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Old Jan 03, 2007, 07:15 PM // 19:15   #1
Pre-Searing Cadet
 
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Default monk build for fire island chain

i've (finally) gotten to the last mission in prophesies(sp?), but due to a few wipes and a complaining monk, i ve decided to rebuild it from scratch, any builds/tips ?

my current build is:
Orison Of Healing
Word Of Healing
Heal Other
Heaven's Delight
Smite Hex
Mend Ailment
Healing Seed
Rebirth
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Old Jan 03, 2007, 07:52 PM // 19:52   #2
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I prefer heal/prot hybrid builds, especially in ares with lots of fire eles that focus fire, as the do in the fire island chain.

Orison is a good self-heal and an extra heal for others people (although not terribly good at it), keep it.
Word of Healing is perhaps the best monk elite in prophecies, so keep it.
Heal Other is an inefficient non-self-targetable heal, it can be useful when WoH recharges, but in those situations you should likely use a prot spell instead.
Heavens delight has small area and long recharge, not a good spell IMO.
Mend Ailment only heals if there is a condition stack on a target, but you'll mostly only face one condition at a time in the fire islands.

Consider taking protective spirit, mend condition (good heal against condition), and perhaps reversal of fortune (not terribly energy-efficient at low prot, but the short casting time makes it save people) and signet of devotion.
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Old Jan 03, 2007, 11:01 PM // 23:01   #3
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ok the build i used was,

WoH
Orsiron
kiss
Touch (slef heal)
inspire Hex
mend condtion
heal party (only used when the ipms attack)
Rebirth

i requested the other monk to go boon, but that was b4 the nerf, tho i have done it both heal, and no one died.
attrabutes

healing:16 (12 +1+3)
divine: 13 (12+1)
protection: rest
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Old Jan 04, 2007, 02:39 PM // 14:39   #4
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Boon got nerfed? How?
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Old Jan 04, 2007, 03:22 PM // 15:22   #5
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I would suggest you to ignore healing and go prot line, most incompetent PuG group fail because both their monk are "healers" and no one bother for prot, which is the dumbest thing to do at a area of pve where the moster can hit 150 damages just bashing their hammer on you (Jade Armors).

I suggest you to spread your attribute to more protection than healing.

Here some skill you can consider

Protective Spirit (a must, you can't live fast enough to be healed)
Shield of Absorption (nice if monster are targeting 1 guy)
Reverse of Fortune,( a must down the prot line)
Mend Condition (Maybe? I forgot if mursaat causes condition)
Zealous Benediction(E) (If you have it, take it)
Guardian (Very Good skill, one block= 100 hp healed)

Use glyph of lesser energy as energy management if you do mo/e, but some of the mes skill can work


if you really need healing spell because you feel insecured just go spread your attribute 3 ways and have healing touch for yourself

10 divine
12 prot
8 healing


Protection + Damage prevention > trying to heal a dying target with one second cast + some lag with computers

Last edited by sage tank; Jan 04, 2007 at 03:25 PM // 15:25..
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Old Jan 04, 2007, 03:35 PM // 15:35   #6
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You don't need Heaven's Delight, the recharge time is horrible. Your party really shouldn't need you to cast this.

Hex removal isn't necessary as most of the damage will come from burning. Titans have enchantment stripping, do burning and do some nice damage. Mark of Rodgort, I suppose is a hex worth getting rid of, but still not necessary.

Before Factions and Nightfall, this was I ran:

Word of Healing(e)
Orison of Healing
Mend Ailment
Vigorous Spirit
Dwayna's Kiss
Heal Party
Heal Other
Rebirth

My parties never died. Did mission twice, 1 group for mission, another group for bonus.
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Old Jan 04, 2007, 05:45 PM // 17:45   #7
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Quote:
Originally Posted by absolutionx
Boon got nerfed? How?
in 3 or 4 ways,

first was the OoB, nerf form 10% sacrafise to 20%

second was the energy gain on MoR/EDrain/inspire hex ( this was resuced)

thrid was thatdivine boon, turned to 10sec recharge and healed for less

fourth 9 tho not so much) was CoP was reduced in healing

tho its still runable its harder and no as favoured
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Old Jan 04, 2007, 10:44 PM // 22:44   #8
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I would worry mostly about damage and not about hexs so drop anything that removes hexes.I used both a healing and a protection build the group wanted a healer the other Monk was the protection Monk.
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Old Jan 07, 2007, 09:47 AM // 09:47   #9
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If you decide to take enchants, use enchants that are cheap and easily reapplied, as there are some fire titan thingies or something that strip them like crazy. I do agree that Protection Prayers are insanely good in PvE, and that Healing Prayers are overrated.

