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Old Jun 08, 2005, 08:49 AM // 08:49   #1
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Default Healing monk, what stats? (Mo/Me)

I just made a Mo/Me, she's lvl 4 now.
Its suppose to be a super-healing monk, very good in healing.
I know that im gonna take very much stats on healing prayers, some on
protecting and divine.

But what about the Me skills? Can someone that knows this well wright
exactly what stats im suppose to take for being the best healing monk ever?

Thank you. My healing monk will heal the world with your help.
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Old Jun 08, 2005, 09:01 AM // 09:01   #2
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Well, just to give you a guide.
My 'best healing monk ever!' experience shows that by the time you hit HoH PvP and end game PvE, your secondary class gets no say.

It's Divine, Healing + Prot all the way. 8 Skills of Monk.

That's if you want to go pure healing. Obviously if you don't want the 'best healing monk ever' then you can squeeze in any other skills you like
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Old Jun 08, 2005, 09:03 AM // 09:03   #3
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Ok, so nothing on Me skills at all?

Should i even have mesmer skills on my skills table? Some of them are cool. And good.
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Old Jun 08, 2005, 09:16 AM // 09:16   #4
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Early on they are good, but once you get into the harder missions and quests there will be no need for them.
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Old Jun 08, 2005, 09:18 AM // 09:18   #5
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Ok thx. Now i know what to do.
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Old Jun 08, 2005, 04:23 PM // 16:23   #6
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If you're shooting for pure, all-out healing, then ya, you'll have to go with Divine Favor, Healing Prayers, and start adding to Protection Prayers at some point.

However, the Mesmer skills can be great if you tone down the healing a little, say, run with just Orison of Healing, Healing Breeze, Divine Boon(you'll get this later), and a Ressurection spell. You then can either use the mesmer Domination skills to spank other casters, the Illusion skills to annoy warriors, or the Inspiration spells to steal energy, and make the oposing team less effective. This takes away from your protection magic, but if you're good with the [Tab] key, you can seriously harrass the enemy mobs, and greatly weaken their battle effeciency

Kinda depends on what you want to do... when I ran around with Henches all the time, I needed to bring a little offensive power with me to speed things along. Domination skills would cause a little damage, and steal energy from the supporting casters, meaning that although they would cause some damage early on in a battle, about 30 seconds into it, the mobs would be much less effective, and fell quickly.

Play what you like, and enjoy it.

However, all that said, most PuGs are pretty much only looking for Healers, and if you try to do something besides it, you get yelled at unless you're so good at it no one notices that you've not cast any healing spells. My suggestion is to get good with whatever you decide to do, and get very used to using the keyboard for most actions with the mouse aiding in tagetting party members, and moving the camera. You want to play your chosen input device like a virtuoso, not wrangle the mouse like a confused newborn.
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Old Jun 08, 2005, 04:40 PM // 16:40   #7
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You can always experiment on your own and then change your attribute points anytime based on what situation you are in!

/log_rolls away
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Old Jun 08, 2005, 06:34 PM // 18:34   #8
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Do not totally write off your secondary as suggested. Monks go through energy very fast and have no attribute to aid in this and very few (if any) effective skills to deal with this problem. The inspiration line is your answer to this or go Mo/El and use glyphs.

You'll find a lot of complimentary monk skills in the earth line for protecting people and some great ways to remove hexes or enemy enchantments in the inspiration line.

You'll find that early on, you'll be a bit bored if all you do is heal so you'll definitely want to try out some of those damaging spells in domination or illusion...maybe even smiting if you think you can get close enough without dying.

Not that it's right that you have to do this but you might want to inform your team that you won't always be healing if you plan on smiting. The Guild Wars community is largely affected by a disease that makes them think they have the right to tell you how to play your character if you're a monk.
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Old Jun 08, 2005, 06:47 PM // 18:47   #9
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if you want to be a nice healing monk then go elementilst as a second proffesion and just add the attribute points to Energy Storage.
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Old Jun 08, 2005, 06:52 PM // 18:52   #10
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Quote:
Originally Posted by salatious
if you want to be a nice healing monk then go elementilst as a second proffesion and just add the attribute points to Energy Storage.
you can't do that - no access to Energy Storage, only if you are elem primary.
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Old Jun 08, 2005, 06:52 PM // 18:52   #11
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Don't discount Ele/Mo either. I started one and love it. The energy storage attribute can get you up extremely high in energy. I would rather be able to cast more healing spells then get the small bonus from divine favor. Add in a little firestorm here and there and you got a pretty nice healer and damage machine.
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Old Jun 08, 2005, 06:57 PM // 18:57   #12
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Quote:
Originally Posted by salatious
if you want to be a nice healing monk then go elementilst as a second proffesion and just add the attribute points to Energy Storage.
Energy Storage is the Elementalist Primary ability. You can't get it if you are an Mo/E. Just like an Elementalist/Monk can't get Divine Favor.
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Old Jun 08, 2005, 07:00 PM // 19:00   #13
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wait wait wait...

Did you just call divine fave a small bonus?

