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Old Sep 19, 2005, 08:45 AM // 08:45   #21
Chasing Dragons
 
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Quote:
Originally Posted by Gwenhywar
Rossaroni - very nice advices. It does seem to me though that the first 2 builds are short of any energy management whatsoever. Lately my favourite PvE healing or part heal/part smite builds always include Offering of Blood for energy management, which seems to work great!

Just curious, has anyone else tried running Life Barriers or Bonds as prot monk in Furnace, and what was your experience? For Barriers, Rust can make energy management via Blessed Sig problematic at times (although there isn't that many ice elementals, and if you keep at back of the party you'll rarely get rusted). I quite enjoyed lifebonds the one time I tried them in SF, but a few times we run into a mob with 2-3 mesmers, and it was annoying to recast all those removed bonds. Might be much easier to play a regular prot monk ...
Rossaroni is my guild mate, Gwen. I can attest that he sure knows his monk stuff.

I run Life Bonds in SF. Actually, for me, it's great practice for maintaining enchantments against all the odds. I now feel comfortable and confident in my skill level at running life bond in pvp.
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Old Sep 19, 2005, 06:36 PM // 18:36   #22
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Quote:
Originally Posted by vvh
Divine boon is a must for a healing monk.
I used to run a boon monk, but it's far, far, far too easy to overheal with a boon monk, unless you're the only healer. Boon is great for countering spike damage, but other than that, it doesn't have a whole lot of uses, because in the long run you can heal more and heal more efficiently with that extra +1 pip of energy regen.

Quote:
Originally Posted by vvh
Bringing condition removal spell is not that helpful since those rangers bleed you every other second. In SF/Grenth, when every single one of your teammate is hexed/conditioned to max degen, hex removal or condition removal simply wouldn't help as much as a quick heal from divine boon/dwayna's kiss/divine favor with maxed out healing prayer/divine favor.
Well, to be honest you're right that those rangers do bleed you every other second. But, you bring the condition removal because they switch targets. So then, you counter the bleeding on the other targets, and when he's set on a single one you don't counter it. Basically it's a good counter for target switching rangers with poison/bleeding.

Whenever your teammates are hexed/conditioned to -10 degen, give them a breeze. It'll outlast the degen, getting you a bit of health back (assuming you're running my enchantment healer).

Quote:
Originally Posted by Rahl
Also, I've stopped really using enchants if I'm in a large party since the Rangers use Melandru's Arrows(does like +20 or more dmg to anyone under an enchant) so I stopped using Breeze and stuff otherwise the'd just take more dmg ^^
Solution: Guardian and Aegis. Besides, you have Kiss to counteract the extra damage from Melandru's Arrows. I stack enchantments, and the rangers don't kill us.

Quote:
Originally Posted by Gwenhywar
Rossaroni - very nice advices. It does seem to me though that the first 2 builds are short of any energy management whatsoever. Lately my favourite PvE healing or part heal/part smite builds always include Offering of Blood for energy management, which seems to work great!
You shouldn't need energy management skills. The point that I tried to make in the original post is that if you are as efficient and patient as possible with your healing, your energy will always be in good supply. All you have to do is figure out just where to put which spells to counteract the first wave of damage, and once you're past that first wave, it's smooth sailing. I find a lot of times that I have excess energy, so I'll overheal on purpose because I know I'll get that 5 energy back before the next significant damage is dealt.

As to Life Barrier: A cool thing you might try is running a Mo/E prot monk with Life Barrier and GLE. Instead of trying to maintain the enchantment, just find out who's getting hit, use GLE + Life Barrier, then when the pressure is off, disspell it. Essentially, I'm saying to use it like a traditional enchantment, only casting it when it's needed, instead of having to worry about upkeep.
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Old Sep 19, 2005, 11:34 PM // 23:34   #23
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Quote:
Originally Posted by Rossaroni
Solution: Guardian and Aegis. Besides, you have Kiss to counteract the extra damage from Melandru's Arrows. I stack enchantments, and the rangers don't kill us.
Both of which, require high Protection Prayers to be effective.. and I'm pure heals in Sorrows, but I do put 9 points into Prot if I'm going to UW/FoW so I can get 16-18 secs on Protective Spirit to save the Eles arses vs 168 dmg Fireballs

