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Myris
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Hey everyone. I am a somewhat new Monk to GW. What I mean by this is that I was playing back when Proficies was just itself and Factions was a couple weeks off. I quit the game for a very long time and just came back a few weeks ago. Now that Nightfall and Factions is out and about, there is tons of new things going on in the game that I dont know about yet.
Guess my question is, since I just started up again, and dont have much done in Proficies (Current Mission Divinity Coast), what would be the best course of action for gaining skills and abilities? I am a lvl 15 Mo/E. I am trying to also attain a good build as well, but that cant be done without the missions being done and getting to newer areas.
Oh, and before I forget, I usually play an hour during the weekdays, and nothing on weekends so far, so time is limited somewhat. I have a good understanding of how to play the game, and I have the 5 Henchmen from Nightfall, so soloing isnt much of a hardship yet.
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| 03/15/07 09:34 |
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UCCat
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welcome to gameamp first of all :)
second, I would continue to quest and play prophecies, you will acquire many more skills than you could afford to buy elsewhere by doing the quests, and there are great skill caps (WoH) in prophecies that are great. JMHO
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| 03/15/07 09:56 |
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TheBeano
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Welcome to GameAMP!
Not a monker myself, so I'll stay out of this :)
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| 03/15/07 10:06 |
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Kickthebaby
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If you have a mission available, you need to do it to progress. If you have a primary quest it will usually take you to a mission. Doing missions and primary quests will get you where you need to be. Normal quests are mainly for experience and rewards. For a monk I would recommend using healing/protection spells to progress. Teams always need a healer, use that to your advantage.
EDIT: Always check your quest rewards, if they are skills then I recommend completing them.
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| 03/15/07 11:16 |
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Survivingsin
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Now that i can help with. In a monk build make sure that you have all of the following in your build
Energy management:
A spell that costs nothing or gives you energy are examples
Chunk Heals
Since you have Factions try to get Gift of health when you can if you plan to run a prot bar but since your new to it try to stick to healing because it tends to be easier.
Condition Removal:
Nothing is more annoying than being melee and having monks without condition removal, if you have Nightfall, get dissmiss condition, if not get mend condition because of it spamablity.
Hex Removal:
You only really need 1 or 2 hex removal spells, pve wise, its less important.
Something Extra to keep you alive:
There is normally a slot which monks will take another skill such as hex breaker or balanced stance depending on the area which they are monking. This can really relieve lots of pressure off of you if you take the right skills
Also some tactical things you need to know are:
Positioning:
You have 60 armor, that means anything that would do what the skill says, it will do, and armor pen, will do tons. So stay in back of everyone and be the last one to charge. Also keep in mind that you must have your entire party in your aggro bubble. If thats impossible and someone dies its thier fualt.
Don't over heal:
if someone is at 85% health or more, you dont need to heal them. Focus on people losing health or you know are going to be the target due to the animations of the enemy. If no one is losing health or everyone is at 85% or higher, dont do anything, they will regenerate it, no point to get them to 100%.
Energy Sets:
In Pve this is much harder to do but idealy you want four weapon sets with energy that goes like this:
Low (Usually -10 energy which is what you start out with, you get this with a sword or axe that has the 15%/-5 energy mod and an offhand that is NOT of your attributes and have the Armor +5/-5 energy mod)
Normal (You should have +4 energy regen and a good amount of energy)
High (One of your weapons should have the 15/-1 energy mod so that you can switch to it if you get low)
Emergency high (If the situation is critical, switch to this. You should have a wand and an off hand with both having the 15/-1 energy mod.
Start at the low one and try to stay there unless you need energy to keep someone up. If the party is good and you are not spamming, you should never have to go to your high sets.
Armor:
Health is important, a little more important than energy. at level 20 my monk has about 600 health all the time and about 27 energy on its low set. 50-60 on its normal. Don't bother about extra armor mods on your armor.
Weapons:
A lot of times you will see monks with shields. This is because of the many armor mods that you can equip on them to keep you alive. Having the right mods can be the difference between 60 armor and 70 armor which is a big difference. Insignias such as "Not the Face" are helpful to take.