You might want to get some practice using Heal Area in lower end PvE areas. Why? Well, even if you only get 1 party member with it, and no enemies, you've healed 300 damage plus Divine Favor on yourself for 10 energy (12 Healing).
That's more than 150hp for 5 energy, which is pretty nice (30 hp per energy). Now, once you get better at using this skill and kiting enemies, you can easily get 2 other allies, sometimes 4-7 with great positioning, and still heal no monsters.

4 other allies: 750hp healed for 10 energy = 75 hp per energy
5 other allies: 900hp healed for 10 energy = 90 hp per energy
6 other allies: 1050hp healed for 10 energy = 105 hp per energy
7 other allies: 1200hp healed for 10 energy = 120 hp per energy

This doesn't count the Divine Favor bonus on yourself. At 16 Healing Prayers, you're looking at this.

1 other ally: 380 healed / 38 hp per energy
2 other allies: 570 / 57 hp per energy
3 other allies: 760 / 76 hp per energy
4 other allies: 950 / 95 hp per energy
5 other allies: 1140 / 114 hp per energy
6 other allies: 1330 / 133 hp per energy
7 other allies: 1520 / 152 hp per energy

If you heal monsters, your group will hate you. This is why it's important to practice first in areas that aren't even remotely hard. If you don't heal any monsters, your group will think you're weird, but they won't complain too much as effortlessly refill those health bars.
I'm not sure how Heal Area used effectively compares with Light of Deliverance {E}. Yes, Heal Area takes *much* more skill to use effectively, but I feel it's worth it.
Once you get good with Heal Area, you can take Infuse Health also. Stand in position to use Heal Area, save the spiked target with Infuse, then use Heal Area to self heal and boost up the other party members' HP.


EDIT: It looks like Light of Deliverance at 16 Healing Prayers heals for a maximum of 85*8= 680hp for 5 energy, which equates to 136hp per energy - very nice! The condition on Light of Deliverance, is of course, the party member has to be below 80% hp. Compare this to Word Of Healing - max of 84+106= 190hp for 5 energy, which equals 38 hp per energy. Notice that this is the same energy efficiency reached by healing only 1 other ally with Heal Area.
The conditions to reach large numbers with Light of Deliverance/Heal Area/Heal Party are also much easier to reach than with Word of Healing. Letting a target get to 50%hp often means they're already dead.

Last edited by jesh; Jan 07, 2007 at 09:54 AM // 09:54..
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Old Jan 10, 2007, 07:43 AM // 07:43   #10
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Quote:
Originally Posted by jesh
You might want to get some practice using Heal Area in lower end PvE areas. Why? Well, even if you only get 1 party member with it, and no enemies, you've healed 300 damage plus Divine Favor on yourself for 10 energy (12 Healing).

EDIT: It looks like Light of Deliverance at 16 Healing Prayers heals for a maximum of 85*8= 680hp for 5 energy, which equates to 136hp per energy - very nice! The condition on Light of Deliverance, is of course, the party member has to be below 80% hp. Compare this to Word Of Healing - max of 84+106= 190hp for 5 energy, which equals 38 hp per energy. Notice that this is the same energy efficiency reached by healing only 1 other ally with Heal Area.
The conditions to reach large numbers with Light of Deliverance/Heal Area/Heal Party are also much easier to reach than with Word of Healing. Letting a target get to 50%hp often means they're already dead.

I would never on any circumstances bring heal area into PvE unless I was (a) a minion master, or (b) running some kind of crazy backline thing with another monk that I haven't even thought of yet.

