Mar 09, 2006, 01:16 PM // 13:16 | #21 |
Purveyor of Useless Info
Join Date: Oct 2005
Guild: Perpetual Motion Squad [PMS]
Profession: Mo/
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Second Profession Choice is all based on how you prefer to run minions. For the most part, each secondary has it's advantages, although I can't think of one with a warrior secondary.
N/R= healing spring is a good option here, as is any of the quickening spirits N/Mo=this works best for me as far as staying power of minions, I tend to have more that last longer running with heal area N/E=glyphs really aid here in repeative skills like verata's sac and BOTM. Ether prodigy may be an elite to look into, although I have never tried it N/Me=for the most part, this would be good for energy management, if you have issues, although i do not recommend mesmer secondary for MM. With decent soul reaping, there should be no need for much EM And yes, the "Heal area sux" is purely a rumor. Healing is NOT damage people. If this myth were truth, then someone show me a screenshot of a N/Mo running MM with very low level minions and high attributes in healing. I want to see minions dying when they are healed. Otherwise, without proof of health DEGEN when they are healed (which I have never seen) stop expousing false rumors. Last edited by Loralai; Mar 09, 2006 at 01:19 PM // 13:19.. |
Mar 09, 2006, 08:32 PM // 20:32 | #22 | |
Desert Nomad
Join Date: Dec 2005
Location: Hawaii
Guild: ----- 15^50[Rare] ---- Alliance: ----- [SMS] -----
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Quote:
uh...no...you just notice more degen because the minnions live longer you don't need GoR and doubleing up BotM/VS without healing is suicide. |
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Mar 09, 2006, 08:57 PM // 20:57 | #23 | |
Forge Runner
Join Date: Jun 2005
Location: Inside
Guild: Fifteen Over Fifty [Rare]
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Quote:
N/Mo and N/R are easily the strongest MMs. Personally, I think N/Mo is the strongest hands-down, but N/R works for some people. N/E (GoR+VS) is a distant third. |
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Mar 09, 2006, 08:59 PM // 20:59 | #24 |
Lion's Arch Merchant
Join Date: Nov 2005
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You might as well go N/Mo for the first half of the game. Heal Area is one of the better early spells you get in the game to help your minions (that and keep as high death magic as possible for minions with more health). You can get a few other skills in Kryta/Maguuma like Animate Bone Fiends, Verata's Sacrifice, Blood of the Master to help you, but until then it's pretty much Animate Bone Horror and Heal Area. Also, being a secondary monk helps out the team as you can be the secondary healer with spells like Heal Other, Heal Party, and Heal Area to ease the healing for the primary monk in your group. However, in the desert, you can change secondaries to whatever you decide to do. There is no "right answer" or "wrong answer". You don't have to keep all your minions alive forever, just long enough to kill more enemies and raise fresher minions. High level minions work best as they start out with more health. Verata's Sacrifice is next most effective as +10 health regeneration will keep them alive a long time. Everything else like Blood of the Master, Heal Area, or Winnowing is just a bonus.
N/R - healing spring (self healing, maybe fiends if you're lucky), winnowing, serpent's quickness (with verata's sacrifice) N/Mo - heal area (self healing, minions outside of battle), secondary party healing (heal other/word of healing, heal party) N/E - glyph of renewal (with verata's sacrifice) N/Me - arcane echo (with verata's sacrifice) |
Mar 09, 2006, 09:10 PM // 21:10 | #25 |
Jungle Guide
Join Date: Jul 2005
Location: Right behind you.
Guild: HeRo
Profession: W/Rt
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Okay, I've tried all 3.........n/mo, n/r, and n/e.
The healing spring from n/r was very nice, but I had to stop to0 much to cast and heal minions for 10seconds and people didnt want to wait on me. Not enough personal healing with n/e. n/mo was the fastest mm out of the 3, it can keep you and your minions healed and you can keep up with the group faster than the other 2 options. edit: can anyone confirm that serpents quickness actually works with veratas sacrific (it didnt seem to be working when i tried it). serpents reduces skill recharge, not spells, unless this is broken or has changed. Last edited by wsmcasey; Mar 09, 2006 at 09:14 PM // 21:14.. |
Mar 09, 2006, 10:14 PM // 22:14 | #26 |
Forge Runner
Join Date: Mar 2005
Location: PST
Profession: W/
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