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Build:Mo/W RA Healing Burst Monk

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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 section describes how often the build is used.
This build has also received an overall in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great.

This build has been for the following use:

Contents

Uses Healing Burst with a meta monk bar to pump out major party heals.

Frequency

Popular but slightly less common than .

Attributes and Skills

Template code
 
Optional 1

  • : For further pressure relief.
  • : For a second direct heal that serves as passive energy management.

Optional 2

  • : For a counter to hammer warriors, earth eles, assassin chains, and an armor buff.
  • : For interrupting and disabling melee attackers, useful for disabling Assassin chains and adrenaline for Warriors.
  • : For adjacent, irremovable block. Note that you cannot activate during a cast or knockdown due to it being a skill and not a stance.
  • : For a counter to hammer warriors, earth eles, assassin chains, and other sources of knockdown.


Equipment

The Equipment Template for this build is:
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  • A 40/40 Healing Prayers Set.
  • A high energy set (a wand and focus with two 15/-1 mods).
  • A Furious Spear of Defence (+5AL) with "" (-5 energy) inscription for hiding energy
  • Disciple's Insignias, with a Rune of Superior Vigor and 2 Runes of Vitae.
  • A Spear + Shield set with +5 energy and +5 Armor on the spear, along with a 10% chance to gain double adrenaline. You should have a variety of max Q7/Q8 Tactics shields, with all of the various +10 vs. damage (fire, lightning, piercing, slashing, etc.) mods.

Usage

  • Constantly auto-attack in your spear set (tab+spacebar) when not casting to build adrenaline for .
  • Cast on targets that will allow you to get full heal. Spam it to counter pressure.
  • Use for a backup heal and energy management.
  • Use when Healing Burst and Signet of Rejuvenation are simply not enough, or when you want to avoid using Healing Burst as much as possible to avoid interrupts.
  • Use to avoid physical damage and possibly serve as energy management. You can even use this to prevent Ranger interrupts. If it is charged and you don't seem to be needing it much to stop melee opponents, throw up a Bonetti's before casting Burst to help avoid a Distracting Shot from a Ranger.
  • Use to keep your teammates clean of hexes. You do not need to cast this in your enchantment extending set unless you have weakness on you (it already lasts 15 seconds at 15 Healing, which is enough to remove exactly 3 hexes over time), use your 40/40 set and defensive set appropriately.
  • Use for hex removal and a strong heal.
  • Use to keep the party free of conditions, bring Mending Touch to remove these conditions if necessary.

Counters

  • Standard anti-Monk counters

Variants

  •  over : if you find the pre-prot ability of Veil to be better than the healing of Cure Hex.
  •  /  over  / : to provide a combination of energy management along with a double hex removal skill.
  •  to remove condition stacks.