Guild Wars Forums - GW Guru
 
 

Go Back   Guild Wars Forums - GW Guru > The Inner Circle > The Riverside Inn

Notices

Reply
 
Thread Tools Display Modes
Old Feb 24, 2005, 08:52 AM // 08:52   #1
Core Guru
 
Brett Kuntz's Avatar
 
Join Date: Feb 2005
Advertisement

Disable Ads
Default My Monk Build

Incase you want to do another one Rex:

I started out as a basic Monk, using what I deemed after 30 seconds of thinking was a good build. Turns out 4 of the 8 skills I brought I never used, since then I've been swapping them out untill I landed on what I think is a good healing build based on the skills availble at the three towns:

Monk/Warrior (picked warrior at random)

12 Healing
13 Devine Favor

Healing

1) Orison of Healing: 5 nrg, 100+ hp's healed. This is my main powerhouse.
2) Dwayna's Kiss: I found this skill 3 hours or so before Feb event ended. It roughly doubles my healing output.

HoT

3) Healing Breeze: Been with me since the begining. I like it's "fire and forget" usefullness, as well as the ability to spam it. It effectively counters pinkbar, poison, and bleeding when my two stupid removal skills are taking forever to recharge.
4) Healing Hands: I find this a nice anti-sword warrior skill, especially since every 2nd char is a sword warrior. It heals people taking low damage, or lessens larger damage giving me more time to balance the teams health.

Removal

5) Mend Condition: Remove something from someone, then take forever to recharge. Usefull only to the extent I can't find two more usefull skills. Downside is the fact whatever was removed will more then likely come back within a few seconds, making removing it a waste of my time.
6) Smite Hex: Gets rid of pinkbar, need I say more?

Ressurection

7) Vengence: Powerhouse ressurection, by far the best in game. Long range, 4 second cast, and you have at your disposel a full hp/nrg suicidal player.
8) Restore Life: For those moments you can get away with not healing for 8 seconds, 'real' ressurection.


Known issues are, an unused secondary class, and two skills which aren't really effective (5 & 6). I'm looking to see if there's a better way to build a healer, keeping in mind often I'm the only Monk on the team, or there's only one other. Enchantments look nice, but are they really effective?
Brett Kuntz is offline   Reply With Quote
Old Feb 24, 2005, 09:14 AM // 09:14   #2
Blackace
Guest
 
Default

Quote:
Originally Posted by kunt0r
Enchantments look nice, but are they really effective?
Yes, they are very very nice.
  Reply With Quote
Old Feb 24, 2005, 10:43 AM // 10:43   #3
Champion of the Absurd
 
Freyas's Avatar
 
Join Date: Jan 2005
Guild: Spirits of War
Profession: Mo/W
Default

I'll take a shot at giving some suggestions on improving this build, as I'm pretty familiar with monks(ie. that's what I play 75% of the time)
Quote:
Originally Posted by kunt0r
12 Healing
13 Devine Favor
I'd recommend boosting your Healing more than Divine- since you're mostly using healing spells, the extra point in Healing will give you more additional effect than the 3.2 health you get from the Divine Favor bonus. Possibly drop divine down to 10 or so to put in something from your secondary.

Quote:
Originally Posted by kunt0r
Healing

1) Orison of Healing: 5 nrg, 100+ hp's healed. This is my main powerhouse.
2) Dwayna's Kiss: I found this skill 3 hours or so before Feb event ended. It roughly doubles my healing output.
These are both very good skills, and ones that I'd definately bring along. Try to use Dwayna's to heal people that have at least one enchantment/hex, and the more that they have, the better. During the last BWE, I occasionally got over 170 hp healed with this skill before my divine bonus, making it heal even more than Word of Healing in those cases. It routinely did over 100 when playing against teams that used a lot of hexes, compared to the 67 I got with Orison. Definately keep these in.

