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I find that no one really need blessed signet, so I would replace it either with essence bond or Zealot's fire for a little damage, since the 55 constantly recasts his spells anyway.
- Dont use Zealot's Fire as it will make the enemies run away from you towards the precious lil SS! :( 24.67.132.80 22:43, 23 November 2007 (CET)Wynne
[edit] Enchanting Weapon for the SS
Blood Ritual, Awaken the Blood, Sympathetic Visage and Ancestor's Visage are all enchantment spells, and can benefit from a "caster weapon" like the Totem Axe or a staff with an enchantment wrapping. With 10 points in Illusion Magic and a +20% enchanting weapon, SV and AV can be kept up indefinitely (energy permitting); this is very helpful for inexperienced 55 monks because it will virtually eliminate dangerous interrupts from Grasping Darknesses and Bladed Aatxes. Many 55 monks still expect the SS necro to assist in killing Dying Nightmares, so a max-damage wand or staff should be equipped in the necro's primary or secondary weapon set. 68.212.113.116 07:07, 3 August 2007 (CEST)
[edit] Alternate Builds
I run the following alternate builds in UW:
10 + 3 10 + 3 8 + 3 + 1 4 + 3 7 Core Monk. Protection Prayers 12 Protective Spirit Enchantment Spell For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 42 Health. Core Monk. Healing Prayers 13 Healing Breeze Enchantment Spell For 15 seconds, target ally gains +8 Health regeneration. Target ally gets healed for 42 Health. Core Monk. Divine Favor 13 Spell Breaker Elite Enchantment Spell For 15 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 42 Health. Prophecies Warrior. Tactics 7 Bonetti's Defense Stance For 8 seconds, you have a 75% chance to block melee and projectile attacks. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill. Prophecies Monk. Divine Favor 13 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 32% longer. You get healed for 42 Health. Core Monk. Healing Prayers 13 Mending Enchantment Spell While you maintain this Enchantment, target ally gains +4 Health regeneration. Target ally gets healed for 42 Health. Prophecies Monk. Divine Favor 13 Watchful Spirit Enchantment Spell While you maintain this Enchantment, target ally gains +2 Health regeneration. That ally is healed for 160 Health when Watchful Spirit ends. Target ally gets healed for 42 Health. Prophecies Monk. Smiting Prayers 7 Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 42 Health. |
With Healing Prayers at 13, maintaining Mending and Watchful Spirit gives the 55 monk a nice +6 health regen before casting Healing Breeze. This is helpful for fighting Terrorweb Dryders, because they cause burning (-8 regen). It also provides a slightly bigger "safety net" in case Breeze gets interrupted. The points in Smiting and Tactics are to give Bonetti's a decent duration of 7, and to quickly regain adrenaline from Balth's so Bonetti's recharges faster. The downside is that this build has 4 maintained enchantments (0 energy regen) and does not include Blessed Signet, so the 55 monk needs the SS's Blood Ritual for energy during setup, or if the monk's enchantments get stripped.
Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Prophecies Necromancer. Curses 16 Spiteful Spirit Elite Hex Spell For 21 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 37 shadow damage to that foe and all adjacent allies of that foe. Prophecies Necromancer. Curses 16 Desecrate Enchantments Spell Target foe and all nearby foes take 64 shadow damage and 21 shadow damage for each Enchantment on them. Factions Necromancer. Curses 16 Reckless Haste Hex Spell For 12 seconds, target foe and all adjacent foes are Hexed with Reckless Haste. While Hexed, they attack 25% faster but have a 50% chance to miss with attacks. Factions Mesmer. Illusion Magic 10 Ancestor's Visage Enchantment Spell For 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. Prophecies Mesmer. Illusion Magic 10 Sympathetic Visage Enchantment Spell For 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. Prophecies Necromancer. Blood Magic 4 Blood Ritual Enchantment Spell For 10 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. Core No Profession. Unlinked Resurrection Signet Signet Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. This Signet only recharges when you gain a morale boost. |
The SV+AV SS build has been floating around in various forms for a while now so this doesn't need much explanation. I noticed that some 55 monks complain when I use Reckless on all the mobs since it causes them to miss, depriving the monk of energy, so I usually save Reckless for the Smites. With a Totem Axe or something, Blood Ritual lasts for 12 seconds and SV/AV lasts for 9.6 (rounded up to 10?) so you can keep one of the Visage enchants on the monk all the time. M477 16:58, 3 August 2007 (CEST)
- See variants. –Ichigo724
17:05, 3 August 2007 (CEST)
Core Monk. Protection Prayers 14 Protective Spirit Enchantment Spell For 22 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 45 Health. Nightfall Dervish. Earth Prayers 10 Mystic Regeneration Enchantment Spell For 15 seconds, you have +3 Health regeneration for each enchantment (maximum of 3) on you. Core Monk. Divine Favor 14 Spell Breaker Elite Enchantment Spell For 16 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 45 Health. Prophecies Monk. Divine Favor 14 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 33% longer. You get healed for 45 Health. Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 45 Health. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 45 Health. Core Monk. Divine Favor 14 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 23 energy in this way. Core No Profession. Unlinked Optional Optional Optional. |
This is the one I always use Mystic is much better than Healing breeze and mending put together, so it has space for essence and one more optional skill, the down side is no archane echo
Federal Panda
- I run Mystic Regen, too - the optional skill I use is Veil of Thorns in case an aatxe wants a taste of the necro.
- SoA for tanking bigger pulls. Tain 23:25, 2 November 2007 (CET)
- Why using 10 on earth prayers? with only 8 it will give +3 for each enchant the same as with 10
Nightfall Dervish. Earth Prayers 8 Mystic Regeneration Enchantment Spell For 13 seconds, you have +3 Health regeneration for each enchantment (maximum of 3) on you. Core Monk. Protection Prayers 13 Protective Spirit Enchantment Spell For 21 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 51 Health. Nightfall Monk. Protection Prayers 13 Shield of Absorption Enchantment Spell For 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 51 Health. Core Monk. Divine Favor 16 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 25 energy in this way. Core Monk. Divine Favor 16 Spell Breaker Elite Enchantment Spell For 18 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 51 Health. Prophecies Monk. Divine Favor 16 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 37% longer. You get healed for 51 Health. Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 51 Health. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 51 Health. |
This is the one I use, works pretty well, with a Totem Axe I can keep SoA allways up so I will hold double mobs of smies and other larger mobs, I also get 28 secs of SB which is enough to change to a ranged wep and kill 2 nightmares(I have the ranged customized for more dmg).
- By switching headgear, you can cast your Blessed Aura with 16 Divine and then switch to get 14 Prot. Unless you have the 14 Prot, you actually CAN'T keep SoA up constantly - it's close and I'm sure it's enough for most situations, but it's not constant and I'd rather have constant SoA and longer PS than 1 second longer duration on SB. But yes, you're right about Mystic Regen... better to keep it at 8 and bump Divine up another point. Tain 07:05, 6 November 2007 (CET)
Thought of another version:
Core Monk. Protection Prayers 14 Protective Spirit Enchantment Spell For 22 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 51 Health. Nightfall Monk. Protection Prayers 14 Shield of Absorption Enchantment Spell For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 51 Health. Core Monk. Divine Favor 16 Blessed Signet Signet For each Enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 25 energy in this way. Core Monk. Divine Favor 16 Spell Breaker Elite Enchantment Spell For 18 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 51 Health. Core Monk. Healing Prayers 8 Mending Enchantment Spell While you maintain this Enchantment, target ally gains +3 Health regeneration. Target ally gets healed for 51 Health. Prophecies Monk. Divine Favor 16 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 37% longer. You get healed for 51 Health. Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 51 Health. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 51 Health. |
A weird way to work it but it in theory works, still have to do some testing having a +1 divine and recasting blessed aura until u get a 38% longer and the 20% wep you can really have soa allways up so no need of spending points on earth(have to spend on heal because of mending to counter the bleeding) anyone knows of a better way to counter bleeding? can put also blessed sig out and add other skill that may be more useful. Commentary appreciated.
