need a pve monk build
king proculus
any monks out there know of a great healing build that can be used in almost any mission besides pve woh build?
lord catos
There was a good build.
Now whit gw-nf and all the updates where looking fore wan.
I have read over a 138 hp shield monk that was interesting.
Now whit gw-nf and all the updates where looking fore wan.
I have read over a 138 hp shield monk that was interesting.
Pick Me
Here is a simple one I use, and I use it wisely.
Blessed Light (e)
Orison of Healing
Heal Other
Vigorous Spirit
Dwayna's Kiss
Signet of Devotion
Mend Ailment
Rebirth/Resurrection Chant
Hope this helps.
Blessed Light (e)
Orison of Healing
Heal Other
Vigorous Spirit
Dwayna's Kiss
Signet of Devotion
Mend Ailment
Rebirth/Resurrection Chant
Hope this helps.
Talin_The_Medic
Ok do yourself a favor, don't use that blessed light build, absolutely no energy management
Try this one.. (if you have nightfall)
Dismiss condition
Glimmer of Light
Orison of Healing
Holy Veil
Ether Signet
Holy Haste
Inspired Hex
Optional slot
That blessed light build would be good, with some energy management
And WoH is a really really great build.. pm me if you want the one I like
Try this one.. (if you have nightfall)
Dismiss condition
Glimmer of Light
Orison of Healing
Holy Veil
Ether Signet
Holy Haste
Inspired Hex
Optional slot
That blessed light build would be good, with some energy management
And WoH is a really really great build.. pm me if you want the one I like
Pick Me
Quote:
Originally Posted by Talin_The_Medic
Ok do yourself a favor, don't use that blessed light build, absolutely no energy management
Try this one.. (if you have nightfall)
Dismiss condition
Glimmer of Light
Orison of Healing
Holy Veil
Ether Signet
Holy Haste
Inspired Hex
Optional slot
That blessed light build would be good, with some energy management
And WoH is a really really great build.. pm me if you want the one I like Yes, I never said it was good for energy management, but then again, I said I used it wisely. Thus, I don't overheal, I don't just spam spells for the sake of it, and I almost never run out of energy (only when the PUG I'm in is totally stupid, do I run out of energy a few times).
I think your optional slot should be a rez of some sort.
Try this one.. (if you have nightfall)
Dismiss condition
Glimmer of Light
Orison of Healing
Holy Veil
Ether Signet
Holy Haste
Inspired Hex
Optional slot
That blessed light build would be good, with some energy management
And WoH is a really really great build.. pm me if you want the one I like Yes, I never said it was good for energy management, but then again, I said I used it wisely. Thus, I don't overheal, I don't just spam spells for the sake of it, and I almost never run out of energy (only when the PUG I'm in is totally stupid, do I run out of energy a few times).
I think your optional slot should be a rez of some sort.
Effigy
The thing with BL is that it acts as a form of passive energy management, just like Signet of Devotion. By accomplishing multiple tasks with one spell, you can save energy. That said, active energy management is never a bad idea if you can fit it in.
BL and Boon Prot are both solid choices in PvE as well as PvP. Glimmer Prot or WoH are other options you might consider. I have my PvE hero monks set up almost identically to the BL hybrid build I use in PvP and it works quite well, only with a few accommodations for their AI.
BL and Boon Prot are both solid choices in PvE as well as PvP. Glimmer Prot or WoH are other options you might consider. I have my PvE hero monks set up almost identically to the BL hybrid build I use in PvP and it works quite well, only with a few accommodations for their AI.
Talin_The_Medic
Blessed light can work well, if like you said, you used it wisely
Any build can be used without energy management and still be just as effective, so if you can use that build as is, good job lol
I just personally don't like B-Light because it's 10 energy... without some kind of energy management I just don't like 10 energy spells (but that's just me)
(to king proculus) Everyone plays monk a little differently, you're most likely going to get a large variety of suggestions
Any build can be used without energy management and still be just as effective, so if you can use that build as is, good job lol
I just personally don't like B-Light because it's 10 energy... without some kind of energy management I just don't like 10 energy spells (but that's just me)
(to king proculus) Everyone plays monk a little differently, you're most likely going to get a large variety of suggestions
olly123
the boon protect
Reversal of fortune
gardion
signet of devotion
Mend aliament (for self use)
Res of choice ( normaly CoP, but in PVE its easyer to kite so less of a need imo, and yes all monsk shoudl carry a res of one ype or another)
channaling ( as i belive there is no inspire hex move in NF)
energy drain {E}
divine boon
attrabutes
divine 16 (12 + 1+3)
insperation (9)
protection 10 ( i think, 9+1) ( aso take a major proteect for extra heal afte ru have put boon on)
Reversal of fortune
gardion
signet of devotion
Mend aliament (for self use)
Res of choice ( normaly CoP, but in PVE its easyer to kite so less of a need imo, and yes all monsk shoudl carry a res of one ype or another)
channaling ( as i belive there is no inspire hex move in NF)
energy drain {E}
divine boon
attrabutes
divine 16 (12 + 1+3)
insperation (9)
protection 10 ( i think, 9+1) ( aso take a major proteect for extra heal afte ru have put boon on)
Thomas.knbk
Go full prot, with as only 2 skills to heal Zealous Benediction and Signet of devotion. the 50% thing shouldn't be a problem since PvE monsters rarely spike.
