PvP HEALER monk build needed
Chill Out Dawg
I need a nice healer/nec build that can work in competitive arenas. any1 know 1?
rizzes
So u can do either the di boon healer which is actually pretty good, but if u wanna try something new then try this build out.
Prot- 14 (11+3)
Divine favor- 12 (10+1+1)
Blood Magic- 10 (i think those are right)
Skillz
1- Mend aliment
2- RoF
3- Shielding hands/remove hex/other low cost spell
4- Life bond
5- Divine Boon
6- Balthazars Spirit
7- Blessed Signet
8- Offering of blood (elite)
So, right as u get in cast life bond on all the people that are there. Then cast balthazars spirit on urself. Usually cast offering of blood then. Hopefully everyone is there and u have life bonds on the other three. Then cast divine boon on urself and blessed signet and offering of blood. During battle try to reserve shielding hands for urself seeing as u are the only one not bonded. If they shatter any enchants try 2 put them on immediately. Cast blessed signet pretty much everytime it recharges. Yeah...
Prot- 14 (11+3)
Divine favor- 12 (10+1+1)
Blood Magic- 10 (i think those are right)
Skillz
1- Mend aliment
2- RoF
3- Shielding hands/remove hex/other low cost spell
4- Life bond
5- Divine Boon
6- Balthazars Spirit
7- Blessed Signet
8- Offering of blood (elite)
So, right as u get in cast life bond on all the people that are there. Then cast balthazars spirit on urself. Usually cast offering of blood then. Hopefully everyone is there and u have life bonds on the other three. Then cast divine boon on urself and blessed signet and offering of blood. During battle try to reserve shielding hands for urself seeing as u are the only one not bonded. If they shatter any enchants try 2 put them on immediately. Cast blessed signet pretty much everytime it recharges. Yeah...
Sayshina
I don't play anymore, but I doubt the basics have changed much if at all.
You need energy management, as in some way to get more of it. You also need to figure how much energy you can afford to spend over a given timeframe (say 10 seconds) in order not to run out. And you need to be able to recognize energy hexes and disruption being cast on you instantly, and have a plan for dealing with it. These things are all more important than which heal spells you decide to take.
As far as heals go, enchantment healing is a bad idea in organized PvP, but usualy works very well in the arenas. This is because nearly all organized teams will have many ways of dealing with enchantments, and a some of those ways can do some real damage as well as ripping out your heal.
The next factors to consider are energy efficiency (how much does that spell heal for each point of energy it cost to cast), and time efficiency (how long does it take to cast and regen). Sig of Devo. is obviously very energy efficient, but not very time efficient, as an example.
Divine Favor based healing tends to be very energy efficient.
You don't need more than 1 or 2 time efficient spells, as by their very spammable nature they can be recast often and will suck your energy out of you very quickly.
Rez sig
energy management skill
energy efficient heal skill
energy efficient heal skill
time efficient heal skill
time efficient heal skill
condition removal
hex removal
Out of the above, the first I'd remove would be the second time efficient skill, possibly to add more hex removal or enchantment removal if the arena's have finaly gotten a clue.
I'm not going to hand you a specific list, not least because one of the skills might have gotten massivly nerfed since the last time I played. And even if that hasn't happened, you really should pick those for yourself. It will make you more familier with your options.
You need energy management, as in some way to get more of it. You also need to figure how much energy you can afford to spend over a given timeframe (say 10 seconds) in order not to run out. And you need to be able to recognize energy hexes and disruption being cast on you instantly, and have a plan for dealing with it. These things are all more important than which heal spells you decide to take.
As far as heals go, enchantment healing is a bad idea in organized PvP, but usualy works very well in the arenas. This is because nearly all organized teams will have many ways of dealing with enchantments, and a some of those ways can do some real damage as well as ripping out your heal.
The next factors to consider are energy efficiency (how much does that spell heal for each point of energy it cost to cast), and time efficiency (how long does it take to cast and regen). Sig of Devo. is obviously very energy efficient, but not very time efficient, as an example.
Divine Favor based healing tends to be very energy efficient.
You don't need more than 1 or 2 time efficient spells, as by their very spammable nature they can be recast often and will suck your energy out of you very quickly.
Rez sig
energy management skill
energy efficient heal skill
energy efficient heal skill
time efficient heal skill
time efficient heal skill
condition removal
hex removal
Out of the above, the first I'd remove would be the second time efficient skill, possibly to add more hex removal or enchantment removal if the arena's have finaly gotten a clue.
I'm not going to hand you a specific list, not least because one of the skills might have gotten massivly nerfed since the last time I played. And even if that hasn't happened, you really should pick those for yourself. It will make you more familier with your options.
