May 09, 2006, 02:44 AM // 02:44
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#1
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Academy Page
Join Date: Apr 2006
Location: Minnesota
Guild: Whone Knights [ONE]
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HELP!? My lil' Mo/W builds.
My primary character is a Mo/W, currently Level 16. I've focused on two main roles, most of the time. I just like her, I guess. Anyway, I am looking for some help and commentary to better focus these roles and abilities. I cannot off-hand remember every unlocked skill, rune equipped, etc.
HEALER:
Skills (in order) - Orison of Healing, Heal Party, Healing Breeze, Vigorous Spirit, Reversal of Fortune, Divine Spirit, Divine Boon, Restore Life. (I may substitute Divine Spirit with Remove Hex or something like that, depending on the situation.)
Attributes (approx.) - Healing 10, Protection 5, Divine Favor 10
The staff she uses in this build is a gold one, granting +17% duration to enchantments (which is handy) and does 11-22 damage (w/ 7 Divine Favor).
She is good to sit back most of the time, using Orison or Healing Breeze usually. If the party is taking a beating as a whole, she can get 'em all with Heal Party, usually to top them off as needed. The enchantments help let her keep attention off of frontline warriors, while covering other areas as needed. Vigorous Spirit is nice and long, great for using on Warriors and the like. Just some minor maintenance, overall. I've used her with Level 20 parties on missions in Factions, and she's able to aid quite effectively, if the heat is off her. I know that she'll be even better once I get better skills unlocked. Divine Boon is nice, despite the Energy depletion, considering her high Divine Favor -- makes cheapies like Orison worthwhile.
FIGHTER:
Skills (in order, usually) - Frenzy, Cyclone Axe, Penetrating Chop, Dismember, Orison of Healing, Vigorous Spirit, Mending, Live Vicariously.
Attributes (something like) - Healing 8, Divine Favor 6, Axe Mastery 9, Tactics 4
She has a pretty sweet axe and shield...well, not all that sweet, but not too bad for now. I like using the axes most. They are quicker than hammer and has a (couple?) multi-victim skills. This works nicely with Live Vicarously and/or Vigorous Spirit active. Mending is there to keep continous healing around. Orison is there to provide quicky healing if close to death or something. I've had her take on multiple lower-level (8 or so) opponents which gave her multiple hexes (health degen mostly) and so forth, yet she came out relatively unscathed. She's a pretty good low-level tank or replacement for other fighters, if they are missing. Her only bane are such things like Summit Sages or Charr Chaots and other disenchanters. They suck. This is why I keep Live Vicariously on first, then Mending, so Mending is shut off first and she can keep hacking and gaining health. Frenzy can help with this self-healing situation, under proper circumstances (such as another healer on board, even a henchy).
Any pointers or help that anyone can lend is appreciated. I've only played for around a month or so, but really like this character and wish to make her my main one.
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May 09, 2006, 03:16 AM // 03:16
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#2
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Jungle Guide
Join Date: Mar 2006
Profession: Mo/
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I can help on the healer build, and give a word of advice on the other.
Skills - Heal Party isn't nearly as effective as you might think, roughly 80 health to all party members, meaning that its wasted healing unless you have heavy spot damage. Healing Breeze has one use for healing of this sort, if even that, and its countering degeneration, IMO not worth the skill slot. Restore Life < Rebirth.
Attributes - I personally like to stick with a general build theme, straight healer, boon prot, divine prot healer, etc.... Generally allows for a more direct spreading of your attributes and thus maximizing the effectiveness. IMO something like this, once you hit lvl 20:
Main Attribute = 12 + 1 + 1 - 3
Divine = 11 + 1
Secondary Class = 8
That may entirely be just me though....
The warrior build scares me quite frankly. I just can't see it being too effective...well anywhere really. Since you lack the higher levels of armor, and absorption. At any rate Frenzy ask for a "kill me please" since 60 AL taking double damage and trying to tank is asking for trouble.
Just my $0.02 though, hopefully i've helped some.
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May 09, 2006, 03:34 AM // 03:34
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#3
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Academy Page
Join Date: Apr 2006
Location: Minnesota
Guild: Whone Knights [ONE]
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I appreciate your advice. I agree with Heal Party: I tend to use Orison and Healing Breeze most often. There doesn't seem to be a great party healer skill, and I don't like the area ones, especially if you get mobbed or are far away. It may be worth it to keep one anyway, to have everyone come close to you after a major battle and get healed? Hmm... Also, Signet of Devotion (?) is the next one I really want to get. Whichever Healing signet it is, Casting Time of 2, Recast of 10 (I think). It would be mighty convenient to save Energy this way.
