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Old Dec 21, 2005, 10:57 PM // 22:57   #141
Age
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Quote:
Originally Posted by YellowMarker161
I don't know if this build has already been posted, but it is a nice Monk/Ele build for Team Arenas. Very easy to flawless basically any team except for pure hex builds.

Mo/E

Items: Judges Armour: Chest and legs. Rest is tatoo.
Divine Favor Staff w/ +20% enchanting mod and (recommended) +30 hp hale mod.

Sup Divine Favor + Sup Vigor + Minors

Divine 16
Healing 9
Prot 11

Skills:

Holy Veil
Mend Ailment
Reversal of Fortune
Guardian
Prot Spirit
Healing Touch (req.)
Glyph of Renewal {E} (req.)
Divine Spirit (req.)

This build works by casting Glyph of Renewal first and then Divine Spirit. With Divine Healing maxed at 16 and with the +20% enchanting mod, the Divine Spirit will last longer than the recharge time for the Glyph. Basically, you have Divine Spirit up at all times. Now all your spells (except Prot Spirit) are only costing 1 energy indefinately.

Strenghts: This build is amazing at defeating physical damage teams and teams with elementalists on them. Prot Spirit and Guardian render them useless. Energy management on this build is incredibly easy. Energy problems are near nonexistent on this build.

Weakness: Hexes are about the only weakness to this build.

How to counter the builds only weakness: If you are finding hexes to be a problem to work around, consider asking one or your other teamates to cover hexes on other players, so you can replaces Holy Veil with CoP. When you are hexed out, switch to an your empty weapon slot to reduce the amount of energy you have and make sure you put a good amount of enchantments on yourself. Wait until the Glyph is almost recharged then hit CoP. Change back to your staff to regain +12 energy, hit Glyph, and then hit Divine Spirit again. It is a complicated process, but you will find yourself getting good at it eventually.
This would make for a better healing build instead as Mo/E are known to be healing builds in PvE you could use it as smiter but not PvP ans I would use all asthetics not Judges as you will get the extra energy bonus anyway would change yoor skills around to healing glyph of lessor energy is very usefull in this build and there is a premade on the Mo/E for healing.
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Old Dec 23, 2005, 12:32 AM // 00:32   #142
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Quote:
Originally Posted by Age
This would make for a better healing build instead as Mo/E are known to be healing builds in PvE you could use it as smiter but not PvP ans I would use all asthetics not Judges as you will get the extra energy bonus anyway would change yoor skills around to healing glyph of lessor energy is very usefull in this build and there is a premade on the Mo/E for healing.
I think you're misunderstanding's YellowMarker's build...his/her build is for PvP, specifically for TA and the fact that GoR is used with DS means under optimal conditions, Energy is not a problem; thus going full Tatoos and using Glyph of Less Energy is unneccesary....

YellowMarker:
I've run a similar build like that before in CA, but for kicks I ran Kinetic Armor & sometimes Armor or Earth at the same time. With Kinetic Armor up, you're free to keep using Healing Touch to keep it up indefinitely since everything is under DS.
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Old Dec 27, 2005, 07:26 AM // 07:26   #143
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I have a 55 health monk for UW. But dont know if the skills are correct. Plz tell me if theres anything wrong:

Spell Breaker[E]
Protective Spirit
Healing breeze
Bonetti's defense
Guardian
Blessed Signet
Orison of healing
Balthazar's Spirit
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Old Jan 20, 2006, 10:09 PM // 22:09   #144
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Hi, i've read a lot of the answers in this faq but i have made a Mo/Me and it's like lvl 8, but i was thinking and i want to know if this is a good second prof. Because i read all about Mo/Me, Mo/W and Mo/E. So i would like to ask if someone can give me an general idea of which second prof for monk is good and why. And which you use for PvP and which voor PvE. And which builds you are working with in PvP and PvE.

Thank you...
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Old Jan 23, 2006, 04:33 PM // 16:33   #145
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Quote:
Originally Posted by The Obelisk
Hi, i've read a lot of the answers in this faq but i have made a Mo/Me and it's like lvl 8, but i was thinking and i want to know if this is a good second prof. Because i read all about Mo/Me, Mo/W and Mo/E. So i would like to ask if someone can give me an general idea of which second prof for monk is good and why. And which you use for PvP and which voor PvE. And which builds you are working with in PvP and PvE.

