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Old Jul 26, 2005, 02:43 AM // 02:43   #61
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Quote:
Originally Posted by Longasc
I still wonder why nobody posted any version of the popular Fi Boon Healer Template?

Here is mine:


Monk/Necromacner

Divine Favor 12 (11+1)
Healing 12 (10+1+1)
Protection 8 (7+1)
Blood Magic 7
Smiting 4 (3+1, irrelevant...)

1. Protective Spirit
2. Divine Boon
3. Healing Touch
4. Orison of Healing
5. Reversal of Fortune
6. Dwayna's Kiss (Vigorous Spirit)
7. Offering of Blood (E)
8. Rebirth/Restore Life/Ressurect ...

Divine Boon gives you a boost for normal Healing:

The Orison of Healing will heal for:
60 (Orison) + 61 (Divine Boon) + 38 (Divine Favor Bonus)= 159 Health

As you have three cheap healing spells, RoF, OoH and Dwayna's Kiss, you can heal pretty well with this.

Offering of Blood gives you 14 Energy for 5 and a little bit of Health, and can be cast in the blink of an Eye.

Healing Touch is your self-heal:

38x2 (Double Divine Favor) + 51 + 61 = 188 Healing


Just as theclam said, you need a good energy regeneration to capitalize on the benefits of Divine Boon. Offering of Blood is marvelous in this regard.

Heres mine :
gives u around 400 health but u heal for loads
u could use a 30/30 staff + superior vigor to get ur hp back

heal 11 +3 +1 (15)
pro 6+1 (7)
divine 12 +3 (15)

the divine boon is +70
the divine favor is +48

1. Peace And Harmony{E}....- 90 secs of +1 regen
2. Divine Boon....................- +70 heal
3. Healing Touch................- 48x2 + 70 + 60 = 226
4. Orison of Healing............ - 48 +70 +70 = 188
5. Reversal of Fortune.........- 48 +70 +45(max) = 162
6. Dwayna's Kiss.................- 48 +70 +60 = 178 (+20 to each enchant/hex)
7. Healing seed...................- 20 secs 30 healing
8. Rebirth/Restore Life

i use a +20% enchanting staff aswell

nearly all are 5 energy and u still get the 4 regen even with DB
also when u reapplying PnH u get +118 heal

Last edited by Thailii Monkey; Jul 26, 2005 at 03:04 AM // 03:04..
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Old Jul 27, 2005, 03:30 AM // 03:30   #62
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Hi all.
I'm a bit of a PVE-PUG junkie so I've tuned a Mo/El build to cover as many options as possible.
Maxed out, Healing, DF and Fire.

Usually run with something like
1: O of Healing
2: Fireball
3: Heal other
4: RoF
5: Firestorm (or another heal type, eg Healing Hands, depening on the PUG build)
6: Mend {various} for condition removal
7: Metor shower
8: Rez

This build covers all the basic healing requirements (Heal Other does mid 150's after bonuses) and if there are other monks in the group, i've got some nice offensive options as well.

I looove Reversal of Fortune. It is such a great "get out of jail" spell.

Seems a bit mixed, but this way I can just change the playing style depending on how the PUG is going.

If i was going to PVP this char, i'd probably drop fire in favour of earth and "armour up".

GS
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Old Jul 27, 2005, 03:57 AM // 03:57   #63
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Weird. When I looked through the monk skills and saw Devine Boon, something very similar to the Fi Boon healer build is exactly what came to mind, before I'd ever heard of this build (yay noob!). Actually just read the guild of the week bit on Fi today. I did kinda try to play it in a quick PvP experiment, but I don't have any elite mana regen skills yet, and the only immediate alternative within my small realm of skill knowledge was essence bond, which just makes things harder to stay on top of with enchant removals. I kept getting hit with enchantment breakers and I'm not quite experienced enough yet to be catching that right away while paying attention to everything else. (though boon does have a nearly instant cast & recovery time at only 5 mana)

I was thinking that it would be kind of cool to use the character to remove conditions and hexes while healing for a decent amount at the same time. Seems to me that whenever a player is suffering from a condition or hex, they're also usually taking damage. It would appear better to take 7 mana and heal/remove in one go than take 10 or 15 mana and two cast times.

