Dedicated Healing monk
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
cerb
Hmmm... why the Blessed Signet?
Only ench you are using is Divine Boon, and all you can do is cast it on yourself, so Blessed Signet takes a skill slot for 3 mana.. not worth it imho
Only ench you are using is Divine Boon, and all you can do is cast it on yourself, so Blessed Signet takes a skill slot for 3 mana.. not worth it imho
Nosaj Noshnoj
if you have another healing monk in your group, most likely a bonder, you will most likely have other enchants on you at all times. IE: Ageis, life bond ect...
usuallu gives a quick 6 or more energy and very helpful in a pinch
usuallu gives a quick 6 or more energy and very helpful in a pinch
dansamy
You are not very bright. Blessed only works for enchantments that you are maintaining. Use Signet of Devotion for a free heal instead, if you just have to have a signet in there.
Grammar
Quote:
Originally Posted by dansamy
One more thing, I understand why you bring Healing Touch, but personally I'm not a fan of it and never bring it. The way I see it, your just wasting a skill slot on a skill you intend to you soley on yourself. Orison of Healing and Signet of Devotion provide all the self-healing you'll ever need, and since they're already on your bar for team-healing anyway, just use them for self-healing as well and free up that other slot for something else.
I would recommend you consider dropping Healing Touch in favor of something like Vigorous Spirit (stackable with Dwayna's Kiss, and works great with Divine Boon) or Mend Ailment (which also works great with Divine Boon, and can be cast on yourself as well).
EDIT: Here's a little secret too....... As a Boon healer, one of your primary concerns should be to keep Boon up at all times. Vigorous Spirit works great as a "cover enchantment" when cast on yourself. Not only does it heal you every time you attack or cast a spell, it acts as a buffer in that it covers up and protects Boon when those pesky mesmers are trying to strip you.
Cartoonhero
Quote:
Originally Posted by Grammar
One more thing, I understand why you bring Healing Touch, but personally I'm not a fan of it and never bring it. The way I see it, your just wasting a skill slot on a skill you intend to you soley on yourself. Orison of Healing and Signet of Devotion provide all the self-healing you'll ever need, and since they're already on your bar for team-healing anyway, just use them for self-healing as well and free up that other slot for something else.
I would recommend you consider dropping Healing Touch in favor of something like Vigorous Spirit (stackable with Dwayna's Kiss, and works great with Divine Boon) or Mend Ailment (which also works great with Divine Boon, and can be cast on yourself as well).
EDIT: Here's a little secret too....... As a Boon healer, one of your primary concerns should be to keep Boon up at all times. Vigorous Spirit works great as a "cover enchantment" when cast on yourself. Not only does it heal you every time you attack or cast a spell, it acts as a buffer to cover up and protect Boon when those pesky mesmers are trying to strip you. healing touch can not only be used on yourself, but if the other casters in the group are doing their job and staying out of aggro as much as possible, they should be back by you, and therefore healing touch works great on them if they DO by chance get attacted, say by chain lightning or some such skill.
Grammar
Quote:
Originally Posted by Cartoonhero
healing touch can not only be used on yourself, but if the other casters in the group are doing their job and staying out of aggro as much as possible, they should be back by you, and therefore healing touch works great on them if they DO by chance get attacted, say by chain lightning or some such skill.
Still too situational for my taste. Even if you plan to use it on backline people, you'll need to run to over to them if they're not directly next to you, which wastes precious time. "Out of aggro" doesn't guarentee that they're standing directly next to you, which they indeed rarely are.
Orison of Healing and Dwayna's Kiss (along with possibly Heal Other or World of Healing for emergencies) should be all you ever need, and with no strings (read: extremely limited range) attached.
EDIT: I forgot to mention Healing Seed as another possibility for that slot. It costs more than Vigorous Spirit and doesn't last as long (and has a much longer recast time so you can't spam it like Vigorous Spirit), but it has a TON of healing power when used properly.
Orison of Healing and Dwayna's Kiss (along with possibly Heal Other or World of Healing for emergencies) should be all you ever need, and with no strings (read: extremely limited range) attached.
EDIT: I forgot to mention Healing Seed as another possibility for that slot. It costs more than Vigorous Spirit and doesn't last as long (and has a much longer recast time so you can't spam it like Vigorous Spirit), but it has a TON of healing power when used properly.
Grammar
"At minimum, for 5 energy (+2 for Divine Boon) orison of healing will heal for ~175 HP."
Hmm, not quite. At 12 healing and 11 Divine Favor as you've stated, Orison of Healing with Divine Favor and Boon will heal for exactly 153 HP (60+35+58).
Don't mean to be an ass or anything, just thougt I'd point that out.
Hmm, not quite. At 12 healing and 11 Divine Favor as you've stated, Orison of Healing with Divine Favor and Boon will heal for exactly 153 HP (60+35+58).
Don't mean to be an ass or anything, just thougt I'd point that out.
huitzilopoctli
Personally I like to think of myself as a pure healing Monk, although I realize now I should have probably gone with Mo/Me instead of Mo/W.
