Oct 03, 2005, 12:18 PM // 12:18
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#101
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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because, most people dont realize it, they just take monk first because they're noob, and anyways. Divine Favor pwnz anything, so monk first is much better, but noone realizes why he takes monk first ^^
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Oct 03, 2005, 12:19 PM // 12:19
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#102
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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Quote:
Originally Posted by Christine Shadow
What is a sick build for a smiting monk...So that i can farm.....and a good secound profession for healing and smiting...
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!!! UTFSB !!!
*Use the fukcin search button*
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Oct 03, 2005, 12:28 PM // 12:28
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#103
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Krytan Explorer
Join Date: Sep 2005
Location: Germany
Profession: R/Mo
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Ok, but with monk first you lose time casting energy regen spells, when you could be casting heal on party memebers. With Essence Bond you get energy back to pay for the enchantments and with 90+ energy who cares about divine favor? Its only a thought, but why cast a spell that heals say 60+38... 2 times when I can cast the same spell 60... say 5 times. (Only an example)
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Oct 03, 2005, 12:34 PM // 12:34
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#104
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Krytan Explorer
Join Date: Sep 2005
Location: Germany
Profession: R/Mo
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And while Im at it... Is it good practice to use Vital Blessing on self, then cast Infuse health on ally, then heal self? Im suggesting this as if you are a monk second... Vital Blessing + current health of say 500 is a lot, which would make for a good Infuse Health (near 300). So long as the monk casting is not at risk of course.
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Oct 03, 2005, 12:34 PM // 12:34
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#105
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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erm only an example:
when you have Divine Favor at 16, EVERY SPELL you cast, heals for 110-120 more!!!!
so when my spells heals for 180, with one time casting,
you would need 3times casting to heal the same amount, which makes a comparison of energy:
5e -> 15e, you would need a 3times higher energy pool, so if i have 45energy, you would need 135energy, and you cant fill it up that fast as I can with +4mana regen.
And you will need 3x longer to heal for the same amount.
See now why it would be stupid to take EL/MO for healing?
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Oct 03, 2005, 12:35 PM // 12:35
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#106
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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Quote:
Originally Posted by LordMahal
And while Im at it... Is it good practice to use Vital Blessing on self, then cast Infuse health on ally, then heal self? Im suggesting this as if you are a monk second... Vital Blessing + current health of say 500 is a lot, which would make for a good Infuse Health (near 300). So long as the monk casting is not at risk of course.
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The monk is always at risk, so which makes infuse health not a really favorable healspell.
and now stop it, el/mo is good for smiting or other nasty stuff, but not for healing.
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Oct 03, 2005, 01:36 PM // 13:36
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#107
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Krytan Explorer
Join Date: Sep 2005
Location: Germany
Profession: R/Mo
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Im not done. On this very site it says that divine favor only gives about 3 points of life per lvl of favor... 16x3 is not 120. How did you figure that? Other than the one healing spell that doubles divine favor. And thats only 1 spell... Besides, as an elmo you can cast all your heal spells back to back, and with time and essence bond by the time you hit the last heal, you can start over again for at least 2-4 more runs. Assuming of course your tanks are taking damage.
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Oct 03, 2005, 06:55 PM // 18:55
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#108
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Ascalonian Squire
Join Date: Sep 2005
Location: Houston, TX
Guild: Warrior Nation
Profession: Mo/Me
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Quote:
Originally Posted by Dont Look At My
wow that build really really suckz, you use high mana spells, energy tap which got nerfed and you use REBIRTH !!!! o.O
the worst skill for a healing monk.
Anyways, go and try to get some better energy management.
Energy Tap + Energy Drain is old and stupid. It will never make you go good.
Just try something new and innovative.
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i disagree with rebirth being the worst skill for a healing monk. although it does eat all your energy, it really helps when you need to get your group out of a pinch. as for my skills being all high energy, and for energy tap and drain being stupid, the fact remains that they do their job, and when im healing, i've found that i do a better job than most healers when im playing my tank, not trying to brag or sound prideful, but that's just how it is. i like this build.
