I quite have trouble vanquishing area's with henches, my standard team build is the following:
me: (i prefer minor runes only)
healing prayers: 13
protection prayers: 11
divine favor: 11
LoD
Infuse Health
Dwayna's kiss
Dismiss condition
Protective spirit
Aegis
Glyph of lesser energy
Seed of life
Master of whispers:
curses:16
soul reaping: 11
restoration magic: 8
ss
reckless haste
defile enchantments
desacrate enchantments
price of failure
signet of lost souls
mend body and soul
flesh of my flesh
General Morgahn:
tactics: 7
Spear mastery: 8
Motivation: 14
Leadership: 9
Signet of Synergy
Spear of lightning
Song of restoration
ballad of restoration
area of zeal
watch yourself
shields up
signet of return
acolyte sousuke:
fire magic: 16
energy storage: 13
Mind blast
meteor shower
rodgorts invocation
fireball
liquid flame
fire attunement
aura of restoration
flesh of my flesh
Then i take the following henchmen:
fighter henchman
protection henchman
Fire henchman
Interupt henchman
Kius
Your standard team build for vanquishing areas with henchmen
Kius
Omniclasm
Drop the supar nookar for an Earth ele with wards. Drop the fire hench. Add enfeebling blood to necro
FC_DriFteR
The lod bar you use is pretty good. Seeing as you are speccing into prot I would suggest using rof. The bar I use is
Rof
Dwaynas Kiss
Dismiss condition
Sig of Rejuvenation
LoD
Spirit Bond
Cure Hex
GoLE
Works wonders for me in hard mode. Works on Heroes if you can micro manage while you play as they don't use LoD or GoLE as often as tghey should.
As for Ele's I'd go for a b-surge or a searing flame warder.
Rof
Dwaynas Kiss
Dismiss condition
Sig of Rejuvenation
LoD
Spirit Bond
Cure Hex
GoLE
Works wonders for me in hard mode. Works on Heroes if you can micro manage while you play as they don't use LoD or GoLE as often as tghey should.
As for Ele's I'd go for a b-surge or a searing flame warder.
Nadia Roark
Don't listen to Omniclasm; the problem is the fighter hench (he sucks) and your paragon bar, not the fire hench. If you want wards, take Herta (in Elona or GWEN at least). The paragon isn't adding enough defensive depth to a team that only has two monks. I've been running with three in HM as a general rule, but you have to overload on damage (I prefer 2 fire eles or SS and SV necros) to make it work right.
Also, Seed of Life sucks now (5 seconds? SoL = wasted skill slot) even at max Sunspear, which I have. Drop it for RoF and while you're at it, lose Infuse Health too-- I can't understand why anyone would voluntarily run infuse in PvE unless they were running minion factory. Take Flesh off of Master's bar (if you still want to run a necro) and have him go /Me either for energy management or Arcane Echo. Take Aura of Restoration off of Sousuke's bar and add in another damage spell (AoR blows). Drop the fighter hench for Mhenlo. Consider switching to Glyph + HP with Healer's boon (Boon > LoD for PvE).
I never use melee henchmen. They have an ugly tendancy to run in and aggro additional mobs, which happens much less frequently when everyone in the party is engaging at a range. I never take fighter henches unless I'm playing on my warrior already. Anyone who's playing a monk trying to h/h areas can make their lives much easier by avoiding them.
Also, Seed of Life sucks now (5 seconds? SoL = wasted skill slot) even at max Sunspear, which I have. Drop it for RoF and while you're at it, lose Infuse Health too-- I can't understand why anyone would voluntarily run infuse in PvE unless they were running minion factory. Take Flesh off of Master's bar (if you still want to run a necro) and have him go /Me either for energy management or Arcane Echo. Take Aura of Restoration off of Sousuke's bar and add in another damage spell (AoR blows). Drop the fighter hench for Mhenlo. Consider switching to Glyph + HP with Healer's boon (Boon > LoD for PvE).
I never use melee henchmen. They have an ugly tendancy to run in and aggro additional mobs, which happens much less frequently when everyone in the party is engaging at a range. I never take fighter henches unless I'm playing on my warrior already. Anyone who's playing a monk trying to h/h areas can make their lives much easier by avoiding them.
blackknight1337
never give a hero any echo unless you plan on using it yourself
they will randomly echo spells, so you have about 1/6 chance of them doing the right one
they will randomly echo spells, so you have about 1/6 chance of them doing the right one
Antheus
Change price of failure with enfeebling blood. AoE weakness is always good.
