Need an effective monk hero build.
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C
I've been running this on my Heroes of late, and it's quite effective.
[build prof=Mo name="WoH Hybred Monk" box hea=11+1+1 pro=10+1 div=10+1][WoH][Patient Spirit][RoF][Shielding Hands][Util][Mend Condition][Cure Hex][Restore Life][/build]
Subject for tweeking of course. The util slot can go to [guardian], [Protective Spirit], [Spirit Bond], or [Divine Healing]/[Heaven's Delight] depending on where you are. I find Guardian is quite useful, but PS or SB might work better for HM or Harder NM areas. Divine Healing/Heaven's Delight is nice as a cheaper area/party heal too, depending on what your other healer is running.
Other tweaks include [Agies] for heavy melee areas (though it's new 15E costs made me think twice about keeping it) as either a util or replace shielding hands, [Extinguish] for heavy condition/burning areas or [Mend Ailment] instead of Mend condition, and you can always remove the Res or swap it out with your favorite(though they're fairly good about using/not using it).
I like Restore Life because it gives you a pretty good chunk of energy and viable health at higher Healing Prayers for a res. Cure hex is a nice conditional big heal and removing important hexes from yourself or other monks, WoH is WoH, the AI can usually use RoF and Shielding Hands fairly effectively, and the bar is fairly cheep, so energy is rarely an issue.
Of course, I usually prefer just the stock henchies and save my hero slot for something that does damage, but I like to level all my henchies up to 20 too, so got to use them sometime.
Oviously, with a lot of enchantments, a +20 enchantment staff would be helpful (Kephit's Refuge is nice), but a 20/20 Healing Prayers and 20/20 Protection set would work quite nicely as well.
[build prof=Mo name="WoH Hybred Monk" box hea=11+1+1 pro=10+1 div=10+1][WoH][Patient Spirit][RoF][Shielding Hands][Util][Mend Condition][Cure Hex][Restore Life][/build]
Subject for tweeking of course. The util slot can go to [guardian], [Protective Spirit], [Spirit Bond], or [Divine Healing]/[Heaven's Delight] depending on where you are. I find Guardian is quite useful, but PS or SB might work better for HM or Harder NM areas. Divine Healing/Heaven's Delight is nice as a cheaper area/party heal too, depending on what your other healer is running.
Other tweaks include [Agies] for heavy melee areas (though it's new 15E costs made me think twice about keeping it) as either a util or replace shielding hands, [Extinguish] for heavy condition/burning areas or [Mend Ailment] instead of Mend condition, and you can always remove the Res or swap it out with your favorite(though they're fairly good about using/not using it).
I like Restore Life because it gives you a pretty good chunk of energy and viable health at higher Healing Prayers for a res. Cure hex is a nice conditional big heal and removing important hexes from yourself or other monks, WoH is WoH, the AI can usually use RoF and Shielding Hands fairly effectively, and the bar is fairly cheep, so energy is rarely an issue.
Of course, I usually prefer just the stock henchies and save my hero slot for something that does damage, but I like to level all my henchies up to 20 too, so got to use them sometime.
Oviously, with a lot of enchantments, a +20 enchantment staff would be helpful (Kephit's Refuge is nice), but a 20/20 Healing Prayers and 20/20 Protection set would work quite nicely as well.
S
I usually use hench monks and they work just fine with the AI, so their builds would work well I guess. For the rest I think everything has been said already. Heroes like to spam and therefore prot and especially the more expensive prot spells like prot spirit are not as effective in a heroes hands as they would be in the hands of a human player.
As for hybrids I always run a standard WoH build like the ones shown above, usually with prot spirit and glyph of lesser energy. It's partly about preference, but also about alternatives - if you have a human monk, that monk could fit the role of the prot/hybrid and the hero could take a more healing/hex/condition removing role or so (although in that case it might be better to go for a N/Rt build)
As for hybrids I always run a standard WoH build like the ones shown above, usually with prot spirit and glyph of lesser energy. It's partly about preference, but also about alternatives - if you have a human monk, that monk could fit the role of the prot/hybrid and the hero could take a more healing/hex/condition removing role or so (although in that case it might be better to go for a N/Rt build)
I run pure healing on my heroes because they're 100% reactive, they have woefully inadequate proactive abilities, if any at all.
(before you flame me for not having any hex/condition removal)
I put Extinguish (Or Mend Body and Soul, or both) and Convert hexes on my Necromancer or Elementalist heroes because they have superior energy management and can deal with the 15 energy spells better. It works out quite nicely.
(before you flame me for not having any hex/condition removal)
I put Extinguish (Or Mend Body and Soul, or both) and Convert hexes on my Necromancer or Elementalist heroes because they have superior energy management and can deal with the 15 energy spells better. It works out quite nicely.
Power Drain requires that your monk gets in the middle of the battle which is just a FAIL idea. Find yourself better emgt anywhere but having your monk wander into the middle of battle and you will be much happier with the result. In passive mode your monk will NOT cast Power Drain, he will run and hide and cast his spells like a good monk hero should. While set on Defend he will use Power Drain, but will also be in the middle of the battle wanding and whatnot instead of keeping his happy backend away from harm
This is just a monk build I was playing around with while VQing the other day, it needed me to put [Blood Ritual] on Gwen but that wasn't too much of a sacrifice as she was Me/N anyway.
Here is the build, I either ran 2 of these or set one up as Prot:
[Patient [email protected]][Divine [email protected]][[email protected]][[email protected]][Remove hex][Leech [email protected]][Power [email protected]][Restore [email protected]]
Basically Patient Spirit works as a double heal, when they cast it you get 32 heal from Divine Favor and an extra 45 heal from Divine Boon thats 77 then 2 seconds later you get a heal of 96, a total of 173, not bad. Seemed to work pretty well, and the energy wasn't a problem with Gwen casting Blood Ritual every now and again. RC was just put in because I could not think of anything especially good to put in, but it works really well at keeping condition of and with Divine Boon it makes for a good heal too.