You can take Devine Boon, Peace and Harmony, a Rez spell, and easily be able to fill up the rest of your skill bar with fast casting/recovery 5 mana protection & healing spells. Mend condition/ailment, reversal of fortune, guardian, orison, healing touch, and dwayna's kiss are all quick, cheap, and spammable. Shielding hands and remove hex would also go well I think, but take a bit away from the rapid-fire feel of things. Seems like a build that could be tweaked for a lot of situations without changing the style of play. Offering of blood seems like a better choice for a mana regen elite just because of enchants, but if you could be quick enough to disable boon, cast peace and harmony, then cover back over with boon, you could sneak in another skill from a secondary to use for getting yourself out of trouble, like a warrior adrenaline. Maybe that's asking too much. I am throwing punches in the dark here, most likely hitting either the obvious or the foolish with each throw.

- - - - - - - - - -

In regards to my previous post, I decided to turn my Mo/W into a healer with a bit of protection, and have been enjoying things fairly well. Seems like there are a lot of stupid people playing this game, though. Despite my requests to the contrary, warriors are always running off away from the group and dieing, and the rest are running right up into things and forcing me to cast an expensive heal party far more often than I'd like. (I do prefer this to having people run away and draw hits to me, however.) It also seems common for players to completely ignore the healer, running from mob to mob of enemies, assuming that so long as they're in apparently good health, everything's fine, nevermind me frantically indicating, "My energy is 2 of 43!" It has happened before that the only reason my incompetent party makes it through a mission or quest is because I manage to keep the tank alive by continuously healing him/her, only to have the other team mates demanding that I rez them immediately, and the tank to mock them afterwards, claiming it was a "piece of cake." I am hoping that these things will fade out in the later game, but fear they will only be replaced by egotistical jerks who immediately flame you and proclaim total objective failure when you fail to recognize a piece of in-game slang.
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Old Jul 27, 2005, 07:01 AM // 07:01   #64
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I've pretty much stopped healing players who run off.

If they are out of range then they are out of range.
And I'm not going to leave the main group (usually crossing a mob ) to get to them.

Particularly in circle of fire missions. Once the DP starts to build they get the message PDQ.

And as for "rez me REZ ME!!".......thats when I wish I'd taken Unyielding Aura...

GS
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Old Jul 27, 2005, 04:07 PM // 16:07   #65
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Quote:
Originally Posted by Kewima
- - - - - - - - - -

In regards to my previous post, I decided to turn my Mo/W into a healer with a bit of protection, and have been enjoying things fairly well. Seems like there are a lot of stupid people playing this game, though. Despite my requests to the contrary, warriors are always running off away from the group and dieing, and the rest are running right up into things and forcing me to cast an expensive heal party far more often than I'd like. (I do prefer this to having people run away and draw hits to me, however.) It also seems common for players to completely ignore the healer, running from mob to mob of enemies, assuming that so long as they're in apparently good health, everything's fine, nevermind me frantically indicating, "My energy is 2 of 43!" It has happened before that the only reason my incompetent party makes it through a mission or quest is because I manage to keep the tank alive by continuously healing him/her, only to have the other team mates demanding that I rez them immediately, and the tank to mock them afterwards, claiming it was a "piece of cake." I am hoping that these things will fade out in the later game, but fear they will only be replaced by egotistical jerks who immediately flame you and proclaim total objective failure when you fail to recognize a piece of in-game slang.
hehe, sorry but you get groups like these from ascalon - hells Precipice
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Old Jul 27, 2005, 05:04 PM // 17:04   #66
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Yeah, I've learned my lesson about trying to heal everyone, even when the party splits. If they aren't helping the rest of the party, then there isn't much benefit to keeping them alive at the moment anyway.

So far as the crummy groups go, I suppose that I'll just have to live with it and hope that I meet some people/join a guild to provide a bit more reliable partying.
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Old Aug 12, 2005, 10:32 AM // 10:32   #67
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Quote:
Originally Posted by Neo-LD
There was a mo/wa from the enemy team sitting slightly back from the main combat. In accordance with our teams strategy, we sent our lovable warrior to go try and take 'em out. However, when the warrior caught up with the monk (sprint) the monk switched weapon sets and hamstring-ed our warrior!