As for advancing in the storyline try to get skills from the skill trainer [Skills] That fit the discription of what I said at the top. Make sure that you keep up with your armor so that when GW increases the damage done by enemies, You aren't taking double to triple normal damage(When your are in the desert for the first time, and you have 35 armor on a necro, and you see a hydra for the first time, and you take 435 damage, you learn that pretty quickly). Also research the area if you need to know what your are going to take on but if you stick to the guidelines mostly the extra skill will be the only thing that might not fit.
Hope that helped, gl.
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| 03/15/07 15:36 |
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MorveAeris
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| QUOTE | Energy Sets:
In Pve this is much harder to do but idealy you want four weapon sets with energy that goes like this:
Low (Usually -10 energy which is what you start out with, you get this with a sword or axe that has the 15%/-5 energy mod and an offhand that is NOT of your attributes and have the Armor +5/-5 energy mod)
Normal (You should have +4 energy regen and a good amount of energy)
High (One of your weapons should have the 15/-1 energy mod so that you can switch to it if you get low)
Emergency high (If the situation is critical, switch to this. You should have a wand and an off hand with both having the 15/-1 energy mod.
Start at the low one and try to stay there unless you need energy to keep someone up. If the party is good and you are not spamming, you should never have to go to your high sets.
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That's very creative, I never thought of doing that. Good Tip! +cred
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| 03/15/07 15:45 |
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Myris
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Wow...a lot of good tips and replys. Thanks a lot for the help. Since healing gets boring after a while for me, I decided to play a Paragon for some good DPS fun. Besides, I needed a break from the Monk for a little bit. Eventually they will both be level 20 and to the point where fun can begin.
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| 03/16/07 08:31 |
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johny bravo
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Paragons are fun but don't forget they are also great support characters. A good support paragon will can really make the difference sometimes.
I have a level 20 P/Wa and never went the DPS route. Used primarily motivation and leadership skills coupled with some warrior shouts (watch yourself is great for reaplying echos, and energy management).
Anyway keep playing and enjoy you characters
The true test of any technology is its ability to obtain porn.
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| 03/16/07 09:43 |
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Survivingsin
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| QUOTE | | QUOTE | Energy Sets:
In Pve this is much harder to do but idealy you want four weapon sets with energy that goes like this:
Low (Usually -10 energy which is what you start out with, you get this with a sword or axe that has the 15%/-5 energy mod and an offhand that is NOT of your attributes and have the Armor +5/-5 energy mod)
Normal (You should have +4 energy regen and a good amount of energy)
High (One of your weapons should have the 15/-1 energy mod so that you can switch to it if you get low)
Emergency high (If the situation is critical, switch to this. You should have a wand and an off hand with both having the 15/-1 energy mod.
Start at the low one and try to stay there unless you need energy to keep someone up. If the party is good and you are not spamming, you should never have to go to your high sets.
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That's very creative, I never thought of doing that. Good Tip! +cred |
Hehe its fairly common but also with the low sets, if you are facing energy denial, switch in and out of them so that it does not deplete your energy, intead it just hits 0 and doens't go negative. Also this works well with Purge signet to help with pressure. in some team builds a few purge signets can make teh different from pressure and the other team just being a minor threat.
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| 03/18/07 16:14 |
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Mesmer Master
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I'm alittle late and probably all the better information was already covered but heres my 2 cents anyway hahaa...
Choosing the monk profession is very dyanmic, if your getting bored healing and watching health bars... then may i suggest trying out the monk running builds or some of the farmin builds available. (your going need materials and money sooner or later for better armour and weapons)
If you purchased all 3 campaigns, you should take the quests to crossover from LA (if you haven't already done so). If you dont have max armour you can get in K Center in Factions, run North/East out of the market place. Or you can get a ferry to consulate docks from NF. In prophecies you'll have to wait til Droks or run there.
As far monks go, since you have to dump points in Divine to use the monk staffs and rods, incorporate some Divine spells into your build.
From my point of view there are two monks you can be protective or healing. I havent seen anyone yet that can do both effectively on a party of 6 or more. However if your going up against fire imps, hydras and or elemental foes I would recommend switching to a prot monk instead of a healing monk. And save the healing builds for Ranger and Necro foes.
