Mo/N - The perfect guide to Healing!
Maxiemonster
*Comments are very welcome. I've worked hard on my builds, and improving them only makes me more happy. Try to be honost, and read the whole thread before saying this sucks*
Short description:
Mo/N. Why the Necromancer as a secondary proffesion? I can tell you why, Offering of Blood. Most Healing monks forget one thing, Energy management. Most Healing monks just think 'Lot's of Energy! Now I won't run out of Energy!', but I don't even get why you'd ever think like that. In long battles, you will run out of Energy, and you can't afford to regain Energy with just some Energy regenaration, it's simply not enough.
Items:
Judge's/Censor's Set
Servant's Scalp (+1 Healing Prayers)
Superior Rune of Healing Prayers
Superior Rune of Divine Favor
Superior/Major/Minor Rune of Vigor
Rockmolder (can be replaced by anything with the mod 'Improves skill recharge using Blood Magic skills (chance XX%)
Gordac's Needle (can be replaced by anything with the mod 'Improves skill recharge using Blood Magic skills (chance XX%)
Attributes:
Healing Prayers (10+3+1)
Divine Favor (10+3)
Blood Magic (10)
Protection Prayes (1+1)
Smiting Prayers (0+1)
Skills:
The skills depend on what you're doing. I'll tell you 2 builds of the things I love to do: 5 man Sorrow's Furnace Farming and Competition Arenas. Why? In things like Hall of Heroes, Team Arenas, questing etc. you'll have to change your build so it fits your team, it's kinda hard to make a build for this, since my build changes alot depending on the team I'm playing with. If you're doing one of these things, your build can always be the same.
Competition Arenas:
Dwayna's Kiss
Orison of Healing
Healing Touch
Contemplation of Purity
Holy Veil
Offering of Blood
Divine Boon
Ressurection Signet
5 man Sorrow's Furnace Farming:
Dwayna's Kiss
Orison of Healing
Healing Touch
Healing Seed
Essence Bond
Offering of Blood
Divine Boon
Rebirth
Skill explanation:
Competition Arenas:
Dwayna's Kiss and Orison of Healing. These two skills are the skills your main Healing skills. You'll be using these the whole battle to heal others. Try not to over heal (healing more then the target you're healing actually needs), though, don't wait too long either, letting party members drop too few % of their Health and they start to panic, and do things they shouldn't be doing (like running), so over healing is sometimes needed (when healing someone with much Superior Runes for example).
Healing Touch. This is mainly for healing yourself. If Healing Touch alone isn't enough, you can also use Orison of Healing. Since you don't have that much Health (380 with Superior Rune of Vigor), don't try to overheal yourself. Monks don't have much Armor (even though you'll be using Judge's/Censor's), so you can't afford to overheal, since sometimes, you need every single healing point you can heal yourself with.
Contemplation of Purity. Great when you have those annoying hexes (Backfire/Migraine/Shame)/conditions (Crippled/Dazed) on you. Though, look out, it also removes Divine Boon, which you'll need to cast again after using this.
Holy Veil. Nice to use when there are annoying Hex casters trying to screw you around. Though, try to see if there are any Mesmers (primary OR secondary) around, if not, don't mind casting this, sine that would be a waste of a -1 Energy degen.
Offering of Blood. The energy managing skill of this build. Offering of Blood should be cast when you're on about 20 or more Energy away from your maximum Energy. When it's nearly recharged, try to use some extra energy so you can get the maximum out of your Offering of Blood skill.
Divine Boon. Try to have this on at all time, it makes your healings alot better. Most people don't like this skill, but together with Offering of Blood it's great. In most builds, Divine Boon makes you run out of Energy too quickly, but Offering of Blood won't make that hapen. If it gets removed, try to get it up again.
Ressurection Signet. Quite simple, any permanent ressurection skills of the monk takes too long to cast, and is nearly impossible to use during battle.
5 man Sorrow's Furnace Farming:
Dwayna's Kiss. This is the skill you'll use most of the time. The tank will have two Essence Bonds, Life Bond and Life Barrier on him non-stop (since you'll have a Protection Monk is your team too), and hexes are a common thing in Sorrow's Furnace too and this makes Dwayna's Kiss very strong.
Orison of Healing. You won't be using this that much, but if Dwayna's Kiss is still recharging, and the tank is running low on Health, you'll need to use this.