Our guy was very confused, and didnt quite know what to do now that he couldnt chase down the monk. I forget who won and all that, it was a week ago or somethin.

I dont know exactly what his build was, but it must have incorperated at some substantial sword mastery to hamstring our guy for almost 10 seconds. Not sure if its worth the points, but it was certainly a neat trick.
It could have been me in the competition arenas or team arenas ^^ i also sometimes use a shield did he have a brutesword?
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Old Aug 15, 2005, 05:35 AM // 05:35   #68
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Quote:
Originally Posted by Thailii Monkey
Heres mine :
gives u around 400 health but u heal for loads
u could use a 30/30 staff + superior vigor to get ur hp back

heal 11 +3 +1 (15)
pro 6+1 (7)
divine 12 +3 (15)

the divine boon is +70
the divine favor is +48

1. Peace And Harmony{E}....- 90 secs of +1 regen
2. Divine Boon....................- +70 heal
3. Healing Touch................- 48x2 + 70 + 60 = 226
4. Orison of Healing............ - 48 +70 +70 = 188
5. Reversal of Fortune.........- 48 +70 +45(max) = 162
6. Dwayna's Kiss.................- 48 +70 +60 = 178 (+20 to each enchant/hex)
7. Healing seed...................- 20 secs 30 healing
8. Rebirth/Restore Life

i use a +20% enchanting staff aswell

nearly all are 5 energy and u still get the 4 regen even with DB
also when u reapplying PnH u get +118 heal

My monk is very similar to this. Her PvE build is:

1. Peace & Harmony {E}
2. Divine Boon
3. Orison of Healing
4. Dwayna's Kiss
5. Healing Seed
6. Heal Party
7. Mend Ailment
8. Restore Life/Rebirth

I may try switching out heal party with healing touch, but the party heal has come in handy in places like the Ring of Fire island chains where you can't get close to the towers that drain your energy. Lets me stay far enough away and still be able to do some healing on the rest of the team.

My char is a Monk/Necro, and I was using Well of Power or Offering of Blood, but I switched to peace and harmony and like it better because it allows me to use Divine Boon and I just cancel the Boon if my energy gets too low.

My husband and I play our monks as a team, and he runs a similiar build, too. It works well for us and the compliments on our performance are countless. Love the 5 energy heals that all heal for 180+ with all the bonuses. And 2 healing seeds are really nice when the majority of the group is taking damage.

The only downfall IMO is that Orison is my only self heal, but my husband and I usually keep each other taken care of so we don't have to heal ourselves too often.
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Old Aug 15, 2005, 05:46 PM // 17:46   #69
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Heres my PvP healer, which needs a little tweaking on the energy side but is still awesome.

Monk/Mesmer
Healing: 12 +2 (major)
Divine: 12 +3 (major, scalp design)
Inspiration: 3

Skills:
Word of Healing{E}
Dwaynas Kiss
Healing Touch
Orison of healing
Signet of Devotion
Divine Boon
Rez Signet
-Here you can use any skill that takes energy such as Channeling-

Cast Divine Boon to start. I know this causes energy degen of 1, but its worth it. Then use healing touch and orison on yourself if you need it. Signet can be used on a teammate who is low on health and isnt being attacked. Dwaynas is good for anyone who is hexed, or just a general heal. Word of Healing is the best, especially when a teammate is about to die. With my Divine Favor and Divine Boon boosts, Word of Healing brings a teammates health all the way back up pretty much. Ive been having energy issues, however, so Im considering the following.

Skills:
Heal Other
Dwanyas Kiss
Healing Touch
Orison of Healing
Signet of Devotion
Peace and Harmony {E}
Divine Boon
Rez Signet

Peace and Harmony will get my regen back to 4, so my energy should be a bit stronger. Heal Other is 5 more energy than Word of Healing, but it heals for more.