Thank you...
Hmmm Im rather sure I posted a few good Mo/Me builds. Mo/Me are excellent healers and prots, due to energy management, although OoB is THE best energy management skill but thats in Necro.

Currently I have three builds I use a lot and have proven efficient at least for the time being.

Hex Healer
Arena monk, "spike" healer, extremly squishy, must be used in very offensive builds AND YOU must really know what you are doing. As in MOVE A LOT. Hexes are your friend if you know how to manage them. Whether it be casting a Booned up Kiss on a hexed ally or a Booned up Kiss on an ally with Holy Veil on and hexed before removing the Veil and taking out the hex AFTER you used the Kiss effect. This build requires practice and precision. CoP is there to knock out Boon and if you had it up Veil on you and removing hexes and conditions to heal yourself. Inspired Hex removes a hex and gives you energy. Don't have Boon up at all times though. WoH is your best heal here.

Word of Healing/Orison of Healing/Healing Touch/Dwayna's Kiss/Contemplation of Purity/Divine Boom/Holy Veil/Inspired Hex

Recall Prot

Arena Monk, although has uses in GvG if you know what you are doing basic to use really not much to say here. Have Recall and Channeling up at all times and use a lot Guardian and Reversal but dont spam them though you want to manage your energy. This build is more efficient at surviving then the Healer one but has less outright heal potential since you need Boon up. However having Boon up with Recall works to use Purity to heal self and regain energy.

Guardian/Reversal of Fortune/Mend Ailment/Contemplation of Purity/Divine Boom/Channeling/Mantra of Recall/Inspired Hex

Channeling Healer

The healer I use in GvG matches most of the time for its efficient healing output while having good hex management. Healing Seed is a must have in big conflicts to either seed ally monk or squishy allied target. Kiss is self explanatory. Veil you drop and remove hardly ever do you or even should keep it up as you want all your energy regen at all times. Notice every spell is cheap except Seed. Channeling is efficient in larger conflicts. Just remember Channeling's range is about one dot inthe mini map in other words quite close to the enemy (about two to three character range)

Word of Healing/Orison of Healing/Healing Touch/Dwayna's Kiss/Healing Seed/Holy Veil/Channeling/Inspired Hex
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Old Jan 23, 2006, 04:38 PM // 16:38   #146
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Quote:
Originally Posted by se7en18
Here is my PvP monk build

12 Healing Prayers (+2 rune +1 hat) = 15 Healing Prayers

12 Divine Favor (+2 rune) = 14 Divine Favor

5 Protection Prayers (+1 rune) = 6 Protection Prayers
skills:

Orison of Healing
Heal Other (use rarely)
Healing Seed
Healing Word (E)
Remove Hex
Reversal of Fortune
empty
empty


just base your healing almost COMPLETELY on orison of healing, and get a large damage output on ur team, then u should be good to go.

NOTE: i only use this in CA to get a lot of faction quickly, i havent tested anywhere else.
Aree trhe empty slots empty or you use something there based on preference?
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Old Feb 08, 2006, 06:36 AM // 06:36   #147
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I've looked through this entire thread and I'm amazed at how little Dwayna's Kiss has been mentioned. It's my personal favourite non-elite spell. I've healed for more then 230 (without div fav or div boon bonuses) in pvp before (only other things I know that can do that are Infuse, Grenth's and Restore Condition), and reguarly do 120-140 in PvE. Short of Word of Healing, its the most efficient spam heal in the game. It's one draw back is that it cannot be used on yourself, which is why, I guess, it hasn't been used as much. It also works really well when you're in a group with a protection monk, as most of your healing targets will also be the targts of the protection, giving even higher heals with Dwayna's. Also very effective vs. Necro or Mesmer heavy teams that use Hexes (Spiteful Spirit, I Hate you!). But that's just a pet-peeve.

I'm actually posting because alot of people have been asking if its possible to do a pure-monk build, and I for one believe it is, but mostly I've found they're limited to spam healers, as protection and such has a much higher energy drain then healing. I run pure monk builds quite often, in PvE and PvP. Most of the time I use the same gear, full ascetic's tats, a +3 e^50% rod and a 20/20 focus.