Healing Touch. This is mainly for healing yourself. If Healing Touch alone isn't enough, you can also use Orison of Healing. Since you don't have that much Health (380 with Superior Rune of Vigor), don't try to overheal yourself. Monks don't have much Armor (even though you'll be using Judge's/Censor's), so you can't afford to overheal, since sometimes, you need every single healing point you can heal yourself with. When you're inside Sorrow's Furnace, the tank (which is always in your team) you won't be using this alot, so this is more likely for the part you're still outside Sorrow's Funace.
Healing Seed. This is a skill I personaly don't like a much as most Healing monks, but it's quite nice during this. Only use this at the beginning of the battle, it costs too much Energy to cast it during battle.
Essence Bond. Keep this on the tank at all time. The tank will be hit alot, so this helps you run out of Energy even less. At some points, you'll be spamming Dwayna's Kiss/Orison of Healing non-stop, so this helps.
Offering of Blood. The energy managing skill of this build. Offering of Blood should be cast when you're on about 20 or more Energy away from your maximum Energy. When it's nearly recharged, try to use some extra energy so you can get the maximum out of your Offering of Blood skill.
Divine Boon. Try to have this on at all time, it makes your healings alot better. Most people don't like this skill, but together with Offering of Blood it's great. In most builds, Divine Boon makes you run out of Energy too quickly, but Offering of Blood won't make that hapen. If it gets removed, try to get it up again.
Rebirth. Nice to have with you. If one (or more) of you teammates dies (which shouldn't be happening, but it can happen) this is nice to have with you. This is a nice way to get them up without aggroing anything.
I hope this helped some of you and I wish you happy farming and/or Arenaing!
Max
Short description:
Mo/N. Why the Necromancer as a secondary proffesion? I can tell you why, Offering of Blood. Most Healing monks forget one thing, Energy management. Most Healing monks just think 'Lot's of Energy! Now I won't run out of Energy!', but I don't even get why you'd ever think like that. In long battles, you will run out of Energy, and you can't afford to regain Energy with just some Energy regenaration, it's simply not enough.
Items:
Judge's/Censor's Set
Servant's Scalp (+1 Healing Prayers)
Superior Rune of Healing Prayers
Superior Rune of Divine Favor
Superior/Major/Minor Rune of Vigor
Rockmolder (can be replaced by anything with the mod 'Improves skill recharge using Blood Magic skills (chance XX%)
Gordac's Needle (can be replaced by anything with the mod 'Improves skill recharge using Blood Magic skills (chance XX%)
Attributes:
Healing Prayers (10+3+1)
Divine Favor (10+3)
Blood Magic (10)
Protection Prayes (1+1)
Smiting Prayers (0+1)
Skills:
The skills depend on what you're doing. I'll tell you 2 builds of the things I love to do: 5 man Sorrow's Furnace Farming and Competition Arenas. Why? In things like Hall of Heroes, Team Arenas, questing etc. you'll have to change your build so it fits your team, it's kinda hard to make a build for this, since my build changes alot depending on the team I'm playing with. If you're doing one of these things, your build can always be the same.
Competition Arenas:
Dwayna's Kiss
Orison of Healing
Healing Touch
Contemplation of Purity
Holy Veil
Offering of Blood
Divine Boon
Ressurection Signet
5 man Sorrow's Furnace Farming:
Dwayna's Kiss
Orison of Healing
Healing Touch
Healing Seed
Essence Bond
Offering of Blood
Divine Boon
Rebirth
Skill explanation:
Competition Arenas:
Dwayna's Kiss and Orison of Healing. These two skills are the skills your main Healing skills. You'll be using these the whole battle to heal others. Try not to over heal (healing more then the target you're healing actually needs), though, don't wait too long either, letting party members drop too few % of their Health and they start to panic, and do things they shouldn't be doing (like running), so over healing is sometimes needed (when healing someone with much Superior Runes for example).
Healing Touch. This is mainly for healing yourself. If Healing Touch alone isn't enough, you can also use Orison of Healing. Since you don't have that much Health (380 with Superior Rune of Vigor), don't try to overheal yourself. Monks don't have much Armor (even though you'll be using Judge's/Censor's), so you can't afford to overheal, since sometimes, you need every single healing point you can heal yourself with.
Contemplation of Purity. Great when you have those annoying hexes (Backfire/Migraine/Shame)/conditions (Crippled/Dazed) on you. Though, look out, it also removes Divine Boon, which you'll need to cast again after using this.