Effigy
Prot is good, but having some pure healing helps too. This is why Gift or Glimmer fit nice with a prot bar. Or, of course, the everpresent Divine Boon.
ShaneOfMach
Orison of Healing
Vigorous Spirit
Dwayna's Kiss
Healing Light (I think, the one that gives energy)
Remove Hex
Mend Condition
Heal Party (or Heal Other)
Res
Vigorous Spirit
Dwayna's Kiss
Healing Light (I think, the one that gives energy)
Remove Hex
Mend Condition
Heal Party (or Heal Other)
Res
olly123
Quote:
Originally Posted by Thomas.knbk
Go full prot, with as only 2 skills to heal Zealous Benediction and Signet of devotion. the 50% thing shouldn't be a problem since PvE monsters rarely spike.
love the sound of thta build almnost no energy , and so good heal, reduce the Protect a bit and aadd gift of health and man ur bee the boom , must try that when i cap zealous benediction
Hella Good
BL, Life Sheath, Shield of Regen, ZB are all good PvE elites. Heal Party is a nice spell to have since AoE damage is common. I love cranking up HP under Cultist's Fervor and healing with sig of Devo and Sig of Rejuv. Just please don't spam HBreeze, not even in PvE.
Darkpower Alchemist
Heal Party is solid for a secondary healer. I used it as a primary healer previously, but not in recent, since it seems to be less favored by solid primary heal monks.
I use this build in PvE for the most part,though some won't agree with it(Most won't) but I have played it rather well and get compliments on my monking abilities.
[skill=card]Protective Spirit[/skill][skill=card]Healing Breeze[/skill][skill=card]Heal Other[/skill][skill=card]Signet of Devotion[/skill][skill=card]Signet of Rejuvenation[/skill][skill=card]Aegis[/skill][skill=card]Shield of Judgment[/skill][skill=card]Resurrection Chant[/skill]
The spread of my build covers all the monk attributes;
Healing 10(9+1),Protection 9(8+1),Smiting 13(9+3+1),Divine Favor 10(9+1)
With this spread I have played a 2 monk team well, defending and healing my teammates with equal effectiveness. Take into account that I have been playing a monk for better than a year now, so it may not be what you want to use totally.
Previous monk builds are effective as either a Healing or Protection monk only, while this build gives me the ability to even defend myself to a degree.
That being said,I would say that you could switch out SoJ for your prefered elite of choice, take away the smiting and employ it, and the att points, as you see fit. WoH,being the spell of choice by most PvE monks, but it is totally up to you. The only definite to this setup is that Div Fav must be 10.
In Tombs last night,I ran this build;
[skill=card]Protective Spirit[/skill][skill=card]Healing Breeze[/skill][skill=card]Heal Other[/skill][skill=card]Signet of Devotion[/skill][skill=card]Infuse Health[/skill][skill=card]Aegis[/skill][skill=card]Word of Healing[/skill][skill=card]Resurrection Chant[/skill]
The use of infuse is to counteract what is not normally seen in PvE, that being a spike. With 3 big heals like in this bar, keeping party members alive was rather easy,with a little help from a N/Mo with Heal Party. All who play Tombs knows that their is only 1 monk in a B/P group, so that means your monk game must be stronger than normal to achieve success.
Good luck finding your own build of choice.
I use this build in PvE for the most part,though some won't agree with it(Most won't) but I have played it rather well and get compliments on my monking abilities.
