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  1. #21
    Community Member Lynxmark's Avatar
    Join Date
    Nov 2009
    Posts
    33

    Default monk healing

    I wonder what this build is gonna mass heal for using monk finisher?

  2. #22
    Community Member
    Join Date
    Oct 2009
    Posts
    1,187

    Default

    Monk finisher is bugged to use character level rather than class level, so 3 Monk is viable, provided that you are actually using Monk weapons. Also, you can use Paladin combat abilities like Divine Sacrifice and Smite without breaking your Monk combo.

    Superior Ardour potions are also currently bugged to provide 75% bonus rather than 50% bonus to first level healing spells *and* Healing Ki.

    Paladin healing amplification from Hunter of the Dead, Monk healing amplification, Paladin Devotion all stack towards spamming fists of light/healing ki to keep yourself healed with no need for a shrine. Might try using Human rather than Halfling for even more Healing amp, and allowing more Strength. (the bracers from the pirates pack provides extra healing amp, provided that you are in fire stance).

    However a Healing Amplification build can be very tough to build even with 32 points - the Solar Phoenix is 36 points and uses tomes.

    Mind, that's with a Rogue level and investment into trap-skills. With a couple levels of Fighter you can accommodate Intimidate into a Healing amp build, but note that you would be relying on your self-healing capacity rather than AC/DR.

    I have tried just mixing Paladin/Monk up to level 8 - the amplified self-healing is very nice, and the ridiculous saves have allowed him to brush off any traps that PUGs insist on triggering. But I dislike having to use Fire stance as my main combat mode, as a whole the build feels much slower and relies on my twitch skills less than a pure monk or a Clonk.

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