Quote:
Originally Posted by kunt0r
HoT

3) Healing Breeze: Been with me since the begining. I like it's "fire and forget" usefullness, as well as the ability to spam it. It effectively counters pinkbar, poison, and bleeding when my two stupid removal skills are taking forever to recharge.
4) Healing Hands: I find this a nice anti-sword warrior skill, especially since every 2nd char is a sword warrior. It heals people taking low damage, or lessens larger damage giving me more time to balance the teams health.
Healing Breeze is an effective heal, regardless of the damage that they are taking. At 12 Healing Prayers, you get 8 pips of health regen, which is 16 health per second, for 10 seconds. Overall, you get 160 healing, which is almost the same as 2 orisons, and you're free to cast orison and other spells while this is still healing. If you can manage to get your healing up to 14 using a scalp design and a minor healing rune, you'll get 9 pips, taking it up to 18 health per second. It won't cover all your healing, but it definately helps, especially for teammates that just have one person attacking them.

Healing Hands is pretty good, though I generally find that it's not worth the elite spells that you have to give up to take it along. I would recommend trading it out for another elite, such as Word of Healing, which you can buy in Druids Overlook(outpost south of the Wilds). A skill that serves the same purpose, but does much better is Healing Seed, though it can be difficult to acquire. However, if you look me up next beta weekend, I can craft you a charm(though I might need the supplies to craft it).

Quote:
Originally Posted by kunt0r
Removal

5) Mend Condition: Remove something from someone, then take forever to recharge. Usefull only to the extent I can't find two more usefull skills. Downside is the fact whatever was removed will more then likely come back within a few seconds, making removing it a waste of my time.
6) Smite Hex: Gets rid of pinkbar, need I say more?
Mend Condition is pretty worthwhile, especially when you run into conditions such as Dazed on your allied casters or Blind on your warriors. It has a fast recharge: 2 seconds, and can heal quite well if you invest some points into protection prayers. However, if you're not going with any protection, you might want to replace this with something else, unless nobody else on your team can bring condition removal.

I would definately replace Smite Hex if you don't have any points in smiting. Remove Hex has a much faster recharge time, and since you don't have points in smiting, the damage you'll be doing is negligable. On the other hand, if you're not doing anything with your secondary class, I would recommend taking Mesmer as a secondary and using Inspired Hex- even without points in Inspiration, it removes a hex for less energy and has half the casting time. It's got a bit longer recharge(20 seconds effectively as opposed to 15), but for single hex removal, it's much better. If you don't take a Mesmer secondary, I'd recommend replacing this with Remove Hex, or if you can afford the energy, bring Convert Hexes which has the advantage of removing all hexes, though it costs 15 energy.

Quote:
Originally Posted by kunt0r
Ressurection

7) Vengence: Powerhouse ressurection, by far the best in game. Long range, 4 second cast, and you have at your disposel a full hp/nrg suicidal player.
8) Restore Life: For those moments you can get away with not healing for 8 seconds, 'real' ressurection.
I generally find that having 2 resurrection spells is a waste of a skill slot. Vengeance can be nice, but it has a limited duration, and only helps if one of your team members is dead. It's generally better to bring along more spells to keep your team alive, and only have a spell for resurrection for emergencies. In fact, if you've got a character with a monk secondary on the team, it's far better for them to bring the resurrects- W/Mo's are great for that, since they are much harder to kill. I'd say bring along Restore Life, but replace Vengeance with something else that might help your team more.

I can see a couple ways you can go with this. I've had fun both with enchantment-based healers and non-enchantment healers... you've got a sort of hybrid with Orison/Dwayna's and Breeze/Hands. If you'd like to do more direct healing, you might look into adding Word of Healing(instead of Healing Hands), Signet of Devotion, and possibly even Infuse Health. For enchantment-based healing, you can add in some protection prayers, or just add in Healing Seed and possibly something like Vigorous Spirit.

For a healer, the best elite skills that I've seen are Aura of Faith and Word of Healing. I'd definately recommend adding in Healing Seed somewhere, as it is in general much superior to Healing Hands, without taking your elite slot(though you can't use it on yourself). If you can't depend on any healing from elsewhere, Healing Hands might be worth keeping in, however, simply because it is one of the few effective ways that a Monk has of keeping themselves alive.

Overall, the biggest problem that I see with your build is that it doesn't have too high of healing output. Orison is nice, and is a great staple healing spell, but it does not do much for healing in emergency situations. If someone is getting hit hard, you don't have any way to save their life, much less if it is you that's getting killed. One possibility to help here might be Divine Intervention- with a high Divine Favor attribute, it'll stop someone from dying, and take them almost back to 1/2 life. I personally use Word of Healing in emergency situations like this(170 hp heal + divine favor bonus if they're 1/2 life or less), but Infuse Health can be quite helpful if you're not being targeted, especially since it casts almost instantaneously.