PvE Monk

Attributes:
Healing prayers: 12 + 1 + 3 = 16
Divine Favour: 12 + 1
Protection Prayers: 3 +1

Skills:
Word of Healing (Elite)
Dwayna's Kiss
Orison of Healing
Healing Touch
Party Heal
Protective Spirit
Mend Ailment (or Holy Veil, depends where I am)
Rebirth

When I'm set up normally, I run 52 energy. My four main heals are all 5e cost, and so energy management just isn't an issue for me. This is a really simple build that I use basically everywhere, has never failed me yet.

PvP Spam Heal Monk

With the same attributes as the previous build.

Word of Healing (Elite)
Dwayna's Kiss
Orison of Healing
Healing Touch
Heal Party/Heal Other
Prot Spirit
Holy Veil
Mend Ailment

As you can see, its fairly much the same build, but I tend to swap holy veil, mend ailment and ressurection signet around, depending on what else is in my team. The major difference is Heal Other/Heal Party. Occaisionally I will bring Heal Party, other times I'll take Other. It really depends on what sort of opponents I think I'll be facing, or have faced in previous runs. Heal Party I would bring if we were facing more degen based teams, Other for spike teams. When using Other, you've got to realize that its your last defence, it will suck your e and you don't want to use it unless necessary. I only really use it if two members of my team are getting spiked, I'll WoH the lower one, that quickly Other the second one. It's really only there if I need to put the full 230 odd heal (including div fav bonus) into two directions at once.

Also, people tend to dismiss Protective Spirit as only a 55 monk skill, or solely the area of a devoted Protection monk, but I have found it very useful with my 4 points in protection prayers. If I start to get spiked, instead of running, I'll prot spirit myself and touch, orison myself. I can't last long this way, but its often long enough for the rest of my team to either get back to me and help out, or to make the other teams spikers back off to help their own monks out. Running, I've found, usually gets you killed more often then standing still, except in the case of rangers trapping at your feet, then its usually a good move to start running:P

Protection Monk

I do sometimes use a pure monk for protection, with mixed results. Basically, I've found they depend on Balthazar's Spirit and Divine Spirit (used at the beginning of a battle, and when the most protting is needed). I think that there is room for them, and they can be effective, but I don't have any exact builds to share about them. However, I don't see PvP as a very wise idea when using one.

As for the non-pure monk builds, most of them have already been stated, or at least variants of them. One build that I haven't seen in this topic is the Mo/Me Bonder, which I find very useful. The Mo/N and such bonders tend to fissel out when they try to bond anything bigger then a 5 man team, I've found, but I've used Mo/Me to bond full 8 man teams with great success.

Mo/Me Bonder

Attributes:
Protection Prayers: 11 + 3 + 1 = 15
Divine Favour: 12 + 3 = 15
Inspiration Magic: 6

Skills:
Life Bond
Blessed Signet
Mantra of Inscriptions
Balthazar's Aura/ Essence Bond (it doesn't matter which, they're exactly the same for our purposes)

Your other four skills don't really matter, but when I use this build, I tend to have some variety of these equiped:

Restore Condition (Elite) (fun skill, massive heal if used properly)

Life Barrier (Elite) (in PvE, to be used on the person who is going to take agro the most, and cast under life bond, most useful in 5 man teams with a cogger, or equivilent)

Protective Spirit (For casting on yourself and running. Life bonders are allowed to be cowardly

Aegis (a good compliment to passive protting, if you have the energy spare. Note: not a good idea if also using Life Barrier)

Rebirth/Res Sig (Rebirth for PvE, Res Sig for PvP)

Guardian/RoF (When facing enchant strippers, these can be good to cover your bonds with, Guardian has the benefit of not disappearing the next time the person is hit, while RoF is a faster cast and longer enchant time. Decision is up to you. Prot spirit can also be used for this purpose, but the extra e usage of it might hurt. Doing this is really Hit or Miss, but it can be effective.)

Back to the nitty-gritty of this build. The main issue with standard monk bonder builds using blessed signet is that, even when using it mechanically every 12 seconds, your still only covering 3/4 of your degen. Balthazar's/Essence can pick up the slack when you're in combat, but they're not so effective when you're waiting between engagements. The way to get around this is to use mantra of inscriptions. Mantra of inscriptions, with 6 inspiration magic, will last for 54 seconds and make your signets recharge 35% faster. So, instead of slowing your degen, casting Blessed Signet every 12 seconds, you can actually gain energy, casting it every 8.5 seconds. The important thing is to hang back from combat and be mechanical in your use of Blessed Signet and Mantra of Inscriptions. Other then that, its fairly straight forward.

