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Old Sep 26, 2006, 03:53 AM // 03:53   #1
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Wink Monk/Mes Build for FOW or UW

I'm a Monk/Mesmer and I've just gotten into FOW and the UW. I have noticed the urgent need for good healing spells since the monsters down there are very powerful to say the least.

I am after a good build to suit this profession.

Note: The stickies dont cover FOW.

Last edited by Warpy; Sep 26, 2006 at 05:01 AM // 05:01..
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Old Sep 26, 2006, 01:49 PM // 13:49   #2
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Actually, I usually run a regular Boon Prot for FoW (I don't do UW with groups, since it's more profitable to do duo runs). Boon prot has powerful, fast heals and also mitigates a lot of damage.

Guardian helps teammates dodge those nasty melee attacks. Reversal cancels damage and turns it into healing. If someone has conditions on them, you can practically heal them using Mend Condition alone. MoR/EDrain and Inspired Hex are also very effective in FoW.

Blessed Light might be effective too, but I don't know if it can compete with the raw healing power of Boon in FoW.
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Old Sep 26, 2006, 04:41 PM // 16:41   #3
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i my self 55 duo UW, but when it comes to team FOW or eaven 5 man FOW ( i take the same build) i love to heal, not to keen on bond my self

WoH {E}
Heal other ( in desperat times)
Kiss
orsiron
Healing tuch ( slef heal mainly, or if standig next to caster)
inspire hex ( removes hex + energy )
Healing Seed, best move possible againds big aggros
res chant/rebirth

Healing: max + 3+1
divine max +1
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Old Sep 26, 2006, 11:08 PM // 23:08   #4
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I generally monk in uw and fow if i just can't find or put together a uw group.

99.9% of the time I go w/ pugs so you never know what you're gonna get. the build I run is pretty much self sufficient and can run as the sole monk in most areas if the other monk drops or d/c's. Although keeping a party of 7 from dying at all can be tough if you don't have some half decent teamwork and players. Luckily though often when another monk drops, the party is down to 5 or so, and I can keep a party of 5 alive w/o much trouble.

16 heal/13 div/9 prot
prot spirit - a must against aatxes, webs, chargeds, etc (very fast cast)
word - medium cast spd, spike heal
rof - fast cast for negating damage on both self and others
breeze - good vs degen or backline taking light damage, or good self-buffing tanks, or that suicidal battery
seed -
rebirth
essence bond (or whatever other energy management you prefer)
sprint (or whatever evasion skill you like) - good for losing aggro especially if your entire party overaggro's and dies on you. Only thing I can't outrun are the darknesses in uw, or if I get hit w/ multiple water hex snares + lightning spikes in fow. Also good for kiting/losing aggro and running in to heal overextended wars.

If you prefer to spam self heals on yourself instead of evading, sprint could be replaced w/ hex removal (good for fow, not so good against mesmesr in uw), condition removal or heal party (good for mass hex degen/poison)

in uw your reaction and decision time has to be very fast, fow not so much so. if you get a bond monk along, that makes things easier but sometimes more boring. you'll have to pay attention to when and off who bonds get stripped (look for the little green arrow disappearing), and if the bond monk doesn't know how to stay out of trouble, you'll be constantly throwing PS and heals to keep your "keystone" alive.

Anyway, in most parties, you'll have less than a second to react after that first aatxe hit on a caster takes their hp down by 80-90%. In fow, you have about 3-4 hits of reaction time before an abysmal or hydra rips a caster apart.

good luck and may ectos rain on you

Last edited by saphir; Sep 26, 2006 at 11:14 PM // 23:14..
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Old Sep 27, 2006, 05:53 AM // 05:53   #5
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Quote:
Originally Posted by Effigy
Actually, I usually run a regular Boon Prot for FoW (I don't do UW with groups, since it's more profitable to do duo runs). Boon prot has powerful, fast heals and also mitigates a lot of damage.

Guardian helps teammates dodge those nasty melee attacks. Reversal cancels damage and turns it into healing. If someone has conditions on them, you can practically heal them using Mend Condition alone. MoR/EDrain and Inspired Hex are also very effective in FoW.

Blessed Light might be effective too, but I don't know if it can compete with the raw healing power of Boon in FoW.
Can you list me the skills you use please ?
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Old Sep 27, 2006, 06:36 AM // 06:36   #6
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Here's what I usually run as Boon Prot:

Mo/Me

DF: 16
Prot: 10
Insp: 9

Reversal of Fortune
Mend Condition
Spirit Bond
Signet of Devotion
Inspired Hex (or Rebirth, depending on who I'm going with)
Holy Veil
Mantra of Recall
Divine Boon
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Old Sep 27, 2006, 09:54 AM // 09:54   #7
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Quote:
Originally Posted by saphir