Armour and equipment sets can be complex and mind boggling. If this monk isnt your main character you could just hold off on the fancy stuff. Although having mods that extend your enchantments and reduce recharge times will be a big help.
As mentioned, positioning is important, some of your spells will only heal at half the normal range. pay attention to whats on your build and see how far you have to be to cast.
Stuff i use on my monk for various healing builds
Heavens Delight (Divine) or
Divine Healing (Divine)
(Note your party must be near your in order for them to be healed)
Signet of Devotion doesnt seem to heal much but its another heal you could experiment with from Divine attribute
or just use....
Healing Whisper or
Signet of Rejuvenation
Orison of Healing
Essence Bond
Extinguish (great against Fire imps and melee mobs) or
Mend Aliment
Remove Hex
Healing Breeze
Vigirous Spirit
Resurrect Chant or
Rebirth
For Protections Builds I will take off some healing and combine prot with smite that go something like this...
Draw Conditions
Reversal of Fortune
Protective Spirit
Smite Hex
Balthazars Spirit
Maybe Retribution
-----------------------------------------------
Last but not least, sooner or later you will face this! Your monk will get interupted or your enchantments will be stripped. Using skills from your secondary will help in this area. You could use monk skills like Spell Shield to prevent you from being interupted in casting a critical heal.
In case all else fails and all your henchies or your pug mates die, KEEP YOURELF ALIVE!!!. You have the best abilities to rez an entire team and heal them.
Tips:
If half of your team is killed in an AoE spell, concentrate on the half you have alive instead of trying to rez ppl.
Heal yourself last, but keep an eye on your health if you drop less than 50 percent.
watch your energy
its up to you to attack but i dont think you will cause much damage with your weapon set
a moving target is harder to hit, chances are good you will get attacked and hit. move around even its just in circles.
practise makes perfect. i will redo missions over and over again not because I need to but because i try to see if i can do something better or work on my timing.
Since you have NF, try out builds on Dunkoro without manging him just see if it works.
Happy Monking
-M.M.
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| 05/14/07 00:59 |
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Wimson
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I'd say finish Prophecies for Hard mode, then travel to Nightfall for the heroes and finish that for the end-game greenies and elite skills, then finish factions.
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| 05/14/07 01:10 |
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Pickletron
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Wow, nice monking tips guys. :-)
Join =SOG=
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| 05/14/07 01:35 |
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Rogue
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Don't use Orison of Healing. Use Reversal of Fortune, it's infinitely better.
IGN: Rogue Mysst. Guest me for GvG.
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| 05/14/07 01:59 |
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mriswith
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| QUOTE | | Don't use Orison of Healing. Use Reversal of Fortune, it's infinitely better. |
Uhmm.. that would mean putting atts into protection healing and not just 5 to make it worth anything since it reverses only up to a certain amount. In PvE that generally means 1 hit and its gone.
Imho; a full healing monk is much more effective then a hybrid monk. Just due to the fact that atts can be focussed in things you really need as a monk; eeg energy management and healing or protection.
A hybrid monk works in low level areas in the starting of the game; but as soon as you hit the areas after ascending; using reversal of fortune in a healing build is a waste of space for a better skill.
When i enter a PvE area with heros hench; i use 1 full healing monk and 1 protection monk. With people it differs. Mostly we go in with 1-2 healers (depending on the area to enter). Urgoz takes 2 healing monks; FoW takes 1 healing monk.
As for healing or protection builds i use:
Mo/Me; 16 healing, 11 divine, rest into inspiration
- heal party
- word of healing (elite)
- jameis gaze/heal other
- orison of healing
- signet of rejuvination
- healing touch (only for selfheal)
- inspired hex (e-management)
- resurrect chant
Mo/Me; 16 prot, 11 divine, rest into inspiration
- reversal of fortune
- shield of absorption
- life sheath (elite)
- mend ailment
- inspired hex
- Aegis
- Protective spirit
- any sort of res
***THIS POST HAS BEEN EDITED***
necromancer all the way
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| 05/14/07 03:06 |
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Survivingsin
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| QUOTE | | From my point of view there are two monks you can be protective or healing. I havent seen anyone yet that can do both effectively on a party of 6 or more. However if your going up against fire imps, hydras and or elemental foes I would recommend switching to a prot monk instead of a healing monk. And save the healing builds for Ranger and Necro foes. |
Not true. Many monk builds in Pvp incorperate both healing and protection. Some examples are Gift of health in a prot bar or taking prot spirit/spirit bond in a healing bar so its not all lost. Also taking dissmiss condition in a healing bar is a good idea.
| QUOTE | Stuff i use on my monk for various healing builds
Heavens Delight (Divine) or Divine Healing (Divine) (Note your party must be near your in order for them to be healed)
Signet of Devotion doesnt seem to heal much but its another heal you could experiment with from Divine attribute or just use....
