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Old Jul 07, 2005, 04:52 PM // 16:52   #1
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Default Monk/Mesmer - which way to go

I have a level 16 Monk/Mesmer and have been through most of my existance a pure healer. As I get closer to the desert I am wondering exactly where I should place my remaining points (away from the healing, divine favor)? Should I stick with the monk skills and go with smiting to do a little damage myself? Should I go with the protection skills; all the better to protect myself and my charges? Should I try & utilize some of the totally unused mesmer skills I have sitting in my skill storage? Or should I switch my secondary and become an earth elementalist and boost my armor to make myself harder to kill?

These are all questions I have been asking myself and am unsure which might be the best way to go. I don't mind the healer position as an integral part of the party process but what should I do with the rest of my points? I can either make myself less vulnerable in a couple of the ways I mentioned. Or I can add to my independence by going with smiting and really help party mates killing the undead in particular.

How have you guys done it?

Thanks for your replies.
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Old Jul 07, 2005, 04:56 PM // 16:56   #2
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I'm working on a Mo/E with healing and earth magic to protect myself... but due to the difficulty of grouping, I often have to put my points in smiting and Air/Fire so I can actually do damage with henchies... just something to think about... soloing as just a pure healer would be tricky...
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Old Jul 07, 2005, 05:12 PM // 17:12   #3
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Energy stealing mesmer skills are always helpful to a healing monk. It's hard to go wrong with protection, too. I guess it depends on if you'll be doing a lot of PvP (you will almost always be the first target there) so protecting yourself in some way will be much more important than doing some damage.
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Old Jul 07, 2005, 05:53 PM // 17:53   #4
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I use protection & divine/heal favor skills when I'm in a party.
I change to smite & divine/heal for farming.

In a party the only time I might use my mesmer skills is for Energy Tap to keep the energy up - I'll allocate about 6-7 levels to my Inspiration attribute then.

With 2 Sup monk runes, a Sup Vigor and some Health wrapping on the staff you ought to be ok.
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Old Jul 07, 2005, 06:05 PM // 18:05   #5
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I always have my healing prayers at 16 and my divine favor at 11. I can increase any one of my other attributes to level 8 with the points left over.

I switch that third attribute depending on the needs of the party. Lately, I have been using inspiration magic and power drain to interrupt casters and steal energy. Sometimes, i'll shift it over to domination because I love arcane thievery. Nothing better then stealing meteor from hydras and bombing them with it.
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Old Jul 07, 2005, 06:23 PM // 18:23   #6
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channeling is a good skill to use since you steal energy from nearby enemies everytime you cast a spell.

look at this build:

http://www.guildwarsguru.com/forum/s...alot+channeler
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