Life Barrier can be used instead of Life Bond in this build, but you have to be extremely good at using Blessed Signet, and I wouldn't reccommend you taking it into PvP, as you are extremely vulnerable to being E-drained and even the slightest amount of that will break all of your bonds.

I think that's everything I use that hasn't been already mentioned in this topic. Remember, people, Dwayna's Kiss.
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Old Feb 21, 2006, 12:37 AM // 00:37   #148
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Here are my builds for PvE Healing Monk, using Divine Boon. Now I haven't been playing my Monk that much and I haven't been using him to heal in parties, and I use to solo on him too. Therefore, my builds might seem....rusty. They might be mediocre. =/

Mo/
Healing Prayers: 16 (3 + 1)
Divine Favor: 13 (+ 1)

Orison of Healing
Dwayna's Kiss
Word of Healing
Heal Other/Healing Seed
Heal Party
Restore Life/Rebirth
Essence Bond
Divine Boon



Mo/Me
Healing Prayers: 16 (3 + 1)
Divine Favor: 12 (+ 1)
Inspiration Magic: 6

Orison of Healing
Dwayna's Kiss
Healing Seed/Signet of Devotion
Heal Other
Heal Party
Restore Life/Rebirth
Mantra of Recall
Divine Boon



Mo/N
Healing Prayers: 16 (3 + 1)
Divine Favor: 12 (+ 1)
Blood Magic: 6

Orison of Healing
Dwayna's Kiss
Healing Touch
Heal Other
Heal Party
Restore Life/Rebirth
Offering of Blood
Divine Boon


Yes, all three of the builds are similar, tips to improve any of my builds are welcome. No flaming please. Thank you.

Last edited by Sai of Winterland; Feb 21, 2006 at 01:11 AM // 01:11..
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Old Feb 21, 2006, 02:34 AM // 02:34   #149
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Quote:
Originally Posted by Sai of Winterland
Here are my builds for PvE Healing Monk, using Divine Boon. Now I haven't been playing my Monk that much and I haven't been using him to heal in parties, and I use to solo on him too. Therefore, my builds might seem....rusty. They might be mediocre. =/

Mo/
Healing Prayers: 16 (3 + 1)
Divine Favor: 13 (+ 1)

Orison of Healing
Dwayna's Kiss
Word of Healing
Heal Other/Healing Seed
Heal Party
Restore Life/Rebirth
Essence Bond
Divine Boon



Mo/Me
Healing Prayers: 16 (3 + 1)
Divine Favor: 12 (+ 1)
Inspiration Magic: 6

Orison of Healing
Dwayna's Kiss
Healing Seed/Signet of Devotion
Heal Other
Heal Party
Restore Life/Rebirth
Mantra of Recall
Divine Boon



Mo/N
Healing Prayers: 16 (3 + 1)
Divine Favor: 12 (+ 1)
Blood Magic: 6

Orison of Healing
Dwayna's Kiss
Healing Touch
Heal Other
Heal Party
Restore Life/Rebirth
Offering of Blood
Divine Boon


Yes, all three of the builds are similar, tips to improve any of my builds are welcome. No flaming please. Thank you.
Your 2nd and 3rd builds i think are pretty nice. for the second one u might have some energy issues with boon and those high energy costers. for the first one throw out orison!!! put in touch!!!! double divine gain and just a little less healing than orison perfect for yourself. you have word and kiss to heal party members. i might throw this one out there to.

