Faith Healer build

cerb

cerb

Jungle Guide

Join Date: Oct 2005

Sept-Iles, QC, Canada

Les Tric??ratops Sont Nos [Amis]

Mo/

Hey guys, this is my first build posting so I hope I'm gonna do okay. Also, english isn't my first language so please forgive my spelling/grammar mistakes

Well, I thought of this build recently and it's been working great for me. I've made this for SF, since that's where it can work especially good due to the "gear holding" trick, but I suppose it could work just as fine in other places, with a few modifications.

My class is Monk/Mesmer, I took mesmer secondary for SF farming but it's really up to you (necro would be good too).
Ok, so I was thinking of a good, new build, besides that word of healing/healing seed stuff.

Skills

Orison of Healing
Dwayna's Kiss
Blessed Signet
Drain Enchantment
Aura of Faith (Elite)
Life Attunement
Essence Bond
Divine Boon


Attributes

Inspiration Magic: 1
Healing Prayers:10 +1
Protection Prayers: 10
Divine Favor: 11

Use major/superior runes for maximal results

You can probably get the point: it heals for loads. I use Drain Enchantment for monk bosses (Mark of Protection especially). As soon as he casts it, I drain it and use it on my group's tank. The key of this build is Blessed Signet: you gotta maintain a lot of enchantments to keep your energy as high as possible.

I will maintain 6 enchantments (Divine boon on myself, life attunement and essence bond on warrior, and life attunement or essence bond on other party members (doesnt matter which)), so I will gain 18 mana each time I use Blessed Signet (cooldown = 10 seconds).

In Grenth's Footprints, let the warrior tank as much as possible and use aura of faith on him (This lasts 60 seconds, so make sure you recast it), stand back, and heal when necessary. (Orison of Healing heals for about 300 with this build... that's 300hp for 5 mana and 2 seconds cooldown!)

Once you get in SF, have the tank hold the gear, and now your job is going to be very easy: you only have to concentrate on your tank while the other party members deal all the damage. I'd also like to mention that inside Sorrow's Furnace, Dwayna's Kiss will heal for about 550 to 650, which is insane, considering it only costs 5 mana and has a 3 secs cooldown.

You will never run out of mana if you keep your enchantments up and keep casting Blessed Signet every 10 seconds.

We used this build in conjunction with a bond monk and it worked wonders. No one died during the runs, and I got a 671 hp dwayna's :P

I hope you'll enjoy the build, comments/critiques appreciated!

ghezbora

Frost Gate Guardian

Join Date: Nov 2005

Texas

There Is No Cow Level [cow]

Quote:
Originally Posted by cerb
Skills

Orison of Healing
Dwayna's Kiss
Blessed Signet
Drain Enchantment
Aura of Faith (Elite)
Life Attunement
Essence Bond
Divine Boon


I will maintain 6 enchantments (Divine boon on myself, life attunement and essence bond on warrior, and life attunement or essence bond on other party members (doesnt matter which)), so I will gain 18 mana each time I use Blessed Signet (cooldown = 10 seconds). I'm not sure why you're using life attunement or essence bond on the other players, you'd be better served by maintaining fewer enchantments. Blessed Signet does not give you a net gain of energy, after all (unless you use mantra of inscriptions).

Overall this looks okay, but it's very enchantment-heavy. There are enchantment stripping enemies in SF, and it's bad enough when they strip the protection monk's barrier/bond, if the healer is also hosed, you're really gonna be in for it then.

cerb

cerb

Jungle Guide

Join Date: Oct 2005

Sept-Iles, QC, Canada

Les Tric??ratops Sont Nos [Amis]

Mo/

Quote:
Originally Posted by ghezbora
I'm not sure why you're using life attunement or essence bond on the other players, you'd be better served by maintaining fewer enchantments. Blessed Signet does not give you a net gain of energy, after all (unless you use mantra of inscriptions).

Overall this looks okay, but it's very enchantment-heavy. There are enchantment stripping enemies in SF, and it's bad enough when they strip the protection monk's barrier/bond, if the healer is also hosed, you're really gonna be in for it then. I'm sorry but all you said is wrong. It IS more benefical to use blessed signet when you are holding 6 enchantments than 3.

Also, YES, Blessing Signet does give a net gain of energy, which is, if you are maintaining 6 enchantments, 18 mana every 10 seconds. That might not seem much, but Essence Bond counters the energy degeneration by itself, and it's more than enough considering your two main healing spells cost 5 mana each.

The build might be enchantment heavy, and all they can do to remove enchs is shatter enchantment, which only takes off one enchant with a 25 second cooldown. So guess what you have to do: look every now and then at the "enchantments you are maintaining" list. If one is gone, recast it.

And I'm doing so much better with this build than any other so far.

ghezbora

Frost Gate Guardian

Join Date: Nov 2005

Texas

There Is No Cow Level [cow]

Quote:
Originally Posted by cerb
I'm sorry but all you said is wrong. It IS more benefical to use blessed signet when you are holding 6 enchantments than 3.

Also, YES, Blessing Signet does give a net gain of energy, which is, if you are maintaining 6 enchantments, 18 mana every 10 seconds. That might not seem much, but Essence Bond counters the energy degeneration by itself, and it's more than enough considering your two main healing spells cost 5 mana each.
Do the math. Blessed signet gives you 3 energy per enchantment every 12 seconds (NOT 10), which is .25 per second, or .75 pip of regen. Last I looked, .75 - 1 was -.25, which is a negative number. Now, if you want to say Essence Bond counters the .25, that's probably true, but Life Attunement doesn't.