But, in my oroginal post about the enchants, I don't use them if they're taking a lot of aggro, cause then is not a big problem if they take a little more damage per shot, but I tend to just use Orision/Word to heal the warriors... but they almost ALWAYS have some dumb enchant on themselves... so I get screwed anyways.
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Old Sep 20, 2005, 05:58 AM // 05:58   #24
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I meant take a prot monk with you. Or maybe an E/Mo protector with ward against harm and some other fun stuff.
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Old Sep 20, 2005, 06:06 AM // 06:06   #25
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My basic monk build. I've used it everywhere, and rarely run into troubles.

Kiss
Orison
Word
Breeze
Rebirth
Heal Party
Touch
Aegis

Last three don't mater really, maybe the touch to heal yourself if you're like me and get the urge to tank once in a while. Been messing around with Life Bond and I really like it but only in certain areas.

For those of you who like breeze, I never cast it except on myself or I want to be lazy and don't feel like spamming word/kiss. I use only minor runes and find that the 5 casting cost spells are plenty to keep people alive.
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Old Sep 20, 2005, 07:18 AM // 07:18   #26
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My build looked like this in the SF and worked very well also!

My Skills:
Orison of Healing
Word of Healing
Healing Breeze
Heal Party
Mend Aiment
Remove Hex
Glyph of Lesser Energy
Rebirth

My Attributes:
Healing Prayers
Protection Prayers
Divine Favor

My Healing Prayers are on 13 (12+1)
The other points are shared between my protection prayers and divine favor.

The Protection Prayers reduces the recharge of my rebirths skills recharge to a min recharge (around 5 seconds or less) while it increases the healing mend aiment gives while it removes a condition everytime.

It worked well so far and I was mostly able to keep everyone alive in the group as long as the team played together instead of splitting the whole time and run around like headless chickens.
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Old Sep 20, 2005, 09:03 AM // 09:03   #27
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Quote:
Originally Posted by Dumeka
The Protection Prayers reduces the recharge of my rebirths skills recharge to a min recharge (around 5 seconds or less) while it increases the healing mend aiment gives while it removes a condition everytime.
Mend Ailment doesn't provide healing unless there is more than 1 condition on the target (other than the divine favor bonus). I've found Mend Condition to be more helpful overall in SF with the guaranteed healing it provides on each use. MA tends to be a waste of energy given that the conditions will just get reapplied right away.
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Old Sep 20, 2005, 09:36 AM // 09:36   #28
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Call me old fashioned, but when playing a prot/smite build, I still take Balths Aura, Reversal, Breeze and Zealots with me. Works fine with henchies. Just cast zealots, send Devona or Little Thom off to the heart of the mobs, cast Balths aura on them and spam reversal and breeze. Easy and quick remote AoE damage.
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Old Sep 20, 2005, 11:55 AM // 11:55   #29
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Quote:
Originally Posted by snepp
Mend Ailment doesn't provide healing unless there is more than 1 condition on the target (other than the divine favor bonus). I've found Mend Condition to be more helpful overall in SF with the guaranteed healing it provides on each use. MA tends to be a waste of energy given that the conditions will just get reapplied right away.
Well in sorrows furnace you mostly have more than one conditions per player so the healing is automatically by mend aiment provided as a little extra.

Thats actually what I had meant with healing too.
Sorry I didn't pointed it out right.
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Old Sep 20, 2005, 12:30 PM // 12:30   #30
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Quote:
Originally Posted by KaPe
I don't use signet, it's too slow.
You're joking right?
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Old Sep 20, 2005, 07:02 PM // 19:02   #31
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Actually I've come to realize that you could drop Orison of Healing in my original heal template, because almost all of the time, Kiss is more effective. You have touch to heal yourself, so you could actually just use those two as your only chunk heals.

I've never been a fan of heal party. It's helpful in the Dragon's Lair mission, but past that I really don't like it. In my mind (ideally), only one or two targets should be taking significant damage at one time, so Party really isn't that effective. For a while, I think if you used Boon + Heal Party, everyone that got healing would get the boon bonus, but you'd only lose 2 energy, and I used that a bit. They've changed that, though.