If you're not planning on using much with your secondary class, I'd almost always choose Mesmer for a secondary class for a healer. It's got some pretty nice skills, even at low attribute levels to help you keep your energy high.... Channelling is definately useful in most situations, as if you've got 2-3 nearby enemies, you can basically gain energy when you cast orison(through the energy steal and regeneration).

I know this isn't as in-depth as Saus's build dissections, but hopefully it'll give you some things to think about in the possibility that he doesn't have the opportunity to get around to this one.
__________________
Freyas- Spirits of War
~The best lack all conviction, while the worst are full of passionate intensity
Freyas is offline   Reply With Quote
Old Feb 24, 2005, 11:48 AM // 11:48   #4
on a GW break until C4
 
FrogDevourer's Avatar
 
Join Date: Feb 2005
Location: In your shadow
Guild: Servants of Fortuna
Default

I did a lot of experimentation with my monk in the last event. I wanted to test a few skills I couldn't get in January (thx for the help, Freyas), and to try out protection as recommended in another thread. I even tried out smitting to see if the new Zealot's Fire was worth the effort. My personal setup often looks like this:

- Healing 11 (+1)
- Protection 11 (+1)
- Divine Favor 10 (+1)

- Word of Healing (E) : big fat healing spell (use only when the double effect is kicked)
- Orison of Healing : your base healing
- Reversal of Fortune : heals less than orison but much faster, very handy when Orison is recharging
- Mend Conditions : your basic condition remover
- Dwana's Kiss (very nice if your targets is already enchanted by your own enchants) or Shielding Hands (good 10s life saver)
- Healing Seed : somewhat long to cast but it's a nice energy saver
- Vigorous Spirit : works well on swordsmen and chain casters, it's a cheap and efficient energy saver
- Resurrect : IMO better than restore life (spell range)

If I'm not sure there will be a good secondary healer to save my butt in dangerous situations, I usually drop a couple of "target other" skills an replace them by skills I can use for self healing (WoH -> Healing Hands, Mend -> Healing Breeze or Signet of Devotion, Dwana -> Shielding Hands).
__________________
FrogDevourer is offline   Reply With Quote
Old Feb 24, 2005, 08:46 PM // 20:46   #5
Core Guru
 
Brett Kuntz's Avatar
 
Join Date: Feb 2005
Default

Ah sorry, I didn't have Mend Condition, I had Purge Condidion. I'll try Mend Condition next event to see if 2 second recharge makes removal a little more worthwhile.

Didn't realize I had access to Remove Hex, looks a lot better then Smite, I'll give that a try as well. (Also just want to point out, Smite Hex is only 5 energy, not 15 like this site states). Inpired Hex looks better though, I could dump the 3 remaining stats into the attrib and get maybe 5? energy per 20 seconds. That would help out quite a bit.

Word of Healing looks interesting, I might give it a try. Can I cast it on myself though? I guess I could try replacing Vengence with Devine Intervention, then follor with with a WoH to get them close to full.

Thanks for your input guys.
Brett Kuntz is offline   Reply With Quote
Old Feb 24, 2005, 09:06 PM // 21:06   #6
Elite Guru
 
Bgnome's Avatar
 
Join Date: Feb 2005
Default

Quote:
Originally Posted by kunt0r
Word of Healing looks interesting, I might give it a try. Can I cast it on myself though?
Word of Healing
Heal target other ally for 16-67 points. Heal for an additional 15-83 points if that ally is below 50% health.

you cant cast it on yourself
Bgnome is offline   Reply With Quote
Old Feb 24, 2005, 09:33 PM // 21:33   #7
Banned
 
Join Date: Feb 2005
Default

How about this monk/ranger build :

10 Wilderness, 10 (+2) healing, 10 (+1)/5 or 8 (+1)/8 (+1) divine/protection

Melandru's Resilience
Barbed Trap
Draw Conditions
Orision of Healing
Dwayna's Kiss
Healing Breeze
Signet of Devotion/Healing Spring (mainly pve)
Ressurect (or other res)

It doesn't have the outright healing, but it does have excellent defense and condition management.
cpukilla is offline   Reply With Quote
Old Feb 24, 2005, 10:33 PM // 22:33   #8
Champion of the Absurd
 
Freyas's Avatar
 
Join Date: Jan 2005
Guild: Spirits of War
Profession: Mo/W
Default

Quote:
Originally Posted by kunt0r
Ah sorry, I didn't have Mend Condition, I had Purge Condidion. I'll try Mend Condition next event to see if 2 second recharge makes removal a little more worthwhile.