[skill=card]Protective Spirit[/skill][skill=card]Healing Breeze[/skill][skill=card]Heal Other[/skill][skill=card]Signet of Devotion[/skill][skill=card]Signet of Rejuvenation[/skill][skill=card]Aegis[/skill][skill=card]Shield of Judgment[/skill][skill=card]Resurrection Chant[/skill]
The spread of my build covers all the monk attributes;
Healing 10(9+1),Protection 9(8+1),Smiting 13(9+3+1),Divine Favor 10(9+1)
With this spread I have played a 2 monk team well, defending and healing my teammates with equal effectiveness. Take into account that I have been playing a monk for better than a year now, so it may not be what you want to use totally.
Previous monk builds are effective as either a Healing or Protection monk only, while this build gives me the ability to even defend myself to a degree.
That being said,I would say that you could switch out SoJ for your prefered elite of choice, take away the smiting and employ it, and the att points, as you see fit. WoH,being the spell of choice by most PvE monks, but it is totally up to you. The only definite to this setup is that Div Fav must be 10.
In Tombs last night,I ran this build;
[skill=card]Protective Spirit[/skill][skill=card]Healing Breeze[/skill][skill=card]Heal Other[/skill][skill=card]Signet of Devotion[/skill][skill=card]Infuse Health[/skill][skill=card]Aegis[/skill][skill=card]Word of Healing[/skill][skill=card]Resurrection Chant[/skill]
The use of infuse is to counteract what is not normally seen in PvE, that being a spike. With 3 big heals like in this bar, keeping party members alive was rather easy,with a little help from a N/Mo with Heal Party. All who play Tombs knows that their is only 1 monk in a B/P group, so that means your monk game must be stronger than normal to achieve success.
Good luck finding your own build of choice.
NME
[skill=card]Orison of Healing[/skill][skill=card]Dwayna's Kiss[/skill][skill=card]Heal Other[/skill][skill=card]Heal Party[/skill][skill=card]Mend Condition[/skill][skill=card]Peace and Harmony[/skill][skill=card]Divine Boon[/skill][skill=card]Rebirth[/skill]
Divine Favor: 16 (12+1+1)
Healing Prayers: 13 (12+1)
Protection Prayers: 4 (3+1)
You can replace Mend Condition or Heal Party with Healing Touch if needed. This build works great! Don't spam to fast though. Orison of Healing will heal for a total of 177 HP (63+63+51).
Divine Favor: 16 (12+1+1)
Healing Prayers: 13 (12+1)
Protection Prayers: 4 (3+1)
You can replace Mend Condition or Heal Party with Healing Touch if needed. This build works great! Don't spam to fast though. Orison of Healing will heal for a total of 177 HP (63+63+51).
Talin_The_Medic
Smiting... in a heal build.. I just don't understand it.. at all
I don't recommend Heal Party for most ANYTHING, except a few certain missions and things such as tombs and the deep.
Infuse shouldn't be used in PvE.. I've never found spiking that prevelent.
Heal other is nice if you don't use it as a main heal, if you do you need secondary heal and nice energy management (Try the Scribe's Insight build)
Regen mostly isn't very effective, as far as I've seen, and not to say Hella Good is making a bad choice but DO NOT USE SHIELD OF REGEN.... It's a suped up healing breeze that shouldn't even be an elite, use something useful like WoH or an energy skill (OoB or MoR maybe).
If you have nightfall try Healer's Boon, it's pretty amazing.
And once again, in my opinion.... go heal or prot... don't try and go both.
You can be superior in one, or average in the two, you decide. (unless you use 2 sups, which isn't recommended, at all)
Please note I'm VERY opinionated when it comes to healing builds... I don't think most of the above builds are as effective as they could be. *runs from the flames* FIRE FIRE!!!
I don't recommend Heal Party for most ANYTHING, except a few certain missions and things such as tombs and the deep.
Infuse shouldn't be used in PvE.. I've never found spiking that prevelent.
Heal other is nice if you don't use it as a main heal, if you do you need secondary heal and nice energy management (Try the Scribe's Insight build)
Regen mostly isn't very effective, as far as I've seen, and not to say Hella Good is making a bad choice but DO NOT USE SHIELD OF REGEN.... It's a suped up healing breeze that shouldn't even be an elite, use something useful like WoH or an energy skill (OoB or MoR maybe).
If you have nightfall try Healer's Boon, it's pretty amazing.
And once again, in my opinion.... go heal or prot... don't try and go both.