Although the math checks out, you are playing to one of the biggest problems in PvE, why would you be around 4 other players in the first place, the monk should want to be AWAY unless you are with one of those RARE E's that's runnin wards (which are awesome). Other than that, there are many better choices than running heal area. Glyph of Lesser + Heal Party + Heal Party == no chance to heal enemies, and can be done from ANYWHERE. When somebody needs to be healed, it's generally for a reason, and that reason is a bad guy is attacking him. Going next to him puts you into danger's way, thus aggro'n a group of enemies, which is kinda opposite of the monk profession :-\. But the math supporting heal area was fairly interesting.

But as far as the general consensus goes, I agree that prot > healing, preventing dmg is much better than trying to make up for it afterwards! And in PvE prophecies, don't ahve to worry about pesky little teleporters *poof'n* out of nowhere. So it is generally easy enough to see who is about to be attacked.

So I would probably run something with Zealous Benedicition, shield of absorption, and mend condition, maybe a guardian or Aegis, and prot spirit. That should be enough to support the team with a little help from another monk. If you don't have NF, then I would try to run a hybrid, heal/prot, with WoH as my elite, RoF, and prot spirit, mend condition. However, I believe in playing whatever you feel comfortable with. Healing seed is ncie if you have a group of warriors that will fight next to each other, but I find that the duration is not as great as I would like it to be..with 20% enchant it's O.K. but still not really worth bringing for 15e. If you can get a good team then the monk build shouldn't really be that hard :-\, as a good team helps to mitigate dmg better.
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Old Jan 10, 2007, 02:23 PM // 14:23   #11
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Quote:
Originally Posted by priam the protector
I would never on any circumstances bring heal area into PvE unless I was (a) a minion master, or (b) running some kind of crazy backline thing with another monk that I haven't even thought of yet.

Although the math checks out, you are playing to one of the biggest problems in PvE, why would you be around 4 other players in the first place, the monk should want to be AWAY unless you are with one of those RARE E's that's runnin wards (which are awesome). Other than that, there are many better choices than running heal area. Glyph of Lesser + Heal Party + Heal Party == no chance to heal enemies, and can be done from ANYWHERE. When somebody needs to be healed, it's generally for a reason, and that reason is a bad guy is attacking him. Going next to him puts you into danger's way, thus aggro'n a group of enemies, which is kinda opposite of the monk profession :-\. But the math supporting heal area was fairly interesting.

But as far as the general consensus goes, I agree that prot > healing, preventing dmg is much better than trying to make up for it afterwards! And in PvE prophecies, don't ahve to worry about pesky little teleporters *poof'n* out of nowhere. So it is generally easy enough to see who is about to be attacked.

So I would probably run something with Zealous Benedicition, shield of absorption, and mend condition, maybe a guardian or Aegis, and prot spirit. That should be enough to support the team with a little help from another monk. If you don't have NF, then I would try to run a hybrid, heal/prot, with WoH as my elite, RoF, and prot spirit, mend condition. However, I believe in playing whatever you feel comfortable with. Healing seed is ncie if you have a group of warriors that will fight next to each other, but I find that the duration is not as great as I would like it to be..with 20% enchant it's O.K. but still not really worth bringing for 15e. If you can get a good team then the monk build shouldn't really be that hard :-\, as a good team helps to mitigate dmg better.
Problems with running a Protector build in Hells Precipice:

Ashen Hulk Titans - Strip Enchantment (removes 1 enchantment from target foe and heals the Titan)

Titan Sparks - fire spells will have their damage lowered, but Burning goes through and burns and burns... and burns.

Hand or Fist Of The Titan (I can't remember who) - Eviscerate (deep wounds)

Big Titan (I can't remember their actual name) - burns when you are near them.

Mend Condition does not help you when you are burning. If you have factions, get Extinguish, that'll help you a lot.
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Old Jan 11, 2007, 09:07 AM // 09:07   #12
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Nice to get is Extinguish

Its gonan be a better heal party if every1 is on fire hehe

I can remember playing that with some friends, I said: I go prot for once... and we got owned... so I said: I stick to healing and we owned you can heal over prot if you actually use it nicely

The thing is that starter monks prefer healing over prot (I bet that nearly 90% of the monks that started used healing prayers) and stick with it so that starter monks with Healing Prayers suck alot and average and above average healers get lamed cause... they heal