Hiryu
Pure healers are ultra-squishy and will have their healing capacities easily overwhelmed. Pure protectors are not squishy but can have hard time dealing with high degen and may a bunch more trouble keeping their teammates alive. With those things in mind,
I like this build:
14 Protection, 12 Healing, 11 Divine Favor
(Superior Protection Rune + Defender's Scalp, Minor Healing Rune, Minor Divine Favor Rune)
(Ascetic's Armor Set, and a +5 to energy staff with +20% longer enchantments is recommended)
Healing Touch - for healing yourself
Word of Healing {elite} - for healing your allies
Reversal of Fortune - to counter spike damage (eg: Lightning Orbs which hit for 125+ damage a shot)
Guardian - to counter "attack" damage (eg: Ranger's arrows, Warrior's hammer)
Protective Spirit - to counter spike damage (eg: Eviscerates that hit for 100+ a shot)
Shielding Hands - to counter light, fast damage, or to reduce damage that cannot be reduced otherwise (eg: Ranger Spike damage, Illusionary Weaponry damage)
Mend Ailment - to counter conditions
Holy Veil - to counter hexes
This probably isn't the easiest build to use, but once you get the hang of it, it's quite powerful (for 4v4, anyways). This build has no energy management skills, but the energy management is sort of inherent in how all the skills featured (besides Protective Spirit) cost only 5 energy. It can counter most of the threats you'll face in 4v4. There's no Ressurection Signet included because... well, you should be able to mostly Flawless up to 10 wins anyways once you get the hang of it. (53 flawlesss/64 wins last time I ran with it in Competition Arenas). Try it out for some good faction.
Some quick tips with this build:
- remember to refresh Guardian when needed (and remember it has a 1s casting time, so if needed, cast new one when the icon for it flashes)
- remember that Word of Healing has a 3/4s casting time -- this means that you'll have to anticipate a bit and cast it a little bit ahead of time to keep targets alive
- note that Mend Ailment can effectively "heal" you/your allies, especially if they're affected by Deep Wound
- pre-cast Holy Veil on yourself before the battle (but remember to dismiss it during battle when it's not doing anything for you -- ie: you're not being targeted by hexes). This will help to counter certain hexes such as Backfire and Diversion which can seriously ruin your day
- don't forget the basics!! : kiting, strafing, dodging, and all that good stuff. A lot of damage can be prevented simply by moving around effectively. Not having to cast spells to prevent damage means you can regen and save that energy for later. Spamming spells on yourself to counter every type of damage will leave you running out of fuel very quickly. Remember to stay in range of your teammates. When kiting, kite in circles and find ways to bodyblock while kiting.
I like this build:
14 Protection, 12 Healing, 11 Divine Favor
(Superior Protection Rune + Defender's Scalp, Minor Healing Rune, Minor Divine Favor Rune)
(Ascetic's Armor Set, and a +5 to energy staff with +20% longer enchantments is recommended)
Healing Touch - for healing yourself
Word of Healing {elite} - for healing your allies
Reversal of Fortune - to counter spike damage (eg: Lightning Orbs which hit for 125+ damage a shot)
Guardian - to counter "attack" damage (eg: Ranger's arrows, Warrior's hammer)
Protective Spirit - to counter spike damage (eg: Eviscerates that hit for 100+ a shot)
Shielding Hands - to counter light, fast damage, or to reduce damage that cannot be reduced otherwise (eg: Ranger Spike damage, Illusionary Weaponry damage)
Mend Ailment - to counter conditions
Holy Veil - to counter hexes
This probably isn't the easiest build to use, but once you get the hang of it, it's quite powerful (for 4v4, anyways). This build has no energy management skills, but the energy management is sort of inherent in how all the skills featured (besides Protective Spirit) cost only 5 energy. It can counter most of the threats you'll face in 4v4. There's no Ressurection Signet included because... well, you should be able to mostly Flawless up to 10 wins anyways once you get the hang of it. (53 flawlesss/64 wins last time I ran with it in Competition Arenas). Try it out for some good faction.
Some quick tips with this build:
- remember to refresh Guardian when needed (and remember it has a 1s casting time, so if needed, cast new one when the icon for it flashes)
- remember that Word of Healing has a 3/4s casting time -- this means that you'll have to anticipate a bit and cast it a little bit ahead of time to keep targets alive
- note that Mend Ailment can effectively "heal" you/your allies, especially if they're affected by Deep Wound
- pre-cast Holy Veil on yourself before the battle (but remember to dismiss it during battle when it's not doing anything for you -- ie: you're not being targeted by hexes). This will help to counter certain hexes such as Backfire and Diversion which can seriously ruin your day
- don't forget the basics!! : kiting, strafing, dodging, and all that good stuff. A lot of damage can be prevented simply by moving around effectively. Not having to cast spells to prevent damage means you can regen and save that energy for later. Spamming spells on yourself to counter every type of damage will leave you running out of fuel very quickly. Remember to stay in range of your teammates. When kiting, kite in circles and find ways to bodyblock while kiting.
Vexed Arcanist
Quote:
Originally Posted by rizzes
Skillz
1- Mend aliment
2- RoF
3- Shielding hands/remove hex/other low cost spell
4- Life bond
5- Divine Boon
6- Balthazars Spirit
7- Blessed Signet
8- Offering of blood (elite)
Either play the standard Competitive Arena Boon Prot Monk or a Resolve Healer.
Quote: Standard Comp Arena Boon Prot
Divine Boon
Reversal of Fortune
Guardian
Mend Ailment
Signet of Devotion
Offering of Blood {E}
Protective Spirit or Divine Intervention or an ally Hex Remover
Contemplation of Purity
12+1+3 Divine Favor
10+1 Protection
8 Blood
Quote:
Resolve Healer Word of Healing or Aura of Faith{E} Orison of Healing Healing Touch Mend Ailment Healing Breeze Holy Veil or Remove Hex Channeling Mantra of Resolve High Divine Favor followed by Healing Prayers, the rest (~8-10) in Inspiration. |