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Old Jan 10, 2008, 08:50 PM // 20:50   #1
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Default Monk Hero Energy Question....

Ok my monk hero atm has full survivor insignias and runes of vitae on him but no energy runes or insignias atall the only energy upgrade is his staff (Scar Eater) which gives him + 10 energy.

I also put [skill]signet of devotion[/skill] on him so he dosent waste other energy use healing skills on himself.

Now my question is do you feel 40 energy (the amount he currently has) is enough for him for overall all PVE?. Or would you suggest finding a staff with an extra 5 energy but only + 30 hp instead of + 60?

I generally use him as pure healier.

Healing prayers 12 + 1 + 1

Divine favour 12 + 1

Thanks.

Last edited by whufc89; Jan 10, 2008 at 08:54 PM // 20:54..
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Old Jan 10, 2008, 10:20 PM // 22:20   #2
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I usually /Ele my hero monk and give a glyph of lesser energy...

never have a prob w/ energy.
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Old Jan 10, 2008, 10:24 PM // 22:24   #3
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I have a feeling I'll get flamed, but I like to change my hero builds up constantly, just to see how they use different skills. Try giving them Peace and Harmony for lols, it's my weird monk-hero skill of the week. I feel it works well because heros will generally spam skills as soon as it recharged, especially monks in battle. 5 pips can be a God send.

[skill]Peace and Harmony[/skill]

Note that there are plenty of places where it cannot be used but I haven't had too much trouble, especially in normal mode. It's really a common sense thing on where to use and not use it. I never pay attention to my heros because my attention span is much, much too small to micro-manage heros. So far, my heal bot and prot bot use it disturbingly well and my deaths haven't gone up enough to prompt an early skill bar change.

Sometimes, Dunkoro would cast it on Talkora or my monk, which was nice of him. But I found he usually he wont unless you force him to. Worked alright at Abaddon's Gate NM.
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Old Jan 10, 2008, 10:31 PM // 22:31   #4
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Quote:
Originally Posted by Alex Morningstar
[skill]Peace and Harmony[/skill]
no comment as it has already been beaten to death previously....

As for the hero monks, I usually give mine Glyph of Lesser Energy from the ele line and dont have a problem with energy all that much. Also the energy usage will depend on which skill you put on their bar. If you put a whole bunch of spamable 10 energy skills on their bar, they are going to run out of energy really fast.
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Old Jan 10, 2008, 10:32 PM // 22:32   #5
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Channeling is a hero's best friend.
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Old Jan 11, 2008, 12:48 AM // 00:48   #6
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I've found that for most situations, the hench do just fine with monking. When I do bring heros, I usually use [skill]Glyph of Lesser Energy[/skill], it's simple enough and they use it decently well.
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Old Jan 11, 2008, 03:38 AM // 03:38   #7
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The only time my Monks Hero or Hench have serious energy deficiencies is usually when I do something stupid like aggroing too many enemies in which case its time to run away or die. I find in most cases in which monks have trouble with energy it's usually something wrong on the player's end either poor skill set, bad aggroing, or just being plain stupid.

I usually bring two monks with me, as long as you have a good skillbar and your not pulling everything thats moving on the map you should be fine.

If your still looking for energy management try this [skill]Signet of Rejuvenation[/skill] as well.
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Old Jan 11, 2008, 05:47 AM // 05:47   #8
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Quote:
Originally Posted by Yichi
no comment as it has already been beaten to death previously....

As for the hero monks, I usually give mine Glyph of Lesser Energy from the ele line and dont have a problem with energy all that much. Also the energy usage will depend on which skill you put on their bar. If you put a whole bunch of spamable 10 energy skills on their bar, they are going to run out of energy really fast.
If you have no comment, why post no comment with a trailing ellipsis like it will make it look like you didn't intend on posting something disparaging? Sorry for daring to play with skills on my heros. I'll log right in and change it, stat.

Ellipses have 3 dots by the way, not 4.
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Old Jan 11, 2008, 06:51 AM // 06:51   #9
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Nothing awful bad about Peace and Harmony, which increases regen by 25% and can be cast on allies. [wiki]Channeling[/wiki] could be better, or worse, 1 energy returned on a 5 is 20% and less on 10E spells. It does get more efficient when there are more enemies around the monk. Elemental Mantra's can work in some area's. [wiki]Boon Signet[/wiki]could be of use, [wiki]Healer's Boon[/wiki] should increase his efficiency by 50%, and thus drastically reduce his energy needs.
On hero monks - who work better with low-cost spammable spells anyway - Glyph of Lesser Energy is less useful.

Last edited by Amy Awien; Jan 11, 2008 at 06:55 AM // 06:55..
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Old Jan 11, 2008, 07:03 AM // 07:03   #10
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Well, I just give them GoLE since I'm too lazy to actually make them a specialized bar, and just throw one of mine onto them (if I even bring a monk hero) :P
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Old Jan 11, 2008, 08:12 AM // 08:12   #11
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Quote:
Originally Posted by Amy Awien
Nothing awful bad about Peace and Harmony, which increases regen by 25% and can be cast on allies. [wiki]Channeling[/wiki] could be better, or worse, 1 energy returned on a 5 is 20% and less on 10E spells. It does get more efficient when there are more enemies around the monk. Elemental Mantra's can work in some area's. [wiki]Boon Signet[/wiki]could be of use, [wiki]Healer's Boon[/wiki] should increase his efficiency by 50%, and thus drastically reduce his energy needs.
On hero monks - who work better with low-cost spammable spells anyway - Glyph of Lesser Energy is less useful.
Would you recommend swapping healers boon for WoH though, WoH just seems a little to good to chuck...