You can be superior in one, or average in the two, you decide. (unless you use 2 sups, which isn't recommended, at all)
Please note I'm VERY opinionated when it comes to healing builds... I don't think most of the above builds are as effective as they could be. *runs from the flames* FIRE FIRE!!!
doomsayer
Mo/x
Attributes:
Heal:12+3+1
Divine: 12+1
Skills:
1:Glimmer Of Light [Elite]
2: Dwayna's Kiss
3:Orison Of Healing
4:Heal Other / Some other
5:Heal Party
6:Holy Haste
7:Healig Touch
8:Resucrretion Chant
Attributes:
Heal:12+3+1
Divine: 12+1
Skills:
1:Glimmer Of Light [Elite]
2: Dwayna's Kiss
3:Orison Of Healing
4:Heal Other / Some other
5:Heal Party
6:Holy Haste
7:Healig Touch
8:Resucrretion Chant
Pick Me
Hey Talin,
"I'm using Mend Ailment on Talin_The_Medic."
Anyway, anyone speaking their opinion should never be flamed. Corrected, however, is something different.
But I agree, Heal or Protect, but not both, is the preferable choice (unless you just started, where your skills are limited anyway).
I'm guessing the reasoning for SoJ in a heal/prot build is if the enemy can't attack (kd), then there is less damage taken by your party.
I don't have any skills in NF yet, so Healer's Boon will be one I'll look to get ASAP.
"I'm using Mend Ailment on Talin_The_Medic."
Anyway, anyone speaking their opinion should never be flamed. Corrected, however, is something different.
But I agree, Heal or Protect, but not both, is the preferable choice (unless you just started, where your skills are limited anyway).
I'm guessing the reasoning for SoJ in a heal/prot build is if the enemy can't attack (kd), then there is less damage taken by your party.
I don't have any skills in NF yet, so Healer's Boon will be one I'll look to get ASAP.
Effigy
The reason hybrids work is Divine Favor. By adding a big bonus heal to all your monk spells, you can afford to run lower levels in Healing and Protection while still maintaining effectiveness. Hell, you can even afford points for Inspiration or Shadow Arts if you like. Divine Favor just rocks, period.
moko
Quote:
Originally Posted by doomsayer
Attributes:
Heal:12+3+1
Divine: 12+1
Skills:
1:Glimmer Of Light [Elite]
2: Dwayna's Kiss
3:Orison Of Healing
4:Heal Other / Some other
5:Heal Party
6:Holy Haste
7:Healig Touch
8:Resucrretion Chant sorry, but this build is absolutely crap.
Glimmer of Light is all you need beside one other 5 energy heal, its spammable and should always be recharging. you have no, absolutely no energy management. you dont have condition NOR hex removal. Res Chant prooves that its a fail;
gg
XvArchonvX
I gotta agree with the general view that you should choose to go either heal or prot rather than spread yourself thin trying to both reduce damage and relieve it at the same time. From my experience I have found that as a monk you want to focus on your goal and then specialize in it. If you want to reduce damage taken, go prot. If you want to relieve damage, go heal. If you want to do damage, go smite. There are plenty of professions out there that can often fill the support role better than monks in many situations (i.e. rits, paragons, etc.) and imho, it is best to leave it to these classes to do this.
I would disagree with Talin in I have found Heal Party to be helpful in most situations with a large party (8 members or greater). When I run as a healer, I tend to see this as a don't-leave-home-without-it skill.
When I run as a healer in PvE I tend to stick by this formula:
Heal skill 1 - usually a large heal or heal enchant
Heal skill 2 - usually a relatively fast cast large heal such as Heal Other, Glimmer or WoH to counter any degree of spiking
Heal skill 2 - standard spammable heal or self heal
Condition Removal
Hex Removal - I tend to find Inspired Hex to work well here, but may be replaced for something with a faster recharge time for hex heavy areas
Heal Party - When used at the right time, this can be the most energy efficient heal spell
Variable Slot - Depending on other skills this may be another heal, energy management skill, or Holy Haste
Rez of Choice - If you have a good energy hiding weapon set, Rebirth can be incredibly effective and even used to rez mid battle in certain instances, though this is usually not suggested. If you run Holy Haste, then Rez Chant is an excellent choice since it will be reduced to a 4 second cast time.
I would disagree with Talin in I have found Heal Party to be helpful in most situations with a large party (8 members or greater). When I run as a healer, I tend to see this as a don't-leave-home-without-it skill.
When I run as a healer in PvE I tend to stick by this formula:
Heal skill 1 - usually a large heal or heal enchant
Heal skill 2 - usually a relatively fast cast large heal such as Heal Other, Glimmer or WoH to counter any degree of spiking
Heal skill 2 - standard spammable heal or self heal
Condition Removal
Hex Removal - I tend to find Inspired Hex to work well here, but may be replaced for something with a faster recharge time for hex heavy areas
Heal Party - When used at the right time, this can be the most energy efficient heal spell
Variable Slot - Depending on other skills this may be another heal, energy management skill, or Holy Haste
Rez of Choice - If you have a good energy hiding weapon set, Rebirth can be incredibly effective and even used to rez mid battle in certain instances, though this is usually not suggested. If you run Holy Haste, then Rez Chant is an excellent choice since it will be reduced to a 4 second cast time.