~A Leprechaun~
Here is the build, I either ran 2 of these or set one up as Prot:
[Patient [email protected]][Divine [email protected]][[email protected]][[email protected]][Remove hex][Leech [email protected]][Power [email protected]][Restore [email protected]]
Basically Patient Spirit works as a double heal, when they cast it you get 32 heal from Divine Favor and an extra 45 heal from Divine Boon thats 77 then 2 seconds later you get a heal of 96, a total of 173, not bad. Seemed to work pretty well, and the energy wasn't a problem with Gwen casting Blood Ritual every now and again. RC was just put in because I could not think of anything especially good to put in, but it works really well at keeping condition of and with Divine Boon it makes for a good heal too.
~A Leprechaun~
Quote:
Originally Posted by Age
The only thing bad about Hero Monks is they don't when not use the big 10 e spells eg. protective spirit my Talk will spam this like there s no tommorow.I mostly have to disable it it when she doesn't need to be using it.I do find that Hench Monks are better at this though.
Put it lower on the skill bar. That helps.
Heroes are easily influenced by skill oder. You can use this to your advantage, but it also means a hero will overuse a skill if it's too far up on the list. The more expensive conditional protects (Spirit Bond/Prot Spirit, etc), work better on slots 6-8. You're better off with party protects than individual protects though.
Heroes are easily influenced by skill oder. You can use this to your advantage, but it also means a hero will overuse a skill if it's too far up on the list. The more expensive conditional protects (Spirit Bond/Prot Spirit, etc), work better on slots 6-8. You're better off with party protects than individual protects though.
Quote:
Originally Posted by Bront
Put it lower on the skill bar. That helps.
Heroes are easily influenced by skill oder. You can use this to your advantage, but it also means a hero will overuse a skill if it's too far up on the list. The more expensive conditional protects (Spirit Bond/Prot Spirit, etc), work better on slots 6-8. You're better off with party protects than individual protects though. I usually disable it when they spam it to much but thanks for the heads up.
Heroes are easily influenced by skill oder. You can use this to your advantage, but it also means a hero will overuse a skill if it's too far up on the list. The more expensive conditional protects (Spirit Bond/Prot Spirit, etc), work better on slots 6-8. You're better off with party protects than individual protects though. I usually disable it when they spam it to much but thanks for the heads up.
Quote:
Originally Posted by Bluefeather
This may not be a part of your question but it will help a lot if you will put your Monk (especially the Healing and Protect Monk) in AVOID COMBAT (probably you know that already but...in case you are not doing that yet.)
Yeah I would assume most of know that but the only thing is they don't kite.They will stand there and not move even if they are getting beaten on unless you flag them.I just put them on guard this way they will kite.
Quote:
Originally Posted by Age
I usually disable it when they spam it to much but thanks for the heads up.
No problem.
Personaly, I've started just taking skills other than PS with heroes. They use skills that are general protections like Shielding Hands and RoF well enough, but things like PS, SB, and even Guardian are only useful if they get it on the right person at the right time, and that's something the AI isn't good at.
Quote:
Personaly, I've started just taking skills other than PS with heroes. They use skills that are general protections like Shielding Hands and RoF well enough, but things like PS, SB, and even Guardian are only useful if they get it on the right person at the right time, and that's something the AI isn't good at.
Quote:
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Originally Posted by Age
Yeah I would assume most of know that but the only thing is they don't kite.They will stand there and not move even if they are getting beaten on unless you flag them.I just put them on guard this way they will kite.
If you're careful, if they're set to Avoid Combat, they won't get any agro while they hang out in the back. However, Defend I've found functions well enough. Depends on the area though. I've not seen a kiting problem with them in avoid combat though. |
Here is mine, works extremely well:
[build prof=Mo/Me heal=11+1 prot=9+1 divine=10+1 inspir=7 box nosave][word of healing][dwayna's kiss][patient spirit][power drain][guardian][shield of absorption][cure hex][rebirth][/build]
Rebirth is disabled so they don't use it in battle, however, it's the best for ressing dead allies from afar when you prevent a wipe.
[build prof=Mo/Me heal=11+1 prot=9+1 divine=10+1 inspir=7 box nosave][word of healing][dwayna's kiss][patient spirit][power drain][guardian][shield of absorption][cure hex][rebirth][/build]
Rebirth is disabled so they don't use it in battle, however, it's the best for ressing dead allies from afar when you prevent a wipe.
m
Quote:
Originally Posted by mistokibbles
Or you could switch to n/rt healers
. or n/mo. It lacks hex removal but you could tweak the builds or give it to somebody else. I run sabway so i could slap remove hex onto my MM.
N/Mo lacks DF, which helps, particularly on prot monks, which gives healing synergy then.
N/Rts are nice beacause RT heals tend to be slightly better (without the DF bonus) heals than the monk equivalent, and have bonuses if you can set up other conditions (carrying an item, effected by a weapon spell, spirit in the area).
. or n/mo. It lacks hex removal but you could tweak the builds or give it to somebody else. I run sabway so i could slap remove hex onto my MM.
N/Mo lacks DF, which helps, particularly on prot monks, which gives healing synergy then.N/Rts are nice beacause RT heals tend to be slightly better (without the DF bonus) heals than the monk equivalent, and have bonuses if you can set up other conditions (carrying an item, effected by a weapon spell, spirit in the area).