I am a monk primary myself and I can tell you first hand the divine favor makes all the differance in the Tombs
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Old Jun 08, 2005, 07:04 PM // 19:04   #14
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Quote:
Originally Posted by FireFox
wait wait wait...

Did you just call divine fave a small bonus?

I am a monk primary myself and I can tell you first hand the divine favor makes all the differance in the Tombs
What is the max bonus that you get from divine favor, 42? How much more healing can you do if you can cast twice as many healing spells?

I also have a primary monk and I can get more healing done with the elementalist.
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Old Jun 08, 2005, 07:04 PM // 19:04   #15
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I wouldnt exactly drop the mesmer skills all together ... as your excess points throw a few in inspiration as this is where most of the energy gain you will use will be ... or at least look into it ... its not worth writing if off completely ... for example ... say you throw up a channeling, every other spell you cast will give you X amount of energy where x = number of enemies in area ... in pvp ... this number will generaly float around 4 in your area. So every skill now effectively costs 4 less (unless you intend on using the enchantment divine spirit which makes monk skills cost 5 less, which is useless recharge = 60 seconds)

so what i am trying to say is not to wipe the idea of your secondary yet, test a few skills out. Surely your bar will need to be stacked with monk skills but room for 1 mesmer skill is not going to kill you your spammable energy loss or lack of regen will or in the other circumstance ... me.
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Old Jun 08, 2005, 07:04 PM // 19:04   #16
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Divine Favour rocks all.

Don 't forget that it basically makes any spell you cast on an ally a healing spell. That's right, you cast a protection spell on an ally ,and it also heals them
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Old Jun 08, 2005, 07:06 PM // 19:06   #17
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Quote:
Originally Posted by Azmodan
What is the max bonus that you get from divine favor, 42? How much more healing can you do if you can cast twice as many healing spells?

I also have a primary monk and I can get more healing done with the elementalist.
You can whack out more heals, but they are smaller heals. So, payoff - more, small heals, or less big heals. Both can be effective.
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Old Jun 08, 2005, 07:13 PM // 19:13   #18
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Quote:
Originally Posted by Azmodan
What is the max bonus that you get from divine favor, 42? How much more healing can you do if you can cast twice as many healing spells?

I also have a primary monk and I can get more healing done with the elementalist.
That's only true until you run out of energy. Then, you're stuck regenerating energy at the same speed as a primary monk. The only difference is that, with divine favor, each point of energy is worth more healing. This means that Elmos will have the advantage at the very start of the match, but they lose the advantage quickly (especially if they're tossing around offensive spells in addition to healing), and then are considerably less effective than primary monks.

As far as using Mesmer skills in a healing build, what about Channeling? The only down-side to channeling is its horrible range, but since monks usually attract enemy warriors, that may not be such a problem. That 1 energy stolen is a 10-20% decrease in the cost of most healing spells.

Last edited by Tiedye; Jun 08, 2005 at 07:17 PM // 19:17..
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Old Jun 08, 2005, 07:33 PM // 19:33   #19
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If I have to burn through over 100 points of energy during a fight, there is a problem. Obviously you wouldn't be using offensive spells if the fight were that tough.

Low level healing? With maxed out healing prayers and divine favor, Orison of healing will do 102 hp of healing. Two Orison of healings will do 120 hp of healing. That's more by my count. Now look at Heal Other. 193 hp of healing with monk primary and 302 hp of healing with elementalist primary. Huge difference there.

If the battle rages on for that long, yes, a primary monk would have some advantage. But, I would hope that the rest of the party can help themselves a little so I don't have to constantly heal them.

Here is a more in depth explanation and this is what made me decide to go with this build.

http://www.guildwarsguru.com/content...ght-id1053.php

Last edited by Azmodan; Jun 08, 2005 at 07:40 PM // 19:40..
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Old Jun 08, 2005, 08:19 PM // 20:19   #20
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Quote:
Originally Posted by Azmodan
If I have to burn through over 100 points of energy during a fight, there is a problem. Obviously you wouldn't be using offensive spells if the fight were that tough.

Low level healing? With maxed out healing prayers and divine favor, Orison of healing will do 102 hp of healing. Two Orison of healings will do 120 hp of healing. That's more by my count. Now look at Heal Other. 193 hp of healing with monk primary and 302 hp of healing with elementalist primary. Huge difference there.

If the battle rages on for that long, yes, a primary monk would have some advantage. But, I would hope that the rest of the party can help themselves a little so I don't have to constantly heal them.

Here is a more in depth explanation and this is what made me decide to go with this build.

http://www.guildwarsguru.com/content...ght-id1053.php



I disagree with this 100%. Comparing a primary monk to a primary elementalist is like comparing apples and oranges. Both fruits... that's about it.

Monk primaries DO NOT need alot of energy to do their jobs. With the divine skills like Divine spirit, they need very little anyway. They just need to be smart and not overheal, which is WAY too easy to do with an elementalist primary.


On the subject at hand... one of the best skills (elite) I use now as a mesmer secondary is ECHO. Great skill when used with other skills you need recharged fast (like healing seed and aegis, and others). In the far later stages of the game (FoW and UW, etc and in PvP), it's really the only non-monk skill I take with me, but not always... depends on the situation.


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