Mo/E

16 healing
13 divine

Glyph of Renewal
Divine Spirit
Heal Other
Dwanas Kiss
Healing Touch
Healing Seed
Heal Party
Rebirth

Heal other, seed will cost 5 energy to cost if u keep spirit up. Kiss and touch will cost you a whole 1 energy and party will cost you 10. Rebirth is better in PvE for bad aggro and your whole team dies and u gota rez without aggro.
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Old Feb 21, 2006, 03:30 PM // 15:30   #150
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To Sai and Scars:

As long as those are PvE builds you won't have much problems. I don't however recommend them for use in PvP as they will run into problems with hexxes.
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Old Feb 25, 2006, 09:09 PM // 21:09   #151
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Smile My Monk build

Here's an ok build for level 10-15 monks in PVE.
Healing prayers 9+2
Divine Favor 8+2

Here's the skills I use.
Note: I am able to heal an entire party of 10-15 against foes level 18
I use
Healing Breeze
Orison of Healing
Mending
Heal Area
Heal Other
Restore Life
Divine Boon
Remove Hex or Mend Condition
This is a perfect build for healing everybody and curing hexes, and healing the whole party or just the area
Divine Boon heals extra, and that makes healing alot easier.
So I hope that helped anyone reading this.
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Old Mar 01, 2006, 06:35 PM // 18:35   #152
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edited out
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Old Mar 01, 2006, 06:35 PM // 18:35   #153
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Old Mar 02, 2006, 12:15 PM // 12:15   #154
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Well, I my as well post my build for what I do ^_^

Mo/N (tombs, with Necro helping with energy management):
Healing Touch
Orison of Healing
Word of Healing
Heal Other
Remove Hex
Mend Ailment
Rebirth
Heal Area

Mo/N (tombs, without a helping necro T_T)
Order of Blood
Orison of Healing
Dwayna's Kiss
Heal Other
Healing Touch
Remove Hex
Mend Ailment
Rebirth

Mo/N (Works really well for any PvE)
Healing Touch
Orison of Healing
Word of Healing
Heal Other
Remove Hex
Mend Ailment
Rebirth
Signet of Ressurection

Those are my Healing builds for PvE. I have done little to no PvP, so I really have no preference for that -.-

I have about 5 different 55 hp builds. They change depending on where/what I"m farming, so I'm not gonna bother posting those.

*Edit*
If anyone wants me to explain my build, please say so. But I'm to tired now, so I'll get to it tomarrow or something.
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Old Mar 08, 2006, 03:48 PM // 15:48   #155
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I would of read through the other 6 pages but I'm a busy guy. So here's my build that has gotten me up to Dragon's Lair, but now I'm having trouble with it so any help would be appreciated.

Mo/W 20

Healing Prayers 11+3
Protection Prayer 10+2
Divine Favor 9+1
^I think these are right I'm at work so I can't check it.

Bhron's Holy Rod
Stoneheart

Sacred Everything

Skills:
Healing Touch
Healing Breeze
Dwayna's Kiss
Heal Other
Heal Party
Mend Ailment
Remove Hex
Rebirth

This character is my 55 but I want to use him as a pure healer to beat the game. Thanks for your help in advance.
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Old Mar 09, 2006, 01:33 PM // 13:33   #156
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I'm at Droks, and about to go into the endgame. I picked up this build from the roundtable and have stuck to it throughout the game. My name ingame is my name here, you've either me and wept at my ineptitude, or applauded my excellence. I have on and off days. I don't yet have the extra attrib points from quests so my attribs are

PVE ONLY build!

level 20 Mo/Me
Divine 10+1
Healing Prayers 10+2
Inspiration 9

(Worried about using more runes due to health drop, i do have sup vigor. Should I not worry and loadup on at least one super?)

Loadout

Healing Touch
Dwayna's Kiss
Infuse Health

Rationale: Healing Touch is highly effective self heal after using the instant cast Infuse that is my main spike heal. Healing Touch also useful if I'm very close to my players due to environment. Furthermore, if there's another monk and I tell them i'll downward spike because of infuse they won't panic and heal me, indeed I won't heal myself unless the damage on party is such that another big spike is required. Dwayna's is similar to Orison with the bonuses for hexes as a moderate low energy heal for keeping people topped up.

Mend Ailment - Standard remove conditions
Rebirth - I like Restore Life but I'm usually res'ing when the group is pretty much dead anyway so I escape and cast from there
Inspired Hex - gain energy and remove hexes
Divine Boon
Mantra of Recall (E) is my energy management

I guess I would adapt this for areas where there is lower risk of conditions and hexes with

Heal touch
Dwayna
Infuse
Heal Seed if 3 or 4 warriors in party/Live Vicariously if less warriors (I get more aggro)
Rebirth
Mending - Good for limiting amount of heals on allies, 2 of these are maintained by constant use of...
Blessed Signet
Mantra of Recall (E)