As for the Fighter build, it has been semi-effective. Like I said, it's more possible with proper support. She isn't stacked or equipped well for frontlines in combat quite yet, so I keep it only as a back up when necessary. I would probably do it more with better weapons and even some Smiting available. I do agree with your attribute allotments, though.
Thanks again!
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May 09, 2006, 03:43 AM // 03:43
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#4
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Jungle Guide
Join Date: Mar 2006
Profession: Mo/
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Well personally, I prefer using 5e heals and merely topping people off with Signet of Devotion, as it helps to not overheal. Relying on it in battle is asking for trouble, hell 1 second casting times can get hairy. Thats probably why I like the idea of a boon healer so much, it takes you 5e heals, adds 2e to their cost and allows you to heal substantially more per energy spent for no real downside.
I am by no means a Monk guru, nor do I claim to be one. Though from one player to another, from my experience trying to make my perfect build I can give alittle more advice. Atleast you may get some use out of it.
1. Balance cost, to effectiveness, to casting times, to casting recharge times.
2. Don't over heal, learn your build well enough that you know when each spell can be used to its fullest, otherwise its time / energy wasted.
3. Heal priority targets, a ranger dying is alot less counterproductive than that MM with 9 fiends and a golem dying.
4. Don't rely on others to give you energy if at all possible. Battery Necros are great, and I mean them no disrespect, but they've got a job to do other than to always give you energy. Any delay and literally its life or death for someone.
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May 09, 2006, 04:05 AM // 04:05
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#5
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Academy Page
Join Date: Apr 2006
Location: Minnesota
Guild: Whone Knights [ONE]
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Well, you're more a guru than I, to be honest. I've just really begun to get into the nuances of Energy Cost/Casting Time/Recast Time ratios and such.
I must say, I've really found Divine Boon to be beneficial, as you said. Though the hit on Energy regen has me a little spotty on it. I guess 3/4 pips ain't bad, overall, right?
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May 09, 2006, 04:19 AM // 04:19
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#6
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Jungle Guide
Join Date: Mar 2006
Profession: Mo/
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Nah, not really. I haven't really found any situations where in the loss of 1 energy pip wasn't more than made up for by my secondary's elite energy management. Something along the lines of:
Mantra of Recall - Mesmer
or
Offering of Blood - Necromancer
The only thing with Boon is, most of your normal spells that cost 5e will heal in the 3/4 of the HP of an average lvl 20. So you have to kinda play around with it some, (I like using henchies for this) to figure out when the most beneficial time to heal is. The way I see it even with a large amount of energy management a 10e healing spell is wasted energy. As most spike for way more than you would, on average, need to heal for if you were doing your job.
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May 09, 2006, 05:25 AM // 05:25
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#7
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Academy Page
Join Date: Apr 2006
Location: Minnesota
Guild: Whone Knights [ONE]
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Now I'm beginning to regret having Warrior as her Secondary Profession, a little. Mesmer might have been good as a Primary, with Monk secondary. The Fast Casting attribute might come in handy with cheap heals. Although, Divine Boon would be reduced because of Divine Favor... Oh, so many technicalities.
I usually wait for most of my party to reach around 1/2 their Health before doing any healing. She can typically heal them near to top that way. (Even some level 20's.) I think I shall have to re-evaluate her Skill bar a little...
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May 09, 2006, 05:31 AM // 05:31
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#8
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mmmmmmmm pie.
Join Date: Aug 2005
Location: Honolulu, Hawaii
Guild: Favorable Winds [Gust]
Profession: Mo/
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try this out (never fails me even if I'm the only monk on the team for PvE):
Healing Touch, Orison of Healing, Word of Healing, [Remove Hex or Mend Condition], Arcane Echo, Energy Tap, Divine Boon, Rebirth
Healing: max
Divine: max
Insipration: rest
Switch up hex/condition removal when needed. For quick condition/hex removal use echo then remove hex/mend condition. Also, if energy is the problem, echo energy tap and you should be good to go.
The main thing to remember is to RELAX. If you arn't relaxed and you don't feel that you are in control, this build will fail you. Don't be over zealous with this build, so heal ONLY when you need to heal and remember that the divine healing and divine boon bonuses will help out healing as well. Also know that if you are br'ed (blood ritual'ed) by a necro, you can echo WoH or orison if you need to heal faster.
