ive got a monk for healing and some protecting for G vs G. The setup is:
Healing 12
Protection 10
Divine Favour (8+1)
5 remaining attribute points
I have a few items that give me +30 health
Skills
Healing Breeze
Heal Party
mark of protection (elite)
Purge Conditions
Heal Other
Aegis
Ressurect
Grasping Earth
The thing is i have 5 free attribute points, and a free skill. Grasping earth im using to slow enemies if they chase me but i need something that could be useful.
I wondering anyone has any good sec.class or skill i could use that wud help me monking/ whether to defend myself or deal some damage. Preferably something that doesnt require -1 regen maintaining.
Hope someone can help
Guild heal/protect monk - Need advice
Spec
Red Locust
Mark of protection isn't a good elite. Ok, it gives near invulnerability, but it can be stripped, it can be ignored by switching targets, it lasts a short time, and it takes a hell of a long time to recharge. It also doesn't work well with your current build, since you're splitting up your attribute points too much.
My advice is drop MoP, put protection down to 6+1, which gets aegis to 8s, and with the 20% enchant staff it goes up to 10s. Then take necro secondary for offering of blood, or mesmer secondary for channeling/drain enchant/inspired hex and maybe word of healing as your elite, putting about 8 points in blood/inspiration. Also, drop resurrect since it's a bad thing to have, and switch purge conditions with mend ailment or some heal spell. Oh and maybe drop healing breeze for orison of healing, since you should have some sort of 5e. spell.
Ideally you'd drop protection altogether and focus your attribute points on healing/divine with about 10 in blood/inspiration, but 6 in prot doesn't cost too much.
My advice is drop MoP, put protection down to 6+1, which gets aegis to 8s, and with the 20% enchant staff it goes up to 10s. Then take necro secondary for offering of blood, or mesmer secondary for channeling/drain enchant/inspired hex and maybe word of healing as your elite, putting about 8 points in blood/inspiration. Also, drop resurrect since it's a bad thing to have, and switch purge conditions with mend ailment or some heal spell. Oh and maybe drop healing breeze for orison of healing, since you should have some sort of 5e. spell.
Ideally you'd drop protection altogether and focus your attribute points on healing/divine with about 10 in blood/inspiration, but 6 in prot doesn't cost too much.
Spec
thanks
Ive made some changes since i posted this, ive got rid of healing breeze due its slow time to take effect, (i.e cant heal target fast enough) Ive put on convert hexes, which i think it an awesome spell, especially if they all target one tank in middle. ive chnaged grasping earth for reversal of fortune, which is basically mark of protection.
Remember this build is accompanyied by a 2nd monk, who mainly focus' on healing.
Ive made some changes since i posted this, ive got rid of healing breeze due its slow time to take effect, (i.e cant heal target fast enough) Ive put on convert hexes, which i think it an awesome spell, especially if they all target one tank in middle. ive chnaged grasping earth for reversal of fortune, which is basically mark of protection.
Remember this build is accompanyied by a 2nd monk, who mainly focus' on healing.
Patrograd
For GvG you will need some energy management, so I would consider switching your secondary class to either mesmer or necromancer. Generally our hybrid runs something like (varies from player to player, but the basic idea is the same)
Divine 9+4
healing 11+1
protection 8+1
inspiration 8
Word of healing, dwaynas kiss, healing seed/heal other, healing touch, aegis, mend condition, inspired hex, channeling
or you might look at
Mo/N
Divine 9+1
healing 10+4
Protection 7+2
Smiting 1+1
Blood Magic 10
Dwaynas, Seed, infuse, touch, smite hex, aegis, mend condition, Offering of Blood
Divine 9+4
healing 11+1
protection 8+1
inspiration 8
Word of healing, dwaynas kiss, healing seed/heal other, healing touch, aegis, mend condition, inspired hex, channeling
or you might look at
Mo/N
Divine 9+1
healing 10+4
Protection 7+2
Smiting 1+1
Blood Magic 10
Dwaynas, Seed, infuse, touch, smite hex, aegis, mend condition, Offering of Blood
White Designs
Just ditch the Aegis. It's not nearly as good as people think. Solid skill but needs to fit properly in a build, rather than something you HAVE to have. It makes your attributes suck, healers typically don't function well without high DF, healing, and some energy management.