Didn't realize I had access to Remove Hex, looks a lot better then Smite, I'll give that a try as well. (Also just want to point out, Smite Hex is only 5 energy, not 15 like this site states). Inpired Hex looks better though, I could dump the 3 remaining stats into the attrib and get maybe 5? energy per 20 seconds. That would help out quite a bit.

Word of Healing looks interesting, I might give it a try. Can I cast it on myself though? I guess I could try replacing Vengence with Devine Intervention, then follor with with a WoH to get them close to full.

Thanks for your input guys.
I believe you can buy Mend Condition from Denravi- I'd almost always choose it over Purge Condition- though you can't use Mend Condition on yourself. Mend Ailment can currently be used on yourself, despite the description, so if you want to be able to mend your own conditions, you might try that one out as well. IIRC, you can pick that one up in Ascalon City.

Smite Hex: Spell, 5en - 2cast - 15recharge

Smite Hex does only cost 5 energy- it has a 15 second recharge. However, Remove Hex costs the same as far as energy and casting time, and has a faster recharge. Inspired Hex is nice because with a couple points in inspiration magic you can cast it for free, and with a mid-to-high level of inspiration magic, you'll actually gain energy by casting it. You're unlikely to ever have use for the hex that you steal, but it's a free hex removal that only takes one second to cast, and it basically recharges in 20 seconds.

The one drawback to Word of Healing is that you can't cast it on yourself. However, that's a major problem with most of the nice Monk spells. There's a limited number of healing spells that you can use to keep yourself alive- Orison, Heal Area, Healing Breeze, Healing Hands, along with a few divine spells like Signet of Devotion, Divine Intervention, and Divine Healing are the only ones that I can think of that you can use to heal yourself.
__________________
Freyas- Spirits of War
~The best lack all conviction, while the worst are full of passionate intensity
Freyas is offline   Reply With Quote
Old Feb 24, 2005, 10:52 PM // 22:52   #9
Pre-Searing Cadet
 
Join Date: Feb 2005
Default grip

Who know what will happen after beta alot of stuff seems unfair while I was playing but by in large it doesn't seem to be much intellegence to this game.
I got to admit I don't really get the combat it all seem so easy no brains or strategic value just who gets a spell off depending on where you are in relationship to your team. I don't get your beef about a monk any healer in any game is always killed first then the spell caster or most powerful player, then all the warriors. That's normal but in this game I really don't think spell caster matters because the 2 class system.

I played DAOC for 2 years its about 5 times more fun for fighting epic battles of several hundred people at a time and has everything this game has plus about 5 times more stuff. I am sure eventially this will get some of that stuff but I was able to get 2/3 the map revealed in one weekend is pretty sad.

I really don't care about the map issue if their are going to be alot of cool castles like in DAOC you can move catapults, rams, tribulets, and buy things for inside the castle like scorpions and your own counter siege equipement.

I don't expect this game to ever be as good as Dark Age of Camelot, that game has been around for alot longer but I kinda want to have something more to a fight then run across the map for a few seconds then rerun and not really control or counter things.

PS. I will kill every monk first so you better run and stop healing yourself LOL.
Madness is offline   Reply With Quote
Old Feb 24, 2005, 10:59 PM // 22:59   #10
Ascalonian Squire
 
Join Date: Feb 2005
Default

Thats why it seems that 2 monks are so essential, because it is so hard to keep yourself alive, and yet you are such a popular target. Its also why I like seed a lot - you can put it on someone who is being hurt and work near them to be healed as well.

If you are using seed reliably and depending on it however, its good to bring along something cheap to cover it up.




In reply to the post above: I also played DAoC since day one, and I really dont agree with your viewpoint.