Effigy
Heal Party is a great skill, but it's also very expensive. Also, it gains very little benefit from DF. I take it sometimes when there's nothing else I really need, but I find there are few situations where it would actually be efficient to use it.
If you have an elementalist in your group, which is quite common, it's better to have him bring Heal Party. The sad fact is most E/Mo's wouldn't want to bring it because they'd have to swap out one of their ub3r nukez0rz and run more than two attributes.
As far as playing a "pure" build versus a hybrid, the difference in the effectiveness of your skills is not that much to lament over. People seem to forget that attributes have diminishing returns with inversely proportional cost the higher you raise them. Sure, you can heal for a few more points per spell by taking 16 Healing and 13 DF, but if you diversify a bit, the utility and flexibility you gain easily offset the reduction in healing-per-cast from spreading your attribute points.
If you have an elementalist in your group, which is quite common, it's better to have him bring Heal Party. The sad fact is most E/Mo's wouldn't want to bring it because they'd have to swap out one of their ub3r nukez0rz and run more than two attributes.
As far as playing a "pure" build versus a hybrid, the difference in the effectiveness of your skills is not that much to lament over. People seem to forget that attributes have diminishing returns with inversely proportional cost the higher you raise them. Sure, you can heal for a few more points per spell by taking 16 Healing and 13 DF, but if you diversify a bit, the utility and flexibility you gain easily offset the reduction in healing-per-cast from spreading your attribute points.
jesh
Quote:
Originally Posted by Mokone
Glimmer of Light is all you need beside one other 5 energy heal, its spammable and should always be recharging. you have no, absolutely no energy management. you dont have condition NOR hex removal. Res Chant prooves that its a fail;
gg
Quote:
Originally Posted by Talin_The_Medic
Blessed light can work well, if like you said, you used it wisely
Any build can be used without energy management and still be just as effective, so if you can use that build as is, good job lol I just personally don't like B-Light because it's 10 energy... without some kind of energy management I just don't like 10 energy spells (but that's just me) (to king proculus) Everyone plays monk a little differently, you're most likely going to get a large variety of suggestions The reason Blessed Light is fine by itself is because it's effectively Remove Hex, Mend Condition, and Orison all packed into one skill and put under DF. Throw in a signet and you have all the energy management you need, played effectively. I won't even bother doing the math to show you how huge of an energy engine 1 copy of Inspired Hex is after the nerf. *rolls eyes* Talin_The_Medic
Jesh I'll give blessed light a try.. I shouldn't be so biased
I see what you mean with the energy thing, I'll try a blessed light/healing build and see how it works.. I'll just go piece it together Sorry I didn't think more about it, just started using 10e spells a lot more lately, and it's been working fine for me XvArchonvX
Quote:
Originally Posted by Effigy
Heal Party is a great skill, but it's also very expensive. Also, it gains very little benefit from DF. I take it sometimes when there's nothing else I really need, but I find there are few situations where it would actually be efficient to use it.