Healing Whisper or No no no no unless you wanna be a front line monk this is not a good idea
Signet of Rejuvenation Good skill
Orison of Healing Can heal for about 100 with a 2 second recharge and 5 energy? very good to use
Essence Bond ...Pve farming ONLY
Extinguish (great against Fire imps and melee mobs) or Can be good but its conditional
Mend Aliment been totally replaced by Dissmiss condition
Remove Hex Deny Hexes...Holy Viel...Divert hexes...smite hex there are better choices
Healing Breeze
Vigirous Spirit Can be pretty good for lazy healing as they are healing them selves but in more advanced areas come this is really only good for farming
Resurrect Chant or Rebirth hehe Of course
For Protections Builds I will take off some healing and combine prot with smite that go something like this...
Draw Conditions Best Condition removal around, thing is its not actual removal lol. might wanna take something else that removes coniditions too like mending touch.
Reversal of Fortune Good skill
Protective Spirit Must have in all monk bars. This or spirit bond
Smite Hex Good skill
Balthazars Spirit meh if ur a bonder this is good but
Maybe Retribution mmmmm why
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| QUOTE | | Don't use Orison of Healing. Use Reversal of Fortune, it's infinitely better. |
They can't compare. Orison can heal for 100 every 2 seconds with hardly any energy cost. reversal costs the same but is in protection and instead negates dmg however this skil will heal far less if the dmg done is low. They both have jobs to do in their attributes
| QUOTE | As for healing or protection builds i use: Mo/Me; 16 healing, 11 divine, rest into inspiration - heal party - word of healing (elite) - jameis gaze/heal other - orison of healing - signet of rejuvination - healing touch (only for selfheal) - inspired hex (e-management) - resurrect chant
Mo/Me; 16 prot, 11 divine, rest into inspiration - reversal of fortune - shield of absorption - life sheath (elite) - mend ailment - inspired hex - Aegis - Protective spirit - any sort of res
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Listen to ur admins lol Just...dont really need 16 in prot. 14 is all you need, more health too
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| 05/14/07 15:08 |
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Mr.Hobo
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K, this is kinda on topic, but with Talkhora, I use
Healer's Boon (E) (boosts the other spells)
Healing Whisper (With the elite, can heal for over 160)
Orison of Healing
Words of Comfort
Chaneling
Heal Party
Ressurect
(Forgot ;( )
I use 12 Healing Prayers
9 Divine Favor
9 Inspiration Magic
What's so bad about this build? I was forced by a group to use some junk prot monk instead, who tried to constantly keep me at 100% health. It was really lame... I appreciate comments : D
Mr. Hobo : )
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| 05/14/07 16:28 |
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Survivingsin
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| QUOTE | K, this is kinda on topic, but with Talkhora, I use
Healer's Boon (E) (boosts the other spells)
Healing Whisper (With the elite, can heal for over 160)
Orison of Healing
Words of Comfort
Chaneling
Heal Party
Ressurect
(Forgot ;( )
I use 12 Healing Prayers
9 Divine Favor
9 Inspiration Magic
What's so bad about this build? I was forced by a group to use some junk prot monk instead, who tried to constantly keep me at 100% health. It was really lame... I appreciate comments : D
Mr. Hobo : ) |
2 reasons that i see.
tahlkora spams like a hoe and with heal party. gg energy
it can heal for a lot but a prot monk is a huge help because where you can heal for 288 a prot monk can make dmg only 17 lol.
