your pvp healer...
I3loody
witch skillz do u use and how does ur attributs look like?
my looks like this:
Heal other
orison
dwayna
healing touch
seed
heal party
channeling
e-drain
is this good ore can u gimme some tipps ore korrections?
my looks like this:
Heal other
orison
dwayna
healing touch
seed
heal party
channeling
e-drain
is this good ore can u gimme some tipps ore korrections?
Calnaion Blackhawk
firstly, speak english, secondly, the build is fairly good, the basic monk pvp build.
atts will be something like
15 healing
-- divine
10 inspiration
atts will be something like
15 healing
-- divine
10 inspiration
JYX
I've been thinking a lot about "normal" builds. This is the most normal pure healer I can find:
11 heal + (big rune and hat)
10 divine favour + (a rune)
10 inspiration
Orison of Healing
Heal Other
Healing Touch
Healing Breeze
Healing Seed
Hex Breaker
Inspired Hex
Energy Drain
Your 2 E management skills should give you ~2.7 extra pips of energy (I just pulled this number from memory...calculate it to be sure) while channeling can be spectacular sometimes, when it dosen't work you're done. This has some insurance to it, and you also got some hex removal. You got Hex Breaker for giggles and laughs, keeps mesmers off your back.
The only controversial thing here might be Breeze. The way I see it is it keeps a person topped up so he dosen't die on you while you're stratching your ass, and in this respect because its healing is spread over 10 secs, you don't waste as much as constantly topping people up with other spells. Also if you know someone is about to get focused (ie theres 3 warriors running towards one of you), you can drop a breeze early to get more Heal per Second once the fight is on. It also cancels out Transfer/Siphon at a win in terms of energy. This spell gets a bad rep because people just put it on a person for healing and then go to get a drink.
If you really don't like it. You can go 10/10/10/5 into prot add runes and take Mend Ailment instead of Breeze.
In terms of comparing your build to what I just posted, Channeling is dodgy...I'd pack it for Tombs if you get that tingling feeling you're gonna get altar matches...but otherwise...mmm. Heal Party is just unnecessary IMO, you end up overhealing a lot on people that really don't need it, its just lazy. Also takes too long to cast.
11 heal + (big rune and hat)
10 divine favour + (a rune)
10 inspiration
Orison of Healing
Heal Other
Healing Touch
Healing Breeze
Healing Seed
Hex Breaker
Inspired Hex
Energy Drain
Your 2 E management skills should give you ~2.7 extra pips of energy (I just pulled this number from memory...calculate it to be sure) while channeling can be spectacular sometimes, when it dosen't work you're done. This has some insurance to it, and you also got some hex removal. You got Hex Breaker for giggles and laughs, keeps mesmers off your back.
The only controversial thing here might be Breeze. The way I see it is it keeps a person topped up so he dosen't die on you while you're stratching your ass, and in this respect because its healing is spread over 10 secs, you don't waste as much as constantly topping people up with other spells. Also if you know someone is about to get focused (ie theres 3 warriors running towards one of you), you can drop a breeze early to get more Heal per Second once the fight is on. It also cancels out Transfer/Siphon at a win in terms of energy. This spell gets a bad rep because people just put it on a person for healing and then go to get a drink.
If you really don't like it. You can go 10/10/10/5 into prot add runes and take Mend Ailment instead of Breeze.
In terms of comparing your build to what I just posted, Channeling is dodgy...I'd pack it for Tombs if you get that tingling feeling you're gonna get altar matches...but otherwise...mmm. Heal Party is just unnecessary IMO, you end up overhealing a lot on people that really don't need it, its just lazy. Also takes too long to cast.
Savior Of Faith
my guy uses this set up, Mo/me i guess its cookie cutter but it works.
Heal Seed
Heal Other
Orison of Healing
Healing Touch
Energy Drain{E}
Inspired Hex
Mantra of Resolve/Hex Breaker/Inspired Enchantments (prefer the first due to all the disrupting ranger builds -.-)
Res Sig
imo Healing Breeze is crap, 10 energy for 180 life or so max over 10 seconds, you can take that much dmg in 1 second, its not worth it to me, mana costwise or effectiveness.
Heal Seed
Heal Other
Orison of Healing
Healing Touch
Energy Drain{E}
Inspired Hex
Mantra of Resolve/Hex Breaker/Inspired Enchantments (prefer the first due to all the disrupting ranger builds -.-)
Res Sig
imo Healing Breeze is crap, 10 energy for 180 life or so max over 10 seconds, you can take that much dmg in 1 second, its not worth it to me, mana costwise or effectiveness.
