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Old Mar 27, 2005, 09:21 PM // 21:21   #1
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Default Suicide Monk

The Suicide Monk

ok, when your in the tombs, whats your teams first target most of the time?

a monk right. i have planned out a suicide monk build that is used to help its team out huge.

its not to be a healer, its to be the primary target of the other team.

here is the layout of the skills and attribute points
monk/mesmer
base attribute points

10 protection
12 smiting
8 Inspiration Magic
2 divine favor


you will want to use 2 minor runes (one for divine favor, and one for protection prayers)
you will want to use 1 sup or major rune of smiting (+2 or +3)this will come with a - health penalty, so in that case, you will want one more rune.....
you will want to use a rune of vigor (+life)

now these numbers below are not adding in the runes you may or maynot be using.


Channeling
For 8-46 seconds, whenever you cast a spell, you steal 1 Energy from each nearby foe.
Enchantment - 5 energy - 1 cast - 15 recharge

Reversal of Fortune
The next time target ally would take damage, that ally gains that amount of health instead, maximum 67
Enchantment - 5 energy - 0.25 cast - 2 recharge

Signet of Devotion
Heal target ally for 14-83 points.
Signet - 0 energy - 2 cast - 5 recharge

Zealot's Fire
For 60 seconds, whenever you use a skill on an ally, all foes adjacent to your target are struck for 28 fire damage.
Enchantment - 10 energy - 1 cast - 30 recharge

Smite Hex
Remove a "Hex" from target ally. Foes near that ally suffer 54 damage.
Spell - 5 energy - 2 cast - 15 recharge

Retribution
While you maintain this "Enchantment", whenever target ally takes melee damage, this spell deals 31% of the damage back to the source.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge

Essence Bond
While you maintain this "Enchantment", whenever your target takes physical damage, you gain 1 energy.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge

Balthazar's Spirit
While you maintain this "Enchantment", target ally gains adrenaline and Energy after taking damage.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge


ok now the skills are layed out for you.

ok, now for the stratagy part,
you might wonder where the damage is going to come from, i have revised this build for maximum damage and protection output. Zealots Fire is your answer to the damage output. aslo Retribution.

the object here is to become the target. your a monk, so thats not hard, but you might want to run ahead of your group so the opposing team can spot you easily.
once your the prime target and you have a few enimies around you, you will want to cast zealots fire. it lasts for 60 seconds and deals 28 dmg to all nearby foes each time you cast a spell on an ally, (YOU ARE CONSIDERED AN ALLY), so thats why i have the more simple low energy/no energy skills equipped for fast use. casting reversal of furtone non stop is deadly enough sided by zealots fire.

lets take a look at the damage output.
say you are getting attacked by one warrior. his average dmg is 50 per swing(thats giving him alot lol) and your healed 67+ life each times he hits you because you casted reveral of furtone(RoF) every 2 seconds.
in one minutes time you could have casted RoF 30 times.
according to zealots fire that would give that warrior 30x28 dmg (840dmg) over 1 minutes time. and are healed for over 2k life for that minute. GREAT DMG/HEALING BALANCE

now lets take a look at some of the other skills i have laid out for you.

channeling i added in to replace shieliing hand for extra enegy just incase you need it, it gains 1 energy for each foe every time you cast a spell, this is for reversal of furtone, it will make RoF cost less energy every time you use it. with only 8 points into Inspiration Magic, channeling will last about 30 seconds or more but not much more. so it will outlast its recharge time.

Signet of Devotion, this will be just an extra healing/dmger for you, it will only heal you about 40 points or so but you can cast this once every 5 seconds at no energy cost and if you can cast this up to 20 times in one minute thats a potential 20x28= 560 damage and your healed for about 800 life over one minute. thats total dmg/healing balance again

Smite Hex , this is only to be used when messmers are attacking you, it has a recharge time of 15 seconds but it should do the job better than no hex remover, also, take note on the low energy cost of 5.

so with 3 very low energy skills that you will be using nonstop or as much as you can, total dmg/healing output for this build for one solid minute is below

DAMAGE
30x28 + 20x28 + 5x28= 1540 max DAMAGE in one minute to all nearby foes
this is not including the 31%payback to all the melee chars hitting me from retribution
-
HEALING
67x30 + 40x20= 2910 max HEALING in one minute for yourself
this isnt including a monkon your team buffing you and healing you at the same time

this is my updated build
and i will be making this build next beta
i hope you like it



i have a whole team of 8 players built up for this team. i can post all of them here if you guys wish.

