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Content


„Effective Monking”


Good healers not only know when to heal, but when not to heal.

Guide to Effective Healing: Part 1.

1. Your job is to keep people alive.
2. You are the most important person to keep alive, short of possibly another healer on your team that's better than you.
3. You will more than likely face 6 damagers.
4. It is impossible to outheal the total dps of 6 good damagers over a long period of time without losing teammates.
5. Knowing and accepting that it is impossible to outheal 6 good damagers for a long period of time means you're on your way to effective healing.

Now you're probably thinking, "How can I keep people alive without outhealing the DPS of my enemies?"

The answer is found through realizing the following:

1. The only health point that matters is the last one. The rest is a buffer. Until that last hitpoint is lost, that person is 100% effective.
2. When an ally is not taking damage, that ally's health is simply a statistic; it is a measure of how large the character's buffer is, and is of no importance to you until the ally begins to take damage again.
3. Understanding this means that you no longer have to outheal the enemy's DPS. You only have to maintain your ally's health buffer to the point to protect his last hit point.

This basically means that you will have to let some damage slide. For every bit of damage they do that doesnt kill one of your team mates and you dont heal back, they wasted an attack. YOu have just profited energy by NOT healing someone that didn't need it because they were no longer in danger of losing their last hitpoint. If, by the end of the match, you have all 7 other party members alive and all of them are at half health, your party's capability to deal damage is the same as if they were at full health. With 1 player dead, your party's capability to do damage is reduced as well as its capacity to reduce the enemy's DPS.

Now that you have these concepts mastered, all you need to do is apply the following:

1. Consider a party member with their last hitpoint not in danger to be 100% alive. They are not less effective with less health. Do not heal them unless they need it.
2. Only heal yourself if you are taking damage.
3. If you are not taking damage, only heal yourself if your last hit point is in danger.
4. Only heal a party member that is taking damage.
5. If the party member is damaged but is low enough to where his last hit point is in danger, heal them only enough to where their last hit point is no longer in danger of being lost.
6. Do not heal someone else if it means you will die, unless its that other healer and he's better than you at healing.

This all being said, remember to take spike damage into consideration and know that your tactics in regards to this information changes greatly depending on both you and your enemy's unique builds. This section of the guide will focus on specializing in primary healing, including the effective uses of spike healing, kiting, and energy management. Understand that this guide applies to a large percentage of healers, but doesn't fit every single build, so don't send me hate mail because it doesn't agree with Joe Shmoe's trick of the week. This guide can be applied to the aggregate, long term success of healing... the kind of skills that won't become outdated with balance changes and passing trends.

So... what is a primary healer?

To put it simply, the primary healer's job is to take someone at very low health and put them back in the safe zone. Mostly, a primary healer deals with reactive healing, or healing an ally after they have taken damage. Proactive healing is (depending on the build) usually the job of the secondary support healer.

Build Development and Skill Choices

One of the many misconceptions about builds is that you have to use all eight of your skills all the time. Each skill should be used under a certain condition, not just tossed about and wasted. To exercise this, we'll discuss one of my favourite things, "Infuse Arena" (coined by me).

Infuse Arena:

Infuse Arena is the best and simplest training you can get as a healer. Why? Because most of the time you are the only healer, whereas in Tombs, you can rely on other people. In Arena, you have no control over your party's skill, and that's a good thing for learning how not to depend on other people. Unless you heal with great efficiency, you and your team are going to get mowed. Using Infuse Arena, you will fail at a certain point, but you will learn as much from the failure as you will from mastering the techniques that brought you your victories.

Here are the basic steps of "Infuse Arena":

Step 1: Put only Infuse Health and Heal Touch in your skill bar. Go into Arena. You will learn very quickly when and when not to use Infuse:

- If you Infuse when your ally's health is too high, you're going to run out of energy and health too soon, and then you're going to die.
- If you Infuse while the enemy's DPS hitting you is greater than the amount that you can heal after casting infuse, you're going to die.
- If you kite improperly, you're going to die. This means knowing when not to kite as well, such as after the pursuing warrior train taps Sprint.

Once you practice enough to not make the above three mistakes, you should do quite well with it. The last time I played Infuse Arena, I went 17-3 with 8 flawless victories. What should this mean to me? That 85% of the time, I only needed to use two skills to keep my team alive for the full duration of the match.

What this should also tell you is that ~15% of the time, those two skills couldn't keep you and your team alive. That brings us to Step 2.

Step 2: Find out why you died. If the reason doesn't fall within those three mistakes above, then it should mean that the reason for your loss was because of something outside of the limited control that the two skills provided for you. Let's look at what should have caused you to fail.

- Conditions, Degen and Snares
- Hexes: Degen, Shutdown, and Snares
- Interrupts
- Focus fire for a long period of time

Now that you no longer die to stupid mistakes, and you know what the counters to your build are, you can move to Step 3.

Step 3: Break Arena. Bring one skill for each of the reasons for which you failed: one condition removal, one (fast) hex removal, and one cheap proactive healing/protection spell that counters focus. Guardian is a good choice.

Guess what? You now have a stupid-simple build that counters 99% of anything that could get handed to you or your team in Arena using only 5 skills. However, something that you should not forget is that very first rule that we learned: 85% of the time, you don't need to use the other skills unless it becomes absolutely necessary. That means that, until the point where using one of those skills becomes more important than infusing and heal touching, you shouldn't use them. Your casting time and energy are better spent on quick, reactive healing than other distractions. The rest of the skill bar is up to you, but for the purpose of learning, you shouldn't need them.

In closing...

- Understand that Arena is not the same thing as GvG or Tombs. Having four more people on a team can double or triple the amount or longevity of the DPS floating around, and you need to take that into consideration.
- When there is more than one Monk, build necessities change, but the concepts behind them do not. Understanding your unique role and bringing the necessary skills to counter failure is the key to success.
- In 8-player teams, only one person needs to bring Infuse, but if you have great communication or detailed build plans, more than one person can bring it.
- Don't complain about Infuse Health. If you really, really like Heal Other, by all means use it. Know that it has three times the casting time of Infuse and deals 2/3 as much health, meaning you have to use it while your ally is at around 50% health, and you lose versatility. Basically, if you don't have Infuse on your bar, don't complain if people die while you're in the middle of casting something.
- Infuse Arena can be substituted with any two skills. I've used combos such as HO/RoF, Orison/Guardian, DK/Touch, and a few others but nothing compares to the time allowance and versatility of Infuse.

Happy Infusing!

*** This article was written by Citizen and because it's wonderful guide for Monks i decided to post it here so everyone could know how to heal. ;)


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