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Old Nov 10, 2005, 02:57 PM // 14:57   #21
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7 inspiration
energy drain*
8+4 smiting
smite hex
zealots fire
8+3 protection
reversaal of fortune
mend ailment
protective spirit
guardian
12+3 divine
divine spirit

guardian is the most replaceable:
Blessed Aura
Balthazar's Aura
Divine Boon
res stuff
Essence Bond
all of them work with this build just as good.

It has 0 healing prayers skills but you trigger 15 divine (48 heal) around once per second per 65 second cycle.
It has 3 sup runes, on low health just replace some, the divine rune last.
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Old Nov 10, 2005, 02:58 PM // 14:58   #22
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Quote:
Originally Posted by romO
have you ever played pvp? he posted a very reliable build and it is pretty much the standard for all good monks these days. the only suggest that i would incorporate is the addition of channeling or drain enchantment in the place of res sig, because if your monks are needed to res and take time off from healing, you have basically lost already. healing touch is one of the most useless skills out there, because if you are going to have to rely on yourself using weak heals on yourself rather than your other monks using powerful heals/prot skills on you, you are as good as dead. the other suggestion that i would make to that build is to bring along infuse health. with spike teams being the current metagame in tombs and gvg, it is completely necessary because there is no way that you will be able to get off a .75 second word unless the spike is terrible. perhaps in place of heal party in tombs (most time it will be unused because there is more and more ranger spike or iway and less degen or aoe damage) and in place of aegis in gvg (warriors have become increasingly difficult to use effectively).
most of the time the res sig is only brought into a group that isnt my guild. other than that Aegis is moved don the bar to its spot and energy tap or channeling is added. I have fooled around with a good build for infuse health using a mo/n and seeing as the majority is a spike build will probably switch to it as offering of blood (i think thats the right spell) can sac and give me energy to spam it while the other healer heals me for the health sac.
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Old Nov 10, 2005, 02:59 PM // 14:59   #23
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Originally Posted by Pozeidon
Sup Yichi, its Mistress Eichi, damn we run into each other in some weird places.
are you trying to stalk me
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Old Nov 10, 2005, 03:37 PM // 15:37   #24
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Quote:
Originally Posted by Ollj
7 inspiration
energy drain*
8+4 smiting
smite hex
zealots fire
8+3 protection
reversaal of fortune
mend ailment
protective spirit
guardian
12+3 divine
divine spirit

guardian is the most replaceable:
Blessed Aura
Balthazar's Aura
Divine Boon
res stuff
Essence Bond
all of them work with this build just as good.

It has 0 healing prayers skills but you trigger 15 divine (48 heal) around once per second per 65 second cycle.
It has 3 sup runes, on low health just replace some, the divine rune last.

Is this the build you alluded to in the 'Biggest GW Jerk' thread?
Cause I likes it.
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Old Nov 10, 2005, 04:29 PM // 16:29   #25
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build I run for pvp is as follows...guess its more of a support monk, but oh well
Mo/E
Healing 13
Divine 13
Prot 11

Glyph of Lesser Energy, Aegis, Heal Other, Orison of Healing, Healing touch, Dwayna's Kiss (somtimes swapped with purge conditions), Martyr, rez sig.

If I'm not bringing purge conditions, someone else always is :P
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Old Nov 10, 2005, 04:32 PM // 16:32   #26
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Quote:
Originally Posted by Sister Rosette
Good thoughts, and I'm curious to see how this would hold up in Hell.
If you didn't have a ranger you could just pack Mantra of Flame and
be fine. I didn't think of it because he asked about healing, but this
seems very solid as well. /thumbsup
hehe thnx u should go try and see it is pretty funny seeing the monks tank and not the warriors. bad thing is no matter how many times i tell ppl to bring mantra of cold then dont listen and they say, "u want me to tank" they dont think of sparks or if the titans are smart enough to atk them than the warriors.
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Old Nov 10, 2005, 07:30 PM // 19:30   #27
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Quote:
Originally Posted by Ensign
PvP Monk builds are always part of a team, so you have to design them to work with everything else you have available.