Signet of Devotion is only good as a last resort, really. If you're out of energy or backfired, then you can still heal with it. In SF, you don't get shut down, and if you run out of energy, you're going to die 9 times out of 10 anyways, so I say drop it for something else.

Here's a boon healing template that you boon fans might consider as an option in a 1-monk party:

Healing Prayers: 15
Protection Prayers: 3
Divine Favor: 15

Orison of Healing
Dwanya's Kiss
Healing Touch
Mend Ailment
Peace & Harmony
Divine Boon
Resurrection Signet
One other spell of your choice

The only thing you have to be watchful of is casting Divine Boon with P&H. Boon doesn't target anyone, so if you have P&H going when you cast it, P&H fizzles. So, cast boon first, then P&H. If you want more energy, then you'll have to drop some points out of protection and healing prayers to put points into the skill of your choice--Energy Drain and Offering of Blood are good ones. As a general rule in this build, you shouldn't heal anyone unless they're approaching half their health. With those attributes, an orison with boon will heal for 60 + 64 (or close to that) + 45 = 169 hp. That's good, because it's only 7 energy for that heal. But, since most people have around 400-500 hp, you should wait for them to drop around half (200-250 hp) before you heal them, so as to avoid overhealing. Overhealing is the bane of booners. I like P&H over Energy Drain or Offering of Blood because you're staying with Healing and Divine Favor. With boon, Mend Ailment will act pretty much as a 7-energy Mend Condition that you can use on yourself, so remember only to use it on conditioned allies that need healing (that means if they're poisoned, let the poison drop their hp by around 1/4 before using Mend Ailment). As to that last skill, you can pretty much do as you please, but try to make sure the spell targets an ally, or else it'll cut off your P&H (ie. Heal Party would be a bad choice). Remove Hex or Smite Hex are some options. Again, though, just remember not to overheal in any circumstance, because you're going to be using more energy per spell.
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Old Sep 20, 2005, 11:37 PM // 23:37   #32
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"Mend Ailment doesn't provide healing unless there is more than 1 condition on the target (other than the divine favor bonus). I've found Mend Condition to be more helpful overall in SF with the guaranteed healing it provides on each use."

Mend Condition cannot be used on yourself, that's main reason I prefer Mend Ailment.

"You're joking right?"

No. Casting time - 2 seconds, that's *very* long for healing. Yes, it's free, but during 2 seconds you could regen enough energy for faster spell anyway.
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Old Sep 21, 2005, 05:51 AM // 05:51   #33
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Quote:
Originally Posted by KaPe
Mend Condition cannot be used on yourself, that's main reason I prefer Mend Ailment.
True, but with decent agro management there won't be any conditions on yourself to worry about. I'm generally not worried about myself in PvE, a bit of patience while agro is established is all it takes for a monk to be ignored for the vast majority of encounters.
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Old Sep 21, 2005, 04:11 PM // 16:11   #34
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Quote:
Originally Posted by snepp
True, but with decent agro management there won't be any conditions on yourself to worry about.
Actually, there's not much you can do about the rangers in SF. They switch targets regardless of aggro management, so as to spread around bleeding and such. Still, though, one shot of bleeding won't kill you, so you can counter it with a single heal at the same cost as Mend Ailment.
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Old Sep 22, 2005, 01:38 AM // 01:38   #35
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Quote:
Originally Posted by Tijger
Same here, I keep saying it but its like I'm talking to a brick wall.

"I've got 1 million Xp, I know what I'm doing, you n00b!"..right, which explains why you just wiped out any chance of me or you healing anyone for the next 10 - 30 seconds while the skills recharge and your energy recovers enough to be effective.

OT: I pretty much use the same build as the TS does except I tend the two builds since I've frequently been the only monk or the only one left after someone leaves.
i agree, but your really not suposed to res in battle anyway, rebirth or otherwise, since its usually the eles that die first and usually it was from a grp of warriors that was chasing them around, and when u res they will all go and atack him again and add to his/her dp and blah blah blah u get where im going with this dont u?
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