Holy Veil. Nice to use when there are annoying Hex casters trying to screw you around. Though, try to see if there are any Mesmers (primary OR secondary) around, if not, don't mind casting this, sine that would be a waste of a -1 Energy degen.
Offering of Blood. The energy managing skill of this build. Offering of Blood should be cast when you're on about 20 or more Energy away from your maximum Energy. When it's nearly recharged, try to use some extra energy so you can get the maximum out of your Offering of Blood skill.
Divine Boon. Try to have this on at all time, it makes your healings alot better. Most people don't like this skill, but together with Offering of Blood it's great. In most builds, Divine Boon makes you run out of Energy too quickly, but Offering of Blood won't make that hapen. If it gets removed, try to get it up again.
Ressurection Signet. Quite simple, any permanent ressurection skills of the monk takes too long to cast, and is nearly impossible to use during battle.
5 man Sorrow's Furnace Farming:
Dwayna's Kiss. This is the skill you'll use most of the time. The tank will have two Essence Bonds, Life Bond and Life Barrier on him non-stop (since you'll have a Protection Monk is your team too), and hexes are a common thing in Sorrow's Furnace too and this makes Dwayna's Kiss very strong.
Orison of Healing. You won't be using this that much, but if Dwayna's Kiss is still recharging, and the tank is running low on Health, you'll need to use this.
Healing Touch. This is mainly for healing yourself. If Healing Touch alone isn't enough, you can also use Orison of Healing. Since you don't have that much Health (380 with Superior Rune of Vigor), don't try to overheal yourself. Monks don't have much Armor (even though you'll be using Judge's/Censor's), so you can't afford to overheal, since sometimes, you need every single healing point you can heal yourself with. When you're inside Sorrow's Furnace, the tank (which is always in your team) you won't be using this alot, so this is more likely for the part you're still outside Sorrow's Funace.
Healing Seed. This is a skill I personaly don't like a much as most Healing monks, but it's quite nice during this. Only use this at the beginning of the battle, it costs too much Energy to cast it during battle.
Essence Bond. Keep this on the tank at all time. The tank will be hit alot, so this helps you run out of Energy even less. At some points, you'll be spamming Dwayna's Kiss/Orison of Healing non-stop, so this helps.
Offering of Blood. The energy managing skill of this build. Offering of Blood should be cast when you're on about 20 or more Energy away from your maximum Energy. When it's nearly recharged, try to use some extra energy so you can get the maximum out of your Offering of Blood skill.
Divine Boon. Try to have this on at all time, it makes your healings alot better. Most people don't like this skill, but together with Offering of Blood it's great. In most builds, Divine Boon makes you run out of Energy too quickly, but Offering of Blood won't make that hapen. If it gets removed, try to get it up again.
Rebirth. Nice to have with you. If one (or more) of you teammates dies (which shouldn't be happening, but it can happen) this is nice to have with you. This is a nice way to get them up without aggroing anything.
I hope this helped some of you and I wish you happy farming and/or Arenaing!
Max
Vexed Arcanist
Quote:
Dwayna's Kiss
Orison of Healing
Healing Touch
Mend Ailment
Smite Hex
Offering of Blood
Divine Boon
Ressurection Signet Contemplation of Purity > any hex remover in Comp Arena on a Boon monk.
Interrupts will own this build. I would recommend Mo/Me for Mantra of Resolve for any Healer build in Comp Arena. Thus:
Dwayna's Kiss
Orison of Healing
Healing Touch
Word of Healing
Channeling
Mantra of Resolve
Inspired Hex
Another hex remover or res sig
No divine boon. WoH does your spike healing. Cheap heals + Channeling + Mantra. Another option is Signet of Devotion. If you get hit by Mesmer or Ranger energy denial this can be the difference in winning and losing.
Maxiemonster
Do you actually know what Contemplation of Purity does? You say it like it's better in all ways as a Hex remover, but it's far from the same. It makes me need to cast Divine Boon again, the heals aren't that great (70 Health with 15 in Healing Prayers), it's a waste if you only got 1 Hex and no Condition and via versa. Please explain why I should take this over a Hex remover.