Patrograd
Quote:
Originally Posted by White Designs
Just ditch the Aegis. It's not nearly as good as people think. Solid skill but needs to fit properly in a build, rather than something you HAVE to have. It makes your attributes suck, healers typically don't function well without high DF, healing, and some energy management.
its not a healer build, it s a hybrid build, and yes, it fits in with a team build. if you read the original post you will see that the spec was for a backup healer/prot presumably with a pure healer and a pure prot somehwere in the team. No you dont have to have aegis, but there are builds that really need a mass cover enchant (think life bonds or life barrier for example), and it is a great counter to ranger and warrior heavy teams, both of which are quite prevalent in GvG.
As for DF, the difference between say 11 divine favour and 16 is around 15 heal points per spell, which lets face it is not much of a gain in exchange for a shed loads of attribute points. If you are using alot of Df skills like divine healing, signet of devotion etc then thats a different build and a different story, but in general terms you have to decide whether those fifteen heal points per spell are worth a quarter of your attribute points.
As for DF, the difference between say 11 divine favour and 16 is around 15 heal points per spell, which lets face it is not much of a gain in exchange for a shed loads of attribute points. If you are using alot of Df skills like divine healing, signet of devotion etc then thats a different build and a different story, but in general terms you have to decide whether those fifteen heal points per spell are worth a quarter of your attribute points.
White Designs
Quote:
Originally Posted by Patrograd
Quote: Originally Posted by Patrograd No you dont have to have aegis, but there are builds that really need a mass cover enchant (think life bonds or life barrier for example), and it is a great counter to ranger and warrior heavy teams, both of which are quite prevalent in GvG. Nothing indicates that his build needs Aegis as a cover enchant or that it can't be carried on /Mo's somewhere else on the team. As limited information is given, I can only give advice on the specific individual character, which would benefit from dropping the Aegis due to increased efficiencies elsewhere.
Quote:
Originally Posted by Patrograd
As for DF, the difference between say 11 divine favour and 16 is around 15 heal points per spell, which lets face it is not much of a gain in exchange for a shed loads of attribute points. If you are using alot of Df skills like divine healing, signet of devotion etc then thats a different build and a different story, but in general terms you have to decide whether those fifteen heal points per spell are worth a quarter of your attribute points.
Since the healing line is not designed for anti-spike, these slow passive free points of healing will be significant. Both the original build and your builds suffer poor attributes from having Aegis. The original has no energy management, one of yours has only 12 healing, which is rather poor, and the other is using a major and superior rune. running high healing/DF is crucial to have sustained healing/sec efficiencies. Aegis is a skill that too many people just assume they need to have, when that's not true at all.
Patrograd
Quote:
Originally Posted by White Designs
, and the other is using a major and superior rune. running high healing/DF is crucial to have sustained healing/sec efficiencies. Aegis is a skill that too many people just assume they need to have, when that's not true at all.
Well, for one thing I almost always run one superior and one major, I'd need a pretty good reason not to tbh.
For another, you seem to be missing the point that what the guy in the original post wants to achieve is a monk that is both a healer and a protector. He specifically mentions that there is another monk dedicated to healing, who presumably has high healing and high DF. This kind of monk team setup, with a dedicated healer, a hybrid and a prot is VERY common now in guilds that run three monk builds. So I agree that Aegis isnt 100% required as I have already said, I dont think I ever said it was, I just posted two of the hybrid builds that I have used alot in GvG and had alot of success with. If the team was running ward against melee I probably wouldnt take it, unless like I say I needed the cover enchant. Damien
From the original i would have switched grasping earth with armor of earth. Okay it slows you down so you cant run away werry good, but then you get anough armour to tank warriors. Used it with great sucsess with my earth ele, although that was not in gvgs
Manfred
aegis not as good as people think?
Tch, against decent teams, it gives you time to prot the new target up when they make a quick switch. Against good teams it doesn't matter what kind of enchantment you have, so why bother worrying about that? |