The biggest difficulties with DAoC in my opinion are: interrupt system, dps vs healing, zergs, balance, buffbots.


`The interrupt system flat out is terrible. You dont get to 'enjoy' your character because you cant do anything much without moc3 being up as there are so many interrupts flying around anymore.
To interrupt someone in guild wars you have to earn it, it requires a specific strategy and skill your enemy either chose to bring or didnt.
If you think you can spam an interrupt to lock down the Druid, or run up to them and kill them 1v1 like in DAoC, I have news for you. You will never kill that Monk alone, even 2v1 you would be hard pressed.
It's a whole new system of strategy and intelligence.


`First, keep seiges are boring unless you are running in and bombing and leaving. Second... they are still boring compared to 8v8.


`dps is far too high vs healing. A Druid or Healer, whichever you play compeititvely (because we all know Alb sucks for competition), cannot outheal an assist train anymore. Anymore fights in DAoC last and are decided in seconds between competitive groups. First mez, first ST/TWF, DI, Banespike, DD3 all decide the outcome for you. It is a game of 'I Win' counters anymore.
It doesn't sound like you've really TRIED GW enough, it can be extremely difficult to kill a main healer in GW. It's not like DAoC at all. You said that monks had better run from you. I think you have news if you think you are going to take a monk 1 on 1. A monk in GW has no issues at all standing up on his own feet under assault.
Unlike DAoC, healing is a powerful tool here that is difficult to interrupt or shut down. That is why you sometimes see those exciting battles that can last 5 or 20 minutes as you eek out an advantage, and an intelligent team takes it back. In DAoC they never last above a minute anymore. Usually we win or lose within 30 seconds (BF of Perc), and the battle is decided within 5 to 10 seconds maximum 90% of the time.
How is that fun? It is, until you play in a good GW group. Then its garbage.


`zergs are no fun when you have just buffed yourself with your 2 extra $15 a month buffbots, gone out and been waxed by 40 people.
We don't have that in GW. You dont get zerged unless you got pinched in the Tombs, and its totally avoidable because of the ingame pvp map which shows where your enemies are.


`balance is made clear enough when I say Warlocks or Banshees? The simple fact that Warlocks nuke and heal better than any other nuker or any other healer is a clear statement of balance.
Who knows why Lensar (mackey now I suppose) championed such a nightmare, but the ability to kill a high health mainhealing class in 2 seconds while still being able to outheal that class shows that something clearly awry has happened.
I honestly feel that in GW you will not see this kind of salesmanship. Balance seems to be very important to the company, and I have yet to see anything even remotely like that.


`buffbots mean you pay more for DAoC than you do any other game out there. Every month, you pay your extra money so Mythic can keep T&A Associates pleased with their ROI. Its also a pain in the butt.


`testers have left. Mythic has lost many of their great testers because of the inept decisions they keep pushing out. Who wants to test your heart and soul out for a company/game that sees Warlocks or Banshees, or Animists as balanced? They simply do not listen, and you know what? They never have listened too well.
From everything I can see, ArenaNet listens to its testers and furthermore, there are Quality testers here. That is a huge aspect of the game product. Retaining great testers isnt easy, and Mythic just cant. We made a huge exodus.
Mythic once instituted a policy for the TLs where we couldnt bring up a point of issue on our class more than once every six months. Its no wonder then, is it?



Now I dont mean to shoot down your idea, but in defense of you shooting down Guild Wars I pointed out a few MAJOR flaws in DAoC that nothing is going to be done about.

You do not see a single one of those flaws in GW.




If you are really willing to give GW a challenge, I think you will like it. The PvP system here is very superior to DAoCs. The only downside I know of in favor of DAoC is if you are a big fan of huge coding complexities. Not complexities in strategy. Some people really enjoy the complex coding system they use, because of all the unknowns it creates in attempting to find an advantage.


For me though, there is just no clear advantage DAoC has anymore. It takes far more time, it costs far more, and it isnt nearly as fun.

On top of that, buffbots are a filthy practice - and using utterly ridiculous classes to boost sales is poor for the health of the game.




There really are better alternatives. On April 28th just give GW a good try, and coming from DAoC like I do, I think that you also will see in it what I do.

