Something new, probably something nobody will like because it's new, since the old tried-and true builds are all that the pros want, this can be a fun build for the monk that wants to do more than hang around healing. If you're team is doing well and doesn't need direct healing all that much, then perhaps you can assist them in other ways?
12+1+3 Protection Prayers
8+1 Divine Favor
10 Blood Magic
Reversal of Fortune
Life Bond
Protective Spirit
Remove Hex
Convert Hexes
Draw Conditions
Plague Touch
Offering of Blood {E}
I was thinking of perhaps using another Necro skill to back it up but this is definitely the anti-everything build with a nice twist. It lacks raw healing spike power but probably makes up for it in massive damage reduction and the anti-focus fire aspect of it is quite powerful. Be afraid of the enchant strippers however...
btw, I'm a noob monk so a bit of insight and also mercy would help... ^_^
Is there a way to probably make this monk build more offensive and still give him good protection capabilities? His real role isn't to heal but to go all out in reducing as much damage as possible...
Wth? Offensive monk? Mo/Ne
1 pages • Page 1
U
Well having a necro buddy around would help since they could self induce conditions like Poison and Bleeding. You draw, and Plague Touch. Not sure I'd really give it the title of offensive monk since you only really have Plague Touch that is somewhat offensive.
Also, I would probably drop Life Bond for res (maybe). Offering will not be enough to maintain bonds and cast spells.
And the context. TA, HoH? Aegis is pretty much a must for halls IMO. Probably be a better replacement for Life Bond.
Also, I would probably drop Life Bond for res (maybe). Offering will not be enough to maintain bonds and cast spells.
And the context. TA, HoH? Aegis is pretty much a must for halls IMO. Probably be a better replacement for Life Bond.
e
Quote:
Originally Posted by Sethellington
In reduction, the build probably very effective. I take it this build is PvP, in which case there is a vital flaw - no res? You MUST have res in PvP for your team to work.
Your wrong. On a monk a rez is idiotic, the shortest rez i believe is 4 seconds which means if your using your rez uve spent a good 4 seconds when u should be healing/protecting. If someone from your team dies and theres noone else with a rez left realisticaly your not going to win anyway.
V
Quote:
Originally Posted by Yukito Kunisaki
Something new, probably something nobody will like because it's new, since the old tried-and true builds are all that the pros want, this can be a fun build for the monk that wants to do more than hang around healing. If you're team is doing well and doesn't need direct healing all that much, then perhaps you can assist them in other ways?
12+1+3 Protection Prayers
8+1 Divine Favor
10 Blood Magic
Reversal of Fortune
Life Bond
Protective Spirit
Remove Hex
Convert Hexes
Draw Conditions
Plague Touch
Offering of Blood {E} Looks like an anti-attrition build. Want to help spike too? Vamp Gaze. You would need a rather specific team for this build to work but it's doable, I wouldn't dismiss it and I have seen other versions of such a type of monk.
12+1+3 Protection Prayers
8+1 Divine Favor
10 Blood Magic
Reversal of Fortune
Life Bond
Protective Spirit
Remove Hex
Convert Hexes
Draw Conditions
Plague Touch
Offering of Blood {E} Looks like an anti-attrition build. Want to help spike too? Vamp Gaze. You would need a rather specific team for this build to work but it's doable, I wouldn't dismiss it and I have seen other versions of such a type of monk.
q
Quote:
Originally Posted by NatalieD
Res signet is 3 seconds. And in 4v4 it's not a bad idea for a monk to take one, if not as critical as for non-monks.
O.O
Rez signet is 4 seconds.
On a monk, like many people have said, rez signet is not the way to go. That leaves you with 7 skills to keep your team alive, with a 1 time use resurrection. During that time you spend rezzing, that means you are not healing, so it is very likely someone on your team died/near death. You still have the same amount of people alive, just less effective healing
Rez signet is 4 seconds.
On a monk, like many people have said, rez signet is not the way to go. That leaves you with 7 skills to keep your team alive, with a 1 time use resurrection. During that time you spend rezzing, that means you are not healing, so it is very likely someone on your team died/near death. You still have the same amount of people alive, just less effective healing
v
all players must bring res, end of discussion, if your one of those ppl who dont bring res because you think you dont need it, ive met mesmers and monks who think like this, i bet you dont even have 1 fame point.
if you try and argue that you still dont need res, i'm just going to laugh at you, and probably the rest of the ppl here too, make sure you leave your IGN so i can ignore you and never join a group with you in it, lol
if you try and argue that you still dont need res, i'm just going to laugh at you, and probably the rest of the ppl here too, make sure you leave your IGN so i can ignore you and never join a group with you in it, lol
I never put a res on my monks for Tombs, and only put a res on a GvG monk if I can't stash a hard res somewhere else. Obviously it comes down to playstyle, but I've never felt the need to have eight ressigs in a build. That's just a waste of space that can be better used to, well, not die in the first place.
Peace,
-CxE
Peace,
-CxE
e
a
S
Quote:
Originally Posted by coldslammer
all players must bring res, end of discussion
please explain me, why all the top teams and players agree on "don't bring res if you are a monk, except when there is a very, very, very good reason".
I really want to see reasons why a monk should bring a res. The argumentation:
if someone dies, you have problems with healing (otherwise noone would die) therefore you don't want to soften your defense even more by letting your monk res and be useless for 3 seconds.
This argumentation seems quite fine. What is your reason for rendering a monk 3 seconds useless when you are under pressure?
I really want to see reasons why a monk should bring a res. The argumentation:
if someone dies, you have problems with healing (otherwise noone would die) therefore you don't want to soften your defense even more by letting your monk res and be useless for 3 seconds.
This argumentation seems quite fine. What is your reason for rendering a monk 3 seconds useless when you are under pressure?
Quote:
Originally Posted by coldslammer
as i said, i'm going to laugh, and already added you to the "Don't play with this person list"
whats your friends IGN again?, i'll be sure when forming a R9+ team not to add your friend. do a poll of all the top guilds out there and the top teams holding halls, and ask them just how many of their monks carry res. trust me i already know this answer, but i can promise you its under 5% if none at all
whats your friends IGN again?, i'll be sure when forming a R9+ team not to add your friend. do a poll of all the top guilds out there and the top teams holding halls, and ask them just how many of their monks carry res. trust me i already know this answer, but i can promise you its under 5% if none at all
a
personally, I'll never take a Res into CA or TA again if I'm Monking. Especially in TA, because it's pretty obvious and a good player will just tear you appart while you're trying to Res a fallen team mate.
In 8v8 Tombs or GvG, I could see taking along a Res for emergencies, but that's not something I can talk about with any acuracy.
In 8v8 Tombs or GvG, I could see taking along a Res for emergencies, but that's not something I can talk about with any acuracy.

