Mo/E, thoughts?
serpentdragon
Protection - 16
Divine Favor - 13
Skills
Reversal of Fortune
Dismiss Condition
Zealous Benediction (Elite)
Protective Spirit
Glyph of Lesser Energy
Aegis
Holy Veil
Rebirth
Max armor with Radiant Insignias
Runes of Minor Divine Favor, Superior Protection Prayers, Superior Vigor
This build is strictly PvE. What are your thoughts on the skills and the choice of runes?
Divine Favor - 13
Skills
Reversal of Fortune
Dismiss Condition
Zealous Benediction (Elite)
Protective Spirit
Glyph of Lesser Energy
Aegis
Holy Veil
Rebirth
Max armor with Radiant Insignias
Runes of Minor Divine Favor, Superior Protection Prayers, Superior Vigor
This build is strictly PvE. What are your thoughts on the skills and the choice of runes?
Age
Looks good to me for pve I even the radiants are ok most would go with survivors.
Faer
Drop the Radiants for Survivors, and replace the Superior Protection rune with a Minor. Monster AI has this neat little bit of coding that says "go for the people with the least health first1!11!!lOLOl!!1!". You could also drop Divine Favor to 10, replace Rebirth with Gift of Health, and put everything you can into Healing Prayers (gives you a nice, cheap power heal).
ZB is kind of lackluster these days, but it's still okay for PvE.
ZB is kind of lackluster these days, but it's still okay for PvE.
Div
Why do people like to title their thread "Mo/X, thoughts?" It's not very informative. But whatever, decent enough build after making faer's changes.
TEB Elite
You may even consider dropping the ele secondary and replacing gole for [skill]Divine Spirit[/skill]
Then you could drop rebirth, and use a better secondary for a more useful skill (mesmer, para mebe)
Then you could drop rebirth, and use a better secondary for a more useful skill (mesmer, para mebe)
Wakka
GoLE is godly dont drop it
NinjaKai
I have to agree. If your build had many 5e skills then Divine Spirit would be perfect. But given the number of 10e spells you have, keep GoLE.
ender6
Quote:
Originally Posted by Wakka
GoLE is godly dont drop it
GoLE is overrated. Nevertheless for a novice monk it can be a godsend.
ender6
To elaborate on what I said:
I believe there truly isn't a need for GoLE. Every skill on your bar should provide an active function (by this I simply mean, have an actual effect on a player character prot/heal/remove hex). If used properly you should have no energy problems.--is this always the case? Of course not, people make mistakes and GoLE is a nice skill to have when you are trying to manage energy. However, GoLE should become less necessary as you get more proficient at monking. This is my firm belief.
I believe there truly isn't a need for GoLE. Every skill on your bar should provide an active function (by this I simply mean, have an actual effect on a player character prot/heal/remove hex). If used properly you should have no energy problems.--is this always the case? Of course not, people make mistakes and GoLE is a nice skill to have when you are trying to manage energy. However, GoLE should become less necessary as you get more proficient at monking. This is my firm belief.
Wakka
Quote:
ender6
Quote:
Originally Posted by Wakka
Although this is true, it still doesn't explain why GoLE is overrated?
I think it is overrated because monks consider it a must if they have skills like [skill]protective spirit[/skill] and [skill]aegis[/skill] on their bar.
Wakka
Wouldn't make it overrated tbh.
Check any of the skill usage charts for any top GvG monthly game you'll find GoLE there. So its not only for low skilled players ^_^
Check any of the skill usage charts for any top GvG monthly game you'll find GoLE there. So its not only for low skilled players ^_^
Wakka
Quote:
If a skill is overused there is a reason for that lol it tends to be good.
Age
Yeah would drop the superior didn't see it at first and go for a minor.
Melody Cross
Quote:
Originally Posted by Wakka
Wouldn't make it overrated tbh.
Check any of the skill usage charts for any top GvG monthly game you'll find GoLE there. So its not only for low skilled players ^_^ This, imo, is why its overrated in PvE. A skill or set of skills that work well in a PvP environment may not work as well (I say as well) in a PvE one. What you need to take to counter RL players and what AI will let you get away with are worlds apart. Therefor, your builds can be much more flexible.
GoLE is not a bad skill by any means, and monks should use it if it fits their bar (in the OPs case, it fits alright). But its way too easy to fall into the "its meta" trap and end up copying builds skill for skill from obs...which means you run something thats not comfortable for your playstyle, or effective in your area. Or (much worse, imho) you run something without understanding why its on your bar in the first place. There are several reasons why goLE sees play in GvG. Acting as an energy manager is only one of them.
I may get flamed for saying this but...GvG is not PvE. Not everything that is godly there, is godly here.
For the OP: ZB is...not the best choice unless you're solo backline with a small group. Its great in RA/TA/AB/4-man/6-man because you have general control over which way the red bars are falling. But if you have another monk (even a hero monk) I usually recommend WoH for healing and hybrid healing builds. If your other monk is a hero, I suggest giving them the WoH and you can handle SoD (they like to make red bars go up; you'll be better suited keeping them from going down). If running with friends, hybrid WoH is a solid choice for most pressure situations. If one of you takes PS and the other takes SB, you can handle just about all the pressure that gets past your tank.
Veil is also not my first choice for PvE. Remove Hex has better recycle, so I tend to bring that. If running an energy manager, I do tend to use Divine Spirit, so that I can fuel Deny Hexes. Last is Cure Hex for Hybrid healing builds, since I tend to have a 40/40 set lying around and it gets the proc. Pre-Veiling is the last thing I usually consider for PvE. The double cast time is very nice when the tank can use it well, but enchant strips are everywhere, cheap, and regularly used (HM particularly).