It really IS a fantastic design, and it is far more humane on your budget and time. If you love DAoC like I loved it, then you have met your soulmate in Guild Wars. Trust me, its 8v8 like you've never seen before.

Last edited by Cruel Skeksis; Feb 24, 2005 at 11:40 PM // 23:40..
Cruel Skeksis is offline   Reply With Quote
Old Feb 24, 2005, 11:23 PM // 23:23   #11
Champion of the Absurd
 
Freyas's Avatar
 
Join Date: Jan 2005
Guild: Spirits of War
Profession: Mo/W
Default

Quote:
Originally Posted by Madness
Who know what will happen after beta alot of stuff seems unfair while I was playing but by in large it doesn't seem to be much intellegence to this game.
I got to admit I don't really get the combat it all seem so easy no brains or strategic value just who gets a spell off depending on where you are in relationship to your team. I don't get your beef about a monk any healer in any game is always killed first then the spell caster or most powerful player, then all the warriors. That's normal but in this game I really don't think spell caster matters because the 2 class system.

I played DAOC for 2 years its about 5 times more fun for fighting epic battles of several hundred people at a time and has everything this game has plus about 5 times more stuff. I am sure eventially this will get some of that stuff but I was able to get 2/3 the map revealed in one weekend is pretty sad.

I really don't care about the map issue if their are going to be alot of cool castles like in DAOC you can move catapults, rams, tribulets, and buy things for inside the castle like scorpions and your own counter siege equipement.

I don't expect this game to ever be as good as Dark Age of Camelot, that game has been around for alot longer but I kinda want to have something more to a fight then run across the map for a few seconds then rerun and not really control or counter things.

PS. I will kill every monk first so you better run and stop healing yourself LOL.

The combat system in GW takes some getting used to, and may seem simple to someone who doesn't have much experience in the game- however, if you run up against skilled players, that "easy combat" will see you lying face-down on the dirt within a few seconds. GW doesn't have "epic" battles with hundreds of people, because those don't take skill- they're zerg-fests. The more people you introduce into a battle, the less individual skill makes any difference at all.

You may have revealed 2/3 of the map available during BWE's- but the content that is available during the preview weekends is nowhere near the entire game. Don't worry- there's a lot more to the game than people know about so far, and they aren't even finished with it yet. I never played DAOC, so I can't make much in the way of comparisons, but some of the people I know in the Alpha spent several years playing there, and they pretty much all find GW a superior game in most every respect. I don't know if it's just personal preference, or bias, since I haven't played DAOC, but GW is by far the most fun game that I've had the privelage of playing.

ps. Feel free to attack my monk- it's expected, but if you want a chance to kill me, I hope you've brought lots of friends to help out
__________________
Freyas- Spirits of War
~The best lack all conviction, while the worst are full of passionate intensity
Freyas is offline   Reply With Quote
Old Feb 24, 2005, 11:37 PM // 23:37   #12
Lion's Arch Merchant
 
mostro's Avatar
 
Join Date: Feb 2005
Profession: Me/E
Default

Quote:
Originally Posted by Freyas
ps. Feel free to attack my monk- it's expected, but if you want a chance to kill me, I hope you've brought lots of friends to help out

Yeah, from my experience it is usually very hard to take down a decent monk player, especially if the one being targeted is being supported by another monk in the team. Monks also tend to hang in the back of their group making it somewhat risky to go after them because you may go too deep in the enemy territory.

I played as a monk on the last event, and the only thing that I have problems with are those pesky mesmers (and I already know this before hand because my primary is a mesmer ). A monk that happen to be so lucky as to have the undivided attention from an enemy mesmer would have a hard time performing his/her duties effectively.
mostro is offline   Reply With Quote
Old Feb 25, 2005, 01:13 AM // 01:13   #13
Core Guru
 
Brett Kuntz's Avatar
 
Join Date: Feb 2005
Default

Quote:
Originally Posted by Freyas
I believe you can buy Mend Condition from Denravi- I'd almost always choose it over Purge Condition- though you can't use Mend Condition on yourself. Mend Ailment can currently be used on yourself, despite the description, so if you want to be able to mend your own conditions, you might try that one out as well. IIRC, you can pick that one up in Ascalon City.