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May 09, 2006, 05:32 AM // 05:32
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#9
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Jungle Guide
Join Date: Mar 2006
Profession: Mo/
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Yeah, you can always change your secondary once you ascend though, which is nice. Personally I have Ele, Mes, War, Nec unlocked for easy switching. I prefer Mo/ primary as healer, as the Divine bonuses equal out to what is basically a cheap free heal. Though I haven't been able to test the Ritualist out any yet....which is kinda annoying as they have some healing type things aswell.
The only downside to waiting too long (atleast for me) is that often I find myself having to rush heals in order to keep them up. Its all a matter of knowing your limits though, if you can comfortably allow them w/o Word of Healing to drop that low and have the ability to heal them back up quickly, then more power to you. I'm still undecided on my favorite secondary though, as you may have noticed. Each have their own unique abilities to add, spicing up the idea of a healer considerably.
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May 09, 2006, 05:36 AM // 05:36
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#10
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Academy Page
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I think that if you are going to keep breeze, which i dont really like, try to leave the person you breeze'd alone for a while. let breeze do it's work, or it's wasted energy.
Last edited by Master Kimchee; May 09, 2006 at 05:39 AM // 05:39..
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May 09, 2006, 05:52 AM // 05:52
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#11
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Academy Page
Join Date: Apr 2006
Location: Minnesota
Guild: Whone Knights [ONE]
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Quote:
Originally Posted by Master Kimchee
I think that if you are going to keep breeze, which i dont really like, try to leave the person you breeze'd alone for a while. let breeze do it's work, or it's wasted energy.
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Indeed, which is why Vigorous Spirit is nice to leave on a Warrior or fighting type. 60 seconds of +10 hp/hit or somesuch. Hardly have to worry about them for a few precious seconds. I usually Breeze or Vigorous Spirit someone getting mobbed and leave them, since they'll be okay for a little while as you attend to other matters.
Ninja Edit (heh): This is turning out to be a real Healer FAQ, sort of. That's okay. I see this character primarily as a healer or protector, with Smiting as her secondary role right now. We'll see how this Ascending thing goes...
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May 09, 2006, 09:33 PM // 21:33
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#12
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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I have a not just a 55 Mo/W but a presearing one.I would suggest these skills for you to use.
1.Orison
2.Healother
3.mend ailment
4 healing breeze
5.heal party
6.healing seed
7.Dwayna's Kiss or Vig. spirit,remove hex, restorelife or watchyourself
8.restorelife or res. signet.
Put alteast most of your points in Devine,Heal and a few in tactics
eg. 13+1 in heal or +3
10+1 in devine
4 in tactics
This seems to work for me but I don't use Superior rune of healing.The fighter part I don't use much Warrior skills on that as I do with smiting and i would drop frenzy only need cyclone and some smiting skills.
This is of coarse if you haven't made it to the Desert yet.If so drop healother and replace it with word of healing.
Last edited by Age; May 09, 2006 at 09:36 PM // 21:36..
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May 09, 2006, 11:43 PM // 23:43
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#13
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Academy Page
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Quote:
Originally Posted by Age
This is of coarse if you haven't made it to the Desert yet.If so drop healother and replace it with word of healing.
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Yay! Word of Healing. Cap this as soon as possible, I think its in all three ascending missions. Using heal other causes major energy problems in my experience.
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May 10, 2006, 12:08 AM // 00:08
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#14
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Jungle Guide
Join Date: Mar 2006
Profession: Mo/
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Not always, builds using alot of energy management and / or use of the /Ele secondary, Glyph of Lesser Energy. I personally find it less effective than just using WoH, or some form of Boon, but its an alternative nonetheless.
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May 10, 2006, 02:55 AM // 02:55
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#15
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Academy Page
Join Date: Apr 2006
Location: Minnesota
Guild: Whone Knights [ONE]
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Okay, after a little research and acquiring a couple new skills, let's see what you think of these three builds! (Yes, I even did the math according to Level 16's attribute points and stuff, without the extra point quests! How big a nerd am I? It's almost as bad as MTG...)
