using that is 60 * 2 + 61 * 2 + 48 * 2 (divine favor) = 338 total points healed.
for someone NOT using divine boon, its a bit simpler:
-5 (orison) + 8/3 (4 pips/2 second recharge) + 4/3 (4 pips/1 second cast time)- 5 (orison) + 8/3 (4 pips/2 second recharge) + 4/3 (4 pips/1 second cast time)
4 pips of regen is 4 every 3 seconds, multiplying by 2/3 you get 8/3 every 2 seconds.
this one has a net energy loss of 2 energy
total healed is simply 60 + 60 + 48 * 2 = 216
then comparing the ratios of 338/8 and 216/2 (amount healed / energy used)
you geta ratio of: 42.25 WITH divine boon, 108 WITHOUT divine boon.
therefore, if you just chewed thru all your energy using divine boon, you would actually HEAL LESS than someone who did not use it (assuming you ONLY spammed orison).
(frankly i expected it to be a much closer race – i even went in game to test those regen from those pips to see if i got it right, and although it wasnt a nice lab test from what i saw when orison was done RECHARGING i was down only 1 energy)
...........................
now im going to calculate just how much slower you did it without divine boon:
to look at how fast you heal is just looking at how fast you burn energy, so its
WITH divine boon:
-8 energy for 2 uses, and starting with about 40 energy (for simplicity) you will be done in 5 uses, or 15 seconds, and a total of 338 * 5 amount healed, or 1690 healed in 15 seconds.
withOUT divine boon:
-2 energy every 2 uses, starting at 40 again, you will be done in 20 uses. 3 seconds a use, it will take you 60 seconds to finish. But you will heal for a total of 4320 healed in 60 seconds.
What this shows is that although 4 times slower, you heal for significantly more, and thus you spend your energy more EFFICIENTLY. (keyword right there, im not saying better but it is a lot more efficient)
and just for the heck of it, i also did the ratios of amount healed/time, you heal about 2.56 times the amount you heal with boon on, but you do it 4 times slower.
Im not sure what this means for the use of divine boon, and actually i didnt expect this result when i actually did the math
bit odd if you ask me i expected something totally different. anyway ill let the experts take over and say whats better. (oh and if you found a problem with my math be sure to tell me – i make a lot of dumb mistakes all the time)
Maxiemonster
In other words. Use Divine Boon.
knives
Premade Fi Boon
----------------
Orison
Touch
Offering {E}
Heal Other
Remove Hex
Kiss
Infuse Health
Boon
Your Build
----------
Orison
Touch
Offering {E}
Smite Hex
Kiss
Boon
Mend Ailment
Rez Sig
Things you changed: remove hex to smite hex. infuse health to mend ailment. heal other to rez sig.
Nope, I don't really see this as being any better than the premade, as infuse should never be taken on a primary monk, smite or remove hex works either way, and heal other with boon is overkill, so you might as well sub out something for it. And you have said this build is "quite hard to handle" but if it is, then why is their a premade for complete newbies to use almost exactly alike?
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Orison
Touch
Offering {E}
Heal Other
Remove Hex
Kiss
Infuse Health
Boon
Your Build
----------
Orison
Touch
Offering {E}
Smite Hex
Kiss
Boon
Mend Ailment
Rez Sig
Things you changed: remove hex to smite hex. infuse health to mend ailment. heal other to rez sig.
Nope, I don't really see this as being any better than the premade, as infuse should never be taken on a primary monk, smite or remove hex works either way, and heal other with boon is overkill, so you might as well sub out something for it. And you have said this build is "quite hard to handle" but if it is, then why is their a premade for complete newbies to use almost exactly alike?
smurfhunter
Quote:
Originally Posted by Maxiemonster
In other words. Use Divine Boon.
um lol i think i showed that divine boon is LESS efficient when using a simple heal. ie *dont* use it
Maxiemonster
Quote:
Originally Posted by knives
----------------
Orison
Touch
Offering {E}
Heal Other
Remove Hex
Kiss
Infuse Health
Boon
Your Build
----------
Orison
Touch
Offering {E}
Smite Hex
Kiss
Boon
Mend Ailment
Rez Sig
Things you changed: remove hex to smite hex. infuse health to mend ailment. heal other to rez sig.