PvE Monks are a bit more straightforward since I always play like I'm the only Monk. You can finish just about every mission with only one Monk anyway so this doesn't work out too badly.

What I use:

Word of Healing
Orison of Healing
Healing Breeze
Healing Seed
Heal Party
Signet of Devotion
Sprint
Rebirth

16 Healing, 13 Divine Favor, 4 Protection

Yes, the energy is fine. Both Word of Healing and Signet of Devotion are energy management skills, as well as how efficient all your skills are by not diluting your attributes, and that's all that you'll need.

The 'weakest' skill on your bar is Orison. It's basically there as a generic 'plan B' if nothing else will work, or if it's on cooldown. You have enough Divine Favor to make the skill reasonably efficient, but don't use it more than you have to because it is the worst skill you have at your disposal.

Sprint is your aggro control skill. For those of you who haven't used it in PvE before, Sprinting while kiting a mob will make it break aggro and attack someone else 99% of the time. Movement is underrated anyway.

I'll run Mend Ailment over Healing Breeze in the Crystal Desert because of all the blind and daze you find there. Otherwise I don't bother with the skill. Ditto for hex removal. In general you don't find spot removal levels of either conditions or hexes in PvE - either there's none whatsoever, or there's so much of the crap flying around that it isn't worth trying to remove. Monster AI cheats as well so they'll put Conjures and Siphons and all that junk back up as soon as you remove it. So don't bother trying to fight all the degen, just heal through it with Party / Breeze.

Healing Touch is junk. It heals marginally more than an Orison, but can only be self cast. The 5 energy heals are pretty blah in general since they require so much Divine Favor to be effective, Touch doubly so, while none of the rest of your skills care about Divine Favor at all. They're playable here because you don't dilute your attributes at all, but I don't think either Touch or Kiss is anything other than a glorified Orison and hell if I'm going to spend two skill slots on Orison.

Peace,
-CxE

I'll be.. a good build with WoH. The only thing I'd watch out for is rust and interrupts on that 2 second spammable heal.. yes, it does happen in pve. I'd probably drop sprint for Heal Area, though, and just use my wits and cunning. I've fallen in love with Heal Area.
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Old Nov 10, 2005, 07:47 PM // 19:47   #28
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My usual standard healing monk build for PvE is something like this:

Healing Prayers : 15 (12 + 3 Hat/Rune)
Divine Favor: 10 (9 + 1 Rune)
Protection : ~4
(I'm still lacking my last 15 att. points)

-Healing Breeze (only used if there are only warrior-ranger types around)
-Orison of Healing
-Heal Other
-Mend Ailment

Then I'll bring along different skills for the rest depending on the situation, or a cap sig:
-Heal Area for minion master or Dragon's Lair degen support
-Rebirth for no-time-limit missions where I may be the only survivor.
-Vengeance for time-limit missions where we need someone up.
-Restore Life for standard questing resurrection
-Remove Hex if area is populated by necro/mesmer mobs

I don't have any Elites cap'd yet so I'm limited in my skill choices. I'm trying to cap Word of Healing in Dunes at this moment to replace Heal Other.

There has been some talk of energy management, I find that if I'm careful, not healing people immediately but waiting till health drops to 50% I can heal with Heal Other (~180 points) and do just fine. I stay at 4 energy regen ticks and use a +12 energy 20/20 Healing Prayers off-hand and +3 energy >50 Divine rod for 45 total.



May I ask a question regarding enchantments of you kind folks since we're discussing these healing monk builds?

I see many builds here carrying Enchantment Spells of some kind (Healing Seed, Dwayna's Kiss, etc.) . Perhaps I learned the lesson a little TOO well, but I was under the impression that enchantment spells were usually just targets for Mesmer and Necromancer classes for destruction. As such, I have been unwilling to carry almost any enchantment spells in my PvE build for the fear of putting my teammates in a position to just be Shattered or Drained.