I'd like to know what you guys thought of all this, and of course, what I should replace any of these with when i get to the places where i can acquire the skills?
Also, is 9 inspiration too much, so few builds here have it up at 9? I see builds here that have 16 favour or prayers!! I'm worried that dropping insp will affect mantra of recall, which suits my playstyle, particularly as I'm mostly PUG based and it's rare that I don't need to use inspiration line to keep energy up to save a party.
In 4v4 am i knackered because i'm not exploiting at least the prot line?
What should I lose for full on 8v8 pvp and replace?
Should I maybe put Mending and Blessed sig on the hex/condition prevalent mission, as that will mean less healing to repair dot? Perhaps replace with Boon and one other?

Also some other questions - Spirit of Failure and Spirit Shackles, can SS drain sufficiently a caster, such that if there's a mob of casters I can help to bring their energy down and therefore their offensive meaningfully. And with SoF does it actually work well for energy regen? or is it too dependent on specific fast hitting mobs.

Last edited by johnactor; Mar 09, 2006 at 01:56 PM // 13:56..
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Old Mar 09, 2006, 02:47 PM // 14:47   #157
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I tend to do farmign runs in SF so here is my build:

Mo/Me
Healing Prayers: 13+3
Divine Favor: 10+3
Inspiration Magic: 8

Healing Touch: This is for self healing.
Word of Healing: For a tiny bit of a spike heal.
Orison of Healing: Supplemtary heal
Dwayna's Kiss: This is my main heal. With a bonded cog/keg carrier they have perhaps 3 enchantments on them, then with all the mesmers in SF they have plenty of hexes on them so you can heal for 350+ at times.
Healing Seed: Particularly for Orozar farming. When you have big mobs at the start of a fight I put this on the tank to alleviate the healing for a bit.
Power Drain: Its meant to be my enegry management spell but I don't really like. It doubles as an interrupt because sometimes you need it. I may change for Offering of Blood but I need a replacement for Word of Healing for that and I don't really fancy a 10 energy spell there.
Divine Boon: Extra healing.
Rebirth: For warping people out of aggro groups.

Its a good build and I've tried it in FoW and it seems to work well in conjunction with another monk but it does need fine tuning to be actually good in FoW
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Old Mar 09, 2006, 11:47 PM // 23:47   #158
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Quote:
Originally Posted by Albert
I tend to do farmign runs in SF so here is my build:

Mo/Me
Healing Prayers: 13+3
Divine Favor: 10+3
Inspiration Magic: 8

Healing Touch: This is for self healing.
Word of Healing: For a tiny bit of a spike heal.
Orison of Healing: Supplemtary heal
Dwayna's Kiss: This is my main heal. With a bonded cog/keg carrier they have perhaps 3 enchantments on them, then with all the mesmers in SF they have plenty of hexes on them so you can heal for 350+ at times.
Healing Seed: Particularly for Orozar farming. When you have big mobs at the start of a fight I put this on the tank to alleviate the healing for a bit.
Power Drain: Its meant to be my enegry management spell but I don't really like. It doubles as an interrupt because sometimes you need it. I may change for Offering of Blood but I need a replacement for Word of Healing for that and I don't really fancy a 10 energy spell there.
Divine Boon: Extra healing.
Rebirth: For warping people out of aggro groups.

Its a good build and I've tried it in FoW and it seems to work well in conjunction with another monk but it does need fine tuning to be actually good in FoW
Well you could use Channeling or Inspired Hex/Enchantment or Drain Enchantment for energy management. The way I see it you should try to leave the rezzing to the prot monk and concentrate on healing, which seems to be your builds real thing. I suggest you take soemthing to help your energy management and not to have Boon up all the time, rather use Boon when you really really need that spike heal.

Boon+WoH is about a 10e investment with good results, I believe you get about roughly a Heal Other (not sure right now), but then again you could drop Boon and Word of Healing for Heal Other and a more powerful energy management. Id stick with Boon and WoH for obvious reasons... you can drop Boon stick with WoH's effects at only 5 energy and have four pips of e regen back.

Normally Id just run an Inspired Hex for low energy management and Channeling, something like:
Word of Healing/Healing Touch/Orison of Healing/Dwayna's Kiss/Divine Boon/Channeling/Inspired Hex/Healing Seed... Channeling might not be like much but if you are running around (by this I mean keeping circling your group) the battle field with a good team, Channeling can cancel out the Boon's -2 energy drain and sometimes gain some energy to make spells cost less.

