Quote:
Originally Posted by kais
wouldnt some sort of energy management be good?cuz dont you run out of energy after a while?
as for holy veil, i think you should always have hex removal, unless the monks specialize( 1 is condition removal/prot, another hex removal/heal for example). and holy veil is the best hex removal, faster casting time than remove hex and faster recharge than smite hex. its always nice to take out a hex or two, even if you dont remove them all.
My stance on hex removal is, "Why bother, it's a PITA to cast Veil, remove it, and the hexes will just get reapplied anyway. I'll just heal right through." Others may disagree :|
Channeling would need you to get close(r) to the monsters. Mmm, deadly. If you use a Mo/Me for the Mantras, ask a Necromancer to bring Blood Ritual instead.
This is what I've been running on my Mo/N for Barrage/pet groups (and it's worked fairly well with minimal energy issues, although I don't use WoH):
15 Healing
10 Divine
10 Blood
Orison of Healing
Dwayna's Kiss
Healing Breeze (anti-burning, use sparingly)
Heal Other
Heal Party (use sparingly)
Heal Area (self-heal if things turn ugly and a Grasp has broken through both the wall of undead summons and the dancing Rangers)
Rebirth
Offering of Blood (spam this)
Wow, I need to stop replying to this thread...