And you come up with that while your NEW? lol its not too bad actually, not at all.
-Swap in orison of healing for Words of Comfort, heals extra when target is suffering from a condition, or add a signet there to save energy.
-Shield of Absorption is better then Guardian IMO, it lasts for 7 seconds making it a little more energy efficient, it also mitigates damage other then physical.
-Remove hex is a fine removal (short cooldown) but it's interrupt fodder in large portions of nightfall, if I were you I would drop Restore condition and add divert hexes/expel hexes (I prefer the latter, its non-attribute and cheap). You can swap channeling on both monks for dissmiss condition then, channeling gives energy for nearby foes, but thats the last thing you want IMO. Keeping foes away from your backline saves more energy then channeling can fix, especially later on in the game where lvl24 hammer warriors want to tear you up.
-Energy management is always a problem of hero monks, since they have no clue of essential conditions/hexes to remove so they try to do all of them, burning up their energy pretty fast (thats also why i don't like the 2 sec recharge restore contition too much). If you hero/hench yourself through the game I strongly advise you to take eve along/set up a blood necro hero, her blood ritual will refill the monks energy pretty well. If I would use the build above on my own monk I would use half the energy and heal the same, but heroes are just not clever enough to heal efficiently. As for the rest, don't change too much, both bars look fairy decent and will probably get you through the game already.
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