Nope, I don't really see this as being any better than the premade, as infuse should never be taken on a primary monk, smite or remove hex works either way, and heal other with boon is overkill, so you might as well sub out something for it. And you have said this build is "quite hard to handle" but if it is, then why is their a premade for complete newbies to use almost exactly alike?
Quote:
Originally Posted by smurfhunter
um lol i think i showed that divine boon is LESS efficient when using a simple heal. ie *dont* use it
You didn't. It's not all about Energy.. When someone is low health, it's nice to get him back on full health is nice And you can't without Divine Boon, since it'll take a couple of more casts, which could mean that ally is dead before the skills are recharged again.
smurfhunter
Quote:
Originally Posted by Maxiemonster
You didn't. It's not all about Energy.. When someone is low health, it's nice to get him back on full health is nice And you can't without Divine Boon, since it'll take a couple of more casts, which could mean that ally is dead before the skills are recharged again.
all the math showed is that using divine boon will make a spammable heal less efficient in terms of energy and amount healed, but divine boon heals 4 times faster. i dont think it proved much in terms of use/not use, i was just answering my own question knives
Quote:
You're right.. It does look quite alot like the premade one, I didn't check that, sorry. Though, I doubt that this build is newbies, noone ever said that the premade builds are for newbies. Try it yourself, it's not as easy as you'd think.
I have tried the fi boon healer, just subbed out rez for infuse. It was very taxing energy wise, but other than that, all you do is click and hit orison for major healing. Then you run around some more while you wait for some energy to use offering. Its not really that hard. |
Premades are usually for newbies, as they usually dont have the skills unlocked, and would rather get a feel for the class/pvp at the beginning. Keure
Smurfhunter (and everyone else doing divine boon calculations):
Please stop calculating divine boon efficiency equations at 12 DF - it should be run at 16 DF. I find DB a waste on a heal monk - maybe it shouldn't be run at all anyway on a heal monk because of overhealing. Maxiemonster
Quote:
Originally Posted by knives
Premades are usually for newbies, as they usually dont have the skills unlocked, and would rather get a feel for the class/pvp at the beginning. |
Quote:
Originally Posted by Keure
Smurfhunter (and everyone else doing divine boon calculations):
Please stop calculating divine boon efficiency equations at 12 DF - it should be run at 16 DF. I find DB a waste on a heal monk - maybe it shouldn't be run at all anyway on a heal monk because of overhealing. I run Divine Boon with 13 DF and it's definitly worth it. I never overheal, and probably most experienced won't overheal either. FaIIen
Using DB is overkill 99% of the time.
Standard Healer Build Healing Touch Dwaynas Kiss WoH {E} Orison Healing Seed Heal Area (alter maps, can be changed out) Then the other 2 are your choices JYX
have they fixed word yet?
smurfhunter
Quote:
Originally Posted by Keure
Smurfhunter (and everyone else doing divine boon calculations):
Please stop calculating divine boon efficiency equations at 12 DF - it should be run at 16 DF. I find DB a waste on a heal monk - maybe it shouldn't be run at all anyway on a heal monk because of overhealing. im using the maximum number listed on the skills page. if thats not 16 divine boon, well sorry. im too lazy to go in game and test that. (but ya healing 60 on orison sounded a little low) Maxiemonster
Quote:
Originally Posted by Everous
|
The ally you heal is healed Divine Favor + Divine Boon bonus first, then Word of Healing. So, he needs to be about another 100 points beneath his/her health, which makes this skill way too risky, since you need to wait till they have about 25% of there life.. In other words, it doesn't work with Divine Boon, and it's already a bit worse then most people think without Divine Boon.
Quote:
Originally Posted by FaIIen
Using DB is overkill 99% of the time.
Standard Healer Build Healing Touch Dwaynas Kiss WoH {E} Orison Healing Seed Heal Area (alter maps, can be changed out) Then the other 2 are your choices I've tried alot of builds without Divine Boon, and they all sucked. I don't think I'll play without Divine Boon again. For example: When you're under attack, and you don't have Divine Boon, and you have 400 life. You get to 100 life because you got spiked. You can get your life up with Orison of Healing + Healing Touch, but after casting those, you need to wait till they're recharged again, and you're probably dead already by then. And by the way: Remind that I usually play Competition Arenas with this build, and I rarely play Tombs (since you won't have these problems in Tombs most of the time) with this build. |