HEALER:
1. Orison of Healing
2. Dwayna's Kiss
3. Healing Breeze
4. Vigorous Spirit
5. Heal Area / Heal Party
6. Divine Spirit / Remove Hex
7. Divine Boon
8. Resurrect / Restore Life
Divine Favor = 9 +2
Healing Prayers = 9 +2
Leftovers = 14 points
I chose a couple cheap heals, which are boosted when Divine Boon is active. Alsos, with Divine Spirit active, they will cost only 1 Energy (-2 for Divine Boon yet, so a total of 3 instead of 8). It could be handy for several precious seconds. I chose Heal Area over Heal Party for the bigger potential heal, but best to be used after a major battle and have everyone around you before going on. Heal Party is only really useful in pressure situations and you can't heal everyone individually fast enough and can't risk healing enemies.
RUNNER:
1. Sprint
2. Orison of Healing
3. Bonetti's Defense
4. Purge Conditions / Remove Hex
5. Holy Veil
6. Vital Blessing
7. Mending
8. Balthazar's Spirit
Divine Favor = 5 +2
Healing Prayers = 5 +2
Protection Prayers = 5 +1
Smiting Prayers = 7
Tactics = 8
Leftovers = 0 points
The idea here is generally to be quick and avoid getting nailed. Sprint is there at hand for quick dashes when cruising near enemies. If things get hairy quickly, she's got Bonetti's Defense (coupled with Balthazar's Spirit) to stay alive and get through (hopefully). Keeping Holy Veil active will help slow down anything trying to hex her as she's passing through. Purge Condition (or Remove Hex, depending) will help get rid of anything that may slow her down. Keeping Vital Blessing active will give her a boost in Health, along with Mending (switched on and off as needed) to provide regen. Orison is there for that quick heal, but I want to avoid burning energy (since her Energy regen will be low with enchantments active).
FARMER:
1. "For Great Justice!"
2. Bonetti's Defense
3. Orison of Healing
4. Vigorous Spirit
5. Retribution
6. Mending
7. Live Vicariously
8. Balthazar's Spirit
Divine Favor = 5 +2
Healing Prayers = 5 +2
Smiting Prayers = 8
Tactics = 8
Leftovers = 6 points
Obviously still enchantment-heavy. Limited to four at a time, I will have to be judicious in their use. The primary ones to always keep active, I think, will be Balthazar's Spirit and Live Vicariously. Mending and Retribution are there, switchable when needed for Energy management. Bonetti's Defense is a no-brainer, which may or may not be easy to maintain, though "For Great Justice!" may help a little.
Last edited by bRA1N-b0X; May 10, 2006 at 03:10 AM // 03:10..
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May 10, 2006, 04:00 AM // 04:00
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#16
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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I would suggest the way I set it up it never fails me got me to beat the game with it well chapter 1 anyway.I wouldn't use major runes as well use minors.There are a lot of skills on your Monk side that can help you run and farm even if you aren't a 55 build.I would suggest a good heal/smite build with shield of regen this would be with 3 self heals.There is one skill you did forget when running that is balance stance when in walk.
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May 10, 2006, 04:13 AM // 04:13
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#17
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Academy Page
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I would suggest taking out Heal Area, as most people won't gather around you just for a heal. Instead, I would bring mend condition or mend ailment. These would probably be more useful than Area. I usually only bring area if theres an mm in the group, and even then I use it rarely.
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May 10, 2006, 04:29 AM // 04:29
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#18
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Academy Page
Join Date: Apr 2006
Location: Minnesota
Guild: Whone Knights [ONE]
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Well, I don't have Balanced Stance yet, which I will probably pick up. Though, it might be wiser to pick up an Energy-using skill rather than adrenaline, so that'd probably make Balthazar's Spirit unnecessary? (Such as Disciplined Stance?) I guess not...getting energy back is nice (with BS active). Is Evading better than Blocking? Evading for running, Blocking for farming? Does blocking take away from attacks you are making or make your hits less effective?
I will take your advice on Heal Party, Master Kimchee. I think, depending if I have Mend Condition/Ailment (can't remember), I will replace it with something to that effect -- if not one of those, then Purge Conditions or Remove Hex.
Last edited by bRA1N-b0X; May 10, 2006 at 04:42 AM // 04:42..
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May 10, 2006, 04:36 AM // 04:36
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#19
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Lion's Arch Merchant
Join Date: Sep 2005
Guild: The Cellmates
Profession: Mo/Me
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Peace and Harmony to counter the -1 energy regen on boon FTW!
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May 10, 2006, 05:10 AM // 05:10
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#20
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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Quote:
Originally Posted by boxcarracers052
Peace and Harmony to counter the -1 energy regen on boon FTW!
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Peace and Harmony is trash for elite energy management if you only have one monk to run it on.
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