Aquatic benevolence + rune of the monk

Aquatic benevolence + rune of the monk

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Posted by: sminkiottone.6972

sminkiottone.6972

Has anyone tried it already ? I was thinking of getting the runes and try it in WvW but I’m not sure im doing the correct math.

full set of cleric + healing food + 25 stacks of life + 6 in water gives around 1865 healing power, aquatic benevolence + runes grant +35% healing to allies.

Now lets assume I do a simple combo to heal my allies :

Swap to water 1472(sigil) + 2848(attunement trait) + 418/s(regen)
Dodge roll(4275) + Geyser(4907) + Blast 2 times(2285*2)

In a time frame of 2/3 seconds I can heal my party for about 19k hp + 2 conditions removed, after that I could also use healing rain + eruption and other ppl blasts making the healing done even better. It looks too good to be true.

Build :
http://gw2skills.net/editor/?fFAQFAWnMISLD25AWOArEGIEwIvBWANwRBgyhgSwKA-TFyDAB2o+TRK/K+CAcqSwBM/90+DnoDAgHAApA+WZE-w

(edited by sminkiottone.6972)

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Posted by: Fuzzion.2504

Fuzzion.2504

It might make sense for a staff ele in a zerg/blob fight.

For classicDnD, with 500+ healing can burst heal in that 2/3 seconds around 10k for a small aoe radius.

I once did try 2000 healing for fun and it was pointless for the dnd. I like 500 to 700 healing for dnd.

Fuzzionx [SF]
Guest member of [LOVE]
JQ official Prime Minister

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Posted by: Hackuuna.4085

Hackuuna.4085

I have this build fully geared and maxed out running 2070 healing power. It is incredibly effective in WvW and especially in a proper 5 man group composition that doesn’t contain SA thieves or PU mesmers. It is quite arguably one of the most powerful small man builds out there, but very few people have tried it. I have been running this build since the april patch, and was running cleric heals in small mans for about a year before that.

Your numbers are actually a little off from what really happens. Keep in mind that in WvW there is also a small healing bonus that everyone gets (typically 3-6% depending on how many points your server has, which you can see when you hover over the WvW icon at the top to show all realm bonuses) which also adds to your output. All healing bonus modifiers are additive.

At 1865 healing power and 40% heal bonus (let’s assume your realm has 5%):
-Attunement swap and dodge roll heal for 4434 each
-Soothing mist ticks for 243/s
-Regen ticks for 508
-Geyser heals 5352

What it ends up doing is providing massive sustain for your group and is extremely hard to kill. If you maximize the use of your heals you are effectively providing 15k healing every 10s to your party, without even taking into consideration water blasts, geyser, or healing rain regen.

When I run this I tell my party members to go as glassy as they can because I want people that can kill quickly while I provide all of the sustain and cc. It works very well but it takes people who are aggressive and experienced at running with this role present in their party to really maximize the use of it.

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Posted by: sminkiottone.6972

sminkiottone.6972

Thanks hackuuna, now I only need to farm ascalonian catacomb till I get those 720 tears <.<… at least now I know it’s worth it.

I used to love running 2/3 man groups with my full cleric ele, it was very effective but now with that much more healing output I can really see it shine ! the only thing that I really dislike is the lack of info about healings done in the combat log :S did they improved it ?

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Posted by: Hackuuna.4085

Hackuuna.4085

Yeah, there is no logging at all for healing. Your ideal party members are going to generally be ones that can bring group cleansing (shouts warrior/guardians and necros) and bring lots of damage pressure like shatter mesmers, greatsword warriors, condi necros or engies, power necros, s/d or d/d eles.

The idea is that these classes usually have to back out when feeling pressure but you can provide that extra oomph of healing to let them stay and kill things. In that sense, your zerker buddies are going to be doing support with damage and utilities while you provide healing sustain along with cc and protection.

Every single group I’ve run it with loved it and it allowed us to take on much greater numbers. As a 2/3 man group you will probably be able to take on 5-6 if the 2 people with you can kill effectively.

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Posted by: Rainshine.5493

Rainshine.5493

I have this build fully geared and maxed out running 2070 healing power. It is incredibly effective in WvW and especially in a proper 5 man group composition that doesn’t contain SA thieves or PU mesmers. It is quite arguably one of the most powerful small man builds out there, but very few people have tried it. I have been running this build since the april patch, and was running cleric heals in small mans for about a year before that.

Your numbers are actually a little off from what really happens. Keep in mind that in WvW there is also a small healing bonus that everyone gets (typically 3-6% depending on how many points your server has, which you can see when you hover over the WvW icon at the top to show all realm bonuses) which also adds to your output. All healing bonus modifiers are additive.

At 1865 healing power and 40% heal bonus (let’s assume your realm has 5%):
-Attunement swap and dodge roll heal for 4434 each
-Soothing mist ticks for 243/s
-Regen ticks for 508
-Geyser heals 5352

What it ends up doing is providing massive sustain for your group and is extremely hard to kill. If you maximize the use of your heals you are effectively providing 15k healing every 10s to your party, without even taking into consideration water blasts, geyser, or healing rain regen.

When I run this I tell my party members to go as glassy as they can because I want people that can kill quickly while I provide all of the sustain and cc. It works very well but it takes people who are aggressive and experienced at running with this role present in their party to really maximize the use of it.