Thanks for the second tip, going to try it right now
Thanks for the second tip, going to try it right now
Commander Fox
You could always use The Shadestone as a replacement for The Rockmolder, gives you:
Energy +12 (req. 9 blood magic)
improves casting speed (chance 10%)
Health + 30
Energy +12 (req. 9 blood magic)
improves casting speed (chance 10%)
Health + 30
Vexed Arcanist
Quote:
Originally Posted by Maxiemonster
Do you actually know what Contemplation of Purity does? You say it like it's better in all ways as a Hex remover, but it's far from the same. It makes me need to cast Divine Boon again, the heals aren't that great (70 Health with 15 in Healing Prayers), it's a waste if you only got 1 Hex and no Condition and via versa. Please explain why I should take this over a Hex remover.
Thanks for the second tip, going to try it right now Cast speed, recycle speed, ability to remove both conditions and hexes, heals you. In comp arena it is unbelievable. Don't believe me? Play against a monk that uses it while you play a Mesmer with hexes and try and interrupt it. Play a ranger with conditions and try and interrupt it. It simply gets the job done and then some.
Thanks for the second tip, going to try it right now Cast speed, recycle speed, ability to remove both conditions and hexes, heals you. In comp arena it is unbelievable. Don't believe me? Play against a monk that uses it while you play a Mesmer with hexes and try and interrupt it. Play a ranger with conditions and try and interrupt it. It simply gets the job done and then some.
Maxiemonster
Will try. Tried the skills you listed also btw. But after playing with Divine Boon, I just can't stand playing without it, and playing with Divine Boon in that build is just a no go. Thanks for the effort, but it just didn't work for me.. Luckily, the interupters in CE are less then 2 weeks ago
Lews
Don't use 2 superior runes....
NatalieD
Quote:
Originally Posted by Maxiemonster
Do you actually know what Contemplation of Purity does? You say it like it's better in all ways as a Hex remover, but it's far from the same. It makes me need to cast Divine Boon again, the heals aren't that great (70 Health with 15 in Healing Prayers), it's a waste if you only got 1 Hex and no Condition and via versa. Please explain why I should take this over a Hex remover.
CoP will remove Backfire without damaging you. It'll remove Shame or Mark of Subversion instead of triggering them. It'll remove Dazed, Migraine, Arcane Conundrum, or Spinal Shivers without being interrupted. (Actually, it does get interrupted by Spinal Shivers sometimes, but without only a 5s recharge that's bearable.)
Personally I like to carry CoP and Holy Veil. Holy Veil is in all ways superior to Smite Hex if you don't already have a massive investment in Smiting, incidentally.
Personally I like to carry CoP and Holy Veil. Holy Veil is in all ways superior to Smite Hex if you don't already have a massive investment in Smiting, incidentally.
jules
I think that Divine Boon with superior Healing and DF runes is overkill, not to mention having 380hp is kinda low. I suppose it depends on your style of play but I run only 1 major healing rune on my monk and it works fine. Suggestions:
a)keep Divine Boon and use a minor healing rune
b)dump Boon and keep your rune configuration if you're ok with 280hp OR use just a major/superior Healing Prayers rune.
I like using CoP in arenas but I sometimes use Holy Veil instead. Longer cast time and it requires some micro-management but if you cast it before the battle you can have 2x hex removal if necessary. Also it costs less energy (compared to casting CoP then Boon again)
Nice work typing out this guide.
EDIT: Damn my slow typing..
a)keep Divine Boon and use a minor healing rune
b)dump Boon and keep your rune configuration if you're ok with 280hp OR use just a major/superior Healing Prayers rune.
I like using CoP in arenas but I sometimes use Holy Veil instead. Longer cast time and it requires some micro-management but if you cast it before the battle you can have 2x hex removal if necessary. Also it costs less energy (compared to casting CoP then Boon again)
Nice work typing out this guide.
EDIT: Damn my slow typing..
Maxiemonster
Just tried CoP, damn this thing is lovely Editing my build in a second. I'm not too sure about Holy Veil yet though, even though it's qutie nice
And people, 380 Health is not too few. Why isn't 'Healing yourself with greater heals > Much Health' just as true as 'Energy Management > Much Energy'? Even though it is pretty damn annoying when a Hammer KD Warrior comes for me (which barely ever happens), but that's the only thing I really think is bad about have 2 Superior Runes in CA.