Are Enchantments that powerful/viable that they seem to be acceptable build resources regardless of the risk? Or have I just developed an unreasoning fear of Mesmers (since my main is one )?
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Old Nov 10, 2005, 07:58 PM // 19:58   #29
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Quote:
Originally Posted by BrandonIT
My usual standard healing monk build for PvE is something like this:

Healing Prayers : 15 (12 + 3 Hat/Rune)
Divine Favor: 10 (9 + 1 Rune)
Protection : ~4
(I'm still lacking my last 15 att. points)

-Healing Breeze (only used if there are only warrior-ranger types around)
-Orison of Healing
-Heal Other
-Mend Ailment

Then I'll bring along different skills for the rest depending on the situation, or a cap sig:
-Heal Area for minion master or Dragon's Lair degen support
-Rebirth for no-time-limit missions where I may be the only survivor.
-Vengeance for time-limit missions where we need someone up.
-Restore Life for standard questing resurrection
-Remove Hex if area is populated by necro/mesmer mobs

I don't have any Elites cap'd yet so I'm limited in my skill choices. I'm trying to cap Word of Healing in Dunes at this moment to replace Heal Other.

There has been some talk of energy management, I find that if I'm careful, not healing people immediately but waiting till health drops to 50% I can heal with Heal Other (~180 points) and do just fine. I stay at 4 energy regen ticks and use a +12 energy 20/20 Healing Prayers off-hand and +3 energy >50 Divine rod for 45 total.



May I ask a question regarding enchantments of you kind folks since we're discussing these healing monk builds?

I see many builds here carrying Enchantment Spells of some kind (Healing Seed, Dwayna's Kiss, etc.) . Perhaps I learned the lesson a little TOO well, but I was under the impression that enchantment spells were usually just targets for Mesmer and Necromancer classes for destruction. As such, I have been unwilling to carry almost any enchantment spells in my PvE build for the fear of putting my teammates in a position to just be Shattered or Drained.

Are Enchantments that powerful/viable that they seem to be acceptable build resources regardless of the risk? Or have I just developed an unreasoning fear of Mesmers (since my main is one )?
I also work that build
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Old Nov 10, 2005, 08:05 PM // 20:05   #30
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Healing breeze is an enchant, isn't it?
They do get shattered, eaten, and rended, but thats life. Learn what a cover enchants is, an you'll be safe most of the time. Reversal of Fortune works great for this.
As for not needing energy management, you'll find you're wrong when you do the ring of fire missions, assuming you can get that far. Try sustained spamming of Heal Other and Heal Area, and you'll see how much you need it. That's pretty much what you're doing on Hell's Precipice.
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Old Nov 10, 2005, 08:25 PM // 20:25   #31
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Quote:
Originally Posted by jesh
Healing breeze is an enchant, isn't it?
They do get shattered, eaten, and rended, but thats life. Learn what a cover enchants is, an you'll be safe most of the time. Reversal of Fortune works great for this.
Yeah, Healing Breeze is enchant, which was why I went back and added that I carry/use it usually against mobs of Mino's and such. But you got me.

So basically you can carry Reversal of Fortune and spam it on top of your warrior's who's carrying the enchantment? The extra 5 energy is just the cost for being able to maintain the original enchantment on the warrior?