the team consists of

3 monks (one suicide monk, one healer monk, one protector monk)
2 warriors (both with the same setup)
2 elementalists (one fire and one water)
1 mesmer ( a monk killer and energy burner)

Last edited by tastegw; Mar 27, 2005 at 09:26 PM // 21:26..
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Old Mar 27, 2005, 09:55 PM // 21:55   #2
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hey dude it would be uber awsome if you could post of ele builds .....
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Old Mar 27, 2005, 10:06 PM // 22:06   #3
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here ya go, i will list both of them.


Fire Marshal
this is your basic fire elementalist, its basicly a no brainer. but i will skill suit it for you just incase your brain is .....outatouch
this will be 1 of your 2 area of effect (aoe) elementalists, they will focus fire any enemies that will be targeting near the suicide monk.

12 energy storage
12 fire skills

Conjure Flame
Lose all enchantments. For 60 seconds, your attacks strike for an additional 5-19 fire damage.
Enchantment - 10 energy - 1 cast - 60 recharge

Aura of Restoration
For 60 seconds, you are healed for 152-350% of the energy cost each time you cast a spell.
Enchantment - 10 energy - 0.25 cast - 20 recharge

Fire Attunement
For 36-55 seconds, you are attuned to fire. You gain 30% of the energy cost of the spell each time you use Fire Magic.
Enchantment - 10 energy - 2 cast - 60 recharge

Fire Storm
For 10 seconds, the area around target foe is bombarded with a rain of fire that strikes for 5-24 fire damage each second.
Spell - 15 energy - 4 cast - 30 recharge

Flare
Flare flies towards target foe, striking for 16-40 fire damage if it hits.
Spell - 5 energy - 1 cast - 0 recharge

Immolate
Target foe is struck for 5-41 fire damage and is set on fire for 1-3 seconds.
Spell - 10 energy - 1 cast - 5 recharge

Meteor Shower
Exploding meteors strike the area near your target. Each strikes for 7-91 damage and knocks down anyone it hits. This spell causes Exhaustion.
Spell - 24 energy - 4 cast - 90 recharge

Essence Bond
While you maintain this "Enchantment", whenever your target takes physical damage, you gain 1 energy.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge

in this build right before you starting launching your fire skills you will need to click 1/2/and 3 skills first. that will take just over 3 seconds and all of those will last about 1 full minute.

start off the fireworks with firestorm.
after that then cast flair and Immolate, you can repeate these a few times.

then when the crowd is gettin low on life, bust out meteor shower (yes this will give you exhaustion, but its well worth it, this skill is amazing).
meteor shower should drop everyone nearby down to their knees.
this is when your other teammates pick up the slack and do their thing while you regain some energy back.

then rinse and repeat.



Water Boy
ice elementalist

12 energy storage
12 water magic

Conjure Frost
Lose all enchantments. For 60 seconds, your attacks strike for an additional 1-13 cold damage.
Enchantment - 10 energy - 1 cast - 60 recharge

Aura of Restoration
For 60 seconds, you are healed for 152-350% of the energy cost each time you cast a spell.
Enchantment - 10 energy - 0.25 cast - 20 recharge

Water Attunement
For 36-55 seconds, you are attuned to water. You gain 30% of the energy cost of the spell each time you use Water Magic.
Enchantment - 10 energy - 2 cast - 60 recharge

Deep Freeze
You cause a deep freeze at target foe's location. All foes near this location are struck for 10-76 cold damage. For 10 seconds, all foes move 50% slower than normal.
Spell - 25 energy - 3 cast - 15 recharge

Water Trident [elite]
Send out a water trident at target foe. Water Trident strikes for 10-58 cold damage if it hits. If it hits a moving foe, that foe is knocked down.
Spell - 5 energy - 1 cast - 3 recharge

Ice Spikes
Target and nearby foes are struck for 10-70 cold damage and are slowed for 2-5 seconds.
Hex - 15 energy - 2 cast - 15 recharge

Maelstrom
Create a maelstrom at target foe's location. For 10 seconds, foes in that area are struck for 8-29 cold damage each second. Maelstrom interrupts spell casting when it hits. This spell causes exhaustion.
Spell - 25 energy - 4 cast - 30 recharge

Essence Bond
While you maintain this "Enchantment", whenever your target takes physical damage, you gain 1 energy.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge

this build is allmost like the fire marshal build. use the skills in order from 1-7 as they are laid out.

basic stratagy is when you cast maelstorm, try to cast it at the same time the firemarshal is casting meteor shower for the best aoe dmg output.