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Oct 03, 2005, 07:42 PM // 19:42
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#109
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Pre-Searing Cadet
Join Date: Sep 2005
Guild: Mud Crickets
Profession: Mo/N
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Quote:
Originally Posted by LordMahal
Im not done. On this very site it says that divine favor only gives about 3 points of life per lvl of favor... 16x3 is not 120. How did you figure that? Other than the one healing spell that doubles divine favor. And thats only 1 spell... Besides, as an elmo you can cast all your heal spells back to back, and with time and essence bond by the time you hit the last heal, you can start over again for at least 2-4 more runs. Assuming of course your tanks are taking damage.
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I believe he is including the healing bonus when using the Divine Boon enchantment. With Divine Boon, you can produce some insanely energy efficient heals. I won't go into the math, it has been done elsewhere.
A high Divine Healing with Boon on a normal energy pool probably comes pretty close to healing the same amount as your E/Mo with a large energy pool initially, but you have the advantage that you haven't just sunk 12-16 points into an attribute that won't directly help you heal, and, once you're low on energy, the Booner is still casting his huge heals, while the E/Mo takes three times as long to regen up the energy to cast the spells multiple times. Maybe Essence Bond would help with this, mind you, tanks are rarely the first targets in PvP.
Of course, the disadvantage to Boon is that you do need to manage your energy right from the start.
If you already have a Mo, then try creating a PvP E/Mo and giving it a shot. If all you want from the Ele side is the energy pool, you don't need to unlock anything.
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Oct 03, 2005, 07:50 PM // 19:50
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#110
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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Quote:
Originally Posted by LotharOvsothian
i disagree with rebirth being the worst skill for a healing monk.
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I think he was referring to a PvP monk... do not, I repeat, do not take rebirth into PvP. Don't even take a res signet. If you're trying to res someone, you're not healing someone else...
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Oct 03, 2005, 07:58 PM // 19:58
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#111
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Pre-Searing Cadet
Join Date: Sep 2005
Guild: Mud Crickets
Profession: Mo/N
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Quote:
Originally Posted by LotharOvsothian
i disagree with rebirth being the worst skill for a healing monk. although it does eat all your energy, it really helps when you need to get your group out of a pinch. as for my skills being all high energy, and for energy tap and drain being stupid, the fact remains that they do their job, and when im healing, i've found that i do a better job than most healers when im playing my tank, not trying to brag or sound prideful, but that's just how it is. i like this build.
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Rebirth is a nice spell to use in PvE, but its a downtime spell only. It's too slow to cast in combat and both you and the person you res are out of combat for a while after its cast.
Since there really isn't any downtime in PvP, it just doesn't work there.
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Oct 05, 2005, 07:56 AM // 07:56
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#112
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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Quote:
Originally Posted by Yamat
I think he was referring to a PvP monk... do not, I repeat, do not take rebirth into PvP. Don't even take a res signet. If you're trying to res someone, you're not healing someone else...
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exactly thats what I'm saying. EVERYONE can see it, but noone realizes it, you ask me where? Well look at you henches in the mission (got told they got fixxed now, but anyways), when res was really needed, the healer hench didnt do something, but when the team was in big trouble, she just went there and ressed someone, and let the other 4die. As monk, against a good team you dont have the occasion to res, because they all go on you, or at least some of them dont get of you.
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Oct 06, 2005, 03:33 AM // 03:33
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#113
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Krytan Explorer
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If a monk is going to take a rez into PvP, it should be Vengeance. While it has its flaws, having your teammate back for thirty seconds at full capacity can change the tides of battle.
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Oct 06, 2005, 02:38 PM // 14:38
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#114
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Ascalonian Squire
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Ok basic setup for a PvP v2.0 healer monk: (updated for the nex skill balance thing)
Orison of Healing
Heal Other
Signet of Devotion
Healing Seed
Healing Touch (self heal) or Heal Party (usefull in some rare cases)
Inspired Hex
Contemplation of Purity
Mantra of Recall {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 speed, add an insightfull staffhead +5 if you're concerned about energy, but i always run defensive of defense (as you are a prime taget). And take the max energy items on your of hand in case you need some insta energy to keep a ghostly alive or something like that.