Quote:
Originally Posted by jesh
As for not needing energy management, you'll find you're wrong when you do the ring of fire missions, assuming you can get that far. Try sustained spamming of Heal Other and Heal Area, and you'll see how much you need it. That's pretty much what you're doing on Hell's Precipice.
I certainly agree with you on that. My mains (R/E + Me/Mo) are at Thunderhead right now and having a doozy of a time. Right now my monk/necro is only at the Ascension missions and I have no doubt more pain and misery await her as I continue. Right now I'm looking into using some of my Necro secondary skills like Offering of Blood (if I can cap it at Thunderhead) or something to help with that, like was mentioned before.
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Old Nov 10, 2005, 09:21 PM // 21:21   #32
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Quote:
Originally Posted by jesh
I'll be.. a good build with WoH. The only thing I'd watch out for is rust and interrupts on that 2 second spammable heal..
Which is why I've taken out Signet of Devotion... it's useless in the Shiverpeaks.
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Old Nov 10, 2005, 09:24 PM // 21:24   #33
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Originally Posted by BrandonIT
So basically you can carry Reversal of Fortune and spam it on top of your warrior's who's carrying the enchantment? The extra 5 energy is just the cost for being able to maintain the original enchantment on the warrior?
If you like, you can use vigorous spirit instead. It doesn't really matter what you use, the idea is to cast it on the tank as they draw aggro from mobs that you know shatter/drain/etc on enchants. (they usually open their attacks with this move) That way what's removed doesn't affect the enchants that really matter, the one's you've applied before hand. I suppose if you aren't familiar with what all the monsters do, this could be a problem for you.
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Old Nov 10, 2005, 09:43 PM // 21:43   #34
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You can cap offering of blood from the necro boss in the area outside of the infusion mission (not in the mission, just out the gate). You know the place, the one between that mission and copperhammer mines... Anyhow, offering of blood is there.
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Old Nov 10, 2005, 10:42 PM // 22:42   #35
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Originally Posted by Manfred
You can cap offering of blood from the necro boss in the area outside of the infusion mission (not in the mission, just out the gate). You know the place, the one between that mission and copperhammer mines... Anyhow, offering of blood is there.
Much obliged for that one. Will help me get it that much sooner. I hadn't looked it up yet to see where it was.

Quote:
Originally Posted by Jesh
If you like, you can use vigorous spirit instead. It doesn't really matter what you use, the idea is to cast it on the tank as they draw aggro from mobs that you know shatter/drain/etc on enchants. (they usually open their attacks with this move) That way what's removed doesn't affect the enchants that really matter, the one's you've applied before hand. I suppose if you aren't familiar with what all the monsters do, this could be a problem for you.
Well, I'm getting better at recognizing the different monsters. Won't say I'm great since each new area I get to, ANet seems to enjoy changing all the names around. But I understand what you mean, if you know the Gnashers tend to do that, you can hit the cover enchant just before the battle starts.

So much to learn.
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Old Nov 11, 2005, 12:25 AM // 00:25   #36
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Quote:
Originally Posted by jesh
I'll be.. a good build with WoH. The only thing I'd watch out for is rust and interrupts on that 2 second spammable heal.. yes, it does happen in pve.
Devourers, mostly. Honestly losing the Signet isn't a huge deal, it's annoying but it's just there to clean up a bit while things are recharging or while waiting for something serious to happen. You have a lot of downtime as a PvE Monk in my experience. Rust is annoying, but against Ice Golems I tend to drop back and use Heal Party a lot more, and you don't need Signet at all if all you're doing is running up to Word, back to Party, etc.


Quote:
Originally Posted by jesh
I'd probably drop sprint for Heal Area, though, and just use my wits and cunning. I've fallen in love with Heal Area.
I love Heal Area in tombs or arena, not as much in PvE or GvG. Tombs has those chaotic maps where people bunch up and you can get 3+ people with a single area. In GvG positioning becomes so much more important and Heal Area starts to look like an expensive Healing Touch. PvE? Well, I guess that's playstyle, I put a lot of emphesis on aggro control and positioning when I PvE so Heal Area would be completely useless on my bar, but it's a strong skill that I'd definitely run if I thought I'd get a lot of milage out of.

The skill I'm quickest to cut is Healing Breeze, though, especially in PUGs. You're virtually guaranteed that every single person in a PUG will carry three copies of Healing Breeze that he'll use on himself at the first sign of trouble. I always bring it when solo monking, though, and the only places I won't solo monk are Underworld and Fissure so it's pretty much a staple.


