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This build is part of the current metagame.
The community has decided this build is in the current metagame and deserves to be stored. The frequency section describes how often the build is used. This build has also received an overall rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.
This build has been designed for the following use:
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One of the most common bars for the Healing Burst monk in GvG. Uses Healing Burst to make red bars go up.
Frequency
- Occasionally seen as a replacement for WoH monks in a GvG team
Attributes and Skills
Core Monk. Healing Prayers 14 Infuse Health Spell Lose half your current Health. Target other ally is healed for 134% of the amount you lost. Target ally gets healed for 29 Health. EotN Monk. Healing Prayers 14 Patient Spirit Enchantment Spell For 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 114 Health when the enchantment ends. Target ally gets healed for 29 Health. Factions Monk. Healing Prayers 14 Healing Burst Elite Spell Target ally is healed for 150 (+29). All party members in earshot of your target gain Health equal to the Divine Favor bonus from this spell. Your Smiting Prayers are disabled for 20 seconds. Factions Monk. Healing Prayers 14 Signet of Rejuvenation Signet Heal target ally for 71. If target ally is casting a spell or attacking, that ally is healed for an additional 71 Health. Core Monk. Protection Prayers 8 Guardian Enchantment Spell For 5 seconds, target ally has a 50% chance to block attacks. Target ally gets healed for 29 Health. Core Monk. Protection Prayers 8 Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 17 Health. Target ally gets healed for 29 Health. EotN Monk. Healing Prayers 14 Cure Hex Spell Remove one Hex from target ally. If a Hex was removed, that ally is healed for 114 Health. Target ally gets healed for 29 Health. Core No Profession. Unlinked Optional Optional Optional. |
Optional:
Disciplined StanceProphecies
Warrior. Tactics 8
Disciplined Stance
Stance
For 3 seconds, you gain +10 armor and have a 75% chance to block attacks. Disciplined Stance ends if you use an adrenal skill.
Balanced StanceCore
Warrior. Tactics 8
Balanced Stance
Stance
For 14 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.
Equipment
Armor
- 5x Disciple's Insignia
- Superior Vigor
- Restoration
- Minor Prot
- Minor Healing
- Minor Divine Favor
Weapons
- Healing Wand of Memory, 20% cast time
- Healing Focus of Aptitude, 20% recharge
- Healing Wand of Memory, +15/-1 energy
- Healing Focus of Fortitude, +15/-1 energy
- Adept Protection Staff of Enchanting, 20% cast time
- Crippling Spear of Defense, +5 energy
- Crippling Spear of Defense, -5 energy
- Tactics r7-8 Shield of Fortitude, -20% cripple
- Tactics r7-8 Shields of Fortitude, +10 armor vs each damage type
Usage
Counters
Variants
- Sprint for an IMS.
- Return and increase Divine Favor to 10+1, use for more party healing and more positional play.
- Pensive Guardian over Draw Conditions, to deal with the Triple Melee meta.
- Eremite's Zeal for E-Management at stand and when pushing into base.