What do you think?
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Old Jan 11, 2008, 08:23 AM // 08:23   #12
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hb on heroes is nice, but honestly, give them energy managment, and they will use it. gole is really nice, as many have said. dont give them things like aegis, unless you're manually controling it. they'll use it stupidly, same with heal party(unless thats all you want that monk to do).

woh is super buffed and nice, and yeah, spammable for the heroes. i would make the argument that i run with 30 energy most times when im monking, but im not ai. i dont overheal.

signets are a great idea, sig of devotion or rejuve is great on their bar, they can spam on recharge till their hearts content.

my monks have been running hb latley, just because they dont seem to spam as much when a 5e heal tops someone off.

the problem with ai is they suck at preprotting, so they're always gonna waste stupid amounts of energy keeping someone up before they prot them.

its really whatever you think your hero seems to spam less with, woh or hb. i find mine do better with hb, and gole.
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Old Jan 12, 2008, 01:28 AM // 01:28   #13
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P&H is garbage. WoH will save you more energy simply by being efficient.

You keep energy up on hero monks by not giving them more than a bare minimum of skills to use. WoH is scary good, so beyond that there's rarely need for anything else. You can run Sig of Rejuv if you want. Dwayna's is okay on heroes if the party is running lots of enchants. Condition/Hex removal if absolutely necessary. The heroes have no clue what needs to be removed and what doesn't - they'll blow tons of energy removing things that frankly don't matter, simply because the AI only checks whether anyone is under a hex or condition and mash the skills on recharge.

Major prots are a waste on heroes unless micro'd. Lina would have a lot more energy if she didn't PS people degening to death.

If all else fails, take Eve.
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Old Jan 12, 2008, 04:12 AM // 04:12   #14
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Just to tell you guys, heroes don't use Signet of Devotion and Signet of Rejuvination correctly. It's pretty easy to tell if you're watching their bars while party members are taking damage. Unless the hero AI concerning this problem has been updated not too long ago, they don't use the signets at all unless you force them to (even if the signets are their only skills).
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Old Jan 12, 2008, 04:13 AM // 04:13   #15
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Quote:
Originally Posted by Burst Cancel
P&H is garbage. WoH will save you more energy simply by being efficient.

You keep energy up on hero monks by not giving them more than a bare minimum of skills to use. WoH is scary good, so beyond that there's rarely need for anything else. You can run Sig of Rejuv if you want. Dwayna's is okay on heroes if the party is running lots of enchants. Condition/Hex removal if absolutely necessary. The heroes have no clue what needs to be removed and what doesn't - they'll blow tons of energy removing things that frankly don't matter, simply because the AI only checks whether anyone is under a hex or condition and mash the skills on recharge.

Major prots are a waste on heroes unless micro'd. Lina would have a lot more energy if she didn't PS people degening to death.

If all else fails, take Eve.
I agree with most of that, except they'll spam WoH on recharge just like anything else.

I take necros in hardmode. P&H is for NM when I'm screwing around.
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Old Jan 12, 2008, 04:43 AM // 04:43   #16
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channelling + signet of recall owns face on heroes.
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Old Jan 12, 2008, 06:11 AM // 06:11   #17
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[skill]Word Of Healing[/skill][skill]dwayna's kiss[/skill][skill]reversal of fortune[/skill][skill]shield of absorption[/skill][skill]divine spirit[/skill][skill]remove hex[/skill][skill]dismiss condition[/skill] + [skill]resurrection signet[/skill] or [skill]death pact signet[/skill]

Give him a 20% enchants mod (kepkhets refuge is a cheap perfect example) and with divine spirit negating the entire energy requirement of any of their skills, they will last alot longer than usual. This build also provides good healing, and solid protection.

If you have eotn, cure hex instead of remove.
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Old Jan 12, 2008, 12:26 PM // 12:26   #18
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I make my monk heroes run [skill]Power Drain[/skill] with 6 inspiration. Works great since they always land interrupts (as far as I can tell).

Either way I always bring necro heroes with blood ritual when I have a monk anyway.

Last edited by Leonof; Jan 12, 2008 at 12:32 PM // 12:32..
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Old Jan 12, 2008, 01:40 PM // 13:40   #19
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Quote:
Originally Posted by TEB Elite
[skill]Word Of Healing[/skill][skill]dwayna's kiss[/skill][skill]reversal of fortune[/skill][skill]shield of absorption[/skill][skill]divine spirit[/skill][skill]remove hex[/skill][skill]dismiss condition[/skill] + [skill]resurrection signet[/skill] or [skill]death pact signet[/skill]

Give him a 20% enchants mod (kepkhets refuge is a cheap perfect example) and with divine spirit negating the entire energy requirement of any of their skills, they will last alot longer than usual. This build also provides good healing, and solid protection.

If you have eotn, cure hex instead of remove.
Death Pact on a monk is pretty ingenious.
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