i'd use this:
Nightfall Dervish. Earth Prayers 8 Mystic Regeneration Enchantment Spell For 13 seconds, you have +3 Health regeneration for each enchantment (maximum of 3) on you. Core Monk. Protection Prayers 13 Protective Spirit Enchantment Spell For 21 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 51 Health. Nightfall Monk. Protection Prayers 13 Shield of Absorption Enchantment Spell For 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 51 Health. Core Monk. Protection Prayers 13 Shielding Hands Enchantment Spell For 8 seconds, damage received by target ally is reduced by 16. Target ally gets healed for 51 Health. Core Monk. Divine Favor 16 Spell Breaker Elite Enchantment Spell For 18 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 51 Health. Prophecies Monk. Divine Favor 16 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 37% longer. You get healed for 51 Health. Prophecies Monk. Unlinked Essence Bond Enchantment Spell While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 51 Health. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 51 Health. |
SoA & SH will protect you from damage, Mystic Regen will counter the degen.
Dre 12:48, 17 March 2008 (EDT)
[edit] rebirth
why rebirth, if the ss dies i count the run as over in UW,i mean essence bond would be a much better use of a slot
Agreed i think that rebirth will do you no good, if the SS dies the Monk cant kill on his own, and if he uses rebirth the SS will spam in the location of the monk, getting killed by the creatures the monk was aggroing, rebirth should be replaced by essence or resurection signet which makes the SS resurect at the place of his death giving him the oportunity to run away from aggro. Federal Panda
Kite away and rez -_-'--Relyk 06:08, 28 November 2007 (CET)
Essence is overkill anyway if Balthazar's Spirit is brought. Save that slot for shielding hands or SoA (Shielding Hands preferably if Blessed Aura is 35% it'll only be down about a sec this way). Now as a disclaimer, I only 55 the UW and one other area ;-)...maybe essence is necessary in other parts...but not in UW. This is what I use since the double Mystic nerf:
Core Monk. Protection Prayers 13 Protective Spirit Enchantment Spell For 21 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 48 Health. Core Monk. Protection Prayers 13 Shielding Hands Enchantment Spell For 8 seconds, damage received by target ally is reduced by 16. Target ally gets healed for 48 Health. Core Monk. Healing Prayers 8 Healing Breeze Enchantment Spell For 15 seconds, target ally gains +7 Health regeneration. Target ally gets healed for 48 Health. Core Monk. Divine Favor 15 Spell Breaker Elite Enchantment Spell For 17 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 48 Health. Core Mesmer. Inspiration Magic 8 Mantra of Resolve Stance For 62 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 7 Energy or Mantra of Resolve ends. Prophecies Monk. Divine Favor 15 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 35% longer. You get healed for 48 Health. Core Monk. Healing Prayers 8 Mending Enchantment Spell While you maintain this Enchantment, target ally gains +3 Health regeneration. Target ally gets healed for 48 Health. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 48 Health. |
This build can successfully do the dryder quest (18 dryders) which is the biggest challenge in the extended UW runChoytw 14:04, 22 May 2008 (EDT)
[edit] 130 Variant?
I was wondering if the 130 Dervish build could be used as a variant for this and or FoW? Like by maybe changin some skills on the 130 to be very invincible or something lol.just a simple question
- 10 prot
- 12+3+1 scythe
- 6+3 mysticism
- 5+3 Earth
Would work, but would go slow, bring mystic and eremite's maybe.--Relyk 06:07, 28 November 2007 (CET)
- Note that enchantments have a high priority and this build has no protection against removal. -Jujin 18:14, 6 January 2008 (EST)
- and don't you break aggro while attacking? or at least it is possible to break aggro, at least that's what i thought...
What if you used SV with the necro? Would that work? Just change around the attributes? Also, the build i use with my necro works just as well this is it.
--Fire
Tock 12:52, 6 January 2008 (EST)
No, it wouldnt work with Spoil Victor As SV only damages one target. And eventually creatures will get below 55H so they won't take any damage anymore. (Unless you bring IP or Empathy ofcourse.) Brandnew 04:55, 19 February 2008 (EST)
- Pretty sure everything in UW has Natural Regen, i know Aataxes do for sure... IcyFiftyFive 13:16, 16 March 2008 (EDT)
[edit] Farming Spots?