And seriously people Healing Breeze is just a bad skill, it's a Heal Other over time that can get disenchanted/drained and it plain sucks.
For reference this was my version 1.0
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 speed, add an insightfull staffhead +5 if you're concerned about energy, but i always run defensive of defense (as you are a prime taget). And take the max energy items on your of hand in case you need some insta energy to keep a ghostly alive or something like that.
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Oct 07, 2005, 06:19 PM // 18:19
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#115
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Ascalonian Squire
Join Date: Sep 2005
Location: Houston, TX
Guild: Warrior Nation
Profession: Mo/Me
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Quote:
Originally Posted by Yamat
I think he was referring to a PvP monk... do not, I repeat, do not take rebirth into PvP. Don't even take a res signet. If you're trying to res someone, you're not healing someone else...
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ah. well i agree with that. any rez skill doesn't work in pvp. rez sig, maybe, but no spells. and i dont do much pvp anyway; i prefer pve
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Oct 10, 2005, 12:30 AM // 00:30
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#116
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Pre-Searing Cadet
Join Date: Sep 2005
Guild: The Red Moon
Profession: Mo/
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Quote:
Originally Posted by Azure_Seraph
Not to put u down, but actually to help you, that build lacks the essentials to a good life bonder. First off, you need Bal's spirit so you gain energy while the bonds redirect damage to you. Sig of Devotion is useless and shuld be left to healers. You shuld actually run a more common mo/me as a bonder in 8v8.
Bonds~Mark of Prot~mantra of persistence~Guardian~shielding hands~mend ailment~blessed sig~bals spirit
11+3+1 Prot,10+1 div,10 Insp
This is only a common life bonder and does not get as complex as some of the better ones.
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Dude dont knock anything untill u have tried it.
I agree that it is not for a large team, the build was originally implyed in team arenas which we got 27 flawless consecutive wins. And its not a "Bonder" make one and see the difference....and the signot of devotion ..."usless" ....ur mad
go make one and try it.......and when i say try it i mean play it for about 5 hours and get into the monk flow not use it in one game then drop it.
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Oct 22, 2005, 01:08 PM // 13:08
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#117
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Krytan Explorer
Join Date: Oct 2005
Location: Finland
Guild: Les Rage Quit [Quit]
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Today I was in Tombs playing healing monk with my normal setup:
16 Heal
13 Divine
4 Protection
Word of Healing, Breeze, Orison, Touch, Seed, Mend Ailment, Heal Party, Res sig
Then i get blind invite from some team, I looked players, and it showed pretty good team. I accepted their invite. Then they asked my rank, I'm only rank 1 . They said that they are looking for 2+ players, and asked then my skills & attributes. I said them and they said: " Ohh man nothing to maintain, what a noob build". Then they kicked me. Why healing monk needs to maintain something? I've been tried builds like these:
Change some skills to get Boon + Peace&Harmony,
Change some skills to get Healing Hands + the skill what lenghents duration of enchantments + Serpent's Quickness,
Change some skills to get Mending and Blessed signet,
But they aren't so good as my normal build, I think. So what I need to change to get "good" build that higher rank players can accept?
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Oct 22, 2005, 01:11 PM // 13:11
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#118
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Krytan Explorer
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Quote:
Originally Posted by Worf
But they aren't so good as my normal build, I think. So what I need to change to get "good" build that higher rank players can accept?
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Energy management. No, peace and harmony doesn't count.
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Oct 22, 2005, 01:15 PM // 13:15
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#119
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Krytan Explorer
Join Date: Oct 2005
Location: Finland
Guild: Les Rage Quit [Quit]
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Quote:
Originally Posted by Everous
Energy management. No, peace and harmony doesn't count.
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So take skills like Channeling or Offering of Blood...?
Edit/ Would Greater Confligation or Winter + Storm Chaser be good? (Just thinking..)
Last edited by Worf; Oct 22, 2005 at 01:21 PM // 13:21..
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Oct 22, 2005, 02:06 PM // 14:06
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#120
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Krytan Explorer
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channeling for Tombs. Offering of Blood if you haven't got much space. If you have 2-3 slots spare, go with inspiration skills.
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