Quote:
Originally Posted by BrandonIT
Then I'll bring along different skills for the rest depending on the situation, or a cap sig:
I stand by Rebirth being the only Res a monk should ever carry in PvE, because a Monk should only be ressing outside of combat or in complete disaster situations. If you can afford to have a monk stop healing for 8+ seconds to cast a res mid battle you have far too many monks on your team. Deaths mid-combat are what Ressigs and /monk Restore Lifes are for.


Quote:
Originally Posted by BrandonIT
There has been some talk of energy management, I find that if I'm careful, not healing people immediately but waiting till health drops to 50% I can heal with Heal Other (~180 points) and do just fine.
That's absolutely how you have to Monk if you want to be effective. If your heals are not hitting for their full amount with regularity you're doing something wrong. PvE is slow enough that you can focus your efforts on efficiency. I stand by Word of Healing being the best energy management skill in PvE if you teach yourself to heal efficiently.


Quote:
Originally Posted by BrandonIT
I see many builds here carrying Enchantment Spells of some kind (Healing Seed, Dwayna's Kiss, etc.) . Perhaps I learned the lesson a little TOO well, but I was under the impression that enchantment spells were usually just targets for Mesmer and Necromancer classes for destruction.
The thing about PvE is that true mixed packs are rare. You either fight a pack with an absolute ton of enchantment removal, making your enchantments dead, or you fight a pack with no removal whatsoever, and your enchantments are strong. The thing about monk builds is that your recharges are so fast in general that you only have to use 2, maybe 3 skills in any given fight, so you can pack your bar with situationally useful skills and just use the right one for each encounter. Against mobs that use a lot of enchantment removal you just rely on your other 6 skills to carry the day. Against the packs without massive removal, which is the majority, those skills are some of the most efficient on your bar.


Quote:
Originally Posted by Yamat
Which is why I've taken out Signet of Devotion... it's useless in the Shiverpeaks.
I guess we must play a lot differently then because I rarely get hit by Rust unless it's a pure Ice Golem pack. The AoE on the thing is tiny, and they seem a lot more interested in blowing the thing on Ressigs than running back to hit me with it. *shrugs*


Quote:
Originally Posted by BrandonIT
Well, I'm getting better at recognizing the different monsters. Won't say I'm great since each new area I get to, ANet seems to enjoy changing all the names around. But I understand what you mean, if you know the Gnashers tend to do that, you can hit the cover enchant just before the battle starts.
It's also a matter of recognizing how much removal a given pack has. If you're facing, say, a Wind Rider pack your enchants are just going to be Shatter food. But against a typical dwarf mob they'll have maybe one Necro, and that's one enchant every 20 seconds which is negligible. Just feed him a Breeze before the battle even starts and you can basically ignore him from then on.

Peace,
-CxE
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Old Nov 12, 2005, 08:37 PM // 20:37   #37
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Ok Ensign, I tried your build... ran Ice Caves and then Perdition Rock with a friend. The first with a PUG, second with the two of us and Henchies.

I have the +27/-1 Healing Anhk also--true test of a build is to survive with only 3 pips of regen

I was surprised... the build worked surprisingly well. No deaths in Ice Caves when I was the only healing monk (we had a prot/tank monk with us but he was just using RoF on people)... well, no deaths is not entirely true... we had one person who liked to charge mursaat when they weren't infused! Ahh the joy of PUGs...

Anyway, worked well. Had a little bit of trouble in Perdition Rock on one occassion with the Hydra... poor dead henchies... mainly due to the 'slow' casting times/recharge (OoH doesn't cut it against meteor shower and WoH/Dwayna's Kiss were both recharging--took DK instead of Sprint since I never need Sprint). That may be my fault as I'm inexperienced with the build still... I'll try it some more though.