Stop making me want to get back into WvW …

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Nabuko Darayon.9645

Nabuko Darayon.9645

I have this build fully geared and maxed out running 2070 healing power. It is incredibly effective in WvW and especially in a proper 5 man group composition that doesn’t contain SA thieves or PU mesmers. It is quite arguably one of the most powerful small man builds out there, but very few people have tried it. I have been running this build since the april patch, and was running cleric heals in small mans for about a year before that.

Your numbers are actually a little off from what really happens. Keep in mind that in WvW there is also a small healing bonus that everyone gets (typically 3-6% depending on how many points your server has, which you can see when you hover over the WvW icon at the top to show all realm bonuses) which also adds to your output. All healing bonus modifiers are additive.

At 1865 healing power and 40% heal bonus (let’s assume your realm has 5%):
-Attunement swap and dodge roll heal for 4434 each
-Soothing mist ticks for 243/s
-Regen ticks for 508
-Geyser heals 5352

What it ends up doing is providing massive sustain for your group and is extremely hard to kill. If you maximize the use of your heals you are effectively providing 15k healing every 10s to your party, without even taking into consideration water blasts, geyser, or healing rain regen.

When I run this I tell my party members to go as glassy as they can because I want people that can kill quickly while I provide all of the sustain and cc. It works very well but it takes people who are aggressive and experienced at running with this role present in their party to really maximize the use of it.

I like your way of thinking!

~ King Arian and Isabella of [EG] ~

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Posted by: sminkiottone.6972

sminkiottone.6972

I’ve updated the lik of the build with the sigil of benevolence, instead of life.

With 1619 healing power and 52.5% healing bonus:

  • Dodge roll heals for 4454 (+20 hp)
  • Attunement swap heals for 1513(sigil) + 3220(attunement) = 4733 ( + 299 hp)
  • Regen ticks for 506/s ( – 2 hp/s)
  • Soothing mist ticks for 245/s ( + 2 hp/s)
  • Geyser heals for 5547 (+ 195 hp)
  • Blast heals for 2506 (+ 136 hp)

It looks like it’s a bit better, a combo of swap + dodge + geyser + 1 blast will give + 650 hp to allies, not a huge difference but still. The problem is that I will heal myself for less…

Today I should be able to buy the runes and I will test with both life and benevolence to see what the best for me.

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Posted by: Hackuuna.4085

Hackuuna.4085

Today I should be able to buy the runes and I will test with both life and benevolence to see what the best for me.

I used to run with Benevolence but then I sat down one day to test which would be better. In the end, with my build Benevolence would end up giving something like 30 to 60 more healing to allies on a 4.7k dodge roll while I would lose a personal 200 on that dodge roll.

With those numbers I decided to stick with sigil of life over benevolence. In reality, benevolence loses effectiveness because of the WvW healing buff that I mentioned earlier and because it’s meant for builds with poor healing power scaling, which ele is definitely not one of. I can post the math if anyone is interested.

(edited by Hackuuna.4085)

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Posted by: Rainshine.5493

Rainshine.5493

I would like to see the math, just to educate myself

So you run this without sigil of energy. Hmm. I feel like I rely on that so much it’d be hard to give up.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: Hackuuna.4085

Hackuuna.4085

I personally run with sigil of energy and life.

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Posted by: Hackuuna.4085

Hackuuna.4085

In our current matchup there is a healing modifier that is at 6% (hover over the WvW icon at the top of the screen to see the modifier). That means the full heal build is getting 25% + 10% + 6% + 12.5% for a total of 53.5% increase to heals for allies and 6% heal to yourself. Unfortunately the amount you gain from the additional 12.5% is not worth the 250 heal power to eles.

As an example, at 1766 heal power with 53.5% bonus (add 250 for life stacks, so 2016 with 41% bonus) you can expect:

Soothing mist
Benevolence stacks: heal allies 258/s, heal self 178/s
Life stacks: heal allies 255/s, heal self for 191/s.

Healing wave
Benevolence stacks: heal allies 4709, heal self 3252
Life stacks: heal allies 4678, heal self 3517.

All of these numbers were verified in game and work exactly as calculated assuming a 6% wvw modifier (obviously this is much lower early in the matchup).

With no healing modifier (0% WvW bonus):

Soothing mist
Benevolence stacks: heal allies 248/s, heal self 168/s
Life stacks: heal allies 244/s, heal self for 181/s.

Healing wave
Benevolence stacks: heal allies 4525, heal self 3068
Life stacks: heal allies 4479, heal self 3318.

Trading ~8.1% self heal for ~0.7% heal to others is a no brainer. Life stacks > benevolence stacks.

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Posted by: Rainshine.5493

Rainshine.5493

Thanks so much for typing all that up

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)

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Posted by: sminkiottone.6972

sminkiottone.6972

Yeah, I did some tests and yes, I prefer the sigil of life ove benevolence, as other have said it’s not worth that extra healing to others compared to what you can get for yourself, because in the end ele will always be the target and it needs the extra sustain.

I will stick with sigil of life + energy, the +250 healing power are more usefull and the extra dodge is always apreciated

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Posted by: Rainshine.5493

Rainshine.5493

Have any of you run the numbers taking Sigil of Renewal over Life (with Energy as the second)? Apparently it has a .4 healing modifier and 9-second internal cooldown.

My line of thinking is a) stacks suck if you get downed but more importantly b) this will affect your heals when you’re NOT in water. IE if I need to swap to another element, I am still potentially healing my team.

Ruse Torrent (elementalist) on JQ
trixnotes tumblr: quick hits of lore | personal tumblr (some other GW2 stuff)