Anyway, the set-up I use is:
1.)Healing Breeze
2.)Heal Other
3.)Orison of Healing
4.)Healing Seed
5.)Peace and Harmony (E)
6.)Signet of Devotion
7.)Defensive Stance
8.)Resurrect
The only problem I have with this build is I run out of energy from time to time, especially if the enemies remove my Peace and Harmony enchantment. Nevertheless this build works decently for five man oro farming; assuming you don't have elementists or necros that decide to aggro half the population of SF. Also I was considering replacing Healing Seed with Dwayna's Kiss....seems people are always hexed in SF (and elsewhere, for that matter).
EDIT: Also, I don't understand why I don't see more healing monks with Peace and Harmony. As a monk it's not like you should be attacking the enemies anyway... the only problem with it is if you use a spell that doesn't "specifically" target someone, for example heal party. This is only a problem, though, if your party is grouped together and so is taking damage from things like AoE spells; because obviously in that case you have a bunch of party members taking damage at once, and, without heal party, you have to be very quick about healing them one by one....
Anyway, the set-up I use is:
1.)Healing Breeze
2.)Heal Other
3.)Orison of Healing
4.)Healing Seed
5.)Peace and Harmony (E)
6.)Signet of Devotion
7.)Defensive Stance
8.)Resurrect
The only problem I have with this build is I run out of energy from time to time, especially if the enemies remove my Peace and Harmony enchantment. Nevertheless this build works decently for five man oro farming; assuming you don't have elementists or necros that decide to aggro half the population of SF. Also I was considering replacing Healing Seed with Dwayna's Kiss....seems people are always hexed in SF (and elsewhere, for that matter).
EDIT: Also, I don't understand why I don't see more healing monks with Peace and Harmony. As a monk it's not like you should be attacking the enemies anyway... the only problem with it is if you use a spell that doesn't "specifically" target someone, for example heal party. This is only a problem, though, if your party is grouped together and so is taking damage from things like AoE spells; because obviously in that case you have a bunch of party members taking damage at once, and, without heal party, you have to be very quick about healing them one by one....
ghezbora
Quote:
Originally Posted by huitzilopoctli
Personally I like to think of myself as a pure healing Monk, although I realize now I should have probably gone with Mo/Me instead of Mo/W.
Anyway, the set-up I use is:
1.)Healing Breeze
2.)Heal Other
3.)Orison of Healing
4.)Healing Seed
5.)Peace and Harmony (E)
6.)Signet of Devotion
7.)Defensive Stance
8.)Resurrect
The only problem I have with this build is I run out of energy from time to time, especially if the enemies remove my Peace and Harmony enchantment. Nevertheless this build works decently for five man oro farming; assuming you don't have elementists or necros that decide to aggro half the population of SF. Also I was considering replacing Healing Seed with Dwayna's Kiss....seems people are always hexed in SF (and elsewhere, for that matter).
EDIT: Also, I don't understand why I don't see more healing monks with Peace and Harmony. As a monk it's not like you should be attacking the enemies anyway... the only problem with it is if you use a spell that doesn't "specifically" target someone, for example heal party. This is only a problem, though, if your party is grouped together and so is taking damage from things like AoE spells; because obviously in that case you have a bunch of party members taking damage at once, and, without heal party, you have to be very quick about healing them one by one.... There are better elites than P&H. Word of Healing and Aura of Faith find their way to my skillbar, but I only use P&H when I'm doing protective bond in UW.
Why defensive stance? You get aggroed that much? Also, rebirth > resurrect in SF, it's often necessary to res someone still in aggro range.
My SF healing build usually looks like:
Divine Healing
Signet of Devotion
Word of Healing {Elite}
Dwayna's Kiss
Orison of Healing
Healing Seed
Remove Hex
Rebirth
Remove hex is nice to use on the casters, since you can't keep them off the tank, but when you have Rust on the bond monk that's a major problem -- he needs to be using blessed signet as fast as possible...
This may not be the best, I haven't used it all that much since I normally play prot instead, but I do know that it works, at least
Anyway, the set-up I use is:
1.)Healing Breeze
2.)Heal Other
3.)Orison of Healing
4.)Healing Seed
5.)Peace and Harmony (E)
6.)Signet of Devotion
7.)Defensive Stance
8.)Resurrect
The only problem I have with this build is I run out of energy from time to time, especially if the enemies remove my Peace and Harmony enchantment. Nevertheless this build works decently for five man oro farming; assuming you don't have elementists or necros that decide to aggro half the population of SF. Also I was considering replacing Healing Seed with Dwayna's Kiss....seems people are always hexed in SF (and elsewhere, for that matter).
EDIT: Also, I don't understand why I don't see more healing monks with Peace and Harmony. As a monk it's not like you should be attacking the enemies anyway... the only problem with it is if you use a spell that doesn't "specifically" target someone, for example heal party. This is only a problem, though, if your party is grouped together and so is taking damage from things like AoE spells; because obviously in that case you have a bunch of party members taking damage at once, and, without heal party, you have to be very quick about healing them one by one.... There are better elites than P&H. Word of Healing and Aura of Faith find their way to my skillbar, but I only use P&H when I'm doing protective bond in UW.