And people, 380 Health is not too few. Why isn't 'Healing yourself with greater heals > Much Health' just as true as 'Energy Management > Much Energy'? Even though it is pretty damn annoying when a Hammer KD Warrior comes for me (which barely ever happens), but that's the only thing I really think is bad about have 2 Superior Runes in CA.
Lews
No, 380 health is too few. It is way to few.
vvh
Believe it or not, I use the almost exact same bujild as you are. All I can say is, it's an awesome build for a casual CA pvp or SF farming.
But having 2 superior runes are too much makes your build extremely vulnerable to shatter enchantment + degen combo.
But having 2 superior runes are too much makes your build extremely vulnerable to shatter enchantment + degen combo.
Maxiemonster
People think -150 Health is that bad, but it's not. In CA there's no such thing as timed spiking, since every build is build for indivudual owning (), so you won't be losing 380 Health all of the sudden. You always have enough time to get your Health back up. As I said, this is only annoying for Hammer KD Warriors, which smash you completly in a single combo, but noone plays Hammer KD Warrior these days, so I don't mind.
Sinjin
This is the prot build I use to heal prot:
1. Offering of Blood {E}
2. RoF
3. Guardian
4. Mend Ailment
5. Shielding Hands
6. Contemplation of Purity
7. Divine Boon
8. Res Sig
The basic idea: if you have heavy hexes on you, cast RoF and Guardian. Then cast CoP to remove those hexes. The reason you want CoP instead of Holy Veil is because under Migraine Holy Veil becomes a 2 sec cast, and you'll be interrupted by that pesky mesmer. CoP becomes a 1/2s cast - and you probably wont get interrupted.
CoP FTW. I've also been the lone monk for several THK pug groups using that same build.
1. Offering of Blood {E}
2. RoF
3. Guardian
4. Mend Ailment
5. Shielding Hands
6. Contemplation of Purity
7. Divine Boon
8. Res Sig
The basic idea: if you have heavy hexes on you, cast RoF and Guardian. Then cast CoP to remove those hexes. The reason you want CoP instead of Holy Veil is because under Migraine Holy Veil becomes a 2 sec cast, and you'll be interrupted by that pesky mesmer. CoP becomes a 1/2s cast - and you probably wont get interrupted.
CoP FTW. I've also been the lone monk for several THK pug groups using that same build.
Vexed Arcanist
Quote:
Originally Posted by Sinjin
This is the prot build I use to heal prot:
1. Offering of Blood {E}
2. RoF
3. Guardian
4. Mend Ailment
5. Shielding Hands
6. Contemplation of Purity
7. Divine Boon
8. Res Sig
The basic idea: if you have heavy hexes on you, cast RoF and Guardian. Then cast CoP to remove those hexes. The reason you want CoP instead of Holy Veil is because under Migraine Holy Veil becomes a 2 sec cast, and you'll be interrupted by that pesky mesmer. CoP becomes a 1/2s cast - and you probably wont get interrupted.
CoP FTW. I've also been the lone monk for several THK pug groups using that same build. I use signet of devotion in place of shielding hands in PvP. Otherwise exact same build. Other options also include Divine Healing, Divine Intervention and Protective Spirit. I usually use one of those in lieu of the res sig.
1. Offering of Blood {E}
2. RoF
3. Guardian
4. Mend Ailment
5. Shielding Hands
6. Contemplation of Purity
7. Divine Boon
8. Res Sig
The basic idea: if you have heavy hexes on you, cast RoF and Guardian. Then cast CoP to remove those hexes. The reason you want CoP instead of Holy Veil is because under Migraine Holy Veil becomes a 2 sec cast, and you'll be interrupted by that pesky mesmer. CoP becomes a 1/2s cast - and you probably wont get interrupted.
CoP FTW. I've also been the lone monk for several THK pug groups using that same build. I use signet of devotion in place of shielding hands in PvP. Otherwise exact same build. Other options also include Divine Healing, Divine Intervention and Protective Spirit. I usually use one of those in lieu of the res sig.
kade
is rockmolder worth the -6 energy? sounds like a good idea but I'm curious as to how it actually plays...
chippxero
Personally i'm a protection monk a lot of the time and in a 5 man farming team the one thing i like to see from a healer is mending, sure everyone bashes it and complains about it, but with life barrier as well, healing is a leisurely exercise.
Poisons and degens are held at bay for a quick mend ailment or remove hex.
This also allows the healer to hold back at the start of the fight so they don't draw aggro early as the warriors health isn't going down fast.