But they suck at prot spirit so bad i wanna strangle them sometimes. I had 4 monks and 4 attackers and one of them was a necro with BotM. he sacced 20% of his hp and instead of letting it regen or using a small healing spell (No enemies even remotely near us btw, area is totaly clear) BAM HEAL OTHER PROT SPIRT INFUSE OMG SAVE THIS GUY. AHHHHHHHHHHH GO GO GO USE ALL YOUR ENERGY HE MUST LIVE.
Well...he did. its like overkill but the exact opposite.
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| 05/14/07 22:15 |
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Rogue
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Orison vs RoF
11 Divine Favor
14 prot
14 heal
I will assume you all know what aftercast is, this is probably a wrong assumption but I'll go ahead and assume it anyway.
Reversal of Fortune
5e, 1/4s, 2r
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 74.
Orison of Healing
5e 1s 2r
Heal target ally for 76 points.
From the skill deions, they look very similar. With divine favor added in, each cast of each will give 35 extra health. So RoF heals for 35 while Orison heals for 101. Rof will heal again when the person gets hit for a max of 76 - which is unlikely. 101 guaranteed vs 101 possible isn't much competition. Until you realize that you gain effectively double the health that RoF healed. So a 30 damage hit is equal to +60 health from RoF. RoF casts faster, so you might actually save someone in hurried situations. Rof has the potential to mitigate for double what Orison heals, and even on a small hit like a 30 it heals nearly as much.
RoF also gives the ability to pre-prot as it's an enchantment.
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| 05/15/07 00:24 |
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mriswith
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| QUOTE | Orison vs RoF
11 Divine Favor
14 prot
14 heal
I will assume you all know what aftercast is, this is probably a wrong assumption but I'll go ahead and assume it anyway.
Reversal of Fortune
5e, 1/4s, 2r
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 74.
Orison of Healing
5e 1s 2r
Heal target ally for 76 points.
From the skill deions, they look very similar. With divine favor added in, each cast of each will give 35 extra health. So RoF heals for 35 while Orison heals for 101. Rof will heal again when the person gets hit for a max of 76 - which is unlikely. 101 guaranteed vs 101 possible isn't much competition. Until you realize that you gain effectively double the health that RoF healed. So a 30 damage hit is equal to +60 health from RoF. RoF casts faster, so you might actually save someone in hurried situations. Rof has the potential to mitigate for double what Orison heals, and even on a small hit like a 30 it heals nearly as much.
RoF also gives the ability to pre-prot as it's an enchantment. |
Nice numbers; but if you compare your build to 16 atts in healing then the equasion shatters im afraid. You spend 2 att points less in healing to make RoF a skill that has some worth; which make all other heals less effective. Is it truly worth to do so for 1 skill?
If you need a fast heal in a tricky situation; use heal other. 3/4 cast time and high healing. 10 energy is nothing to worry about if you know your energy management.
Checked on my monk btw (as a fix for my earlier post with the 2 builds) i run 16 heal or prot, 13 divine and 6 inspiration. Just for info :)
***THIS POST HAS BEEN EDITED***
necromancer all the way
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| 05/15/07 01:29 |
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Survivingsin
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| QUOTE | Orison vs RoF
11 Divine Favor
14 prot
14 heal
I will assume you all know what aftercast is, this is probably a wrong assumption but I'll go ahead and assume it anyway.
Reversal of Fortune
5e, 1/4s, 2r
For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 74.
Orison of Healing
5e 1s 2r
Heal target ally for 76 points.
From the skill deions, they look very similar. With divine favor added in, each cast of each will give 35 extra health. So RoF heals for 35 while Orison heals for 101. Rof will heal again when the person gets hit for a max of 76 - which is unlikely. 101 guaranteed vs 101 possible isn't much competition. Until you realize that you gain effectively double the health that RoF healed. So a 30 damage hit is equal to +60 health from RoF. RoF casts faster, so you might actually save someone in hurried situations. Rof has the potential to mitigate for double what Orison heals, and even on a small hit like a 30 it heals nearly as much.
RoF also gives the ability to pre-prot as it's an enchantment. |
lol to me it sounds like ur just comparing Protection Prayers and Healing Prayers. I wouldnt use RoF in a Healing bar nor would i use orison in a protection bar.
The difference between the 2 skills is this:
one has the potetial to be better the other is good consistantly.
