Jun 09, 2005, 01:30 PM // 13:30
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#1
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Ascalonian Squire
Join Date: Jun 2005
Location: McChord AFB, WA
Guild: Widow Makers [WM]
Profession: Mo/N
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Mo/Me Build?
Hello all,
I'm new to the forums, but I've used this site as a resource alot since I started playing GW so I figured I'd register and ask you all an important question to a problme I've been having the last few days.
My Mo/Me build is focused around a Divine Healer type....divine, healing players, inspiration. I finally made it to lvl 20 and been doing some PvPing in the Arena the last 2 days. I ran into a wall though as far as optimizing my character's talent, skills, and setup. I've tried a few templates, but nothing seems to have the "right touch".
So my question to you is what do you all think would be the best skill setup for a Mo/Me Divine Healer?
Any and all suggestions would be greatly appreciated!
Thank you and hope to see you in-game.
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Jun 09, 2005, 07:04 PM // 19:04
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#2
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Ascalonian Squire
Join Date: Feb 2005
Profession: Mo/
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For tombs, I find that channeling is almost essential if you are using inspiration. On KotH maps and HoH you can surround yourself with enemy casters, getting a good 2-3 energy back per heal.
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Jun 09, 2005, 07:54 PM // 19:54
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#3
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Ascalonian Squire
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Ya Channeling is supposedly helpful. I can never tell what its doing tho, whether I'm close enough to enemies and how many of them.
Dwayna's Kiss, Orison of Healing, Healing Touch, Heal Other, Word Of Healing, Mend Ailment, Smite Hex, Channeling
Leave resurrection to someone else. Other skills to consider for generic healers: Remove Hex, Mend Condition (but note OTHER ally), Divine Boon, Martyr, Peace and Harmony, Spell Breaker, Divine Intervention, maybe Mantra of Lightning since air nuking is so popular.
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Jun 09, 2005, 09:30 PM // 21:30
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#4
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Desert Nomad
Join Date: Mar 2005
Location: UK
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I suggest divine boon. +63 heal on all monk spells (woohoo). With channeling, the 2 energy loss extra is (more) than cancelled out, so its a free orison. If your using that...... orison is heal other for 5 energy, i dont usually heal with anything else, except maybe reversal of fortune, although this is usually in pug tombs with 2 healers (mo/n Fi boon healer)
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Jun 09, 2005, 09:57 PM // 21:57
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#5
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Ascalonian Squire
Join Date: Jun 2005
Guild: Doers Of Evil
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Quote:
Originally Posted by rii
I suggest divine boon. +63 heal on all monk spells (woohoo). With channeling, the 2 energy loss extra is (more) than cancelled out, so its a free orison. If your using that...... orison is heal other for 5 energy, i dont usually heal with anything else, except maybe reversal of fortune, although this is usually in pug tombs with 2 healers (mo/n Fi boon healer)
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IMO the only time Divine Boon is usefull is if you are running a divine boon healer (there is some math on a different site that i will link you to after i post this). this requires 16 in divine favor (helm+sup rune). and then you need a way to get the energy bak (channeling is great).
now bak to the origanal post. you say you are playing arena? well, the skill setup for arena would be different than that in tombs. i dont kno that much about arena, but from my limited experience with it, monks are the main rezers. so carry rez.
but if you are talking tombs, i suggest something different. unless you are the designated rezer (or a backup), dont bother with rez. i suggest a build like this:
Divine Boon Healer:
divine favor--16
healing--11 (minor rune)
inspiration--8
1.divine boon
2.heal other
3.dwaynas kiss
4.healing touch
5.healing seed
6.healing hands{E}
7.smite hex/mend ailment (depending on role in team)
8.Channeling
OR
Healer:
healing--16
divine favor--11
inspiration--8
1.heal other
2.dwaynas kiss
3.healing touch
4.(here you can put a few things, like smite hex/mend ailment or another heal, jus depends on the team u r in)
5.healing seed
6.healing hands{E}
7.smite hex/mend ailment (depending on role in team)
8.channeling
obviously, the skill order doesn't matter, thats all personal preferance.
brb with that link
EDIT: the site is currently down, so i will get that link up as soon as the site is back up.
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Jun 09, 2005, 11:05 PM // 23:05
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#6
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Ascalonian Squire
Join Date: Feb 2005
Profession: Mo/
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If you're on an arena team with only one primary monk, you have a great chance of being targeted first, so pack a good defensive skill or two. I play a mo/ele for team arena that uses armor of the earth and healing breeze to cover it up.
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Jun 09, 2005, 11:14 PM // 23:14
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#7
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Ascalonian Squire
Join Date: Jun 2005
Location: McChord AFB, WA
Guild: Widow Makers [WM]
Profession: Mo/N
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Thank you all for the replies....
I guess I messed up in saying arena.....lol....I mean the tombs
What I'm mainly looking for is what The Man has suggested, I'll give it a try...
My latest build as a Divine Healer.....divine, healing, inspiration.....
Signet of Devotion
Essence Bond--I throw on main and backup tank
Balthazar's (not the aura one)--I throw on myself
Healing Breeze
Vigorous Spirit
Dwayna's Kiss
Remove Hex or Orison of Healing
and lastly a rez spell
That's what I've been shuffling around with since I don't have any Elites yet!!!
