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Old Aug 06, 2005, 11:26 AM // 11:26   #1
Lion's Arch Merchant
 
Join Date: Apr 2005
Location: The Frozen plains.
Guild: The Llanowar Legion [LL]
Profession: Me/N
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Default Trouble Choosing..

I've just started an E/Mo, and it's nice and all...

But I was wondering, what I am looking for with this combo is a Damage Dealer / Healer or Protector.

would I be better off with this or with a Mo/* build, and what would be a nice secondary for the monk to deal some extra damage.

Preferably a combo which is easy to solo.
I had a Mo/R with a lot of points in smite but it still took really long to kill mobs.

and Mo/E is that even worth it, cause smiting could be seen as another damage dealing attribute along with an element so you wouldn't need both then ?

anyone got any suggestions ?
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Old Aug 06, 2005, 11:30 AM // 11:30   #2
Lion's Arch Merchant
 
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Join Date: Jun 2005
Location: Edinburgh, Scotland
Guild: The Noble Order of Balthazar
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i just done a post linked to this. mine is the bottom post
http://www.guildwarsguru.com/forum/s...ad.php?t=42431
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Old Aug 06, 2005, 11:44 AM // 11:44   #3
Lion's Arch Merchant
 
Join Date: Apr 2005
Location: The Frozen plains.
Guild: The Llanowar Legion [LL]
Profession: Me/N
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Quote:
Originally Posted by Erace
the benefit of protection prayers as Ele is great defence, the energy storage boost helps a lot. Im not a damage dealing Ele/Monk.
Protector is a good choice for E/Mo i think, u get energy benefit, ward benefit and nice protection spells. in GvG we have 1 Protector (me) and 1 Heal/Protector and it takes 2 warriors to take me down, and even then i put up a pretty good fight.

Advantages
Wards keep me alive long enough to regenerate energy.
Shielding Hands reduces a lot of the damage + Armor of Earth and ur basicaly getting hit for 0.
Mend Ailment incase u get a nasty ranger or necro with conditions.
Shiled of Regeneration [E] is a nice healing skill that keeps ur health high and gives u a nice armor boost.

Disadvantages
You feel left out not being able to attack much
Mesmers hurt u a lot! - Conjure and all their health degen spells are not cured by Mend Ailment, which hurts.
Lack of healing, if u have a bad monk u are not likely to survive as long.

Skills
Ward against melee
Ward against elements
Armor of earth
Shield of regeneration [E]
Mend ailment (swap with Ressurect depending on what im doing)
Protective spirit
Reversal of fortune
Shielding hands

Attributes
Earth Magic: 12 +3
Energy Storage: 10 +1
Protection Prayers: 10

These are currently my attributes, im going to switch them when i get some more refund points. Need more in Protection.

Hope this helps. If not this post still made time go faster, stupid download...hurry up!
Okay thats' quite usefull, though if you solo (thus need to heal yourself) and want to deal damage how is the comparison between E/Mo and Mo/E

is it just as simple to say:
E/Mo -> higher damage weaker protection
Mo/E -> better healing lower damage

as in how is Divine Favor compared to Energy Storage ?
will the extra energy make up for what you lose if you don't have Divine Favor ?
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Old Aug 06, 2005, 11:48 AM // 11:48   #4
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well i prefer more energy to Divine Favor, if u want to deal damage there are a few AOE spells and some nice armor ignore spells in Earth Magic. But i dont use them because i cant find any skills i want to take out.
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Old Aug 06, 2005, 12:03 PM // 12:03   #5
Lion's Arch Merchant
 
Join Date: Apr 2005
Location: The Frozen plains.
Guild: The Llanowar Legion [LL]
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but the recharge time of AoE spells is quite long, is the extra energy needed when you can also just regen as they recharge ?

And how big of a deal is Divine Favor, does it really make that much of a difference, also taken in count it strengthens it's own skills ?
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Old Aug 06, 2005, 12:05 PM // 12:05   #6
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Location: Chicago, IL
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Becareful how you make your skill builds.

You're falling short on a feasible battle system if you're going to devote half your skills to dmg and half to healing.

It becomes inefficient and you'll find yourself doing another person's job, half-assed.

It's like a warrior with mending... bah*

If you absolutely must bring a level of healing with you, then as a monk secondary, there's probably ONLY 2 skills you need to bring to give you team spirit:

1 healing skill, highly efficient and designed to heal OTHER teammates
1 ressurection skill, Restore Life for pvp; Rebirth for pve.

OR

1 protection skill instead of healing. Reduce dmg on your teammate who's getting hammered to heck.
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Old Aug 06, 2005, 12:15 PM // 12:15   #7
Lion's Arch Merchant
 
Join Date: Apr 2005
Location: The Frozen plains.
Guild: The Llanowar Legion [LL]
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Mhm I understand that.

How much of a difference does Divine Favor make though, is it worth to take for the skills in it ?
or is it only needed if you go for a full out healing monk ?
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Old Aug 06, 2005, 12:25 PM // 12:25   #8
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Quote:
Originally Posted by Gerbill
Mhm I understand that.

How much of a difference does Divine Favor make though, is it worth to take for the skills in it ?
or is it only needed if you go for a full out healing monk ?
Divine Favor adds extra healing to skills casted on teammates. If you're a smiter, then chances are good you're not smiting your teammates and healing them for it. [smite hex? other smite enchants? not sure how effective that'd be]

but as far as smiting goes, I believe it's best to be smiting with a mo secondary, rezzing with mo secondary, and just healing/prot for monk primary.
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