I3loody
@Calnaion Blackhawk ehm sorry if my english isn't good enough for u -.-
Sir Santiago
Quote:
Originally Posted by I3loody
witch skillz do u use and how does ur attributs look like?
my looks like this:
Heal other
orison
dwayna
healing touch
seed
heal party
channeling
e-drain
is this good ore can u gimme some tipps ore korrections? I'd drop Heal Party..
What type of PvP do you do? If you're doing 4v4 you might want to replace it with rez sig. In Tombs, you shouldn't have to take time off from healing your allies to rez.. Like another suggested, Mantra of Resolve is nice, if you're sticking with the inspiration line. There isn't much else you can do to defend yourself against rangers who constantly interrupt you and deal descent DPS.
I dunno how you feel about it, but isn't it a bit redundant to have two energy management spells? I'd pick one or the other. E-Drain is probably more reliable, but Channeling is very nice when you're surrounded by multiple warriors ^^
If you want to drop channeling, you could try out Divine Boon. Better heals, energy goes down faster. It takes time to get used to DB, but you might as well try it out, if you haven't already.
If you want to drop E-Drain and keep Channeling, Word/Healing is a nice elite choice (and you'd also drop Heal Other). Word seems considerably faster (atleast to me), and costs 5 less energy.
There's a lot of experimentation to be done to find out what you like best.
my looks like this:
Heal other
orison
dwayna
healing touch
seed
heal party
channeling
e-drain
is this good ore can u gimme some tipps ore korrections? I'd drop Heal Party..
What type of PvP do you do? If you're doing 4v4 you might want to replace it with rez sig. In Tombs, you shouldn't have to take time off from healing your allies to rez.. Like another suggested, Mantra of Resolve is nice, if you're sticking with the inspiration line. There isn't much else you can do to defend yourself against rangers who constantly interrupt you and deal descent DPS.
I dunno how you feel about it, but isn't it a bit redundant to have two energy management spells? I'd pick one or the other. E-Drain is probably more reliable, but Channeling is very nice when you're surrounded by multiple warriors ^^
If you want to drop channeling, you could try out Divine Boon. Better heals, energy goes down faster. It takes time to get used to DB, but you might as well try it out, if you haven't already.
If you want to drop E-Drain and keep Channeling, Word/Healing is a nice elite choice (and you'd also drop Heal Other). Word seems considerably faster (atleast to me), and costs 5 less energy.
There's a lot of experimentation to be done to find out what you like best.
JYX
Quote:
Originally Posted by Savior Of Faith
imo Healing Breeze is crap, 10 energy for 180 life or so max over 10 seconds, you can take that much dmg in 1 second, its not worth it to me, mana costwise or effectiveness.
Lets address them individually:
1) It heals for 180 Health without Divine Bonus at 14 Healing. Heal Other at 14 healing does 170 Health for the same energy
2) Orison heals for 67+38=105 at 14 Healing and 12 Divine Favor using 5 energy.
105/5 = 21 Healing Per Energy
Healing Breeze heals for 180+38=218 at 14 Healing and 12 Divine Favor using 10 energy.
218/10 = 21.8
Heal Other heals for 170+38=208 at 14 Healing and 12 Divine Favor using 10 energy.
208/10 = 20.8
3) As for effectiveness, the point in Breeze is that you're meant to use it BEFORE the enemy attacks to augument your later healing. Also you use it to top up injured teammates who may get attacked (mesmers necros etc) thus not wasting more healing than you need to. You can't compare it to a normal heal in terms of effectiveness because it goes on top of what you already have, and its just versatile like that.
It has downsides sure. What you just posted is just untrue.
1) It heals for 180 Health without Divine Bonus at 14 Healing. Heal Other at 14 healing does 170 Health for the same energy
2) Orison heals for 67+38=105 at 14 Healing and 12 Divine Favor using 5 energy.
105/5 = 21 Healing Per Energy
Healing Breeze heals for 180+38=218 at 14 Healing and 12 Divine Favor using 10 energy.
218/10 = 21.8
Heal Other heals for 170+38=208 at 14 Healing and 12 Divine Favor using 10 energy.
