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Pyxis
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HBHP


Monk

Monk/Elementalist
Level: 20

Divine Favor: 13 (12+1)
Healing Prayers: 15 (12+3)

- Dwayna's Kiss (Healing Prayers)
Heal target other ally for 60 points and an additional 35 points for each Enchantment or Hex on that ally.
Energy:5 Cast:1 Recharge:3

- Orison of Healing (Healing Prayers)
Heal target ally for 70 points.
Energy:5 Cast:1 Recharge:2

- Words of Comfort (Healing Prayers)
Target ally is healed for 60 Health and an additional 45 Health if that ally is suffering from a Condition.
Energy:5 Cast:1 Recharge:4

- Heal Other (Healing Prayers)
Heal target other ally for 180 points.
Energy:10 Cast:0.75 Recharge:3

- Heal Party (Healing Prayers)
Heal entire party for 80 points.
Energy:15 Cast:2 Recharge:2

- Glyph of Lesser Energy (Elementalist other)
For 15 seconds, your next 2 Spells costs 15 less Energy to cast.
Energy:5 Cast:1 Recharge:30

- Divine Spirit (Divine Favor)
For 12 seconds, Monk Spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.)
Energy:10 Cast:0.25 Recharge:60

- Healer's Boon [Elite] (Divine Favor)
While you maintain this Enchantment, your next 27 Healing Prayers Spells cast 50% faster and heal for 50% more health.
Energy:5 Cast:0.25 Recharge:10

Just talking about not bringing Dismiss Condition in the other thread and I started messing with Dedicated Healing builds. This build is All Healing so condition removal and hex removal have to be handled elsewhere.
4/3/2007, 5:07 pm Send Email to Pyxis   Send PM to Pyxis MSN
 
Andovar
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Re: HBHP


Well, I know the mez build has one hex remover, but it's a long recharge.

Unless the prot build is running something like Divert, then maybe squeeze another hex removal in on the runner? Not really sure where else to put it.

Also, do you need the major healing rune?
I'm just wondering if the extra point is worth the -35HP.
 
4/4/2007, 8:18 am Send Email to Andovar   Send PM to Andovar
 
Turgar
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Re: HBHP


The question would be how much do we need to focus on hex removal? In some cases it will be really valuable but from what I have seen lately it might be worth the risk to get the extra healing pick up.

---
Keith
Turgar Chandris E/Mo (PVE Fire)
Ryv Adem Mo/W (PVE Heal Monk)
Torn Honrr W/Me (PVE Hammer)
Caleb Thadeus D/Mo (PVE Scythe)
Two Open PVP M/D/W
4/4/2007, 9:41 am Send Email to Turgar   Send PM to Turgar
 
Turgar
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Re: HBHP


Oh yea and Dwayna turn really nice if we run into a hex team. Question becomes will we run into a team that will completely negate our damage with hexes? I know the builds exist but...

---
Keith
Turgar Chandris E/Mo (PVE Fire)
Ryv Adem Mo/W (PVE Heal Monk)
Torn Honrr W/Me (PVE Hammer)
Caleb Thadeus D/Mo (PVE Scythe)
Two Open PVP M/D/W
4/4/2007, 9:43 am Send Email to Turgar   Send PM to Turgar
 
Dannzzigg
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Re: HBHP


I will always be concerned about Hex removal. A few well placed hexes can simply ruin a team build.

The question is... How much removal do we need. Persoanlly, I feel it should be in more of a utility capacity. In other words, let's not worry about hex overload teams, which can only be broken skill-wise by the few mass hex removers out there. Let's worry about having enough to stay functional- three hex removers in the team shoudl be enough for that, if at least a couple are decently fast recharges.

If we run up vs a hex overload team, we should respond with tactics, not skills. Forcing a hex team to split really limits their ability to cover their hexes and also will force alot of tehir hex synergy to become weakened- thinhs like melee hate are very strong when you have enough of those skills focused on both of your melee characters, but if they split your hexers will have a limited arsenal of hexes to use, as they can no longer work as a team.