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Old Mar 28, 2005, 12:25 AM // 00:25   #4
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Quote:
Originally Posted by SuperJ24
lets take a look at the damage output.
say you are getting attacked by one warrior. his average dmg is 50 per swing(thats giving him alot lol) and your healed 67+ life each times he hits you because you casted reveral of furtone(RoF) every 2 seconds.
in one minutes time you could have casted RoF 30 times.
according to zealots fire that would give that warrior 30x28 dmg (840dmg) over 1 minutes time. and are healed for over 2k life for that minute. GREAT DMG/HEALING BALANCE
if i am not mistaken, only a hammer warrior would have an attack rate of 2 seconds or so. a sword or axe swings much faster. now, i do not think you understand how the timing works on RoF either. It has a 2 second recharge, but it takes 0.25 seconds to cast and has a 0.75 second aftercast. That means that you are looking at 3 seconds, at the very least, between RoFs. That sword swinger will likely get in 2 hits, which means 100 dmg by your numbers, putting you 33 in the red each time.
Quote:
Signet of Devotion, this will be just an extra healing/dmger for you, it will only heal you about 40 points or so but you can cast this once every 5 seconds at no energy cost and if you can cast this up to 20 times in one minute thats a potential 20x28= 560 damage and your healed for about 800 life over one minute. thats total dmg/healing balance again
just to let you know, signet of devotion does not trigger zealot's fire. i am not really sure how you can fit 5 seconds 20 times within a minute. once again, you need to remember the casting time, 2 seconds, aftercast 0.75 seconds, and recharge 5 seconds, making it about 8 seconds total before you can use your signet again.
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Old Mar 28, 2005, 12:58 AM // 00:58   #5
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Its an interesting build (in reference to the monk), but one rend enchantment will seriously ruin your day. Just about all your abilities are enchantments.
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Old Mar 28, 2005, 01:33 AM // 01:33   #6
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thats why i have 2 other monk builds focusing on this suicide monk.

ill will get them loaded up on this site very soon so you can see what im talking about.

as far as casting times are concerned, i didnt take that into consideration too much. but at the very minimal this is still very strategic.
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Old Mar 28, 2005, 01:40 AM // 01:40   #7
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this team consists of:
3 monks ( one healer, one buffer, one suicide monk)
2 warriors (both are the same)
2 elementalists (one fire and one water magic)
1 mesmer (monk killer)

lets begin with the master healer.......

Master Healer
pure monk

11 divine favor
10 healing prayers
10 protection prayers

Divine Boon
While you maintain this "Enchantment", whenever you cast a Monk spell on an ally, that ally is healed for 5-41 points, and you lose 2 Energy.
Enchantment - 5 energy, -1 regen - 0.25 cast - 0 recharge

Reversal of Fortune
The next time target ally would take damage, that ally gains that amount of health instead, maximum 15-67
Enchantment - 5 energy - 0.25 cast - 2 recharge

Signet of Devotion
Heal target ally for 14-83 points.
Signet - 0 energy - 2 cast - 5 recharge

Dwayna's Kiss
Heal target other ally for 15-51 health and an additional 5-17 health for each Enchantment or Hex on that ally.
Spell - 5 energy - 1 cast - 3 recharge

Healing Touch
Heal target touched ally for 16-51 points. Health gain from Divine Favor is double for this spell.
Spell - 5 energy - 0.75 cast - 5 recharge

Orison of Healing
Heal target ally for 16-67 points.
Spell - 5 energy - 1 cast - 2 recharge

Word of Healing [elite]
Heal target other ally for 16-67 points. Heal for an additional 15-83 points if that ally is below 50% health.
Spell - 5 energy - 1 cast - 4 recharge

Restore Life
Touch the body of a fallen party member. Target party member is returned to life with 26-45% Health and 42-80% Energy.
Spell - 10 energy - 8 cast - 0 recharge
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Old Mar 28, 2005, 01:43 AM // 01:43   #8
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Master Protector
pure monk build