208/10 = 20.8
3) As for effectiveness, the point in Breeze is that you're meant to use it BEFORE the enemy attacks to augument your later healing. Also you use it to top up injured teammates who may get attacked (mesmers necros etc) thus not wasting more healing than you need to. You can't compare it to a normal heal in terms of effectiveness because it goes on top of what you already have, and its just versatile like that.
It has downsides sure. What you just posted is just untrue.
smurfhunter
actually those builds are pretty good, but recently alot of monks have started to favor elites like spellbreaker and word of healing over something like energy drain.
just a thought ^^
oh and infuse health isnt as bad as you think.
just a thought ^^
oh and infuse health isnt as bad as you think.
JYX
Quote:
Originally Posted by smurfhunter
actually those builds are pretty good, but recently alot of monks have started to favor elites like spellbreaker and word of healing over something like energy drain.
just a thought ^^
oh and infuse health isnt as bad as you think. No...esp. on an Ether Renewal enchant loaded Ele. The healing gets mad.
just a thought ^^
oh and infuse health isnt as bad as you think. No...esp. on an Ether Renewal enchant loaded Ele. The healing gets mad.
Lemmy
I would drop orison or heal party and take rez signet, also I like to use divine intervention (due 1/4 cast it save asses very often - yes, it doesn't sound good but it is great, check in practice) if you need hex removal take inspired instead of channeling as suggested earlier.
Fixing the Fields
I'm always using the next build for my tombs PvP monk:
Word of Healing (e)
Dwayna's Kiss (very good skill in smite teams)
Healing Touch
Orison of Healing
Healing Seed
Inspired Hex
Inspired Enchantment
Channeling
Allmost no energy problems and allmost always able to keep healing your party members. Only the self healing part is bad, but thats why you got more monks in 1 party.
Word of Healing (e)
Dwayna's Kiss (very good skill in smite teams)
Healing Touch
Orison of Healing
Healing Seed
Inspired Hex
Inspired Enchantment
Channeling
Allmost no energy problems and allmost always able to keep healing your party members. Only the self healing part is bad, but thats why you got more monks in 1 party.
Slade xTekno
I like to play Boon Healers.
12 + 1 + 3 Divine Favor
10 + 1 Healing Prayers
8 Blood Magic
I use a build almost identical to the Fi Boon Healer template.
12 + 1 + 3 Divine Favor
10 + 1 Healing Prayers
8 Blood Magic
I use a build almost identical to the Fi Boon Healer template.
neoflame
My monking is bad.
Pre-WoH fix:
11+3 Divine Favor
10+2 Healing Prayers
9 Inspiration
4 Domination
Orison of Healing
Heal Other/Infuse Health
Healing Touch
Signet of Devotion
Healing Seed
Inspired Hex
Energy Drain {E}
Hex Breaker
Now:
11+3 Divine Favor
11+1+1 Healing Prayers
7 Inspiration
5 Domination
Orison of Healing
Word of Healing {E}
Healing Touch
Signet of Devotion
Healing Seed
Inspired Hex
Channeling (Tombs)/Divine Spirit (GvG)/Drain Enchantment (depends)
Hex Breaker
Pre-WoH fix:
11+3 Divine Favor
10+2 Healing Prayers
9 Inspiration
4 Domination
Orison of Healing
Heal Other/Infuse Health
Healing Touch
Signet of Devotion
Healing Seed
Inspired Hex
Energy Drain {E}
Hex Breaker
Now:
11+3 Divine Favor
11+1+1 Healing Prayers
7 Inspiration
5 Domination
Orison of Healing
Word of Healing {E}
Healing Touch
Signet of Devotion
Healing Seed
Inspired Hex
Channeling (Tombs)/Divine Spirit (GvG)/Drain Enchantment (depends)
Hex Breaker
Iraqalypse Now
yea, energy drain is nice, but a bunch of the monk elites are good too... blessed aura can be awesome too
16 divine favor, 10 insp, 9 healing
monk/mes
+1 DF focus switch
blessed aura
arcane echo
spell breaker
healing seed
energy tap
inspired hex
drain enchant
res sig/heal other/infuse
16 divine favor, 10 insp, 9 healing
monk/mes
+1 DF focus switch
blessed aura
arcane echo
spell breaker
healing seed
energy tap
inspired hex
drain enchant
res sig/heal other/infuse
Fixing the Fields
I hate energy drain because I gotta focus on an enemy then, instead of focussing on healing, thats my problem with energy drain, different for everybody.