Smite Hex: Spell, 5en - 2cast - 15recharge

Smite Hex does only cost 5 energy- it has a 15 second recharge. However, Remove Hex costs the same as far as energy and casting time, and has a faster recharge. Inspired Hex is nice because with a couple points in inspiration magic you can cast it for free, and with a mid-to-high level of inspiration magic, you'll actually gain energy by casting it. You're unlikely to ever have use for the hex that you steal, but it's a free hex removal that only takes one second to cast, and it basically recharges in 20 seconds.

The one drawback to Word of Healing is that you can't cast it on yourself. However, that's a major problem with most of the nice Monk spells. There's a limited number of healing spells that you can use to keep yourself alive- Orison, Heal Area, Healing Breeze, Healing Hands, along with a few divine spells like Signet of Devotion, Divine Intervention, and Divine Healing are the only ones that I can think of that you can use to heal yourself.
Quote:
Originally Posted by Skills Page
Smite Hex
Description Remove a "Hex" from target ally. Foes near that ally suffer 12-54 damage.
Energy Cost 15
Casting Time 2 seconds
Recharge Time 15 seconds
Skill Type Spell
Linked Attribute Smiting Prayers
Looks like the first skills description is correct, but if you click on the skill link to open up it's page it displays 15 energy by mistake.

Whats it mean the Hex I remove replaces my Inspired Hex? Does this mean if I remove pinkbar off an ally, I have 20 seconds to cast it on a foe? That actually sounds pretty cool.
Brett Kuntz is offline   Reply With Quote
Old Feb 25, 2005, 01:52 AM // 01:52   #14
Champion of the Absurd
 
Freyas's Avatar
 
Join Date: Jan 2005
Guild: Spirits of War
Profession: Mo/W
Default

It lets you cast the hex that you remove from yourself or your ally. The only problem can be if you don't have the linked attribute for the hex- most hexes aren't all that great at 0 attribute points, so you're unlikely to get much of a benefit, though occasionally you can get lucky and get a hex you can use- Malaise can be a nice one- they use it on you to drop your energy regen, you can remove it and cast it back on them, and it'll last 20 seconds or so even with 0 attribute.

Thanks for catching the mistake on the skill description for Smite Hex- it should hopefully be fixed soon.
__________________
Freyas- Spirits of War
~The best lack all conviction, while the worst are full of passionate intensity
Freyas is offline   Reply With Quote
Old Feb 25, 2005, 02:29 AM // 02:29   #15
Pre-Searing Cadet
 
Join Date: Feb 2005
Default

2 cents

Picked up a neat spell near the end of the last beta but I didnt have a chance to use it.

Heal Party

Im a Monk/Mesmer and tend toward holding 3 attributes - adjusting them based on party members - i.e. lowering illusion attribute and increasing divine and healing when Im the only monk.

So the spelll that none of you are talking about which I have seen used quite effectively - Thank you Bullet Proof Monk - is a speed increase. BPM is a monk/warrior so he uses his version of speed. Im a Monk/Mesmer so Ill end up using Illusion of Haste. Although it leaves you crippled for a bit at end of the spell, that can be cleared. Havent tried it yet but plan to next beta.


Anybody else using a speed boost for their monk?

I also use healing touch and like it alot. That coupled with Orision and Healing Breeze and you can keep a continuous flow of heath if you have a high Divine Rating.


Based on what was discussed above, I should pick up Kiss and Word and drop signet of devotion and one other. Any body get the area effect restore skill?
kee mo saw bey is offline   Reply With Quote
Old Feb 25, 2005, 02:40 AM // 02:40   #16
Ascalonian Squire
 
Join Date: Feb 2005
Default

Heal Party would be great for those times your monks are seeding each other at the lord so everyone is compact as can be - and you get hit by an Elementalist with an AE build.

I havent found heal party yet though.
Cruel Skeksis is offline   Reply With Quote
Old Feb 25, 2005, 03:42 AM // 03:42   #17
Champion of the Absurd
 
Freyas's Avatar
 
Join Date: Jan 2005
Guild: Spirits of War
Profession: Mo/W
Default

Heal Party can be a nice healing spell, though it is limited in many situations. The things I don't like about it much is the energy cost and cast time. If you need healing, you generally need it now, and 2 second cast times can often leave you with casualties before you finish casting. If the enemy is focus-firing, a lot of the healing from Heal Party can be wasted. I'd say that Heal Party is a useful skill to bring for an E/Mo, though I generally wouldn't put it on most Monks that I build.