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| 05/15/07 05:59 |
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Valdemar
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Well...I just started a monk, and I don't know if anyone else has experienced this, but...I think, one of the most important things for a monk to have is: PATIENCE!
Be patient, try not to get upset or angry when someone has rushed in, died, and blames you. Try to always keep up the spirit.
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| 05/15/07 08:43 |
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Brynden
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The bottom line, from my experience, is that it doesn't really matter what kind of build you're running in most circumstances, because even if you have the greatest build ever, people are still going to die because you get bored and stop paying attention. Believe me, I've monked a lot, and most of the time you go through a mission without really having to do that much, an orison or WoH here and there is plenty, so you start chatting in guildchat or alliance chat, or goofing around in some respect. Next thing you know, someone is dead, and it's completely your fault, but you don't have to tell them that. If the guy's a jerk, he'll blame you no matter what, and even if it was your fault, your team will likely stick up for you. If the guy's nice, he'll say he's sorry for rushing or something of the sort, and then you can blame him. All in all, monking in PvE in almost all situations isn't all that difficult, you'll be fine with a typical WoH build or something of the sort.
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| 05/15/07 09:14 |
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Rogue
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| QUOTE |
Nice numbers; but if you compare your build to 16 atts in healing then the equasion shatters im afraid. You spend 2 att points less in healing to make RoF a skill that has some worth; which make all other heals less effective. Is it truly worth to do so for 1 skill?
If you need a fast heal in a tricky situation; use heal other. 3/4 cast time and high healing. 10 energy is nothing to worry about if you know your energy management.
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Running a 16 on a monk is like asking to die. Monsters aggro on the lowest health person the fastest, and it's harder to stop spikes in PvP. It's all about cast time and damage mitigation, which is why you never see pure healing monks in high end PvP.
LoD bars look like this:
RoF
LoD
Infuse Health
Heal Other
Spirit Bond
Holy Viel
*variable*
*variable*
Usually paired with an RC prot.
***THIS POST HAS BEEN EDITED***
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| 05/15/07 10:45 |
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mriswith
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| QUOTE | | Running a 16 on a monk is like asking to die. Monsters aggro on the lowest health person the fastest, and it's harder to stop spikes in PvP. It's all about cast time and damage mitigation, which is why you never see pure healing monks in high end PvP. |
on the first note; not true. as a monk you should know your place in the team... the backline. There are tanks, pets and other casters between you and the foes; result ; you dont get hit. simple and plain as that. I have 1.4 mil exp on my monk and 426 deaths. That incudes 2 chapters, countless solo runs, countlessly helping people, high end PvE and HA PvP. I know my place as a monk in a team and i know how to play it.
Hmm and never see pure healing monks in PvP? when i was in AMP i was taught by one of the PvP officers there at the time a specific monkbuild; WoH monk; the name says it all; pure healing monk.
Dont forget that other builds work just as well. Its all about the person who plays it; does he/she know it or doesnt he/she? There can be a nver ending discussion about Orison and RoF; we both know that it will end inconclusively. Its all about what you yourself like. But please dont say something wont work or is obsolete while practice proves its not.
***THIS POST HAS BEEN EDITED***
necromancer all the way
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| 05/15/07 12:12 |
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hat-of-doom
GameAmp Staff
Posts: 492
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| QUOTE | | QUOTE | | Running a 16 on a monk is like asking to die. Monsters aggro on the lowest health person the fastest, and it's harder to stop spikes in PvP. It's all about cast time and damage mitigation, which is why you never see pure healing monks in high end PvP. |
on the first note; not true. as a monk you should know your place in the team... the backline. There are tanks, pets and other casters between you and the foes; result ; you dont get hit. simple and plain as that. I have 1.4 mil exp on my monk and 426 deaths. That incudes 2 chapters, countless solo runs, countlessly helping people, high end PvE and HA PvP. I know my place as a monk in a team and i know how to play it.
Hmm and never see pure healing monks in PvP? when i was in AMP i was taught by one of the PvP officers there at the time a specific monkbuild; WoH monk; the name says it all; pure healing monk.
Dont forget that other builds work just as well. Its all about the person who plays it; does he/she know it or doesnt he/she? There can be a nver ending discussion about Orison and RoF; we both know that it will end inconclusively. Its all about what you yourself like. But please dont say something wont work or is obsolete while practice proves its not. |
yes but the meta has changed now so you cant just go full heal now, you need to play hybrid (both heal and prot skills) monks most of the time.