You shouldnt have to worry about things like Remove Hex and so on, as any good Tombs team will have 3 monks (2 heal 1 prot). Decide between them who is to bring those sort of skills. If you are just doing a Team Arenas build, then you may want to change out signet of devotion for a hex or conditon remover.
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Old Aug 17, 2005, 06:36 PM // 18:36   #70
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Well, this is the build I use for my Solo Monk. I have been farming the level 24 mountain trolls outside droknars forge with absolutely no problem, with no runes at all.

Smiting Prayers: 11 (1 from headpeice)
Protection Prayers: 8
Divine Favor: 12

1: Divine Boon
2: Symbol of Wrath
3: Baltazars Aura
4: Mark of Protection [E]
5: Zealots Fire
6: Blessed Aura
7: Essence Bond
8: Baltazars Spirit

I also have a staff upgrade making my enchantments last 11% longer.

So, I use Baltazars Spirit, Essence Bond, and Blessed Aura then sit there and let my one remaining pip of energy regen put me back at full (48 for me). I then find a sizable group of trolls (the bigger the better) and before I get to them use Zealots Fire. With the staff mod and Blessed Aura, Zealots fire will last a good 80 seconds or so, so no worries about clicking it early. Then you just charge the center of the group of mobs. It varies if I click Mark of Protection or Baltazars Aura first, but once you have clicked both, move on to Symbol of Wrath, then start spamming Divine Boon on yourself. The Mark of Protection will last 14 seconds, but I have found with 11 smiting and those skills, all the mobs around me die in about 12 seconds. Of course, this only works on mobs with no ranged attacks at all, so that they have to surround me in melee, but hey, this works for now and I can always move on to bigger and better things when I feel I have enough loot and exp.
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Old Aug 17, 2005, 07:10 PM // 19:10   #71
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Funny I didn't see the invinci-monk build I'm using in here.


So Here it is, it's a pure monk build I don't use a secondary.

Assumed items:
Staff with 20/20 recharge with enchantment +10%(no need for anything higher) upgrade
-50 HP or -20 HP Off-Hand Item
+1 Protective Prayers Off-Hand Item
5 superior runes for -375 HP (105 HP total)

Skills:
Zealot's Fire
Balthazar's Spirit
Balthazar's Aura
Protective Bond
Essence Bond
Healing Breeze (can be replaced with Shield of Regeneration if you need the armor boost, but healing breeze actually works better because the recharge time is lower)
Orison of Healing

this build requires some attribute juggling

First you want to set your protection prayers to 16 so with the +1 icon you have a 20% chance to cast a lvl17 protection bond(you only lose 1 energy for every hit)
Attributes for this cast:
Healing 13
Smite 6
Protection 16
Divine 6

Then you want to bump your healing up to 14 and cast a +4 mending
Attributes for this cast:
Healing 14
Smite 6
Protection 10
Divine Favor 6

Then bump your smite up to 16 to drop enemies quicker
Final Attributes for battle:
Healing 14
Smite 16
Protection 6
Divine Favor 6

You switch to the -50HP(or -20HP) off-hand item for battle dropping your health to 55 so you only take 3 dmg per hit. Every time you cast Balthazar's Aura do a quickswitch to your 20/20 staff for the chance for quick recharge and so that your Aura will last 10% longer. if the quick recharge hits it'll be recharged before it runs out, otherwise it'll be fully recharged about a second later. So you can almost spam it. otherwise fight with your off-hand item out. cast Zealot's Fire at the beginning of every battle and make sure it's constantly on so you are doing +45 dmg every time you use a spell. Then use Balthazar's Aura whenever it's charged and spam Orison of Healing and Balthazars Aura.



I thought this was a pretty common build....but I didn't see it posted.

Last edited by Algren Cole; Aug 17, 2005 at 07:13 PM // 19:13..
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Old Aug 18, 2005, 02:17 PM // 14:17   #72
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I see a lot of boon + PxH builds. In my experience, PxH cant give you enough energy (it only canels out your -1 degen) and you are still losing to much energy to boon. (-2 per cast) Offering or Energy Drain is the only way to go.

j/w, but what are good attributes for a boon healer, Using only DF, Heal, and Blood, and a maximum of 1 sup rune. Which do you max, heal or DF?

I was thinking

12+4 DF
10+1 Heal
8 Blood

or

12+4 Heal
10+1 DF
8 Blood

or a balance?

