Oct 26, 2005, 10:06 AM // 10:06
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#2
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Ascalonian Squire
Join Date: Sep 2005
Location: Belgium
Guild: Necro Infidels
Profession: E/N
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I assume you are talking about PvP, because in PvE not everyone goes after the monk first
I'd say: Mo/W or Mo/E - don't use a Mo/R simply for the pet, keeping it alive would take up too many skills in your skill bar that should go to skills that keep your party alive.
I probably would go for the Mo/W with high tactics or indeed as you suggest Mo/E with Earth - although perhaps E/Mo can be an option as well, as investing in Energy Storage would give you plenty of energy.
I'd say: try and experiment with PvP chars as much as you like till you get a final build
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Oct 26, 2005, 12:37 PM // 12:37
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#4
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Krytan Explorer
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No.
Going melee with a monk, in fact, is one of the stupider thing I've heard in a while, man. you MAY, though, want to gow warrior just for a sheild, if you are uber-confident about energy.
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Oct 26, 2005, 12:47 PM // 12:47
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#5
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Ascalonian Squire
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Quote:
Originally Posted by Manfred
No.
Going melee with a monk, in fact, is one of the stupider thing I've heard in a while, man. you MAY, though, want to gow warrior just for a sheild, if you are uber-confident about energy.
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Its not like i would go into melee combat...but if they come to me i could change weapon sets en knock him down and get the hell out of there....
but then again if going /w aint that good what do you suggest??
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Oct 26, 2005, 12:51 PM // 12:51
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#6
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Lady Fie
Join Date: Aug 2005
Location: Sapporo
Guild: Tha Skulls [Ts]
Profession: D/W
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Mo/Me or Mo/N
Both 2ndary professions have the energy management skills a monk
needs to keep healing.
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Oct 26, 2005, 02:14 PM // 14:14
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#7
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Wilds Pathfinder
Join Date: May 2005
Location: United States
Profession: Me/
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I regret going Mo/Me a lot of times.
The few times I run out of energy, it's due mostly to some insane melee damage being taken by my team. Which one of the earth wards would've been perfect for.
Plus the times where I get beaten down, it'd be nice to throw up armor of earth and just giggle at whatever's killing me (I still do that really with breeze and vigorous spirit).
So, comming from a level 18 Mo/Me, I'd say go Mo/El.
Btw, I've been playing a full heal build. 15 in healing, the rest in divine favor. I might go protection though... we'll see.
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Oct 26, 2005, 02:26 PM // 14:26
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#8
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Jungle Guide
Join Date: Sep 2005
Location: UK
Guild: Charr Women [hawt]
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Depends what kind of monk really.....the choice of secondary on a monk is usually down to energy management (in PVP). most will choose Mo/Me because of channeling and inspired hex, others will chosee elementalist because of glyph of renewal/divine sprit (also handy for wards I guess) and others will choose Mo/N and offering of blood (I have even seen monks fuelling other monks with BIP....). A few rare souls rely purely on monks skills - Some even choose Mo/R and melandrus resiliance, although i havent personally tried this last one yet...all the ones i have tried seem roughly equal in their effectiveness, so it comes down to personal playstyle I guess.
if you are talking PVe and the short easy 30 second battles that usually take place there, then I would suggest just going for a pure heal and divine favour build, or prot and divine favour if thats your thing.
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Oct 26, 2005, 02:54 PM // 14:54
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#9
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by toastgodsupreme
I regret going Mo/Me a lot of times.
The few times I run out of energy, it's due mostly to some insane melee damage being taken by my team. Which one of the earth wards would've been perfect for.
Plus the times where I get beaten down, it'd be nice to throw up armor of earth and just giggle at whatever's killing me (I still do that really with breeze and vigorous spirit).
So, comming from a level 18 Mo/Me, I'd say go Mo/El.
Btw, I've been playing a full heal build. 15 in healing, the rest in divine favor. I might go protection though... we'll see.