With a build like this, you've got some really powerful heals which can turn the tide of a match. If we can work a bit more removal into other builds, it can certainly work wonders for us.

The runner could carry Holy Veil, and probably should anyway, for removal of hexes on himself when soloing. The Mes already carries one, but as Andovar mentioned, it's a 20 sec recharge. Is there room in the build somewhere for one more remover?

---
Check out Dylan's Den!


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4/4/2007, 10:33 am Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Andovar
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Re: HBHP


Another thing to consider is there may be times when I have to use Inspired Hex for energy management, making it's availability for 'crucial' hexes even more limited.
 
 

Last edited by Andovar, 4/4/2007, 11:03 am
4/4/2007, 11:03 am Send Email to Andovar   Send PM to Andovar
 
Turgar
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Re: HBHP


Holy veil on the prot monk would work subbing out Sheild of Absorption.

---
Keith
Turgar Chandris E/Mo (PVE Fire)
Ryv Adem Mo/W (PVE Heal Monk)
Torn Honrr W/Me (PVE Hammer)
Caleb Thadeus D/Mo (PVE Scythe)
Two Open PVP M/D/W
4/4/2007, 11:06 am Send Email to Turgar   Send PM to Turgar
 
Pyxis
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posticon Re: HBHP


quote:

Andovar wrote:
Also, do you need the major healing rune?
I'm just wondering if the extra point is worth the -35HP.


You can get:
30hp off staff head
30hp off staff wrapping
45hp off staff wrapping (If Enchanted)
60hp off staff wrapping (If Hexed)
40hp off insignias
10-30 of runes of vitae

So there are plenty of spots to offset the -35hp. I don't need the Major rune, but I think its worth it. Also keep in mind that with HB running each Healing Prayers point is worth 1.5 points.

Running 15HP instead of 14HP nets:
Dwaynas: +4 (128-132)
Orison: +5hp (142-147)
Heal Other: +15hp (297-312)
Heal Party: +6hp (114-120)
quote:

Turgar wrote:
Dwayna turn really nice if we run into a hex team


That is true, though there is no Hex removal, Dwayna's kicks in an extra 53hp heal per hex or enchantment on the target. So if they cast a hex and a cover, that is an extra 106hp heal.

Honestly I wasn't even planning to play this build, just wanted to post it as a pure healing build. I think it does a good job of showing what a Healing build can do if left to do its job. We have always in the past run a lot of pure damage builds without requiring them to bring any specific skills as it would take away from their damage output. This build basically shows what gets taken away from a healing build when required to bring other skills.
quote:

Dannzzigg wrote:
Is there room in the build somewhere for one more remover?



The core of the build:
Healer's Boon
Orison
Words of Comfort

Those are the 3 skills that allow you to heal your team and yourself.

Heal Party + GoLE are paired

The last 3 skills can be switched up as needed.

4/4/2007, 11:07 am Send Email to Pyxis   Send PM to Pyxis MSN
 
Dannzzigg
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Re: HBHP


My question was referring to the team build actually. I like the idea of a pure healer. You may remember my Putty Tatt Purr Healin' build from way back before all of these great healing skills came around emoticon I've always been partial to making a healer that just simply healed.

But anyway... As far as playing the build or not playing it, that's for you to decide. If you do, we just find a few spots to work in the other removals as needed.

Andovar, I agree about using your Inspired Hex for energy, but it should be your third choice after PDrain and Drain Enchantment. I will say that it works wonders for removing Diversion though... Since Inspired Hex actually has no recharge, it cannot be diverted.

---
Check out Dylan's Den!


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4/4/2007, 5:06 pm Send Email to Dannzzigg   Send PM to Dannzzigg MSN
 
Pyxis
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Re: HBHP


With the change to GoLE, Heal Party would be better off on a El/Mo Runner with Healer's Boon like we had discussed in the past.
4/5/2007, 4:08 pm Send Email to Pyxis   Send PM to Pyxis MSN
 


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