Last edited by Neo-LD; Aug 18, 2005 at 02:19 PM // 14:19..
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Old Aug 18, 2005, 04:30 PM // 16:30   #73
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Here's one protector I've used with teams in the UW and FoW successfully. But, as with most builds, it has to be appropriate for the user's style. As I recall it was something like this:

Aegis
Protective Spirit
Divine Boon
Heal Party
Heal Other
Divine Intervention
Unyielding Aura
Energy Tap

- I forgot how I squeezed in Inspired Hex - but I usually had it on me

I kept a high Divine Favor and Protection Prayers - Healing was about average and Inspiration was acceptable

Keep in mind, this assumes there will be 1 or 2 monk/healers in the group.

I'd discuss strategy with the other monk/healer before we left - make sure we didn't have redundant skills.

1.) "Let me worry about the first Aegis." If I was using build that let me perpetuate Aegis by myself - I'd tell them not to equip it at all. Otherwise we'd agree to alternate.
2.) I'd let them know I was using Unyielding Aura for rez - which has a long recharge. If I was the only monk - then Unyielding Aura would make less sense to equip - but then, again I wouldn't be just a protector. For rez in battle I'd handle that. But if the healer announced a rez - I'd be sure to pick up the slack with healing while he was busy.
3.) I'd let them concentrate on healing from "top down" on the bar. I'd go from bottom-up. I'd only start healing more if I could see that the other monk was going to be over his head (e.g. 3 ppl near death) or if he was out of energy/health. That's why I used Heal Other which is best for spike-healing/crisis management. Heal party with Divine Boon allowed me a way of healing myself + the party as a nice bonus.
4.) Divine Intervention is also another crisis-management choice. Plus it makes Unyielding Aura that much more useful.
5.) I didn't use Reversal because I don't like having to spam one player while ignoring everyone else.
6.) A high Divine Favor allowed me to make the most out of Divine Boon -
Someone in trouble?-> zap Protective Spirit (+Divine Boon healing).
7.) So this is an energy-intensive build. That's what makes Energy Tap a Godsend. I get down to 50% energy and then I suck up 11-12 energy points from a foe and I'm all set.

-With this build I use a +5 energy rod and a +12 protective icon. And I wear the acetic tattoos. It'd probably work still if you don't have the +5 rod - but I thought it needed mentioning in case it didn't.

- anyway - that's one of the builds that's been nice to me. But it only works if you know how to use it and know it's limitations.

Last edited by Xue Yi Liang; Aug 18, 2005 at 04:34 PM // 16:34..
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Old Aug 25, 2005, 04:33 AM // 04:33   #74
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Quote:
Originally Posted by Soilworker
Heres my PvP healer, which needs a little tweaking on the energy side but is still awesome.

Monk/Mesmer
Healing: 12 +2 (major)
Divine: 12 +3 (major, scalp design)
Inspiration: 3

Skills:
Word of Healing{E}
Dwaynas Kiss
Healing Touch
Orison of healing
Signet of Devotion
Divine Boon
Rez Signet
-Here you can use any skill that takes energy such as Channeling-

Cast Divine Boon to start. I know this causes energy degen of 1, but its worth it. Then use healing touch and orison on yourself if you need it. Signet can be used on a teammate who is low on health and isnt being attacked. Dwaynas is good for anyone who is hexed, or just a general heal. Word of Healing is the best, especially when a teammate is about to die. With my Divine Favor and Divine Boon boosts, Word of Healing brings a teammates health all the way back up pretty much. Ive been having energy issues, however, so Im considering the following.

Skills:
Heal Other
Dwanyas Kiss
Healing Touch
Orison of Healing
Signet of Devotion
Peace and Harmony {E}
Divine Boon
Rez Signet

Peace and Harmony will get my regen back to 4, so my energy should be a bit stronger. Heal Other is 5 more energy than Word of Healing, but it heals for more.

