Aug 30, 2005, 09:36 PM // 21:36
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#21
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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Oh well, I'm sure you'll find something that works out, early PvE shouldn't give you much trouble after all.
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Aug 31, 2005, 04:28 PM // 16:28
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#22
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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yea Im sure ill be OK
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Aug 31, 2005, 04:43 PM // 16:43
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#23
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Ascalonian Squire
Join Date: Aug 2005
Location: UK
Guild: The Gwen Search Party
Profession: W/
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With my PvE Mo/Me I just used healing spells with Channeling and that pretty much got me through the whole campaign. Plus you'll never have trouble finding a group as a primary monk.
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Aug 31, 2005, 04:51 PM // 16:51
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#24
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Flying Gophers
Profession: Rt/P
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I have fun with my Mo/Me. Then again, I'm Inspiration, Healing, Smiting, and left overs in fast casting. It makes a fun time for everything. I guess you could do the same as a Mo/Me just use DF instead of FC.
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Aug 31, 2005, 04:55 PM // 16:55
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#25
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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Quote:
Originally Posted by Nigy
well, thers mage hench, fighter hench,a and archer hench, plus me for healing.
you know...bein a monks a lot harder than an ele....
my problem now is i have trouble keeping everyone alive, including myself, because of serious energy issues.
at level six i can pull out a couple healing breezes without looking at just a few energy.
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If you are interested in healing, I suggest you adjust your attribute spread and put more into Divine Favor and Healing Prayers.
Energy management is a key issue for all monks. There are three ways to manage this.
1] Don't Waste Healing - Figure out how much of an ally's health you heal with each spell you have. That way you know which spell to use without healing more than the damage he has taken.
2] Don't Waste Energy - Use the smallest spell that is needed. No need to Infuse Health when he's only taken 1/6 of his health bar in damage, Heal Party when only one has taken damage, or Healing Touch yourself when an Orison will suffice.
3] Use Your Secondary - Later on, your secondary [Me] will provide you skills to gain your energy [namely Energy Drain].
Earlier in the game, energy is managed by casting your spells carefully. For now, spamming Orison of Healing should be enough as long as you don't aggro a gigantic mob. Even then, in the chance OoH is simply not enough, slap a Healing Breeze on him and keep Orison up.
To be honest, being the monk is a little boring until you get more skills to play with. Either way, you won't get far without learning how to manage your energy.
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Aug 31, 2005, 08:42 PM // 20:42
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#26
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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Thanks for the advice.
if i have points into healing, divine favor, and inspiration, would it be a bad idea to do protection as well?
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Aug 31, 2005, 08:44 PM // 20:44
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#27
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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Yes, that would be spreading your points too much. If you want to do a hybrid, lose Inspiration and grab another Elite.
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Aug 31, 2005, 09:28 PM // 21:28
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#28
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Wilds Pathfinder
Join Date: Jul 2005
Guild: Tenacious Knights of Doom [TKD]
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Well, I know this is kinda late, as you've already picked your char., but I think some is still relavent for playing. I'm really enjoying my me/mo. I'm level 17 and am about half to 2/3 through pve. I started with mainly mesmer skills through pre-searing and early post-searing. Things like backfire, chaos storm, and conjure phantasm. Then, I switched to a mainly smiting build with a few of these left. I tore through a good bit of the game, either soloing or taking a hench or two, as I found that I could do more than enough damage, without their little contributions. More recently, around the aurora glade mission, I got tired of henchies and have started working towards my final build:
Havne't figured my exact levels for these (since I don't have all the poiints yet anyway, but I plan to use:
Dom. magic, ~9 +rune
Inspir. magic, ~8 +rune
Healing magic 12
Fast casting. leftovers +rune
and for now, I'm planing skills of:
healing breeze
heal other
healing seed
rebirth
ether feast
backfire
power leak
spirit shackles/dwayna's kiss/elite skill
I love the combo of mes. and monk, as it allows you to be very involved in helping your party healing, and also get a bit of "offense" in, as they look to you to shut down bosses.
I think either me/mo or mo/me with 3 main primaries and some FC can work. Of course, I'm more than happy to hear comments. After all, I still think my W/R is pretty badass. I haven't had a single bad comment from anyone I've played my me/mo with though, and I've asked for criticism. Anyway, enough of my 2 cents.
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Sep 01, 2005, 04:56 AM // 04:56
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#29
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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thanks tuperwho, but as you said ive already solidified my mo/me.
I dont know if protection or inspiration would help out a group more, but I really dont think that trying to protect on top of healing will be possible because of energy issues.
ALso, i think its a waste of a mesmer secondary if i dont utilize that at all.
SO i will probably for most of the game go healing, divine favor, and inspiration, and mostly be a dedicated healer with some inspiration skills to keep my energy not empty.
ALTHOUGH I was slightly dissapointed when i saw the list of inspiration skills because a large portion of them are mantras, which i dont think are too much help unless you are ina specific area.
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