I gain enough energy off of the Bond's and Balthazar's, then spam heals with all the rest. Remove Hex and Rez when needed!
Trouble with this is....hardly no defense for myself....I get hit hard with the Mo as a primary tag and if the battle lasts longer than usual.....I run out of energy fast! 5-6 minute fights...I'm ok
I just don't like having no defense and not taking advantage of any of my Me skills!
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Jun 10, 2005, 03:59 AM // 03:59
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#8
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Ascalonian Squire
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Your experience may be different, but often the warriors are the last to be attacked, so that the essence bonds may not help you. Often when people are being hit, they are being hit by several people, and Healing Breeze won't be of much use because the dude needs healing now.
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Jun 10, 2005, 12:16 PM // 12:16
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#9
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Academy Page
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If ya gonna use Balthazar's Spirit, put life bonds on everyone else.
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Jun 10, 2005, 04:37 PM // 16:37
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#10
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Frost Gate Guardian
Join Date: May 2005
Location: Hotlanta
Guild: Pink Fluffy Bunniez
Profession: Mo/Me
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I also use Signet of Devotion over Heal Other and carry Orison and Touch as well and I don't carry Breeze--I'd swap out Breeze for Seed personally. My E depends on what the other monks are doing. I'd also say that if you find yourself acting as the healing monk mostly, don't take rez--let someone else do that so you can concentrate on keeping the rest of the team alive. Rez usually takes you out of the healing action for far too long in most matches.
Also, general advice... Remove Hex has a faster recharge than Smite Hex if you find you're the monk doing most of the Hex removal. Sometimes you have to sacrifice the extra damage in order to get Backfire off all of your casters.
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Jun 10, 2005, 04:50 PM // 16:50
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#11
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Ascalonian Squire
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Yes, Smite Hex has faster cast but longer recharge as compared to Remove Hex.
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Jun 10, 2005, 05:01 PM // 17:01
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#12
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Frost Gate Guardian
Join Date: May 2005
Location: Hotlanta
Guild: Pink Fluffy Bunniez
Profession: Mo/Me
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/agree
And OP, I know it's hard to ignore the loveliness that is the Me side of the house. If you are playing a non-healing (ie protection monk) or are part of a team of monks that plays together regularly you can have a little more fun than if you are a healing monk just starting out with PUGs. Things like Power Spike and some of the other energy draining, damage-dealing effects are just so nice. But as a healing monk you will generally find most of your time is spent avoiding damage and... healing
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Jun 11, 2005, 12:45 AM // 00:45
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#13
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Ascalonian Squire
Join Date: Jun 2005
Location: McChord AFB, WA
Guild: Widow Makers [WM]
Profession: Mo/N
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wow.....thank you for all the help! Seems like there's alot of other monks out there similar in likings.....as far as skills go and build.
Here's what I tried recently and worked well......won two rounds with it in Tomb
Signet of Devotion
Healing Seed
Infuse Health
Vigorous Spirit
Dwayna's Kiss
Remove Hex
Healing Breeze
Orison of Healing
Pro's are....I can spam heal like crazy and when need be, use Sig of Devotion which costs no energy...helps build a lil energy in the meantime. Having so many diff heals...helps out alot when I throw on Dwayna's......I can Remove Hex faster.....casting Healing seed on main target usually lands in the midst of the group, thus healing the whole group..
Con's....defense just plain out sucks, I get more than 1 player attacking me I'm done for......no rez.......not using any of my Me skills......still eating up energy a lil more than I'd like to, any very long battles and I'm done for.....
What I'm thinking about trying is a Signet build once I get my hands on Mantra of Inscription(?). I think that's what it's called! Has anyone tried out a template like that before? If so, how did you like it? If noone has, I'll let you all know how it works out!
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Jun 11, 2005, 04:18 AM // 04:18
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#14
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Frost Gate Guardian
Join Date: May 2005
Location: Hotlanta
Guild: Pink Fluffy Bunniez
Profession: Mo/Me
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Try swapping out Breeze (no, I really don't hate that spell ) for Protective Spirit.
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Jun 11, 2005, 05:06 PM // 17:06
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#15
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Krytan Explorer
Join Date: May 2005
Guild: [KCHS]
Profession: W/N
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Quote:
Originally Posted by Dasde Thwar
(...)
Infuse Health
(...)
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"Description: Lose half your current Health. Target other ally is healed for 100% of the amount you lost."
Does this count as damage or sacrifice?
Also my gut tells me that its not too usefull in PvP (if other teams isnt keeping tabs on monk(s) they will most likely loose anyway).
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Jun 11, 2005, 08:55 PM // 20:55
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#16
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Ascalonian Squire
Join Date: Jun 2005
Location: McChord AFB, WA
Guild: Widow Makers [WM]
Profession: Mo/N
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Infuse Health is usually the "Panic Button"......and yea you really need to watch where you use it. You use it up front and personal next to an opposing mob and you're toast....I find it's nice to use while you are perhaps away from the pack or in the rear.
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