Quote:
Originally Posted by cerb
The build might be enchantment heavy, and all they can do to remove enchs is shatter enchantment, which only takes off one enchant with a 25 second cooldown. So guess what you have to do: look every now and then at the "enchantments you are maintaining" list. If one is gone, recast it.

And I'm doing so much better with this build than any other so far. They can take off enchants faster than you can recast them. Finding out who lost their enchant is a pain. If you like it, whatever floats your boat, but I would never rely on enchantments this much as a healer.

JMFD

JMFD

Jungle Guide

Join Date: Apr 2005

Looking...

E/

I use a bonder based build in SF too, and just a suggestion, drop essence bond and take balthazars spirit/lifebond, If you LB everyone and have balthz on you, you get more energy back and less bonds to maitain

ghezbora

Frost Gate Guardian

Join Date: Nov 2005

Texas

There Is No Cow Level [cow]

Quote:
Originally Posted by JMFD
I use a bonder based build in SF too, and just a suggestion, drop essence bond and take balthazars spirit/lifebond, If you LB everyone and have balthz on you, you get more energy back and less bonds to maitain This is a protection build, the OP is talking about a healer build.

cerb

cerb

Jungle Guide

Join Date: Oct 2005

Sept-Iles, QC, Canada

Les Tric??ratops Sont Nos [Amis]

Mo/

Quote:
Originally Posted by ghezbora
Do the math. Blessed signet gives you 3 energy per enchantment every 12 seconds (NOT 10), which is .25 per second, or .75 pip of regen. Last I looked, .75 - 1 was -.25, which is a negative number. Now, if you want to say Essence Bond counters the .25, that's probably true, but Life Attunement doesn't.



They can take off enchants faster than you can recast them. Finding out who lost their enchant is a pain. If you like it, whatever floats your boat, but I would never rely on enchantments this much as a healer. Actually, you might be right for the first part. For the 2nd part, well I guess it's up to playstyle. I do SF runs in conjunction with my buddy (who runs a barrier/bond build) and we are doing great (no one dies), as for the enchantments, well I constantly watch the ench. bar while we're in battle, so if anyone loses an ench I'll know about it.

Enchs look like this (btw i use 5 now, down from 6 ;P) :

[ 5 ] [ 4 ] [ 3 ] [ 2 ] [ 1 ]

which would be

[ Life Attunement on some player ] [ Life Attunement on some player ] [ Life Attunement on tank ] [ Essence Bond on tank ] [ Divine Boon on self ]

If I lose divine boon, I'm going to notice right away. The warrior won't lose his enchantments since the last one i cast on him is Aura of Faith, which I recast as soon as cooldown is over if there are enchantment removers nearby.

As for the other two (4 and 5), well if one wears off then I'll just hover the last one to see who's enchanted and re-enchant the guy who lost his.

I hope you understand :P

ghezbora

Frost Gate Guardian

Join Date: Nov 2005

Texas

There Is No Cow Level [cow]

Quote:
Originally Posted by cerb
[ Life Attunement on some player ] [ Life Attunement on some player ] [ Life Attunement on tank ] [ Essence Bond on tank ] [ Divine Boon on self ]

If I lose divine boon, I'm going to notice right away. The warrior won't lose his enchantments since the last one i cast on him is Aura of Faith, which I recast as soon as cooldown is over if there are enchantment removers nearby.

As for the other two (4 and 5), well if one wears off then I'll just hover the last one to see who's enchanted and re-enchant the guy who lost his. That sounds easier to manage than what I'm used to, so I can see it working. As a barrier/bond monk, I'm maintaining 4 barriers and 4 bonds, so it's a nightmare to figure out which one just got stripped...

But you can still lose the bond or attunement on the tank, since they can strip more than one. I know I've had both my barrier and bond on the tank, and one or more enchants on someone else all disappear at the same time.

SaintGreg

Lion's Arch Merchant

Join Date: Oct 2005

I would drop Life Attunement so you can put more points into healing instead of bothering with protection. As a prot monk into sorrows furnace I usually take Life Attunement to make it a little easier (not that it matters), and it will have many more points than yours being full prot.

Quote:
As soon as he casts it, I drain it and use it on my group's tank. You mean Inspired Enchantment? Less energy gain, but you are right using those stolen enchanments is fun.

A note about enchantment removal in Sorrow's - I find it really doesn't make that much of a difference as the prot monk unless its my balthazar's spirit that gets shattered. It is annoying to recast but it isn't that big of a deal, and I will usually get all of them back on without the tank taking that much damage even if they all get shattered (although I try to keep prot spirit above enverything to make this easier). If anything having the healer maintain essence bond and have other enchants (like Aura of Faith) will make it less of a problem because the prot monk will have less to worry about.

As a healer, you really need heal area for your minion masters fiends. You can heal his sacrifices, and keep his fiends alive quite a bit longer with it at the same time. Also, I would prefer Healing breeze again, because it makes your life easier, the tank should take very little damage with all his prots, so one healing breeze will keep him alive quite a long time, so you dont have to keep casting and casting heals - you can just sit back a bit and relax.