Nice is to play the hero haha get channeling and Mantra of Flame and run in you get attacked like hell get the aggro, heal ureself up with eas and let the others take care of the monsters
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Old Jan 11, 2007, 09:39 AM // 09:39   #13
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Restore Condition is insane there. Too bad you can't cap it until Abbadon's Mouth.
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Old Jan 12, 2007, 12:28 AM // 00:28   #14
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I did these with all henchmen.
WoH
Healing Breeze
mend condtion
rebirth
Signet of Devotion
Healing Touch
Extinguish
Mantra of Flame

RoFo not go to the spider/imp way because it's very long and harder if you are with henchmen, those imps can wipe your party in a few seconds.
AM: Don't get adds, that Monk boss will take very long time to kill.
HP:The important thing is not about the build, it's mostly about careful to pull and focus target, kill order: spark-burning-one ash-hand/fist-other ash.

Last edited by Shadowlion; Jan 12, 2007 at 01:00 AM // 01:00..
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Old Jan 13, 2007, 05:11 AM // 05:11   #15
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A few days ago the our other monk just didn't connect and I had to monk hell's precipice alone (had 3 people die in total) with:

Orison of Healing
Dwayna's Kiss
Ethereal Light
Word of Healing
Protective Spirit
Heal Party
Glyph of Lesser Energy
Rebirth

16heal/11df/9prot

It's my usual setup, although people tend to go "ZOMG NO INSPIRED HEX?!" or "ZOMG NO CONDITION REMOVAL?!". >_>

Not claiming this is the best buid available, but it works for me :/
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Old Jan 19, 2007, 05:30 PM // 17:30   #16
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Quote:
Originally Posted by Ichigo724
A few days ago the our other monk just didn't connect and I had to monk hell's precipice alone (had 3 people die in total) with:

Orison of Healing
Dwayna's Kiss
Ethereal Light
Word of Healing
Protective Spirit
Heal Party
Glyph of Lesser Energy
Rebirth

16heal/11df/9prot

It's my usual setup, although people tend to go "ZOMG NO INSPIRED HEX?!" or "ZOMG NO CONDITION REMOVAL?!". >_>

Not claiming this is the best buid available, but it works for me :/
For what it does it looks very solid to me, ie keep the red bars full. I've run something very similiar since like the 3rd week of prophecies. Though I must admit I use vigorous spirit instead of ethereal, because it helps me boost dwaynas kiss.
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Old Jan 19, 2007, 09:35 PM // 21:35   #17
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Quote:
Originally Posted by priam the protector
Although the math checks out, you are playing to one of the biggest problems in PvE, why would you be around 4 other players in the first place, the monk should want to be AWAY unless you are with one of those RARE E's that's runnin wards (which are awesome).
I find kiting to be ridiculously easy on a monk in PvE. That's one of the things you have to practice. *shrug*
Quote:
Originally Posted by priam the protector
Other than that, there are many better choices than running heal area. Glyph of Lesser + Heal Party + Heal Party == no chance to heal enemies, and can be done from ANYWHERE.
I've used those two together before. It does have its advantages, but I find that when you're "forced" to use 2 Heal Party spells consecutively, there is usually something more effective you could be doing. Often I will do just that, and end up getting less out of my glyph than I should be. Not many common monk spells cost 15 energy, after all.
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Old Jan 20, 2007, 02:48 AM // 02:48   #18
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Build is ok, but too high energy cost spells for me. I personally have the same build i have used thru out every Expansion to GW. Imhappy with it and dont pan on changing it. And i dont even need to use an Elite.
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Old Jan 31, 2007, 03:05 AM // 03:05   #19
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WoH
Healing whisper
Healing Breeze
healing touch
mend condition
Res (probably rebirth)
inspired hex
inspired hex(faction variant)

+5 E +30 HEALTH Sword or Axe, +20%FC heal, +30 HEALTH focus
Very very fast casting strong heals with condition removal and also good potential for self heal. Run it with mo/me and about 6 or more inspiration magic for 2 free hex removals. The build is very efficient and fast so energy shouldn't be a problem. Most points in healing prayers and Divine favor, a few left overs in inspiration. No points in prot since mend condition is only for condition removal and not your primary heals.

~Eve Diamond

Last edited by atlas whitehall; Feb 01, 2007 at 04:47 AM // 04:47.. Reason: incorrect skill bar
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