I was wondering if you guys could look over my build and see if there's anything better I should be using.
15 Healing Prayers
13 Divine Favour
4 Protection Prayers
No real reason I bought the Minor Protection Prayers rune...
Healing Breeze
Word of Healing {E}
Orison of Healing
Healing Seed
Remove Hex
Divine Boon
Essence Bond
Blessed Signet
So... Any suggestions?
My SF healer build
Sovetskeey
Arya Nibelrund
I assume it's a build for the 5 char farming team, otherwise a plain build is fine... Mhh... it should be fine... if you have a good life bonder then you don't need to worry too much... usually i ask the healing monk to take heal area to cure minions..And it could be useful to get mesmer as secondary and carry shatter ench and backfire for monk bosses, just drop divine boon and blessed signet... you'll be plenty of energy with essence bond on the tank.
P.S. I'm a Sancho Panza!!!!!! Loooooool
P.S. I'm a Sancho Panza!!!!!! Loooooool
ghezbora
Your party is going to be very suprised to find out you have no res
Old Dood
Quote:
Originally Posted by Sovetskeey
15 Healing Prayers
13 Divine Favour
4 Protection Prayers
No real reason I bought the Minor Protection Prayers rune...
Healing Breeze
Word of Healing {E}
Orison of Healing
Healing Seed
Remove Hex
Divine Boon
Essence Bond
Blessed Signet
So... Any suggestions?
Healing 15
Divine 14
Prot 6
That is with Armor and runes.
I also use these Skills/Spells
Prot Spirit (Swap out box...good for Heal Area or Heal Breeze when needed)
Restore Live I will usually have a someone else bring Rebirth, since it will use up my Mana.
Vigorous Spirit
Heal Touch For me or near by Casters (With Boon it is like a Word of Healing for ME)
Mend Aliment/Sig of Devotion/Hex Removal(s)(Swap out box)
Blessed Sig
Divine Boon
Word of Healing With Boon a Life Saver.
Nothing is totally set in stone...except I love to run with Divine Boon since most spells heal from Boon kick. for Example: Mend Aliment will still heal +67 even if the person that I spam it on does not have a condition.
Nosaj Noshnoj
Dedicated Healing Monk
Skills
1. Divine Boon
2. Orison of Healing
3. Dawyna’s Kiss
4. Heal Other
5. Healing Touch
6. Blessed Signet
7. Restore Life
8. Offering of Blood (E)
- There are many alternate skills to this build, but these are the ones I have had the most success with.
- Armor: Ascetic’s with energy bonus.
- Weapon: Monk max wand +5 energy while enchanted OR HP > 50%
- Runes: Superior Vigor, Minor healing, Minor divine.
- Offhand item: Best available. I have +12 energy with +45 HP and +4 armor while enchanted, but looking for a better one.
- This build is all about healing. It is based on divine boon and divine favor bonuses. With the divine favor bonus divine boon, all healing spells will cast for an extra ~100HP. At minimum, for 5 energy (+2 for Divine Boon) orison of healing will heal for ~175 HP. The idea is to have low cost skills with fast recharge that you can continually cast to keep the party alive.
- This build covers 1 concern that all monks have; they easily run out of energy. With Offering of Blood and Blessed Signet any monk will have to be REALLY overworked to run out of energy.
- Orison of Healing, Dawyna’s Kiss, and Heal Other are to heal the party, while Healing touch should be used to heal yourself when needed.
- It is a very straight forward build, but with a decent protection monk on your team, there is no reason the both of you should let any party member die unless very overwhelmed.
- There are many other spells that I could interchange, but here is my reasoning: it is essential to have Divine Boon and Offering of blood are essential. Restore life can be changed, but you need some kind of resurrection spell as a monk. Blessed Signet isn’t a must, but is REALLY helpful for energy management. You will always have at least 1 enchantment on you at all times with Divine Boon, and with a protection monk there will be other enchantments cast for more energy through Blessed Signet. After that, the other 4 skills can be interchanged with many others. I have chosen these because of the low energy cost and quick recharge time.
- If you have any suggestions with a reason to back up your opinion, I’m open to criticism.
Flaws with this build:
- 1. Some would say why not create an E/Mo instead and not worry about the energy? Because then you don’t get the divine favor bonus. With energy regen with Offering of Blood and Blessed signet, you can refill you’re your own energy and not worry about having less than an E/Mo. With my armor and weapons; I have 55 energy which is plenty to keep a group of 8 alive and kicking. Wither build is good, but I prefer this one myself.