5 man team cast it on everyone apart from yourself as you will move when you need to and you know you can heal you easily.
I do play healer when groups need it and i take it every time to ease my healing needed and helps energy wise as other players don't need as much attention.
Poisons and degens are held at bay for a quick mend ailment or remove hex.
This also allows the healer to hold back at the start of the fight so they don't draw aggro early as the warriors health isn't going down fast.
5 man team cast it on everyone apart from yourself as you will move when you need to and you know you can heal you easily.
I do play healer when groups need it and i take it every time to ease my healing needed and helps energy wise as other players don't need as much attention.
Maxiemonster
Mending on 4 players? Together with Divine Boon I'd have -1 DEGEN..
And the Rockmolder is lovely, I've been playing with it for quite a while now and I don't think I'll put it off before a nice item shows up for an update/new chapter.
And the Rockmolder is lovely, I've been playing with it for quite a while now and I don't think I'll put it off before a nice item shows up for an update/new chapter.
chippxero
I have never used devine boon personally as i've never needed it.
I farm SF with the same group of people mostof the time and no one dies, obviously with a random PUG anything can happen so mending gives you that extra time when you get a fool running out of range.
I farm SF with the same group of people mostof the time and no one dies, obviously with a random PUG anything can happen so mending gives you that extra time when you get a fool running out of range.
Maxiemonster
So you have mending on 4 people inside Sorrow's Furnace?
Vexed Arcanist
Quote:
Originally Posted by chippxero
I have never used devine boon personally as i've never needed it.
I farm SF with the same group of people mostof the time and no one dies, obviously with a random PUG anything can happen so mending gives you that extra time when you get a fool running out of range. Mending on a non-solo monk is the worst skill in the world....well besides Watchful Spirit.
I farm SF with the same group of people mostof the time and no one dies, obviously with a random PUG anything can happen so mending gives you that extra time when you get a fool running out of range. Mending on a non-solo monk is the worst skill in the world....well besides Watchful Spirit.
Savio
Quote:
Originally Posted by Maxiemonster
So you have mending on 4 people inside Sorrow's Furnace?
My thoughts exactly; what is his group setup? Assuming you use a gear/keg/Ural tank, you'd only ever need it on one person. If you wanted to use Mending, anyway.
chippxero
Don't normally do the gear/keg trick as it causes extreme bordem for the warrior it might be farming but trying to keep some fun in is a good idea.
As i say it works for group's i've been in
I have done the keg trick before and mending and watchful spirit(from healer) on a tank with life barrier and vital blessing(from protector) works well for a +6 regen with extra health while only taking 50% damage. leaves very little healing to be done.
As i say it works for group's i've been in
I have done the keg trick before and mending and watchful spirit(from healer) on a tank with life barrier and vital blessing(from protector) works well for a +6 regen with extra health while only taking 50% damage. leaves very little healing to be done.
Maxiemonster
In other words, your group sucks because the Warrior is bored..? Hey, if you say so, but it's not a good idea, the keg/gear/Ural trick makes it possible to 5-man this, I can barely imagine a Monk without any regen still does this without letting anyone die..
And mending isn't that needed. Dwayna's Kiss heals for 250-300 Health (2x Essence Bond + Life Bond + Life Barrier + Life Attunment), what else do you need?
And mending isn't that needed. Dwayna's Kiss heals for 250-300 Health (2x Essence Bond + Life Bond + Life Barrier + Life Attunment), what else do you need?
chippxero
I don't know where you got the 'my group sucks from'.
As i say it works for me, thats the whole point of all the skills there are different ways to take a situation.
As i say it works for me, thats the whole point of all the skills there are different ways to take a situation.
Gwenhywar
Quote:
Originally Posted by Maxiemonster
And mending isn't that needed. Dwayna's Kiss heals for 250-300 Health (2x Essence Bond + Life Bond + Life Barrier + Life Attunment), what else do you need?
Exactly .
Mending is only good on runners (wamos) in certain areas and some invinci-monk farming builds, everywhere else it's vastly inferior to many other skills because +3 HP regen will not save anyone when they get targeted, unless they receive some healing.
I sometimes farm SF as barrier monk, and use life attunement as cover enchantment on the gear tank too - it makes the healer monk happy when his every Kiss heals for insane amounts .