If you plan on running Monk/Necro which I highly suggest for superior energy management then bring in
Dwayna's Kiss/Healing Touch/Orison of Healing/Heal Other/Healing Seed/Contemplation of Purity/Divine Boon/Offering of Blood

Contemplation is there to remove Boon when you need some healing and hex/condition removal. Since you took out WoH you need a spike heal, Heal Other is the best at that even though it has a pricy tag, but you can manage with careful managing of OoB. OoB is instant compared to most energy management, if not all of them.

It really depends on what you need.
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Old Mar 10, 2006, 12:22 AM // 00:22   #159
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Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by johnactor
I'm at Droks, and about to go into the endgame. I picked up this build from the roundtable and have stuck to it throughout the game. My name ingame is my name here, you've either me and wept at my ineptitude, or applauded my excellence. I have on and off days. I don't yet have the extra attrib points from quests so my attribs are

PVE ONLY build!

level 20 Mo/Me
Divine 10+1
Healing Prayers 10+2
Inspiration 9

(Worried about using more runes due to health drop, i do have sup vigor. Should I not worry and loadup on at least one super?)

Loadout

Healing Touch
Dwayna's Kiss
Infuse Health

Rationale: Healing Touch is highly effective self heal after using the instant cast Infuse that is my main spike heal. Healing Touch also useful if I'm very close to my players due to environment. Furthermore, if there's another monk and I tell them i'll downward spike because of infuse they won't panic and heal me, indeed I won't heal myself unless the damage on party is such that another big spike is required. Dwayna's is similar to Orison with the bonuses for hexes as a moderate low energy heal for keeping people topped up.

Mend Ailment - Standard remove conditions
Rebirth - I like Restore Life but I'm usually res'ing when the group is pretty much dead anyway so I escape and cast from there
Inspired Hex - gain energy and remove hexes
Divine Boon
Mantra of Recall (E) is my energy management

I guess I would adapt this for areas where there is lower risk of conditions and hexes with

Heal touch
Dwayna
Infuse
Heal Seed if 3 or 4 warriors in party/Live Vicariously if less warriors (I get more aggro)
Rebirth
Mending - Good for limiting amount of heals on allies, 2 of these are maintained by constant use of...
Blessed Signet
Mantra of Recall (E)

I'd like to know what you guys thought of all this, and of course, what I should replace any of these with when i get to the places where i can acquire the skills?
Also, is 9 inspiration too much, so few builds here have it up at 9? I see builds here that have 16 favour or prayers!! I'm worried that dropping insp will affect mantra of recall, which suits my playstyle, particularly as I'm mostly PUG based and it's rare that I don't need to use inspiration line to keep energy up to save a party.
In 4v4 am i knackered because i'm not exploiting at least the prot line?
What should I lose for full on 8v8 pvp and replace?
Should I maybe put Mending and Blessed sig on the hex/condition prevalent mission, as that will mean less healing to repair dot? Perhaps replace with Boon and one other?

Also some other questions - Spirit of Failure and Spirit Shackles, can SS drain sufficiently a caster, such that if there's a mob of casters I can help to bring their energy down and therefore their offensive meaningfully. And with SoF does it actually work well for energy regen? or is it too dependent on specific fast hitting mobs.
In PvE I either go full heal and/or full prot. Unless you run a full prot don't use the spirit spells, they take to long time to cast, and even as prot I dont reccomend bringing both, and you really need to think whether those three seconds pre cast are worth it (yes you never cast spirit out of a pre cast, those three seconds not healing can be bad real bad)

You really shouldn't bring Mend Ailment unless you where a condition removal. You could go a for hex management though with Inspired Hex, Dwayna's Kiss and maybe Boon and Veil.
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Old Mar 10, 2006, 07:54 AM // 07:54   #160
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Join Date: Feb 2006
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sorry, could you just clarify the spirit spells, do you mean inspiration spells? not sure what ones you're referring to.

What do people feel about a self only heal in their bar, such as the inspiration one that converts their energy into health, or live vicariously, or indeed my healing touch, because after all, i'm never going to get close to the action? Perhaps I should manage the recharge of my health for infuse with orison?
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