Question, i know this build is used for farming most of UW, but are there any other farming spots? DoA i think, a list would be pretty nice =P
- SH/SoA is betters.--
aesthetic
- There's degen in UW. You can always take HB+SoA. Dragnmn talk cont 12:22, 23 April 2008 (EDT)
very good team and always farm faster then a SF assa after the nerfFritz.1979 04:29, 7 July 2008 (EDT)
Hey, I find that my necro build works well for UW and UW HM with a 55 monk..
Describe the build.
Nightfall No Profession. Sunspear rank Sunspear Rebirth Signet Signet Resurrect target dead party member at your location with full health and 10% energy for each Sunspear rank you have attained. This signet can only be used once per mission unless recharged by a morale boost. Factions Necromancer. Curses 16 Defile Enchantments Spell Target foe and all nearby foes take 64 shadow damage and 21 shadow damage for each Enchantment on them. Prophecies Necromancer. Curses 16 Insidious Parasite Hex Spell For 16 seconds, whenever target foe hits with an attack, you steal up to 47 Health from that foe. Prophecies Mesmer. Illusion Magic 9 Sympathetic Visage Enchantment Spell For 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. Factions Mesmer. Illusion Magic 9 Ancestor's Visage Enchantment Spell For 8 seconds, whenever target ally is hit by a melee attack, all adjacent foes lose all adrenaline and 3 Energy. Prophecies Necromancer. Curses 16 Spiteful Spirit Elite Hex Spell For 21 seconds, whenever target foe attacks or uses a skill, Spiteful Spirit deals 37 shadow damage to that foe and all adjacent allies of that foe. Core Mesmer. Unlinked Arcane Echo Enchantment Spell If you cast a Spell in the next 20 seconds, Arcane Echo is replaced with that Spell for 20 seconds. Arcane Echo ends prematurely if you use a non-Spell skill. Prophecies Necromancer. Blood Magic 3 Blood Ritual Enchantment Spell For 9 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. |
Alternate skills:
You can use Desecrate Enchantments if you have it, instead of Defile Enchantments
- While this may kill things faster, I find that the skills/routine I use kills them very fast and still leaves me with a full bar of energy at the end. In HM, I bring Defile Enchantments in place of Reckless Haste - since they already meet the cap on IAS.
Choytw ~~ Talk+ 10:59, 9 July 2008 (EDT)
- i tested that build with mesmer primary w/o insidious and replace with a mes energy managment and it works. anyone else ever use ss on mesmer primary? Mercon 10:33, 21 January 2009 (EST)
[edit] Please
Please add map,I want to know where I must go to farm:)
[edit] Best Possible 55 build for dual uw
Core Monk. Protection Prayers 14 Protective Spirit Enchantment Spell For 22 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 45 Health. Nightfall Monk. Protection Prayers 14 Shield of Absorption Enchantment Spell For 7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. Target ally gets healed for 45 Health. Core Monk. Protection Prayers 14 Shielding Hands Enchantment Spell For 8 seconds, damage received by target ally is reduced by 17. Target ally gets healed for 45 Health. Core Mesmer. Inspiration Magic 10 Mantra of Resolve Stance For 70 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 6 Energy or Mantra of Resolve ends. Nightfall Monk. Protection Prayers 14 Mending Touch Spell Touched ally loses two Conditions and is healed for 57 Health for each Condition removed in this way. Target ally gets healed for 45 Health. Prophecies Monk. Smiting Prayers Balthazar's Spirit Enchantment Spell While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 45 Health. Prophecies Monk. Divine Favor 14 Blessed Aura Enchantment Spell While you maintain this Enchantment, Monk Enchantments you cast last 33% longer. You get healed for 45 Health. Core Monk. Divine Favor 14 Spell Breaker Elite Enchantment Spell For 16 seconds, enemy Spells targeted against target ally fail. Target ally gets healed for 45 Health. |
