Have a baby human monk.
Two questions.
Is fist of light worth it or am I better off going the other path
Also, With fist's of light, does the human and monk improved recovery increase the amount healed?
Crimson.
Have a baby human monk.
Two questions.
Is fist of light worth it or am I better off going the other path
Also, With fist's of light, does the human and monk improved recovery increase the amount healed?
Crimson.
Path of Light far, far, FAR outweighs the Path of Darkness. At least right now, anyways.
Fists of Light offers you a number of things:
1) by hitting an enemy with Fists of Light, it puts a reverse heal proc on that target. So consecutive hits for ... oh, I'd say about 20-30sec, will heal you at a rate of 1hp per hit.
Given the rate of attacks of either an unarmed monk or a Tempest monk, that really adds up. I'd have to say this is my #1 means of healing myself in a dungeon. Fights of Light on a trash mob with a lot of hps - and then heal myself up for free!
Also note, anyone in your party will also be getting free hps every time they hit your target with Fists of Light on it.
2) it opens up a slew of really good finishing moves, including group Blur (air-light-air) and a spell-reduction bonus (similar to the Spellsinger ability - water-light-water), just to name a few.
Light-light-light also does an AoE heal which gets better with monk level (1d4 + something like +1d4/2 monk levels).
And yes, both human and monk healing recovery bonuses stack. This will apply to your AoE heal finisher, and any other healing spells thrown at you (including any you might cast, in the event you have access to spells or wands via multiclassing).
You forgot fire-pos-fire which gives you bonuses to hit and damage, not as good, but deffinitely worth considering.
I have a stunning water monk at level 9.
I use fist of light more than stunning fist!!! Its a great move and I can usually keep myself completely healed with it.
It also heals your party members if they attack the same mob (I've watched to see if their hp bars go up and they do) and you can do the finishing move and get a group heal.
Yes, most people will say that until they make the effects of the Dark Path more powerful then going light is better. As other people have mentioned, it gives you access to the very nice Fist of Light attack/curse as well as the set of elemental/pos/elemental buffs which are very useful in e.g. boss fights for the group.
The pos/pos/pos finishing move (healing ki 1) is also helped by potency I and devotion I items - I have a superior potency I ring of concentration that I use on my monk that synergises well with my monk/human improved healing enhancements.
Yes. I have a 156% healing monk and I get 1 or 3 healing pts instead of the normal 1 or 2. I'll soon be respecing for 203% healing recovery which will give me 2 or 4 healing pts. recovered per hit. NiceAlso, With fist's of light, does the human and monk improved recovery increase the amount healed?
More like around 4-5 seconds. I get, on average, 40pts of healing from 1 fist of light - it tends to last around 2.5 complete attack chains so around 25 hits with gtwf.
Garth
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
Questions:
1. Fists of light effect all allies hitting the target - is that correct?
2. Willphase, what enhancements allow firsts of light do heal better?![]()
Was it over when the Germans bombed Pearle Harbor?
fist of light is WELL WORTH TAKING =)
if you're talking about whether the human/monk improved recovery effects the Curse of healing from Fist of Light, i can only say there's no way you'll see the difference unless you get to the point of +100% effeciency to positive healing (since it heals for like 1d3 per hit)
PS: Greensteel RUINED the game! and you all know it!
less buffing, more nerfing!!!
to make it easier for those of you that wants to avoid me in game, all my characters are in "Bladesworn Mercenaries"
yes it affects anyone successfully hitting the mob while the 'Curse of Healing' is in effect.
And by Fist of Light I presume you are refering to the curse of healing attack and not the Healing Ki 1 finishing move? The only thing that will help Curse of Healing is if the player hitting the mob has an improved recovery enhancement such as monk/human improved recovery or is wearing healing enhancement items such as the 20% bracers from Hound or shroud crafted item etc etc... Then the player wearing those items or having those enhancements will get a boost to the healing. However bear in mind that the Curse of Healing heals by default 1d2 so depending on what healing amp you have you will get different values:
No healing amp: 1 or a 2 (avg: 1.5)
<50% amp: 1 or a 2 (avg: 1.5)
50% or greater 1 or a 3 (avg: 2)
100% or greater 2 or a 4 (avg: 3)
and so on - this is why I went 56% healing enhancement (20% monk, 30% human) in order to get 1 and 3 healing from my Curse of Healing. I'm probably planning to upgrade to 102% (30% monk, 30% human, 20% Tempest Rune robe) which will give me avg 3 per hit soon.
Potency/Devotion/Lore items will not affect curse of healing since it's the curse healing you (i.e. the mob) not the person who hit the mob with the curse (if that makes sense).
Of course, If you're talking about Healing Ki 1 Finishing move, then potency/devotion/lore items do help - that finishing move is covered comprehensively in other threads though.
Garth
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
FoL is the ONLY path to take.
FoL is very worth it, just abotu any mob it can effect which is every thing you woudl be melleing but Harry & Sally, (has any oen checkd sorjek yet, my monk hasen;t bothered to get rdy yet since I liek icy more any way), you can with a decent AC monk solo them down while custantly fillign your HP upAlso great to same cleric SP in shroud part1 so nither cleric needs to stop to shrine on the way to part2 on a speed run.
Prophits of the New Republic-- Khyber--PnP Vetren of more years then I wish to admit
Desteria MoonStar-Sorc20--Mcgruf The Crime Dog-Dwarf Ftr12/Pal3/Rgr5Annibelle of the Woods-Rgr20--St.Fut H'Tennek-H-Orc Barb 20Kwaiii Chang Caine-Monk 20--Sandradee-Bard 3
Willphase, do me a favor and verify those numbers on the human and monk healing amp if you might be so kind. Ive been hearing the enhancment based healing amp is adding and not multiplicative as the others are. If that stacking issue is correct then on your next upgrade aim for a fleshmakers neck (will net you 202%) to go in conjunction with that OR 10% healing amp off the eldritch rune (will net you 211%. If the enhancments are stacking multiplicative talk to me in game please (Gatroyne).
For a WF, is FoL healing cut in half? If so, do WF monks find it worth it?
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The healing from monks is positive energy so the WF penalty does affect it.
Incorrect!
When I used the FoL finisher with my WF Monk, I saw a green number but it was of the pale green variety like when a Cleric heals a WF with less than 100% healing effectiveness.
Now, when I took the Monk and WF healing enhancements and Levik's bracers, my numbers are now the deeper colored green that signifies 100% or better heal/cure effectiveness.
See for yourself.
Prophits of the New Republic-- Khyber--PnP Vetren of more years then I wish to admit
Desteria MoonStar-Sorc20--Mcgruf The Crime Dog-Dwarf Ftr12/Pal3/Rgr5Annibelle of the Woods-Rgr20--St.Fut H'Tennek-H-Orc Barb 20Kwaiii Chang Caine-Monk 20--Sandradee-Bard 3
Prophits of the New Republic-- Khyber--PnP Vetren of more years then I wish to admit
Desteria MoonStar-Sorc20--Mcgruf The Crime Dog-Dwarf Ftr12/Pal3/Rgr5Annibelle of the Woods-Rgr20--St.Fut H'Tennek-H-Orc Barb 20Kwaiii Chang Caine-Monk 20--Sandradee-Bard 3