Mending is only good on runners (wamos) in certain areas and some invinci-monk farming builds, everywhere else it's vastly inferior to many other skills because +3 HP regen will not save anyone when they get targeted, unless they receive some healing.
I sometimes farm SF as barrier monk, and use life attunement as cover enchantment on the gear tank too - it makes the healer monk happy when his every Kiss heals for insane amounts .
Penguins Can Fly
to be honest, healing monks as the sole monk in 4v4 teams are pretty much the most inefficient type of monk to be. it's better to negate damage or mitigate it than it is to try to reactively mend it. most of the spells are relatively slow to cast (while one second may seem fast, it is really pretty easy to interrupt them, especially with 1/4 second cast interrupts). for this reason, i would really recommend getting away from the healing mindset and using prot/boon.
it is popular in 4v4 for a reason, that reason being it is pretty much the best all around build in terms of durability and ability to keep the red in your team's bars. since it is enchantment heavy, it is the perfect build to maximize the use of purity. i see healing monks carry purity sometimes as the solo monk in the 4v4 team and i just have to wonder about their ability to think.
the reason prot/boon/oob (or some mesmer tricks) is so powerful is because of its ability to shed hexes while keeping healing power and protection power at a solid level (while keeping energy management, which is probably one of the most, if not THE most important thing as a monk). there is a lame, newbish monk build that makes use of prot and uses the glyph of renewal(e)/divine spirit/kinetic armor build to be well protected and have pretty insane energy management, but any enchantment removal will hose the build entirely. in addition, its ability to deal with hexes is basically nonexistant since you can't use purity in the build for very obvious reasons.
this is what i use in 4v4 CA/TA:
15 df, 11 prot, 10 blood (can switch df and prot around if you prefer, i like bigger heals)
rof - guardian - boon - mend ailment - holy veil - purity - prot spirit - oob
very standard and uninspired, but basically, you have nice condition removal, great self-hex removal and the ability to remove a few hexes from your other teammates while at the same time keeping your energy management and other healing/prot staples. holy veil or prot spirit can be replaced with a rez and shielding hands if that is your cup of tea, but i am personally very fond of prot spirit since it is still possible to set up a spike in 4v4 and if covered correctly, it will be your only way to survive it. in addition, shielding hands is really only effective against rangers, and only for 11ish seconds, so i'd rather leave it out. having rez is nice, but the problem 4v4 monks (solo monks) deal with that 8v8 monks don't have to as much is being forced to "do it all." there just aren't enough skill slots available and i think that that last slot could be better put to use preventing your teammate from dying rather than rezzing them (esp since there should be 3 others who should be able to do the same).
try it out sometime...i like healing, but prot is just so much more effective in 4v4. there really is no contest. not only can you protect (no pun intended) yourself better, you can do the same for your teammates. this is an ability that no healing build can afford (since all the best heals are target other except for touch...gg).
p.s. carry sig dev is just asking to get owned. 2 second cast for ~100 hp? give me a break. that's just ranger/disrupting chop bait.
p.p.s. carry a blood staff, not a prot staff. prot spells recharge very fast and you want to be able to spam OOB as much as possible. you could carry both, but there are 2 things to consider: a) there is a delay between switching that can equal your death and b) you should be hiding a large chunk of energy in the other slot anyway.
it is popular in 4v4 for a reason, that reason being it is pretty much the best all around build in terms of durability and ability to keep the red in your team's bars. since it is enchantment heavy, it is the perfect build to maximize the use of purity. i see healing monks carry purity sometimes as the solo monk in the 4v4 team and i just have to wonder about their ability to think.
the reason prot/boon/oob (or some mesmer tricks) is so powerful is because of its ability to shed hexes while keeping healing power and protection power at a solid level (while keeping energy management, which is probably one of the most, if not THE most important thing as a monk). there is a lame, newbish monk build that makes use of prot and uses the glyph of renewal(e)/divine spirit/kinetic armor build to be well protected and have pretty insane energy management, but any enchantment removal will hose the build entirely. in addition, its ability to deal with hexes is basically nonexistant since you can't use purity in the build for very obvious reasons.
