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On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
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new policy is decided on. Find the reasoning and the details behind
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This build is not favored by the
GuildWiki community.
The general consensus among users of GuildWiki is that this
build is not viable.
This build was voted unfavored for the following reasons:
- lacking condition removal
- attribute spread
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I've tested this build a few times in FoW as well as B/P UW
Tombs and found that the team really liked it. I call it the Recup
Healer build.
[edit] Attributes and Skills
[edit] Equipment
- The recommended armor set for this build is the
Ascetic's set for higher base energy. A +1 Healing
Prayers headgear.
- Runes. One major or superior vigor rune. One
major but preferably superior Healing Prayers rune. One major
Divine Favor rune. One minor Protection Prayers rune.
- The weapons used are Brohn's Holy Rod and a 20/20
Healing Ankh from collectors in Snake Dance or Skyward's Reach. Any
staff or rod/artifact combo with healing mods and energy increase
should be fine.
I've been using builds similar to the Mo/Me WoH Monk build and I
feel this is a really good variant of it. I've tested it a few
times in FoW and found that the 2-monk balanced party really liked
it. I've also used it in a B/P UW Tombs run up to the end. This
build has decent spike healing power and Recuperation supplements
times when the team takes minor damage. Some skills can be swapped,
but this build includes many monk essentials: healing power, hex
removal (or condition removal) and a resurrection spell. Hex
removal is usually preferred for this build in FoW. It has an added
bonus of a heal regen for the entire party including pets and
minions.
- Recuperation is a binding ritual spell from the
Ritualist secondary. It is the main skill used in this build. It is
maxxed out to 12 ranks to get the +3 health regeneration. It's like
Mending for the whole team, including pets and minions! It
should be cast at the start of a battle and will last for 39
seconds, or when the spirit dies. Make sure it is out of harm's
reach farthest from where battle is brewing. At rank 12,
recuperation has a 45-second recast so there will be a 6 second
downtime. Make sure that if the battle hasn't ended, don't get
caught casting it while a team member is taking serious damage.
Allocation of points to this skill obviously brings the other
attributes a little lower but the +3 health regen while the whole
team is being pounded on can soften the urgency of spike healing
everyone. It stacks with Healing Breeze and
Mending.
- Word of Healing (Elite) is the primary spike heal
spell used in emergencies when party members' health drops below
50%. When low on energy, judge the damage on some party members.
You can wait to cast it until each party members' health drops
below 50% every 4 seconds to regain energy. Otherwise, use the
other three backup heals.
- Orison of Healing as a basic healing spell for
all party members when Word of Healing is recharging. Also acts as
a backup self heal if Healing Touch is disabled or
additional self-healing is needed. Dwayna's Kiss is an
alternative heal other ally spell in this slot if you feel you are
fairly good at avoiding taking damage yourself. It's a good
alternative if there is a bonder in the group and can match the
healing power of WoH.
- Reversal of Fortune is a good backup heal
especially on tanks that are getting beat on. Even at 3 ranks of
Protection Prayers, you still gain a decent heal bonus due to
Divine Favor. Alternatives are: Dwayna's Kiss or
condition removal spells like Mend Ailment or Mend
Condition.
- Healing Touch is for self heals and should never
be used on melee party members since monks should always stay at
the back lines to avoid getting beat on.
- Remove Hex is essential since some hexes can shut
down a team completely. Use it to remove Spiteful Spirit
from tanks and other damage dealers in FoW. Condition removal
spells like Mend Ailment or Mend Condition are also
alternatives. You usually want to coordinate with the other monk in
the party which type of removal (hex or condition) to bring. I
sometimes substitute this slot with Healing Breeze in areas
where hex or conditions are minimal.
- Heal Party is a huge emergency heal for when the
whole party is taking damage. With a high energy cost, use it
sparingly. Heal Party is very useful for areas with heavy health
degeneration such as poison, disease and degen hexes or spike area
of effect damage like wurms.
- Rebirth resurrects and teleports a party member
to your current location. Party members can get killed and would
easily die again if resurrected at dangerous areas. As the
designated healer of the team you should make sure to use it only
after a battle since it drains all your energy.
[edit] Counters
Recuperation is a spirit so it is vulnerable to attacks.
The 3-second cast time can be dangerous if cast during battle.
Because you give up a bit of healing power, Recuperation is
a must to have up at all times to supplement healing. When it gets
interrupted, you have to rely on your low energy heals to keep your
party alive until Recuperation can be cast again.
[edit] Variants
Mo/Me PvE WoH Monk