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Post by Craig on Dec 15, 2006 2:30:57 GMT
post Monk builds here.
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Post by samson on Dec 19, 2006 10:05:02 GMT
Mo 5-man FoW Healer
Healing - 16 Divine - 12 Prot - 6 (?)
Weapon: anything with emphasis on energy and health or HSR/HCT. 20% longer enchants is nice for skill 3
Skills: 1. Orison of Healing 2. Word of Healing (e) 3. Vig. spirit 4. Heal party 5. Mend condition 6. Remove hex 7. Signet of devotion 8. Rebirth / other res
Usage: ---------- Pretty much a very common build (i think most known as a WoH healer in FoW). The trick is to be quick, anticipative (is that a word?) and never waste your energy pool. Choose target allies wisely. Stay cool and stay alive.
Skills 1 and 2 should be used to heal party member constantly (prefer skill 1 unless health of target is below 50% or about to get there).
Spam skill 3 on party members before a fight or on a low intensity fight.
Use skill 4 (heal party) to heal 4 or more party members (e.g. when nuked or healed by barrage). Otherwise, do not use it.
Use skill 5 (mend condition) whenever possible to remove a condition, unless it risks your life.
Use remove hex on valued ally during a relatively low intensity battle. It is a mistake to waste 2 seconds cast time otherwise. In FoW, try to remove SS. Do not use it if it risks your life.
Use skill 7 during low intensity battles or when idle to heal someone who seems stable, or yourself. Good for healing br necros without wasting energy. Can also be used on intense battles when your energy is very low.
Priorities in general:
1. Yourself - you are the most important player. Do not die. Do not risk yourself. Do not get nuked.
2. The bonder - If the bonder loses health, it also means he loses some bonds and might get pressured and confused. Also, healing the bonder should be relatively safe because they are away from the heat. However, if the bonder requires you to run away from the team and the tank, not to mention chasing them (it happens!), then forget about it.
3. The tank - The role of the tank is to take a lot of damage. If the tank dies or need to run away - this is very bad news to the rest of the team! Again, don't risk yourself by running ahead to the tank and chasing him. A good tank should know how to survive for a long time (with the help of the bonder). But it is a top priority to keep the tank stable.
4. The casters/back units - Don't waste your time trying to save the life of a caster who takes crazy amounts of dmg. Heal them as needed, but it's not the end of the world if one of them has to run away or die.
Do not attack enemies. Your attacks are worthless, you will only risk yourself and lose focus.
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Post by samson on Dec 19, 2006 10:38:58 GMT
Mo 5-man FoW Bonder
Prot - 16 Divine - 12
Weapon: anything with emphasis on energy and health
Skills: ------- 1. Blessed Signet 2. Life Barrier (e) 3. Life Bond 4. Balthazar's Spirit / Essence Bond 5. Remove Hex / Optional 6. Signet of Devotion 7. Aegis 8. res (rebirth only for noob team)
Usage: --------- This is a common build, but mine is a little different than others and quite different than guildwiki's. The idea is to cast 2 enchantments on each team member (skill 2 first and the skill 3), and to cast Balthazar's Spirit on yourself to get energy from life bond hits. Then you use that energy to cast Aegis which has two purposes: to protect your team (it is a great skill), and to cover the bonds. You use Blessed Signet to get energy all the time.
That is all pretty trivial and all bonders know what to do. My version, however, does not include energy management skills or mantra of inscriptions. I feel (and tested it a lot of times) that the bonder should be able to handle the energy degen just with the use of Blessed Signet. I also think that the bonder can be a little more active in the 5-ppl fow setup, and even remove a hex here and there (esp. SS) or heal others with signet of devotion.
The bonder should mind his location. Don't get far away. Stay behind the line of casters and monk, and in range to re-cast the bonds (again, in right order) and to heal them and most importantly to be healed by them.
The use of aegis is important. Cast it just before the battle to cover the bonds. When you do lose a bond, quickly try to re-cast unless it is too risky (most often in case of tanks).
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