Why defensive stance? You get aggroed that much? Also, rebirth > resurrect in SF, it's often necessary to res someone still in aggro range.
My SF healing build usually looks like:
Divine Healing
Signet of Devotion
Word of Healing {Elite}
Dwayna's Kiss
Orison of Healing
Healing Seed
Remove Hex
Rebirth
Remove hex is nice to use on the casters, since you can't keep them off the tank, but when you have Rust on the bond monk that's a major problem -- he needs to be using blessed signet as fast as possible...
This may not be the best, I haven't used it all that much since I normally play prot instead, but I do know that it works, at least
huitzilopoctli
Quote:
Originally Posted by ghezbora
There are better elites than P&H. Word of Healing and Aura of Faith find their way to my skillbar, but I only use P&H when I'm doing protective bond in UW.
Why defensive stance? You get aggroed that much? Also, rebirth > resurrect in SF, it's often necessary to res someone still in aggro range.
My SF healing build usually looks like:
Divine Healing
Signet of Devotion
Word of Healing {Elite}
Dwayna's Kiss
Orison of Healing
Healing Seed
Remove Hex
Rebirth
Remove hex is nice to use on the casters, since you can't keep them off the tank, but when you have Rust on the bond monk that's a major problem -- he needs to be using blessed signet as fast as possible...
This may not be the best, I haven't used it all that much since I normally play prot instead, but I do know that it works, at least I haven't even got to the area where I could even capture Aura of Faith yet, but when I do I'll keep it in mind.
Basically I use defensive stance because, yes, I do seem to get aggroed a lot. I used balanced stance before that, so the damn doylak's couldn't knock me down. But I find defensive stance is a little bit useful; not a whole lot. It just provides a little bit of defense I guess (I realize now that Mo/W wasn't the best combination in the world). And as for rebirth vs. resurrect; doesn't rebirth drain all of your energy? Since I don't have a mesmer secondary it's awfully hard for me to regain that energy after spending it all....
To be honest, remove hex takes too long to cast and only removes one hex at a time, so I find it to only be marginally useful at best. I gave up on it a while back and never went back...I would think Inspired Hex (for a mesmer secondary) would be better as you then gain energy as well; or even convert hexes (as that gets rid of all the hexes on the target ally...)
Still I find that my build works decently. The only thing I might consider doing is swapping Dwayna's Kiss for Signet of Devotion. Since I have P&H on I don't have much problem with energy for about 90% of the time, especially if the tank is doing a good job of getting the enemies to attack him and not letting them get past him and come and attack the spellcasters.
Why defensive stance? You get aggroed that much? Also, rebirth > resurrect in SF, it's often necessary to res someone still in aggro range.
My SF healing build usually looks like:
Divine Healing
Signet of Devotion
Word of Healing {Elite}
Dwayna's Kiss
Orison of Healing
Healing Seed
Remove Hex
Rebirth
Remove hex is nice to use on the casters, since you can't keep them off the tank, but when you have Rust on the bond monk that's a major problem -- he needs to be using blessed signet as fast as possible...
This may not be the best, I haven't used it all that much since I normally play prot instead, but I do know that it works, at least I haven't even got to the area where I could even capture Aura of Faith yet, but when I do I'll keep it in mind.
Basically I use defensive stance because, yes, I do seem to get aggroed a lot. I used balanced stance before that, so the damn doylak's couldn't knock me down. But I find defensive stance is a little bit useful; not a whole lot. It just provides a little bit of defense I guess (I realize now that Mo/W wasn't the best combination in the world). And as for rebirth vs. resurrect; doesn't rebirth drain all of your energy? Since I don't have a mesmer secondary it's awfully hard for me to regain that energy after spending it all....
To be honest, remove hex takes too long to cast and only removes one hex at a time, so I find it to only be marginally useful at best. I gave up on it a while back and never went back...I would think Inspired Hex (for a mesmer secondary) would be better as you then gain energy as well; or even convert hexes (as that gets rid of all the hexes on the target ally...)
Still I find that my build works decently. The only thing I might consider doing is swapping Dwayna's Kiss for Signet of Devotion. Since I have P&H on I don't have much problem with energy for about 90% of the time, especially if the tank is doing a good job of getting the enemies to attack him and not letting them get past him and come and attack the spellcasters.
Lambentviper
hmmm looks almost exactly like the Fi Boon Healer pre-made. Still very effective, even if you just switched the attributes and moved some skills around.
Nice job.
Ok i just played this in CA arenas and i must say i got very far. my 64MB Integrated doesn't really run at all on that red, foresty arena, so i kinda got lagged out....for shame
Nice job.
Ok i just played this in CA arenas and i must say i got very far. my 64MB Integrated doesn't really run at all on that red, foresty arena, so i kinda got lagged out....for shame