As for speed buffs, they can be quite useful. I don't generally use them on my monks simply due to a lack of skill slots available- there's always at least 4-5 skills I'd love to take along but can't fit on my skill bar.
__________________
Freyas- Spirits of War
~The best lack all conviction, while the worst are full of passionate intensity
Freyas is offline   Reply With Quote
Old Feb 25, 2005, 10:11 AM // 10:11   #18
on a GW break until C4
 
FrogDevourer's Avatar
 
Join Date: Feb 2005
Location: In your shadow
Guild: Servants of Fortuna
Default

Quote:
Originally Posted by Madness
PS. I will kill every monk first so you better run and stop healing yourself
Oh boy, I'm scared. You do know that a monk is usually able to heal faster than a lone player can damage him, right ? Unless he's being fire focused, a good monk will keep himself alive endlessly. He may not be able to kill you, but he will not die either. 1v1, only a few skills are able to annoy a good monk and this is far from enough to kill him.
__________________
FrogDevourer is offline   Reply With Quote
Old Feb 25, 2005, 09:24 PM // 21:24   #19
Frost Gate Guardian
 
Xapti's Avatar
 
Join Date: Feb 2005
Profession: Mo/
Default

with 13 DF I'd rather use divine boon instead of something, and divine intervention instead of the silly waste-of-elite healing hands (condering shielding hands and divine intervention and healing seed do similar things but aren't elite)
Then use word of healing as the main heal, and you'll be pumping out 260+ HP heals easy at only 5 energy cost, and quick recharge.
That's what my monk used, he didn't even have such high attributes and he was healing for 260 per heal.

I dunno if somone said this, but you might want to consider just using vengence, since it's almost guarenteed ther'll be another monk (which will have a normal res) if you are PvP, even likely PvE.
Xapti is offline   Reply With Quote
Old Feb 26, 2005, 06:57 PM // 18:57   #20
Frost Gate Guardian
 
 
Join Date: Feb 2005
Location: Beaches of Kryta, aka Florida
Guild: Remnants of Ascalon
Profession: Mo/Me
Default

in the fact with your 13 df, i would defintly agree with the divine boon spell, it is my favorite skill coming out of divine favor. With 13 divine favor youll be giving roughly 45 extra health to every spell, plus orison at 12 is 67 health, so thats 112 health for 6 or 7 energy, and thats not even taking into consideration the extra healing from the actual df attribute.

my personal opinion i dont use vengence, i stick with a good old fashion restore life or ressurection. I mean in pvm a normal rez is the best by far, and in pvp vengence is good until your team reaches 60%dp and vengence becomes almost useless, because its effects are permanent.

i would then take remove hex or smting hex, only like 7 sec rechage i think. much better then smite hex in my opinion. word of healing is always a good elite skill over healing hands, so when ure aly is below that 50% theres an additional 83 health, which means 67 + 83 + 45 = 195 health(man mental math, lol). then theres always heal other, which has been raised to like 280 health for the 15 energy and then like 20 sec recharge. heres a build i made for myself using a pet for protection/annoyance.

monk/ranger
charm animal
orison of healing
heal other
word of healing
remove hex
condition remover one(5 health for each remaining, i find with 0 protection i think it works better occasionally)
divine boon
rez animal(pvm) or healing breeze(pvp)
Dovi the Monk is offline   Reply With Quote
Reply

Share This Forum!  
 
 
           

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
The Biggest Jerk You Ever Encountered in GW (no posting names) Doomlord_Slayermann The Riverside Inn 3060 Aug 26, 2006 03:53 PM // 15:53
Quad Monk Team Arena Build Glap The Campfire 4 Dec 07, 2005 07:28 PM // 19:28


All times are GMT. The time now is 03:36 AM // 03:36.


Powered by: vBulletin
Copyright ©2000 - 2016, Jelsoft Enterprises Ltd.
jQuery(document).ready(checkAds()); function checkAds(){if (document.getElementById('adsense')!=undefined){document.write("_gaq.push(['_trackEvent', 'Adblock', 'Unblocked', 'false',,true]);");}else{document.write("