Thanks!

EDIT: I say 'slow' because I usually play a Prot Monk so I'm used to nice fast RoF, Guardian, etc!

Last edited by Yamat; Nov 12, 2005 at 10:50 PM // 22:50..
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Old Nov 13, 2005, 12:03 AM // 00:03   #38
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Quote:
Originally Posted by Yamat
I was surprised... the build worked surprisingly well.
I think the real difference between the monk I run, and the generic monk builds people bring in PvE is the approach moreso than the skills. You can see it in the skills though - look at your generic healer with Word, Other, Kiss, Orison, Touch. It's pretty obvious that the guy playing that Monk is just spamming heals at whatever damage he happens to see.

The way I see it, just spamming heals on whoever has the lowest lifebar is a really poor way to deal with damage. You're spending a ton of skill slots on what amount to a single tool, and hitting every single problem with it. The fast recharge of most Monk skills lets you bring a toolbox, and apply the best tool to every job.

Most people use Orison of Healing way too much. The effect really isn't anything spectacular - even at 16/13 it's the least energy efficient heal on my bar, and the second least time efficient. It is never the first skill I use on someone. The entire strength of the skill comes from its slot efficiency - when the good tools are all on cooldown, you can always throw an Orison at someone in pretty much any situation and do something. It's pretty cheap, and it recharges quickly, so it's a dependable plan B that I wouldn't cut from my bar. But that's all it is, plan B.

Touch and Kiss are a whole lot worse, both having comparable, 'not what I want from a first response' power but not having nearly the flexibility or reliability (recharge) of Orison. They are, in effect, bad Orisons, and I'm not willing to spend more than one skill slot on an Orison. Not when all of your other skills are just more efficient. I think people would be surprised by just how many battles I'll go through without touching Orison at all.


Quote:
Originally Posted by Yamat
Had a little bit of trouble in Perdition Rock on one occassion with the Hydra... poor dead henchies... mainly due to the 'slow' casting times/recharge (OoH doesn't cut it against meteor shower and WoH/Dwayna's Kiss were both recharging--took DK instead of Sprint since I never need Sprint). That may be my fault as I'm inexperienced with the build still... I'll try it some more though.
The really heavy damage spikes like what you get from the Hydras are a pain, definitely. Usually when I see that I try to get a lot of proactive Breezes out there to keep too many people from getting into Word range at once, then riding the Word to the end. Orison sees a lot of work here because it has to. Hydras are usually ok as long as people don't bunch up. But you're right that the really heavy spikes are where the build is a little thin. If I were to drop the Sprint, which I can definitely see doing as it's a huge playstyle thing, it'd be for another spike heal - Heal Other if I'm working with other monks, or, perhaps, Divine Intervention if I'm solo monking since you can control the trigger so well. You don't run into big spikes on multiple targets very often in PvE so it isn't a dire need, but if you have the slot that's what you'd want to shore up.

Peace,
-CxE


-EDIT-

Just to put the numbers out there on efficiency since I mentioned them:

Word of Healing: 46.4 HPE, 154.7 HPS (should hit someone at half health every single time)
Orison of Healing: 23 HPE, 65.7 HPS (the plan B that everything else compares favorably to)
Healing Breeze: 25.8 HPE, 147.4 HPS (over time, can and should be used proactively as well)
Healing Seed: 57.6 HPE, 209.5 HPS (assuming two melee guys on target, obviously this scales)
Signet of Devotion: ! HPE, 32.4 HPS (cast every time it comes up, cast-cancelling it has no drawback)
Heal Party: 33.6 HPE, 183.27 HPS (assuming it heals 6 party members)
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Last edited by Ensign; Nov 13, 2005 at 12:14 AM // 00:14..
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Old Nov 13, 2005, 02:38 AM // 02:38   #39
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Quote:
Originally Posted by Ensign
PvP Monk builds are always part of a team, so you have to design them to work with everything else you have available.