You shouldnt have to worry about things like Remove Hex and so on, as any good Tombs team will have 3 monks (2 heal 1 prot). Decide between them who is to bring those sort of skills. If you are just doing a Team Arenas build, then you may want to change out signet of devotion for a hex or conditon remover.
I run a Healer/Smiter Mo/Me build

The core skills are:
Orison of Healing
Signet Of Devotion
Balthazar's Aura
Essence Bond
Blessed Signet

Essence Bond and Blessed Signet are there for energy management. Orison and Healing Breeze are very effective to heal allies as Orison is very cost effective and healing breeze works pretty darn well. Balthazar's Aura costs a whopping 25 energy... its not something you throw willy nilly. Its a skill you plan for its use, like when your ally is beating the snot of some fellow cast it on the ally to make the damage pack up.

This leaves three optional slots open which can be used for:

Channeling
Hex Breaker
Isnpired Hex
Mantra of Recall
Word of Healing
Heal Party
Healing Seed
Mending
Zealot's Fire
Balthazar's Spirit
Shield Of Judgement
Smite Hex
Ressurect Signet

Etc

So you could have

Orison of Healing
Signet Of Devotion
Balthazar's Spirit
Balthazar's Aura
Essence Bond
Blessed Signet
Hex Breaker
Energy Drain

for example OR

Orison of Healing
Signet Of Devotion
Healing Seed
Balthazar's Spirit
Balthazar's Aura
Essence Bond
Blessed Signet
Energy Drain

OR

Orison of Healing
Signet Of Devotion
Balthazar's Aura
Essence Bond
Blessed Signet
Hex Breaker
Inspired Hex
Mantra of Inscriptions

It is recommended you have a

Major or Superior Vigor Rune

Scalp +1 to Healing
Minor Healing Rune +1
Minor Smiting Rune +1
Major Divine Favor +2 -50 health

I still need to test it for more efficiency but the core skills work fine in theory.

Last edited by Zhou Feng; Aug 31, 2005 at 06:02 AM // 06:02..
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Old Aug 28, 2005, 10:03 AM // 10:03   #75
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Quote:
Originally Posted by Trueheart
Just curious, one of the top posts lists Heal Other as being Ascalon City..
I got it early on with my Ranger/Monk without realising, but am now looking for it for my Monk.
Anyone know what quest it's a reward for please? I am in Yak's now.
Look for Menel and follow those quests.
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Old Sep 01, 2005, 01:30 PM // 13:30   #76
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Still love the boon healer, though a bit edited, put some more on blood, less on divine and get some healing/protecting going on, getting like 18 energy from Offering...

Sorry if its already posted
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Old Sep 04, 2005, 01:41 PM // 13:41   #77
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Does anyone have anything for a smiting monk build?
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Old Sep 04, 2005, 02:07 PM // 14:07   #78
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Ok basic setup for a PvP healer monk:

Orison of Healing
Heal Other
Signet of Devotion
Healing Seed
Healing Touch (self/smiter heal) or Heal Party (usefull in some rare cases)
Inspired Hex
Channeling or Drain Enchantment (depends on the build of the team really)
Energy Drain {E}

Healing Prayers: 16 (12+cap+sup. rune)
Divine favor: 10 (9+minor rune)
Inspiration: 9

Judge's Armor for at least the Torso and Legs (where you get hit most) if you think you need the extra energy take tattoo's on legs and hands.

Take the staff with +20% on recharge and casting seed add an insightfull staffhead +5 what ever you like best for a wrapping.

Oh and healing breeze for teh loss! Total n00b skill.
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Old Sep 04, 2005, 02:10 PM // 14:10   #79
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That's a good healing build right there man. Very nice. I still need a good smiting build tho...anyone have any ideas?
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Old Sep 04, 2005, 07:50 PM // 19:50   #80
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Sorry if this has already been stated, but I sat down the other night and through this build together. I used it with all henchies to destroy final mission. This is based solely on monk skills.

fav res
healing seed
healing hands
vigorous spriit
dwayna's kiss
orision of healing
divine boon
essence bond

Essence on a good war or fast caster makes all the difference when combining with boon. Most of the skills only cost 5, and 3 help to minimize damage taken. I haven't run out of energy for a while, but have been surrounded by great tanks that keep essence bond charging.
Hope this helps out somebody, my guildies love it. It works great with a group healing monk.
Lil Cooter is offline  
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