If you're bringing an ele, a secondary in earth (8 or 9) with sliver armor and ward against melee/elements can help.
Since you mention you're having problems, drop the superior runes from nukers for minors. Get them a +health gear as well.
Regarding henchies:
Talon tends to be better than devona
You playing a monk would work better if you focused on protection. Then you can effectively pre-prot. Hench healers work better, since all they need to do is heal as needed, but protection will do more good, especially in HM.
Eve works well, and BR helps heroes a lot. Come to think of it, there's really not much need to bring nukers of any kind.
But main reason you're having problems is because you're all damage, but not much in way of keeping you alive. The paragon helps a bit, but doesn't really contribute much to the team.
For monk, I run (requires BR from Eve):
- RoF
- Prot spirit (SB works better for some areas)
- Mend condition (for 2 sec recharge)
- GoH
- SoA
- GoLE
The other two slots depend:
- ZB + remove hex
- Aegis + RC (remove hex instead of mend condition)
- Aegis + Divert Hexes (DH takes a bit of practice to use efficiently - this is also what I ran for HM Ascalon areas)
Note that I balance party-wide defenses to offset lack of straight healing (Mhenlo isn't best), this is why this is more pvp-like prot build than more healing oriented pve builds.
If you're bringing an ele, a secondary in earth (8 or 9) with sliver armor and ward against melee/elements can help.
Since you mention you're having problems, drop the superior runes from nukers for minors. Get them a +health gear as well.
Regarding henchies:
Talon tends to be better than devona
You playing a monk would work better if you focused on protection. Then you can effectively pre-prot. Hench healers work better, since all they need to do is heal as needed, but protection will do more good, especially in HM.
Eve works well, and BR helps heroes a lot. Come to think of it, there's really not much need to bring nukers of any kind.
But main reason you're having problems is because you're all damage, but not much in way of keeping you alive. The paragon helps a bit, but doesn't really contribute much to the team.
For monk, I run (requires BR from Eve):
- RoF
- Prot spirit (SB works better for some areas)
- Mend condition (for 2 sec recharge)
- GoH
- SoA
- GoLE
The other two slots depend:
- ZB + remove hex
- Aegis + RC (remove hex instead of mend condition)
- Aegis + Divert Hexes (DH takes a bit of practice to use efficiently - this is also what I ran for HM Ascalon areas)
Note that I balance party-wide defenses to offset lack of straight healing (Mhenlo isn't best), this is why this is more pvp-like prot build than more healing oriented pve builds.
bhavv
The only monk build i use anymore in PVE is the almighty LoD prot. I use this on heroes, but appreciate if human monks can run it too:
GOLE
Spirit bond
Aegis
Guardian
Dismiss Condition
Dyanas Kiss
LoD
Res
on the second monk i change dismiss to cure
hex. I only get to use the monks if i get another player though, I run 3 necro heroes, MM with protective spirit and aegis if two monks arent pressant. heal party and healing ribbon if i have two monks. Also two N/Rt, one healer and one SS, both have protective was kaoli. for damage I go SF or RI, and in 2 man another SF, and the human player goes full damage too. I like to have 2x LoD, 2x PWK and a life, 2x theres nothing to fear being chained by the players, or in H/H I take breath of the great dwarf too.
when I get it spot on in 2 man, we can pretty much aggro everything, kill fast and keep all the health bars full. Its like god mode
GOLE
Spirit bond
Aegis
Guardian
Dismiss Condition
Dyanas Kiss
LoD
Res
on the second monk i change dismiss to cure
hex. I only get to use the monks if i get another player though, I run 3 necro heroes, MM with protective spirit and aegis if two monks arent pressant. heal party and healing ribbon if i have two monks. Also two N/Rt, one healer and one SS, both have protective was kaoli. for damage I go SF or RI, and in 2 man another SF, and the human player goes full damage too. I like to have 2x LoD, 2x PWK and a life, 2x theres nothing to fear being chained by the players, or in H/H I take breath of the great dwarf too.