12 protection prayers
12 smiting prayers



Zealot's Fire
For 60 seconds, whenever you use a skill on an ally, all foes adjacent to your target are struck for 28 fire damage.
Enchantment - 10 energy - 1 cast - 30 recharge

Draw Conditions
All negative "Conditions" are transfered from target other ally to yourself. For each condition acquired, you gain 6-22 health.
Spell - 5 energy - 0.25 cast - 0 recharge

Shielding Hands
For 10 seconds, damage recieved by target ally is reduced by 3-15.
Enchantment - 5 energy - 1 cast - 25 recharge

Reversal of Fortune
The next time target ally would take damage, that ally gains that amount of health instead, maximum [COLOR=Red]67[/COLOR]
Enchantment - 5 energy - 0.25 cast - 2 recharge

Essence Bond
While you maintain this "Enchantment", whenever your target takes physical damage, you gain 1 energy.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge

Life Barrier [elite]
While you maintain this Enchantment, damage to target other ally is halved. If your health is below 7-46% when that ally takes damage, Life Barrier ends.
Enchantment - 15 energy, -1 regen - 2 cast - 5 recharge

Life Bond
While you maintain this enchantment, whenver target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced 3-25 points.
Enchantment - 10 energy, -1 regen - 2 cast - 0 recharge

Restore Life
Touch the body of a fallen party member. Target party member is returned to life with 26-45% Health and 42-80% Energy.
Spell - 10 energy - 8 cast - 0 recharge

the object for this monk the proctector is to minimize the damage that the suicide monk takes. this build will be using 3 enchantments.
essence bond + life bond + life barrier, that will leave it with 1 energy pip.
but essense bond is this builds energy control.

zealots fire is to be kept up as much as you can keep it up and cast it on the suicide monk aswell. again, it lasts 60 seconds and you benifit from it when you cast spells on the suicide monk(the guy you casted zealots fire on)

this leaves you with 3 low energy cost skills to use.
reversal of furtone, sheilding hands(witch use to be on the suicide monk but replaced by channeling) and draw conditions.
you will be using RoF as much as you can when you dont need to use the other 2 skills. busting out RoF as fast as you can will optimize the dmg output that the suicide monk will be dealing.

and lastly, you have rez just incase you need it, this proctector should use rez first before the master healer, but if all else fails, then the master healer is the last resort for rezing.


now you can see that this suicide monk will not die if he is the primary target of the opposing team, taking minimal dmg in and dealing alot out.
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Old Mar 28, 2005, 01:45 AM // 01:45   #9
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go re-download the attribute calculator. They've come out with version 3.1 and it's a lot better

and dont forget to update skills
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Old Mar 28, 2005, 01:48 AM // 01:48   #10
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you should sub out shielding hands with guardian. that gives you another quick spell to spam with in between your RoF recharges. this will effectively double your damage output..
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Old Mar 28, 2005, 01:51 AM // 01:51   #11
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Quote:
now you can see that this suicide monk will not die if he is the primary target of the opposing team, taking minimal dmg in and dealing alot out.
IF it becomes the primary target. I dont' know about you but I would find a monk running out ahead of a team rather odd...
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Old Mar 28, 2005, 01:57 AM // 01:57   #12
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can someone link the attribute calculator to me?
it would be greatly appreciated.
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Old Mar 28, 2005, 02:17 AM // 02:17   #13
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Quote:
Originally Posted by Worldx
can someone link the attribute calculator to me?
it would be greatly appreciated.
http://www.gwonline.net/files/files....hp&game=&id=15
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Old Mar 28, 2005, 02:17 AM // 02:17   #14
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thnx a ton
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Old Mar 28, 2005, 03:10 AM // 03:10   #15
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a) Zealot's Fire now only damages adjacent damage, so this won't work as well as you expected.
b) Signet of devotion has a relative long cast time, can be easily disrupted by warriors and rangers.
c) You are taking a caster into melee and dragging 2 other monks into healing you. This will become counter productive because you're counting on the 3 monks' energy pool to do 1 warrior's job.

I think overall b) and c) can be overcome by good teamwork, but a) is the real killer.
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Old Mar 28, 2005, 10:51 AM // 10:51   #16
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Best Smiting damage is now probably Scourge Healing..sure it can be removed, but looks to me as if the teams we playde didnt bother. Most pick up groups wont bother to remove it => killer spell.
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