this is what i use in 4v4 CA/TA:
15 df, 11 prot, 10 blood (can switch df and prot around if you prefer, i like bigger heals)
rof - guardian - boon - mend ailment - holy veil - purity - prot spirit - oob
very standard and uninspired, but basically, you have nice condition removal, great self-hex removal and the ability to remove a few hexes from your other teammates while at the same time keeping your energy management and other healing/prot staples. holy veil or prot spirit can be replaced with a rez and shielding hands if that is your cup of tea, but i am personally very fond of prot spirit since it is still possible to set up a spike in 4v4 and if covered correctly, it will be your only way to survive it. in addition, shielding hands is really only effective against rangers, and only for 11ish seconds, so i'd rather leave it out. having rez is nice, but the problem 4v4 monks (solo monks) deal with that 8v8 monks don't have to as much is being forced to "do it all." there just aren't enough skill slots available and i think that that last slot could be better put to use preventing your teammate from dying rather than rezzing them (esp since there should be 3 others who should be able to do the same).
try it out sometime...i like healing, but prot is just so much more effective in 4v4. there really is no contest. not only can you protect (no pun intended) yourself better, you can do the same for your teammates. this is an ability that no healing build can afford (since all the best heals are target other except for touch...gg).
p.s. carry sig dev is just asking to get owned. 2 second cast for ~100 hp? give me a break. that's just ranger/disrupting chop bait.
p.p.s. carry a blood staff, not a prot staff. prot spells recharge very fast and you want to be able to spam OOB as much as possible. you could carry both, but there are 2 things to consider: a) there is a delay between switching that can equal your death and b) you should be hiding a large chunk of energy in the other slot anyway.
Vexed Arcanist
LOL I use the exact same build except I tend to take Signet of Devotion over Holy Veil. The only downside to protection is Degen, the signet helps a bit.
Maxiemonster
Protection is blegh!
koneko
Maxiemonster, do you think that using a Fleshweaver (as a substitute to your recommendation of using Gordac's Needle + The Rockmolder) (edit: would) work just as well?
For one, it would offset the low health brought on by -150hp from the superior healing/divine favor runes and bring it up to 440hp. And it also has the 20% fast recharge...
For one, it would offset the low health brought on by -150hp from the superior healing/divine favor runes and bring it up to 440hp. And it also has the 20% fast recharge...
Maxiemonster
I'd rather have 40% recharge If I really want to get rid of the low Health, I would just exchange one of the superiors for a minor, though, I still like it this way
wawawa64
Quote:
Originally Posted by chippxero
Don't normally do the gear/keg trick as it causes extreme bordem for the warrior it might be farming but trying to keep some fun in is a good idea.
As i say it works for group's i've been in
I have done the keg trick before and mending and watchful spirit(from healer) on a tank with life barrier and vital blessing(from protector) works well for a +6 regen with extra health while only taking 50% damage. leaves very little healing to be done. If you don't want your gear/keg holder to be bored, take a ranger to hold the gear/keg for you. Rangers can still do a lot of stuff while holding the gear/keg and in stances 99% of the time. Makes the monk's job much easier and your gear/keg holder can do some damage too.
go to this thread (toward the end, or search wawawa64's comment on ranger as the gear/keg stance tank) if you want to know what I mean:
http://www.guildwarsguru.com/forum/s...t=68020&page=2
As i say it works for group's i've been in
I have done the keg trick before and mending and watchful spirit(from healer) on a tank with life barrier and vital blessing(from protector) works well for a +6 regen with extra health while only taking 50% damage. leaves very little healing to be done. If you don't want your gear/keg holder to be bored, take a ranger to hold the gear/keg for you. Rangers can still do a lot of stuff while holding the gear/keg and in stances 99% of the time. Makes the monk's job much easier and your gear/keg holder can do some damage too.
go to this thread (toward the end, or search wawawa64's comment on ranger as the gear/keg stance tank) if you want to know what I mean:
http://www.guildwarsguru.com/forum/s...t=68020&page=2
koneko
Quote:
Originally Posted by Maxiemonster
I'd rather have 40% recharge If I really want to get rid of the low Health, I would just exchange one of the superiors for a minor, though, I still like it this way
I always thought that 20% <--> 20% didn't stack and that it was more like 32%. *shrug*
I bought myself a 20/20 Rockmolder and I'm going to give this a build a try I can see a problem with energy management when using The Rockmolder (even with a +12 offhand and OoB I still tend to run out of energy)...
I bought myself a 20/20 Rockmolder and I'm going to give this a build a try I can see a problem with energy management when using The Rockmolder (even with a +12 offhand and OoB I still tend to run out of energy)...
jtchans
Nvm.....