- 2. I can’t seem to find other flaws, but if you have others that I may be missing, please let me know
Attributes:
- 1. Healing 11+1 = 12
- 2. Divine 11+1 = 11
- 3. Blood = 12
Skills
1. Divine Boon
2. Orison of Healing
3. Dawyna’s Kiss
4. Heal Other
5. Healing Touch
6. Blessed Signet
7. Restore Life
8. Offering of Blood (E)
- There are many alternate skills to this build, but these are the ones I have had the most success with.
- Armor: Ascetic’s with energy bonus.
- Weapon: Monk max wand +5 energy while enchanted OR HP > 50%
- Runes: Superior Vigor, Minor healing, Minor divine.
- Offhand item: Best available. I have +12 energy with +45 HP and +4 armor while enchanted, but looking for a better one.
- This build is all about healing. It is based on divine boon and divine favor bonuses. With the divine favor bonus divine boon, all healing spells will cast for an extra ~100HP. At minimum, for 5 energy (+2 for Divine Boon) orison of healing will heal for ~175 HP. The idea is to have low cost skills with fast recharge that you can continually cast to keep the party alive.
- This build covers 1 concern that all monks have; they easily run out of energy. With Offering of Blood and Blessed Signet any monk will have to be REALLY overworked to run out of energy.
- Orison of Healing, Dawyna’s Kiss, and Heal Other are to heal the party, while Healing touch should be used to heal yourself when needed.
- It is a very straight forward build, but with a decent protection monk on your team, there is no reason the both of you should let any party member die unless very overwhelmed.
- There are many other spells that I could interchange, but here is my reasoning: it is essential to have Divine Boon and Offering of blood are essential. Restore life can be changed, but you need some kind of resurrection spell as a monk. Blessed Signet isn’t a must, but is REALLY helpful for energy management. You will always have at least 1 enchantment on you at all times with Divine Boon, and with a protection monk there will be other enchantments cast for more energy through Blessed Signet. After that, the other 4 skills can be interchanged with many others. I have chosen these because of the low energy cost and quick recharge time.
- If you have any suggestions with a reason to back up your opinion, I’m open to criticism.
Flaws with this build:
- 1. Some would say why not create an E/Mo instead and not worry about the energy? Because then you don’t get the divine favor bonus. With energy regen with Offering of Blood and Blessed signet, you can refill you’re your own energy and not worry about having less than an E/Mo. With my armor and weapons; I have 55 energy which is plenty to keep a group of 8 alive and kicking. Wither build is good, but I prefer this one myself.
- 2. I can’t seem to find other flaws, but if you have others that I may be missing, please let me know
Attributes:
- 1. Healing 11+1 = 12
- 2. Divine 11+1 = 11
- 3. Blood = 12
w00t!
Here's mine:
Vigerous Spirit - Good outside and as an extra spell to get stripped off the tank.
Healing Seed - My primary healing spell
Heal Area - For Minions when there is a MM. Healing Touch otherwise
Heal Other - big bang healing
Dwayna's Kiss - for the tank
Orison of Healing - don't know why i take this, really, should probably take essence bond...
Spell Breaker - A must to keep prots from getting stripped off keg / gear holder
Rez - Usually Rebirth
I'm usually 14 Healing and 13 Divine with no major / superior runes
Your build looks good but I'm not sure I'd take Blessed Signit. Not really worth the slot IMHO. Just don't put the enchantments on the tank in Grenth's as you'll always have tons of energy in Sorrow's
Vigerous Spirit - Good outside and as an extra spell to get stripped off the tank.
Healing Seed - My primary healing spell
Heal Area - For Minions when there is a MM. Healing Touch otherwise
Heal Other - big bang healing
Dwayna's Kiss - for the tank
Orison of Healing - don't know why i take this, really, should probably take essence bond...
Spell Breaker - A must to keep prots from getting stripped off keg / gear holder
Rez - Usually Rebirth
I'm usually 14 Healing and 13 Divine with no major / superior runes
Your build looks good but I'm not sure I'd take Blessed Signit. Not really worth the slot IMHO. Just don't put the enchantments on the tank in Grenth's as you'll always have tons of energy in Sorrow's