In PvE you can use a 16 heal/prot w/e and go far back but in PvP its different; even if you are back line the other teams will probably always gank you first (not always, just saying so please don't flame me for this) and the less health you have from the sup rune makes it easier too spike/gank you
***THIS POST HAS BEEN EDITED***
"Quis custodiet Ipsos custodes. - Who watches the watchmen?"
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| 05/15/07 12:29 |
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mriswith
Posts: 122
Joined: 03/09/2006
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| QUOTE | | but in PvP its different; even if you are back line the other teams will probably always gank you first (not always, just saying so please don't flame me for this) and the less health you have from the sup rune makes it easier too spike/gank you |
hehe; things must have changed since NF then :) havent done any PvP since NF came out. too busy with the missions quests and such :)
In PvP monks have always been primary target. And that will probs never change. If hybrid works best; then its best to use one. Im just making a point here that things are not as black and white as rogue seems to tell; the player controls the skills; so its up to the player to use them well. It isnt due to the build; its due to the one behind it. Thats all i am trying to say here.
necromancer all the way
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| 05/15/07 13:17 |
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Survivingsin
Posts: 14
Joined: 09/07/2006
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| QUOTE | | QUOTE | | QUOTE | | Running a 16 on a monk is like asking to die. Monsters aggro on the lowest health person the fastest, and it's harder to stop spikes in PvP. It's all about cast time and damage mitigation, which is why you never see pure healing monks in high end PvP. |
on the first note; not true. as a monk you should know your place in the team... the backline. There are tanks, pets and other casters between you and the foes; result ; you dont get hit. simple and plain as that. I have 1.4 mil exp on my monk and 426 deaths. That incudes 2 chapters, countless solo runs, countlessly helping people, high end PvE and HA PvP. I know my place as a monk in a team and i know how to play it.
Hmm and never see pure healing monks in PvP? when i was in AMP i was taught by one of the PvP officers there at the time a specific monkbuild; WoH monk; the name says it all; pure healing monk.
Dont forget that other builds work just as well. Its all about the person who plays it; does he/she know it or doesnt he/she? There can be a nver ending discussion about Orison and RoF; we both know that it will end inconclusively. Its all about what you yourself like. But please dont say something wont work or is obsolete while practice proves its not. |
yes but the meta has changed now so you cant just go full heal now, you need to play hybrid (both heal and prot skills) monks most of the time.
In PvE you can use a 16 heal/prot w/e and go far back but in PvP its different; even if you are back line the other teams will probably always gank you first (not always, just saying so please don't flame me for this) and the less health you have from the sup rune makes it easier too spike/gank you |
Very true especially in Ha/Gvg. especially in spike teams they will go for the frontline which is the real threat and save the monks for last. Also some profesions become more annoying than a monks healing/prot. If theres some migrane mesmer thats really screwing up a team that will be the primary target over monks. Also targets that are balled up are harder to heal vs AoE builds so they become primary targets. In Ra/Ta the monk is normally the first target and if not most of the time the team will lose. Unless its a spike team of course.
I just relized lol, title of the topic is somewhat new to monk...this is some of the most advanced monking in the game lol.
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| 05/15/07 13:27 |
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UCCat
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| QUOTE | | I just relized lol, title of the topic is somewhat new to monk...this is some of the most advanced monking in the game lol. |
which is why i wouldnt even dream of monking in PvP
and I wouldnt worry about being ot, since the topic is months old
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| 05/15/07 13:29 |
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Survivingsin
Posts: 14
Joined: 09/07/2006
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| QUOTE | | QUOTE | | I just relized lol, title of the topic is somewhat new to monk...this is some of the most advanced monking in the game lol. |
which is why i wouldnt even dream of monking in PvP
and I wouldnt worry about being ot, since the topic is months old |
True, but some practise in Ra can never hurt. Move ur way up to Ha maybe even gvg. Thats what i did.
Studies show that 92% of teens listen to rap. If you are part of the 8% that listens to real music the add this to your signature.
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| 05/15/07 13:36 |
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