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for you energy problems, bring inspired hex. can be cast often and helps teammates and also gives you energy.
youd be amazed at how a smiple aegis can help you from getting attacked, even on a heal monk...... go 15heal, 9 prot, 12 divine, rest into inspiration
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Oct 26, 2005, 05:10 PM // 17:10
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#10
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Frost Gate Guardian
Join Date: Oct 2005
Location: New Jersey
Guild: The Adventurer's Society [TAS]
Profession: Me/N
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Go with Mo/Me for healing if that's what you're looking for woesla.
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Oct 26, 2005, 05:14 PM // 17:14
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#11
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Warrior is quite nice. Victory is Mine can be a good energy replenisher and heal in the right team setup, a shield can be a handy way to cut some damage and the warrior stances can help avoid damage or knockdown.
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Oct 26, 2005, 05:19 PM // 17:19
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#12
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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the only reason i can think of for choosing any secondary (i.e. mo/ME) would be for energy management/defense.
i highly doubt theres a non monk skill thats better at healing your team than a monk skill, so your secondary is limited to what gets you the most energy/defense/whatever.
just please, whatever you do, dont go mo/r for a pet in the hopes someone will be distacted by your pet and attack him instead. if you could make someone like rey lentless your pet, sure it would work. but otherwise, no.
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Oct 26, 2005, 05:41 PM // 17:41
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#13
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Frost Gate Guardian
Join Date: May 2005
Location: good from far, far from good
Guild: Gaming Continuum
Profession: Mo/Me
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A monk with no energy is a dead monk. So..I agree with the others who have said
Mo/Me - channelling, e-tap, inspired hex
Mo/N - OoB
In certain applications (more for arenas), I've seen great success with Mo/Ele with glyph and ward against melee, but it's more specialized and situational.
Overall, my recommendation would be Mo/me.
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Oct 26, 2005, 10:59 PM // 22:59
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#14
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Lion's Arch Merchant
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Typically a monk's secondary is used for energy regain, since you can just use Monk skills to defend yourself.
Inspiration spells, Offering of Blood, and Glyph of Renewal + Divine Spirit are popular options. Glyph/Spirit also gives you an E secondary, so you can run kinetic armor/armor of earth/a ward if you so choose.
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Oct 26, 2005, 11:10 PM // 23:10
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#15
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Frost Gate Guardian
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Mo/R Melandru's Healer, my favorite right now. Use draw conditions to keep your team condition free, and turn those conditions into energy with Melandru's Resiliance.
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Oct 26, 2005, 11:23 PM // 23:23
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#16
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Krytan Explorer
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yeah, but that strategy is so conditional on the enemy's build (just smack me now).
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Oct 26, 2005, 11:28 PM // 23:28
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#17
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Wilds Pathfinder
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If you're going pure monk, elementalist is by far the best secondary for glyph of lesser energy. Use it before aegis and heal party. It's like a mediocre offering of blood that's non-elite, doesn't sacrifice health, and costs no attributes.
For most monk builds, mesmer will provide the best energy management. I find that drain enchant or inspired hex gives me all I need on a normal healer, with added utility. If you're not a divine boon monk, go mesmer. Otherwise, go nec, since OoB is the only viable energy managment spell for that build (though since energy drain was changed, it might be viable as well since it doesn't rely on your target having high energy anymore).
For a pve monk in a group you shouldn't need any defensive skills. If you don't wand targets and stay out of aggro range until the monsters have engaged, you will never get hit.
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Oct 27, 2005, 01:37 AM // 01:37
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#18
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Krytan Explorer
Join Date: Aug 2005
Guild: [Njk]
Profession: Rt/
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Another note on the Melee Monk, ive seen some do this (they are stupid) i play Mo/Mes for the reasons you've already stated. If you wanna run away from damage, plan to run into your warrior or become a Mo/R and use storm chaser, works like a charm.
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