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Mo/Rt Recuperation Healer

I've tested it a few times in FoW as well as B/P UW Tombs and found that the team really liked it. I call it the Recup Healer build.

Equipment

 * The recommended armor set for this build is the Ascetic set for higher base energy.


 * The weapons I use are Brohn's Holy Rod and a 20/20 Healing Ankh from collectors in Snake Dance or Skyward's Reach.

Usage
I've been using builds similar to the Mo/Me WoH Monk build and I feel this is a really good variant of it. I've tested it a few times in FoW and found that the 2-monk balanced party really liked it. I've also used it in a B/P UW Tombs run up to the end. This build has decent spike healing power and Recuperation supplements times when the team takes minor damage. Some skills can be swapped, but this build includes many monk essentials: healing power, hex removal (or condition removal) and a resurrection spell. Hex removal is usually preferred for this build in FoW. It has an added bonus of a heal regen for the entire party including pets and minions.


 * Recuperation is a binding ritual spell from the Ritualist secondary. It is the main skill used in this build. It is maxxed out to 12 ranks to get the +3 health regeneration. It's like Mending for the whole team, including pets and minions! It should be cast at the start of a battle and will last for 39 seconds, or when the spirit dies. Make sure it is out of harm's reach farthest from where battle is brewing. At rank 12, recuperation has a 45-second recast so there will be a 6 second downtime. Make sure that if the battle hasn't ended, don't get caught casting it while a team member is taking serious damage. Allocation of points to this skill obviously brings the other attributes a little lower but the +3 health regen while the whole team is being pounded on can soften the urgency of spike healing everyone. It stacks with Healing Breeze and Mending.


 * Word of Healing (Elite) is the primary spike heal spell used in emergencies when party members' health drops below 50%. When low on energy, judge the damage on some party members. You can wait to cast it until each party members' health drops below 50% every 4 seconds to regain energy. Otherwise, use the other three backup heals.


 * Orison of Healing as a basic healing spell for all party members when Word of Healing is recharging. Also acts as a backup self heal if Healing Touch is disabled or additional self-healing is needed. Dwayna's Kiss is an alternative heal other ally spell in this slot if you feel you are fairly good at avoiding taking damage yourself. It's a good alternative if there is a bonder in the group and can match the healing power of WoH.


 * Reversal of Fortune is a good backup heal especially on tanks that are getting beat on. Even at 3 ranks of Protection Prayers, you still gain a decent heal bonus due to Divine Favor.


 * Healing Touch is for self heals and should never be used on melee party members since monks should always stay at the back lines to avoid getting beat on.


 * Remove Hex is essential since some hexes can shut down a team completely. Use it to remove Spiteful Spirit from tanks and other damage dealers in FoW. Mend Ailment is also an alternatinve in place of Remove Hex and can be used on self and others, making it an easy choice. An alternative to Mend Ailment is Mend Condition, which has the big advantage of having only 2 seconds recharge time except you can't use it on yourself. You usually want to coordinate with the other monk in the party which type of removal (hex or condition) to bring.


 * Heal Party is a huge emergency heal for when the whole party is taking damage. With a high energy cost, use it sparingly. Heal Party is very useful for areas with heavy health degeneration such as poison, disease and degen hexes.


 * Rebirth is the resurrection spell of choice for PvE, hands down. Party members often die in dangerous areas and would easily be killed again if resurrected at the place they died. Rebirth teleports the body to the caster's safe location. Be warned as this skill consumes your total remaining energy, do not use in combat.

Counters
Recuperation is a spirit so it is vunlerable to attacks. The 3-second cast time can be dangerous if cast during battle. Because you give up a bit of healing power, Recuperation is a must to have up at all times to supplement healing. When it gets interupted, you have to rely on your 5 energy heals to keep your party alive until Recuperation can be cast again.

Variants
Mo/Me WoH Monk build