Running at 16 healing prayers, Heal Party gives 84 health to each member. In an 8 member party:
84 x 8 = 672 health Condsidering that if you divide this by 3 you get 224 health healed for every 5 energy. I agree that this is not always needed, but when your group is under pressure you can either cast heal party once or cast a 5 energy skill 8 times. Of course if you spam this, it is wasted energy, but when used in the right circumstance, heal party is one of the most energy efficient heal skills out there. jesh
XvArchonvX, I believe Ensign posted an energy efficiency chart or something on every heal in the game. Heal Party was way up there, you're right. So is Heal Area, and whenever I'm set to heal, I make sure I have it on me. With a little practice, you can estimate the AoE accurately and only hit party members with it. Even getting only 1 other person makes it better than 2 Orisons. (self heal)
Talin, I don't think you'll be dissapointed with Blessed Light. Yes, it's quite different than other monk builds, but you'll grow to love it. I don't run Divine Boon with BL, but that may be just me. I guess you could try it either way. Effigy
Quote:
Originally Posted by XvArchonvX
Running at 16 healing prayers, Heal Party gives 84 health to each member. In an 8 member party:
84 x 8 = 672 health Condsidering that if you divide this by 3 you get 224 health healed for every 5 energy. I agree that this is not always needed, but when your group is under pressure you can either cast heal party once or cast a 5 energy skill 8 times. Of course if you spam this, it is wasted energy, but when used in the right circumstance, heal party is one of the most energy efficient heal skills out there. I agree that it is efficient under the right circumstances, but my point is those circumstances aren't common enough for you to devote 1/8 of your skillbar to it in most of PvE. Usually, your whole group shouldn't be down 80+ hp unless they are wading through AoE's or something along those lines. There are some missions where HP is very useful, but for most of them I rarely find the need for it. The way I see it, I'd rather have a skill I can use frequently rather than one that's going to save me a little energy every 5-10 minutes or whatever. In any event, other classes like E/Mo's and N/Mo's can use HP more effectively while you do the spot healing. And I never run 16 Healing on my monk, so it wouldn't be as effective as the number you stated anyway. XvArchonvX
Quote:
Originally Posted by Effigy
I agree that it is efficient under the right circumstances, but my point is those circumstances aren't common enough for you to devote 1/8 of your skillbar to it in most of PvE. Usually, your whole group shouldn't be down 80+ hp unless they are wading through AoE's or something along those lines. There are some missions where HP is very useful, but for most of them I rarely find the need for it.
The way I see it, I'd rather have a skill I can use frequently rather than one that's going to save me a little energy every 5-10 minutes or whatever. In any event, other classes like E/Mo's and N/Mo's can use HP more effectively while you do the spot healing. And I never run 16 Healing on my monk, so it wouldn't be as effective as the number you stated anyway. Ideally your group should never be under 100% health, but that's not very realistic either. Perhaps your PvE experience has been different than mine (if so I'd like to have your luck with PuGs), but in situations where Heal Party is not needed, I tend to find that having an extra single target heal skill in place of Heal Party isn't needed. If you only experience one or two members taking damage, then I don't understand how you can be stressed for space on your skill bar. If you suggest that a prot skill should be brought instead than I will leave this argument to say that our disagreement goes well beyond Heal Party. I tend to believe that in PvE, if you want a prot monk, take a prot monk. If you want a heal monk, take a heal monk. Those that take on both at the same time seldom do either attribute justice. The greatest advantage of the healing attribute imho is that it has the strongest ability to raise health bars per amount of energy spent. If you are not maximizing this, then you might as well just settle for Boon Prot or heal from Divine Favor skills. As for the argument that an E/Mo or N/Mo should be in charge of Heal Party, I tend to find that almost no one who joins PuGs runs heal party unless they are monk primaries, and for good reason. Heal Party eles and/or necs are good choices in PvP, but eles and necros meet a stronger damage potential in PvE (nukers and MMs) and are thus generally best suited for such. Also, the advantage of having another profession run Heal Party is to be able to counter constant full group pressure. In PvE, the full group pressure is infrequent and can go from non-existant to full on depending on changes in the quest or whether someone overaggroes or not. In short, Heal Party is generally not used as spam material in PvE like it is in PvP, but as a fallback skill for when things get a bit rough. LightningHell
Quote:
Originally Posted by XvArchonvX
Ideally your group should never be under 100% health, but that's not very realistic either. Perhaps your PvE experience has been different than mine (if so I'd like to have your luck with PuGs), but in situations where Heal Party is not needed, I tend to find that having an extra single target heal skill in place of Heal Party isn't needed. If you only experience one or two members taking damage, then I don't understand how you can be stressed for space on your skill bar.
If you suggest that a prot skill should be brought instead than I will leave this argument to say that our disagreement goes well beyond Heal Party. I tend to believe that in PvE, if you want a prot monk, take a prot monk. If you want a heal monk, take a heal monk. Those that take on both at the same time seldom do either attribute justice. The greatest advantage of the healing attribute imho is that it has the strongest ability to raise health bars per amount of energy spent. If you are not maximizing this, then you might as well just settle for Boon Prot or heal from Divine Favor skills. As for the argument that an E/Mo or N/Mo should be in charge of Heal Party, I tend to find that almost no one who joins PuGs runs heal party unless they are monk primaries, and for good reason. Heal Party eles and/or necs are good choices in PvP, but eles and necros meet a stronger damage potential in PvE (nukers and MMs) and are thus generally best suited for such. Also, the advantage of having another profession run Heal Party is to be able to counter constant full group pressure. In PvE, the full group pressure is infrequent and can go from non-existant to full on depending on changes in the quest or whether someone overaggroes or not. In short, Heal Party is generally not used as spam material in PvE like it is in PvP, but as a fallback skill for when things get a bit rough. ANY MORE ABOUT ELEMENTALIST NUKING AND I WILL SLAP SOMEONE. J/k. But yes, a Ether Prodigy powered Heal Party can take the slot of a Monk. I kept a whole team of henchies + a leeroy warrior alive with that one skill ~ fine, two, Prod and Party. If I were to build a bar, I would put Blessed Light, Signet of Devotion, Protective Spirit, and Gift of Health, and stuff the rest with RoFs, Insp Hex, etc. phasola
Just run whatever you want, but don't take breeze or mending. Just about anything works in pve: boons, rc prots, healers, hybrids, etc.
