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Old May 17, 2005, 04:40 PM // 16:40   #21
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I couldn't be happier with my E/Mo, although to be honest I'm still pre-sear, so I don't know if my opinion counts for much. You have to find a combination that suits your playing style -- Kiba is probably my 5th character, and his skills, spells and attributes closely mirror a character I've played in a text-based online RPG for over four years, so he feels familiar to me. ^_^

I do agree with one of the previous posters, that the effectiveness of a combo really depends on the skill of the PB (Player Behind). If you can't use the skills you have, the character is doomed no matter how buff the same build is in someone else's hands. Good luck in your search!
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Old May 18, 2005, 12:42 AM // 00:42   #22
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There are great pros and cons for both classes as primary which just goes to show you how balanced areanet made this game....for the most part at least.
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Old May 18, 2005, 12:47 AM // 00:47   #23
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Actually, I might try mo/el after I get my el/mo at a higher level.
I havent done much pvp, but for pve I find myself dealing the most damage and manage be a sufficient healer, though I usually try to bring along another healer. As of now I am very pleased with how my caracter is doing. I'm only level 11, but I can handle most situations with ease.
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Old May 18, 2005, 03:28 AM // 03:28   #24
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Lol I prefer doing missions with henchmen they may be dumb but not as dumb as humans.
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Old May 18, 2005, 02:32 PM // 14:32   #25
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Yesterday I created a pvP only ElMonk custom build in the 4v4 PvP matches in the Lion's Arch Arena thing, anyways.

First combinations I tried( I forget them all now ) I was an OK healer but was sloppy, wasn't always able to save some, etc etc. I had 105 energy total, but with only a 2 pip regen..I could cast a whole LOT of spells before I ran out of mana...but then I had to sit there for ages waiting to get enough to even cast a 5 energy spell, heh.

After nearly five hours of playing, I have settled into a build I think works great, NO damage just a pure healer.


No runes or anything of the sort.

Weapon: PvP Water Wand( Improves Skill Recharge for Water skills, explain later )
Item: PvP Healing Ankh( E+12, E+15, EReg-1, H+30 )
Total Health: 510
Total energy: 90 with regen of 3

Energy Storage 11 (+1 All-Seeing Eye )
Healing Prayers 11
Protection Prayers 10
One Att Point left over.

Skills:
Aura of Restoration( Am healed 334% of energy cost for each spell cast)
Pacifism( Target foe cannot attack for 16 seconds )
Infuse Health( lose half my Health, ally is healed for 126% lost )
Heal Area( Heal myself and EVERYTHING around me for 140 health )
Healing Breeze( 10 seconds a 7pip health regen )
Orison of Healing( 57 health )
Ressurrect
Restore Life( 44% health / 77% energy )


Alternate Skill Build:

Ice Spikes( Replacing Pacifism )
Shard Storm( Replacing Resurrect )
Protection Prayer 0
Water Magic 10


Strategy:
AoR is pretty obvious, keep it up and running at all times. With this build, I use OoH to mend them slightly, HB usually on poisoned people or as I see fit, and when someone gets to less than 50% health I usually Infuse them, heal Area myself followed by HB on me.

If someone dies, I much prefer being able to ressurect more than once, which is why I opted out on the signet, and I try to use RL first, because it has the added bonus( in this situation ) of me HAVING to be touching them. I then Infuse them at once, and HA which heals them again and myself as well, and HB as needed.

Pacifism is for when one guy thinks he can take care of me, and I just let him sit there....16 seconds is a very long time in a PvP match. There sometimes is some trouble when my team doesn't understand to leave said person alone, but I try and let them know that if I call a target, to ignore it because I am just letting them know who I pacified. Doesn't always work, but it has saved me a lot of hassle.

Heal Area, I know..heals them too. But look at it this way. If I have ONE War attacking me, first off I pacify him so he stands there for 16 seconds looking for his sword. :P Then, it is an easy matter to use HA to heal myself for 140 a whack..and this is the part a lot of people can't seem to understand. Yes, I am healing him too...but as long as you do not attack him, I am not benefiting him at all, am I? He can swing and waste TIME and ATTACKS on me, while the other 3 people can focus on a target and not have to worry about a warrior on them, plus then his damage is being nullified completely, because I don't have to heal whoever he is attacking. Simple.



Alt Build Strategy: With Ice Spikes and Shard Storm and Water Magic at 10, those two spells have the effect of about 110 accumulated damage and slowing someone down for 10 seconds. Plus, for the same attribute, they have the lowest Recharge time for damage giving spells, so that is why I picked the Water Wand, and those spells in particular and not Fire for example.

Any questions, comments, and of course the obvious flames? These builds have not been tried, and prolly would not work as effectively in an 8v8 battle.

Inac
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Old Jul 28, 2005, 02:47 AM // 02:47   #26
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I find the biggest problem when I am playing healer monk is when I run out of energy. If you wanted to play a E/Mo as a healer I can definitely see the extra energy being a huge bonus for the low cast monk spells, especially with glyph of lesser energy.

However, if you want to play healer, I would suggest just making a straight up healer. Eles are meant to deal massive dmg and I find that no matter what element I am using, I am always using ONLY ele skills. This is how they are the most valuable to the group in my opinion. There are so many good skills that equipping healing or anything else and wasting attributes in another area really just is not worth it.

Max out your element of choice, and energy storage... and just nuke, fry, freeze or shake up the field :0
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