PvE Monks are a bit more straightforward since I always play like I'm the only Monk. You can finish just about every mission with only one Monk anyway so this doesn't work out too badly.

What I use:

Word of Healing
Orison of Healing
Healing Breeze
Healing Seed
Heal Party
Signet of Devotion
Sprint
Rebirth

16 Healing, 13 Divine Favor, 4 Protection

Yes, the energy is fine. Both Word of Healing and Signet of Devotion are energy management skills, as well as how efficient all your skills are by not diluting your attributes, and that's all that you'll need.

The 'weakest' skill on your bar is Orison. It's basically there as a generic 'plan B' if nothing else will work, or if it's on cooldown. You have enough Divine Favor to make the skill reasonably efficient, but don't use it more than you have to because it is the worst skill you have at your disposal.

Sprint is your aggro control skill. For those of you who haven't used it in PvE before, Sprinting while kiting a mob will make it break aggro and attack someone else 99% of the time. Movement is underrated anyway.

I'll run Mend Ailment over Healing Breeze in the Crystal Desert because of all the blind and daze you find there. Otherwise I don't bother with the skill. Ditto for hex removal. In general you don't find spot removal levels of either conditions or hexes in PvE - either there's none whatsoever, or there's so much of the crap flying around that it isn't worth trying to remove. Monster AI cheats as well so they'll put Conjures and Siphons and all that junk back up as soon as you remove it. So don't bother trying to fight all the degen, just heal through it with Party / Breeze.

Healing Touch is junk. It heals marginally more than an Orison, but can only be self cast. The 5 energy heals are pretty blah in general since they require so much Divine Favor to be effective, Touch doubly so, while none of the rest of your skills care about Divine Favor at all. They're playable here because you don't dilute your attributes at all, but I don't think either Touch or Kiss is anything other than a glorified Orison and hell if I'm going to spend two skill slots on Orison.

Peace,
-CxE
Nice build you could alway swap sprint for watch your self or bonett'is and not every haeling monk is a Mo/Mes.
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Old Nov 13, 2005, 06:37 AM // 06:37   #40
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Quote:
Originally Posted by Ensign
The really heavy damage spikes like what you get from the Hydras are a pain, definitely. Usually when I see that I try to get a lot of proactive Breezes out there to keep too many people from getting into Word range at once, then riding the Word to the end. Orison sees a lot of work here because it has to. Hydras are usually ok as long as people don't bunch up. But you're right that the really heavy spikes are where the build is a little thin. If I were to drop the Sprint, which I can definitely see doing as it's a huge playstyle thing, it'd be for another spike heal - Heal Other if I'm working with other monks, or, perhaps, Divine Intervention if I'm solo monking since you can control the trigger so well. You don't run into big spikes on multiple targets very often in PvE so it isn't a dire need, but if you have the slot that's what you'd want to shore up.
I thought about taking Heal Other when I took out Sprint but I was worried about it being 10 energy and took Dwayna's Kiss instead... I'm still scared about no active energy management skills Still, with this build I only came below 10 energy in one fight (against the hydra I think). I did find myself using Breeze a lot in Perdition Rock to counter all the poison and hex degen. It worked ok, as expected, but a couple of times I couldn't be bothered to cast it and just waited for an efficient Heal Party moment since Flesh Golems don't exactly spike!!

I keep overlooking Divine Intervention. I remember seeing it used against me as we were about to kill something and inwardly swearing as I see it go off... always forget to take it myself though. Hmmm... have people here had much success with it? 30 sec cooldown seems long... but it's cheap!

With the staple being WoH, there's a lot of temptation to spam OoH in between WoH casts. It was nice having Dwayna's since I was using it on hex'd/enchanted people, but I do agree with your arguement that it's a glorified OoH. It's sometimes hard to wait for the WoH recharge though...

Last edited by Yamat; Nov 13, 2005 at 06:41 AM // 06:41..
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