Apr 13, 2005, 02:26 AM // 02:26
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#1
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Pre-Searing Cadet
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Monk/Mesmer Healing + Energy Management = Massive Healing
Class: Monk / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Divine Favor: 10+1 (61)
Healing Prayers: 11+1 (77)
Inspiration Magic: 10 (61)
Total attribute points used: 199/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Orison of Healing [Healing Prayers] (5,1,2) Spell: Heal target ally for 60 health.
2) Word of Healing [Healing Prayers] (5,1,4) Spell: Heal target other ally for 67 points. Heal for an additional 83 points if that ally is below 50% health. This is an elite skill.
3) Signet of Devotion [Divine Favor] (0,2,5) Signet: Heal target ally for 77 health.
4) Healing Seed [Healing Prayers] (15,2,25) Enchantment: For 18 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 25 health.
5) Inspired Hex [Inspiration Magic] (5,1,0) Spell: Remove a hex from target ally and gain 11 energy. For 20 seconds, Inspired Hex is replaced with the hex that was removed.
6) Mend Ailment [Protection Prayers] (5,1,2) Spell: Remove one condition from target ally. That ally is healed for 5 health for each remaining condition.
7) Restore Life [Healing Prayers] (10,8,0) Spell: Touch the body of a fallen party member. Target party member is returned to life with 45% health and 80% energy.
8) Channeling [Inspiration Magic] (5,1,15) Enchantment: For 40 seconds, whenever you cast a spell, you steal 1 energy from each nearby foe.
pretty self explanitory. Get a little closer to the battle then normal monks, slap channeling on and let the good times roll.
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May 27, 2005, 06:44 PM // 18:44
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#2
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Pre-Searing Cadet
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Mesmer Monk!
I actually started out as a mesmer/necro, simply because I liked those two character concepts the most. However, the necro skills don't really complement that of the mesner and recently I've been toying around with this concept similar build. Healing spells backed up with the insane energy manipulation skills of the mesmer.
Mesmer/Monk
Attribute points are pretty free, but you probably want 12 points in Healing Prayers to make up for the lack of Divine Favour. Personally I'm a big fan of Fast Casting, so I dumped 8 points there, and 10 points on Inspiration, which is what makes this build tick. (I'm at 185 attribute points... So after doing the next 15 a.p. quest, you can buff Inspiration or diversify...)
Core Spells
Mantra of Recall {Elite}, 15 Energy, 1 sec cast, 20 sec recharge
For 20 seconds, you gain no benefit from Mantra of Recall. You gain 20-30 Energy when Mantra of Recall ends.
Arcane Echo, 15 Energy, 2 sec cast, 30 sec recharge
If you cast a "spell" in the next 10-26 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.
Before battle, Arcane Echo -> Mantra of Recall
During battle, as soon as Mantra of Recall expires, use the new found energy to cast off the echoed Mantra, although they both *should* expire at the same time, for some reason, the Echoed Mantra actually sticks around long enough for you to use the energy gained from the first Mantra.
Aside from giving you a free bonus of 13-15 energy, you get another 5-10 energy from regen while casting Mantra of Recall in battle, the constant doubling of energy (from Mantra's 15 initial, to the 28-30 it nets you when it goes) coupled with the next skill, gives you a crapload of energy to blow on spells.
Energy Tap, 5 energy, 3 sec cast, 20 sec recharge
Steal 8-13 Energy from target foe.
This is mainly to help smooth out energy hicups.
Timing is crucial, you have to fire off the Mantra and Echos at the correct time, otherwise, lots of energy is wasted if you echo a Mantra and not use it.
The main reason why this works is that you can really take advantage of a large initial energy pool by storing it in echos and mantras. Energy Tap is essentially free energy in those oh-no situations. And the free energy from mantra really helps.
Healing Spells
I'm using Orison, Heal Other, Healing Breeze and Heal Party, Heal Party is currently my favourite heal as with the atrocious amount of energy you can generate, it makes your primary monk's job much easier by smoothing out the healing spikes. Orison, Heal Other and Breeze are pretty standard spells that do their job admirably, just that Party stands out as you do have the mana to mantain it, and its pretty mana efficent when your party needs that heal.
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