Aug 06, 2005, 11:26 AM // 11:26
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#1
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Lion's Arch Merchant
Join Date: Apr 2005
Location: The Frozen plains.
Guild: The Llanowar Legion [LL]
Profession: Me/N
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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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Aug 06, 2005, 11:30 AM // 11:30
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#2
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Edinburgh, Scotland
Guild: The Noble Order of Balthazar
Profession: R/Me
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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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Aug 06, 2005, 11:44 AM // 11:44
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#3
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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!
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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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Aug 06, 2005, 11:48 AM // 11:48
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#4
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Edinburgh, Scotland
Guild: The Noble Order of Balthazar
Profession: R/Me
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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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Aug 06, 2005, 12:03 PM // 12:03
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#5
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Lion's Arch Merchant
Join Date: Apr 2005
Location: The Frozen plains.
Guild: The Llanowar Legion [LL]
Profession: Me/N
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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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Aug 06, 2005, 12:05 PM // 12:05
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#6
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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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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Aug 06, 2005, 12:15 PM // 12:15
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#7
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Lion's Arch Merchant
Join Date: Apr 2005
Location: The Frozen plains.
Guild: The Llanowar Legion [LL]
Profession: Me/N
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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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Aug 06, 2005, 12:25 PM // 12:25
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#8
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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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 ?
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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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