16 heal/13 div/9 prot
prot spirit - a must against aatxes, webs, chargeds, etc (very fast cast)
word - medium cast spd, spike heal
rof - fast cast for negating damage on both self and others
breeze - good vs degen or backline taking light damage, or good self-buffing tanks, or that suicidal battery
seed -
rebirth
essence bond (or whatever other energy management you prefer)
sprint (or whatever evasion skill you like) - good for losing aggro especially if your entire party overaggro's and dies on you. Only thing I can't outrun are the darknesses in uw, or if I get hit w/ multiple water hex snares + lightning spikes in fow. Also good for kiting/losing aggro and running in to heal overextended wars.
Thanks for the info Can you put the exact spells down as I dont know what you mean by some of them
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Old Sep 27, 2006, 10:55 AM // 10:55   #8
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I tend to run a WoH Mo/Me in UW just out of preference-

16 Heal
12 Divine
rest in Inspiration

WoH {e}
Heal Other
Dwayna's Kiss (usually my main heal b/c it tends to heal better than WoH)
Heal Party/Healing Seed (depends on team)
Healing Touch
Rebirth
Inspired Hex
Inspired Enchantment

Boon/prot also tends to work well.
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Old Sep 27, 2006, 12:59 PM // 12:59   #9
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Quote:
Originally Posted by LuxA
Here's what I usually run as Boon Prot:

Mo/Me

DF: 16
Prot: 10
Insp: 9

Reversal of Fortune
Mend Condition
Spirit Bond
Signet of Devotion
Inspired Hex (or Rebirth, depending on who I'm going with)
Holy Veil
Mantra of Recall
Divine Boon
This is pretty standard, although I bring Guardian over Spirit Bond due to spammability. Both are good. I also prefer Energy Drain to MoR, due to the prevalence of enchant stripping. With fast recharge mods, EDrain can be very nice indeed. I never run superior runes on a monk basically on principle (except for 55ing, of course), but it is an option as long as you're careful.

Quote:
Originally Posted by saphir
16 heal/13 div/9 prot
prot spirit - a must against aatxes, webs, chargeds, etc (very fast cast)
word - medium cast spd, spike heal
rof - fast cast for negating damage on both self and others
breeze - good vs degen or backline taking light damage, or good self-buffing tanks, or that suicidal battery
seed -
rebirth
essence bond (or whatever other energy management you prefer)
sprint (or whatever evasion skill you like) - good for losing aggro especially if your entire party overaggro's and dies on you. Only thing I can't outrun are the darknesses in uw, or if I get hit w/ multiple water hex snares + lightning spikes in fow. Also good for kiting/losing aggro and running in to heal overextended wars.
First of all, I'd really think twice about using two Superior runes on a monk, even in PvE; that's 150 hp you're giving up. Not only are you somewhat squishy, but your survival is critical to the survival of the group as a whole. Healing a few more hp per spell won't help after you get your face raged off. Since you're not even running Boon, the difference between 11 and 13 DF is only +6 hp per cast.

Most of the skills are ok, but I would drop Healing Breeze for Signet of Devotion; Breeze is generally not a good skill for primary healers (do a search if you want proof), and SoD provides good energy management. Essence Bond is good in UW if one tank is able hold the aggro; enchant stripping in FoW reduces its effectiveness. Otherwise, I would use something else. If you have Factions, going Mo/A with Dark Escape is much better than Mo/W with Sprint if you want some self-defense. However, neither will provide energy management skills.

Last edited by Effigy; Sep 27, 2006 at 01:03 PM // 13:03..
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Old Sep 28, 2006, 12:56 AM // 00:56   #10
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Thanks for the tips guys.

Last night I went to the UW and spent a good 3 hours there, it was the best party I've ever had the privillage of being in.

I used the folllowing spells:

Signet of Devotion
Heal Other {E}
Healing Seed
Healing Touch
Word of Healing
Protective Spirit
Rebirth
Essence Bond
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Old Sep 28, 2006, 03:19 AM // 03:19   #11
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Quote:
Originally Posted by Warpy
Thanks for the tips guys.

Last night I went to the UW and spent a good 3 hours there, it was the best party I've ever had the privillage of being in.

I used the folllowing spells:

Signet of Devotion
Heal Other {E}
Healing Seed
Healing Touch
Word of Healing
Protective Spirit
Rebirth
Essence Bond
Word of Healing is the elite, not Heal Other
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Old Sep 28, 2006, 03:51 AM // 03:51   #12
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UW can be fun to do with a group, but if you want to make serious money it's best to do it in a 2-man team, either 55 monk and SS/SV necro or 600 monk and a smiting monk. Doing it this way gives you both 4x the chance of getting drops that you would in a regular group and it goes really fast besides. The downside is that the learning curve is somewhat steep. I remember a friend and I burned through about 20k each on practice runs before we really got the hang of it; however, that means we started to turn a profit after 3 ectos, so it's not as bad as it sounds. There are numerous postings with UW duo builds, so I won't go into detail there.
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Old Sep 28, 2006, 03:58 AM // 03:58   #13
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makosi 55 ftw!

anyways for FoW i USUALLY go basic WoH monk. the fast heals and inspired hex can really do well for you.
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Old Sep 28, 2006, 04:03 AM // 04:03   #14
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Quote:
Originally Posted by xiaotsu
Word of Healing is the elite, not Heal Other
Ooops.... your right!
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