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Mega Point Healer With Lots of Energy

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One Swordsman Profile

Author: One Swordsman
View Profile of One Swordsman

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11 Comments
This monk build is very useful in all aspects of the game, but especially in GvG/PvP.

Skills:

signet of devotion (great healing power with no enrgy cost)

divine boon (adds more healing power to your spells)

Heal Other

Orison of healing (self heal and emergency heal)

Healing Touch (self heal)

Restore life

Protective spirit (cast on yourself if you are being attacked)

Offering of blood (gain energy by sacrificing 10% health)

Attribs

Blood Magic 9

Healing prayers 12 (9+2+1)

Protection prayers 8

Divine favour 12 (10+2)

Sup vigour rune.

Use a weapon and item that give bonuses while enchanted (because of divine boon).

Tip- conserve energy by healing only when they need it, not just a top up.

-try to use signet of devotion as much as possible, as this will also save energy.

Use whatever armor you like, i use judge's armor and ascetics chest design as well as servant's scalp design (healing prayers + 1)

Have fun with this build, you will heal for many points, and still have energy left !

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User Comments
  adam the hobo on 12/19/05 20:21
 
ya thats really good congrats for cummin up with it man


  Infused on 12/19/05 22:58
 
i wouldnt personally use restore life as u have to touch ur target ally, tt means u have to go into the battle to bring him to life and probs end ur own, id use something like rebirth something at a range so the team cant really see if ur trying to res him/her or not

  supersayaingoku on 12/19/05 23:01

most of that build u can find in the PVP character makin selection theres a monk with the same setup except for protin spirit

  MustelaNigripes on 12/20/05 09:07

As a monk primary, or an ele/Mo, I hate rebirth. First, like most reserrect methods, it take 10 seconds. So people are getting hit and hurt while you are reserrecting someone. Second, it deletes the remaining of your energy. So, now that you have spent 10 seconds not healing anyone, you have no energy to heal them when you get done. And forget any maintained spells you had going.

It is fine for those times when you have to retreat and want to get your party back.

  doublehelix on 12/20/05 09:24
 
Well.. I personally prefer Rebirth on my monk. Though if it's PvP, the monk should never bring a rez anyway. If the monk is doing the rezzing, then they aren't healing.. bad mojo. Rebirth is the best rez skill period for just about anyone, though Restore Life has its uses. I tend to bring one or the other situationally, though always Rebirth on my monk. Why? Because a good monk will know when they can't save the party, but can run away and return to save the day with Rebirth. The monk should NEVER rez during a battle, so the energy loss of Rebirth is a non-issue.

I also prefer 100% monk skills on the bar with Word of Healing (if you know how to use it properly, it's godly), but I'm not here to hijack other people's guides. I've seen OoB healers before, and they can be quite good. All that I will say on the Heal Other issue is that it's too energy intensive for use with Divine Boon, and Divine Spirit is an exceptional Panic Button. It gives you ~12 seconds of 1e heals (assuming the spells are 5e normally), which if you are running Divine Boon makes them 3. The key here is that if your energy hits 0, then you can cast them at 1e AND get the Boon bonus.

  Ancients Divine One on 12/20/05 09:33

QUOTE
rebirth. First, like most reserrect methods, it take 10 seconds


Nice guide. I just want to point out that rebirth only takes 6 seconds (10 energy maybe u mean) better than restore's 8 secs.
Personally I always use rebirth, just use up all ur energy healing before using it.

  bo fairfieild on 12/20/05 15:31

one comment:
you would have 25 more health if instead of:

healing:12 (9+2+1)
divine: 12 (10+2)

you used:

healing: 12 (9+3) superior healing
Divine: 12 (10+1+1) minor, helm

  Seeker821 on 12/20/05 21:14

Based on those numbers Bo - you're wrong

You're showing healing of 12 (9 +2 + 1), and Divine 12 (10 + 2) - that would indicate two major runes, which would be a total hp loss of 12, instead of an hp loss of 75 from the one superior healing rune.

  Julki on 12/21/05 08:02
 
QUOTE
Based on those numbers Bo - you're wrong 

You're showing healing of 12 (9 +2 + 1), and Divine 12 (10 + 2) - that would indicate two major runes, which would be a total hp loss of 12, instead of an hp loss of 75 from the one superior healing rune.


With 2 major runes your health is reduced by 100, and by using 1 superior rune it is only reduced by 75...

  doublehelix on 12/29/05 20:06
 
QUOTE
Based on those numbers Bo - you're wrong

You're showing healing of 12 (9 +2 + 1), and Divine 12 (10 + 2) - that would indicate two major runes, which would be a total hp loss of 12, instead of an hp loss of 75 from the one superior healing rune.


Actually, you're the one that's wrong. As bo stated, the original numbers in the guide are 9+2+1 and 10+2. His recommendation of changing it instead to 9+3 and 10+1+1 would give back 25 life for the same attribute layout. You appear to have read his post from end to beginning, rather than beginning to end.

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