pingu666
whats wrong with healing breeze? there seems tobe random i hate this monk skill stuff going on, eg heal party.. heal party is a really nice skill if multiple allies are taking damage, as u dont haveto individualy heal each one, which may or may not be more effecient, but theres the time and selecting target issue, plus it has huge range too
i currently run dwaynas kiss, sig of rejuvenation, orison, sig of devotion, blessed light, heal party, healing breeze and res chant healing prayers 14 (12+1+1) devine 13 (12+1) the weakness of the build would be no "active" energy management, just 2 sigs, and not much in the way of hex/condition removal. ive found conditions are often quickly reapplied in pve anyways, so never dedicated a skill solely to that for awhile. the res which is aprently awful returns someone with the same health as your current health (521 lookint at my bar) and 33% energy with 14 on healing prayers. plus it has greater range than restore life, and more health (often crucial when raising someone). for a MM healing breeze is nice to cast on them when u can so they can use blood of the master once or twice more, or bring along heal area aswell oh and the build isnt using any nightfall skills, cos i havent really looked into them yet :$ mikkel
I don't care what anyone says, I use this build when healing PvE, and I haven't lost a single group for the past few months regardless of how stupid the PUG was.
Healing 16, Divine Favor 15, +5en axe from the crafter in Divine Path with a +30 fortitude and whatever other mod you want, 20/20 collector's healing focus. [skill=card]Orison of Healing[/skill][skill=card]Heal Other[/skill][skill=card]Blessed Light[/skill][skill=card]Signet of Devotion[/skill][skill=card]Healing Touch[/skill][skill=card]Heal Party[/skill][skill=card]Divine Spirit[/skill][skill=card]Resurrection Chant[/skill] Simple and effective. Usage should be self-explanatory. In areas where enchant stripping is of no concern, and where proximity healing would be beneficial, I sometimes go with the following. Same stats and equipment as above, except the axe, which you should switch for a Totem Axe in this build. Since the only Divine Favor skill in this one is Divine Spirit, you can replace the Superior DF with a minor DF to compensate for the health that you lose by switching axes. [skill=card]Dwayna's Kiss[/skill][skill=card]Healing Breeze[/skill][skill=card]Healing Hands[/skill][skill=card]Healing Seed[/skill][skill=card]Vigorous Spirit[/skill][skill=card]Heal Party[/skill][skill=card]Divine Spirit[/skill][skill=card]Resurrection Chant[/skill] Predict who's going to take the hits, apply HS first, followed by HH on others if needed, stack enchants, and use them as kickers for Dwayna's Kiss. Works beautifully. Rey De Tutti
just a quick question regarding the "high" energycost of BL and Heal Party. Would it be an idea to use Glyph of Lesser Energy in conjunction with them ? both spells would only cost 5en total. ?? basically you could cast rebirth twice (if you can change target fast enough hehe)
Don't flame me pls :P (I have used my monk mainly as a 55 farmer, but a bit bored of that, so I want to experiment and learn more of the diversity of the monk.) moko
Quote:
Originally Posted by Rey De Tutti
just a quick question regarding the "high" energycost of BL and Heal Party. Would it be an idea to use Glyph of Lesser Energy in conjunction with them ? both spells would only cost 5en total. ?? basically you could cast rebirth twice (if you can change target fast enough hehe)
Don't flame me pls :P (I have used my monk mainly as a 55 farmer, but a bit bored of that, so I want to experiment and learn more of the diversity of the monk.) yes - if you use Glyph of Lesser Energy (i suggest doing a dual Heal Party or Aegis/Heal Party instead of Blight), both spells will be free, meaning you only lose 5 energy for usage of the glyph. Amok Affinity
hum, aside from woh-based the only other pve build i really liked was:
blight {e} rof goh ps mend condition/leech sig power drain sig of devotion <insert soft/hard res here> forgot the exact attribute spread, but whatever works works 12ish prot 10ish df 7ish hp 7ish inspiration management can suck if you don't have 'spell'casters around but meh edit: with nf out ive regained some interest in monking, light of deliverance (i think) looks like a nice situational heal, might want to play with a build based around that, GOLE/hp or somesuch for bulk healing? might be fun~ Ensign
I'm convinced that every good PvE Monk bar starts with:
Signet of Devotion Gift of Health Protective Spirit Mend/Dismiss Condition With the rest of the skills not mattering all that much as you don't use them often. Furthermore I'm convinced that there's nothing in Healing Prayers that's so good that it's worth dropping Gift of Health for. Peace, -CxE Darkpower Alchemist
[skill=big]Signet of Rejuvenation[/skill]
My quick heal skill of choice. [skill=big]Orison of Healing[/skill] The skill all the new monks get first. Do we see the difference in these 2 skills? Actually,Sig of Rejuvenation has been sped up to 7 recharge,iirc. Also,since most of the people who I use this on are attacking, then the double heal boost for 0 mana is a definite plus. All monks should look into this. And on to my use of SoJ; [skill=big]Shield of Judgment[/skill] I use this for defensive purposes. In the case of warriors or ranged attackers attacking me on the backline, or spiking the warrior/other character on the front line or mid range, this stops that cold in most cases. Also I have avoided being killed due to PuG warriors who don't have the defensive skill to know how to prevent enemies from totally getting passed them and reaching me or fellow casters to prevent the obvious. When using multiple attributes, Div Fav comes into play as a healing buffer in all 3 lines of spells. If I use a protection hench,I can then Aegis chain by letting the hench cast first. Protective spirit is another obvious spell on the bar that needs little to no explaination. As stated previously,in PvE you have more versatility to play with your build. Spikes in PvE do exist,so one that plays a monk should realize that spiking doesn't only happen in PvP,but in all aspects of combat in the game. With 2 signets in play,you can manage your energy well enough to heal and protect for an effective time limit. Healing breeze,in PvE is quite effective in repressing degen hexes and poison/bleeding. It is a spell I would keep on my bar for the most part. Once again,I repeat my first disclaimer,I AM AN EXPERINCED MONK AND THIS MAY NOT BE FOR ALL INVOLVED TO USE. This being the case,I don't expect everyone to run the build I run. When I am in the Tombs as a monk,I go heavier into healing,and depend on the rangers and the MM for protection. 10 minions are a better wall than 2 warriors. SoJ is not needed in that build type. Nor is smiting,for that matter. If I play a Boon monk, then energy management becomes the focus since protection spells need to be recast at a quicker rate,and coupled with Div Fav and the -2 per cast for Boon's upkeep,then you need more E Management. This type of build is also for more experienced monk players. The "simple but effective" style builds work for general PvE, but are unable to make the transition to high level PvE. Orison is just not very viable in places where enemies may hit in unison for a spike. It just doesn't pump out enough healing imho, at that level of play. Hex removal and condition removal have a place in high end PvE, as well as PvP, but if you are playing a dual monk setup, then 1 should most likely carry HB on their bar,for no less than supression of degeneration. Maxiemonster
What's important about a PvE monk build for me is that it (1) has enough slots to equip 2 or even 3 Signets of Capture and (2) that it only uses monk skills, so you can cap any elite without having to change your entire build.
Personally, I'd say Zealous Benediction. It works really well, and has 2 slots that are pretty much empty. What I advice is this: 14 Protection Prayers (12+1+1) 11 Healing Prayers (10+1) 9 Divine Favor (8+1) 1. Zealous Benediction [Elite] 2. Gift of Health 3. Mend Condition 4. Protective Spirit 5. Holy Veil / Signet of Capture 6. Signet of Devotion / Signet of Capture 7. Sunspear Rebirth Signet / Signet of Capture 8. Ressurection Signet / Rebirth / Signet of Capture I've only taken 4 Signet of Captures once so far, but still, this build is pretty nice with only 4 skills, which you can't say about most builds. Ensign
I don't dislike Zealous Benediction, but it really wants you to pump your Prot like mad and makes the Signet of Devotion / Gift of Health combination lose a lot of power. I don't like that at all, since Benediction is the 3rd heal on that bar not the first. I think you basically need to drop Gift to run Benediction and just become a pro at hitting it whenever it'll trigger.
I'm all about riding a ton of Signets of Capture, but I'm unaware of the zone that neccessitates running more than two in Nightfall. Peace, -CxE |