This build is meant for 105hp, so that you can use a customized staff to kill nightmares, have higher energy than the traditional 55 set, 20% halves recharge on all spells (helps with spells breaker grealty), and 20% halves casting time on protection spells (less interupts), and have twice the hp, thus having twice as much time to react to degen. Your hp can actually be higher than 105 as well, as long as sheilding hands will reduce all damage to zero. The idea here is that you keep shielding hands or shield of absoprtion upon yourself at all times, in order to reduce all damage you take to zero, meaning that in the underworld you can handle as many goups as it is actually possible to aggro to one spot. The key to this build is efficiency. Other similiar builds based on shield of absorption and shielding hands require more energy to counter interupts and degen, thus are less dependable in situations with high interupts and degen, like anytime you aggro a bunch of graspings, aatxes, and coldfires. Other builds simply can't handle infinite enemies in uw, and need blood ritual between battles. In most situations, it is not even nessacary to remove conditions from yourself, or need any sort of regeneration from spells like healing breeze. Your health will slowly be going down, but every 10 seconds or so you will cast sheilding hands or shield of absportion, thus receiving the divine favor bonus, healing your self against the degen. My feeling on using heeling breeze instead of mending touch is that it requires attribute point investment in healing prayers, thus taking away from protection, divine, or inspiration. The lower protection and divine you have, the sooner enchantments expire on you, thus you use energy more often keeping them up. If you lower inspiration, you will need to cast mantra of resolve more often, and will also lose more energy when mantra of resolve blocks an interupt. That being said, mending touch is just as effective as healing breeze, but has many more benfits. Healing breeze also takes 1 second to cast, which mean you will lose more energy from mantra of resolve blocking interupts than a you would using a 3/4 casting time spell, which you rarely need to use anyways and cost 5 less energy. The only reason somebody would use healing breeze instead of mending touch is that it is easier for them, and they aren't concerned with being the best possible. Go ahead and ask what you want or say what you may, but I have run all 55 builds in uw, and know that this is the absolutely most effective and fastest build for a dual run with an ss necro. With this build, you should quickly ball up huge groups, then when the ss finishes killing, instantly run to the next group, as u dont need blood ritual as long as you focus on efficiency. Your ss necro shouldn't over use spells like sympathetic visage as they simply slow down the killing process, and unless you are tanking 3 groups of graspings by themselves, you will not need sv or av for protection what so ever. The idea to this build is being as fast as possible, so the necro should be focused with doing as most damage as possible also. I would always suggest tanking dryders seperately from other creatures, as most build are gonna have trouble staying alive with 10 degen, deep wound, and knock downs every 3 seconds.
- tl;dr - needs essence bond or you're gonna be in serious shit, for the same reason that 600s need essence bond. ··· Danny Does Drugs 18:45, 22 May 2009 (UTC)
- This build is not a theory, it does not need essence bond, and has the best energy management out of any 55 build for dual uw with an ss. 600's need essence bond cus they have to use 15 energy every ten second to stay alive, and this build needs 5 energy every ten seconds.
- using healing breeze, u only need 10 energy every 20 seconds--Relyk 19:28, 22 May 2009 (UTC)
- Yes, but you will also be spending more energy keeping protective spirit up, and much more energy on interupt protection, as you will be getting interupted more often and lose more energy from mantra of resolve, and having a shorter duration on mantra of resolve, meaning you need to spend more energy to keep it up. It is healing breeze 105 monks that get killed on a group of graspings, and slow the run down cus they need SV/AV like crazy and br after each battle. Also, Mending Touch is hardly ever even needed, I usually use it after I finish up with a group of bladed aatxes as 5 energy is cheaper than 10 energy for dealing with the long lasting bleeding and deep wound. In the end, you are going to use more energy using healing breeze than mending touch, and using mending touch gets you away from the habit of relying on regen when you don't need it at all, and allows you to invest your attribute points in the attributes you need them the most. And if you are refering to using a healing breeze based build, that does not count on constant damage reduction, then you are comparing a pistol to a machine gun. The basic healing breeze 55 build is for beginner 55's that take small number of enemies at a time. A 105 build like this one is for experienced 55's who can tank as many monsters as can be drawn to one location without them running back to there default location, meaning the ss can nuke 20+ monsters at once.