when I get it spot on in 2 man, we can pretty much aggro everything, kill fast and keep all the health bars full. Its like god mode
John Panda
MINE,
AoE ele
E/me
[skill]Savannah's Heat[/skill]
OR Me/X [skill]Mantra Of Recovery[/skill]
[skill]Tenhai's Heat[/skill]
[skill]Searing Heat[/skill]
[skill]Mark Of Rodgort[/skill]
[skill]Fire Storm[/skill]
[skill]Power Leech[/skill]
[skill]Leech Signet[/skill]
N/Me
[skill]Flesh Golem[/skill]
[skill]Bone Horror[/skill]
[skill]Shambling Horror[/skill]
[skill]Death Nova[/skill]
[skill]Suffering[/skill]
[skill]Rotting Flesh[/skill]
[skill]Power Leech][/skill]
[skill]Leech Signet[/skill]
Rt/Me
[skill]Ritual Lord[/skill]
[skill]Boon Of Creation[/skill]
[skill]Union[/skill]
[skill]Shelter[/skill]
[skill]Power Leech[/skill]
[skill]Leech Signet[/skill]
Hench = 2 monks 1 earth elementalist then optional.
AoE ele
E/me
[skill]Savannah's Heat[/skill]
OR Me/X [skill]Mantra Of Recovery[/skill]
[skill]Tenhai's Heat[/skill]
[skill]Searing Heat[/skill]
[skill]Mark Of Rodgort[/skill]
[skill]Fire Storm[/skill]
[skill]Power Leech[/skill]
[skill]Leech Signet[/skill]
N/Me
[skill]Flesh Golem[/skill]
[skill]Bone Horror[/skill]
[skill]Shambling Horror[/skill]
[skill]Death Nova[/skill]
[skill]Suffering[/skill]
[skill]Rotting Flesh[/skill]
[skill]Power Leech][/skill]
[skill]Leech Signet[/skill]
Rt/Me
[skill]Ritual Lord[/skill]
[skill]Boon Of Creation[/skill]
[skill]Union[/skill]
[skill]Shelter[/skill]
[skill]Power Leech[/skill]
[skill]Leech Signet[/skill]
Hench = 2 monks 1 earth elementalist then optional.
John Panda
MINE,
AoE ele
E/me
[skill]Savannahs Heat[/skill]
OR Me/X [skill]Mantra Of Recovery[/skill]
[skill]Tenhais Heat[/skill]
[skill]Searing Heat[/skill]
[skill]Mark Of Rodgort[/skill]
[skill]Fire Storm[/skill]
[skill]Power Drain[/skill]
[skill]Leech Signet[/skill]
N/Me
[skill]Flesh Golem[/skill]
[skill]Bone Horror[/skill]
[skill]Shambling Horror[/skill]
[skill]Death Nova[/skill]
[skill]Suffering[/skill]
[skill]Rotting Flesh[/skill]
[skill]Power Drain][/skill]
[skill]Leech Signet[/skill]
Rt/Me
[skill]Ritual Lord[/skill]
[skill]Boon Of Creation[/skill]
[skill]Union[/skill]
[skill]Shelter[/skill]
[skill]Power Drain[/skill]
[skill]Leech Signet[/skill]
Hench = 2 monks 1 earth elementalist then optional.
AoE ele
E/me
[skill]Savannahs Heat[/skill]
OR Me/X [skill]Mantra Of Recovery[/skill]
[skill]Tenhais Heat[/skill]
[skill]Searing Heat[/skill]
[skill]Mark Of Rodgort[/skill]
[skill]Fire Storm[/skill]
[skill]Power Drain[/skill]
[skill]Leech Signet[/skill]
N/Me
[skill]Flesh Golem[/skill]
[skill]Bone Horror[/skill]
[skill]Shambling Horror[/skill]
[skill]Death Nova[/skill]
[skill]Suffering[/skill]
[skill]Rotting Flesh[/skill]
[skill]Power Drain][/skill]
[skill]Leech Signet[/skill]
Rt/Me
[skill]Ritual Lord[/skill]
[skill]Boon Of Creation[/skill]
[skill]Union[/skill]
[skill]Shelter[/skill]
[skill]Power Drain[/skill]
[skill]Leech Signet[/skill]
Hench = 2 monks 1 earth elementalist then optional.