Backlines should have 1 hard rez for missions, and that rez should be Rebirth. But only one--one!--hard rez. The other monk, probably a hybrid WoH hero if you take my suggestions, can roll a full 8-skill bar and feel comfortable knowing that if things go to pot, you can get out of trouble through heavy self prots and get the team back up. On a forum, 2-monk backlines can handle everything thats thrown at them and laugh in the face of every mob/player/boss. In game, I tend to find most players like seeing Rebirth (aka "plan B") on the monk. I'm not saying that some people here have a tendency to exaggerate their skill level...I'm not saying that at all
A nice trick to use with GoLE and Rebirth is to swap to a low energy set, cast GoLE and spam off two Rebirths quick as you can. Thats two corpsepulls back to back. With proper energy spacment throughout your sets (wand/offhand; staff; emergency) you can get most of your team up and regenerating in a little over 30 seconds. Now, remind me here: how long is the recycle on GoLE?
Also: I have become less and less a fan of Dismiss. Sure its a good skill, but Mend Condition in a 2-monk backline is better, imo. It does what you need it to and heals when you need it to. Dismiss is a self heal that removes conditions. Its good at that, but its not so hot when keeping up against poison/blind/weakness spam or trying to clear off burning when faced with a couple of SF eles (when was the last time you saw one of those in serious PvP?). Take Dismiss when you split, for all--what--five missions/quests in the game where you might need to.
Lastly: I don't diss Superiors in PvE and kinda LoL at the players that do. I'm old school enough to remember one thing that was uber-pwnage that every other player seem to forget:ARMOR CAN BE SWAPPED So its fine to run a Superior rune, but I recommend you keep it on your head and keep a minor rune on a backup headpiece. You never know when you'll want that extra 75 HP, but its nice to know you can have your cake and eat it too, neh?
GGs
Check any of the skill usage charts for any top GvG monthly game you'll find GoLE there. So its not only for low skilled players ^_^ This, imo, is why its overrated in PvE. A skill or set of skills that work well in a PvP environment may not work as well (I say as well) in a PvE one. What you need to take to counter RL players and what AI will let you get away with are worlds apart. Therefor, your builds can be much more flexible.
GoLE is not a bad skill by any means, and monks should use it if it fits their bar (in the OPs case, it fits alright). But its way too easy to fall into the "its meta" trap and end up copying builds skill for skill from obs...which means you run something thats not comfortable for your playstyle, or effective in your area. Or (much worse, imho) you run something without understanding why its on your bar in the first place. There are several reasons why goLE sees play in GvG. Acting as an energy manager is only one of them.
I may get flamed for saying this but...GvG is not PvE. Not everything that is godly there, is godly here.
For the OP: ZB is...not the best choice unless you're solo backline with a small group. Its great in RA/TA/AB/4-man/6-man because you have general control over which way the red bars are falling. But if you have another monk (even a hero monk) I usually recommend WoH for healing and hybrid healing builds. If your other monk is a hero, I suggest giving them the WoH and you can handle SoD (they like to make red bars go up; you'll be better suited keeping them from going down). If running with friends, hybrid WoH is a solid choice for most pressure situations. If one of you takes PS and the other takes SB, you can handle just about all the pressure that gets past your tank.
Veil is also not my first choice for PvE. Remove Hex has better recycle, so I tend to bring that. If running an energy manager, I do tend to use Divine Spirit, so that I can fuel Deny Hexes. Last is Cure Hex for Hybrid healing builds, since I tend to have a 40/40 set lying around and it gets the proc. Pre-Veiling is the last thing I usually consider for PvE. The double cast time is very nice when the tank can use it well, but enchant strips are everywhere, cheap, and regularly used (HM particularly).
Backlines should have 1 hard rez for missions, and that rez should be Rebirth. But only one--one!--hard rez. The other monk, probably a hybrid WoH hero if you take my suggestions, can roll a full 8-skill bar and feel comfortable knowing that if things go to pot, you can get out of trouble through heavy self prots and get the team back up. On a forum, 2-monk backlines can handle everything thats thrown at them and laugh in the face of every mob/player/boss. In game, I tend to find most players like seeing Rebirth (aka "plan B") on the monk. I'm not saying that some people here have a tendency to exaggerate their skill level...I'm not saying that at all
A nice trick to use with GoLE and Rebirth is to swap to a low energy set, cast GoLE and spam off two Rebirths quick as you can. Thats two corpsepulls back to back. With proper energy spacment throughout your sets (wand/offhand; staff; emergency) you can get most of your team up and regenerating in a little over 30 seconds. Now, remind me here: how long is the recycle on GoLE?
Also: I have become less and less a fan of Dismiss. Sure its a good skill, but Mend Condition in a 2-monk backline is better, imo. It does what you need it to and heals when you need it to. Dismiss is a self heal that removes conditions. Its good at that, but its not so hot when keeping up against poison/blind/weakness spam or trying to clear off burning when faced with a couple of SF eles (when was the last time you saw one of those in serious PvP?). Take Dismiss when you split, for all--what--five missions/quests in the game where you might need to.
Lastly: I don't diss Superiors in PvE and kinda LoL at the players that do. I'm old school enough to remember one thing that was uber-pwnage that every other player seem to forget:ARMOR CAN BE SWAPPED So its fine to run a Superior rune, but I recommend you keep it on your head and keep a minor rune on a backup headpiece. You never know when you'll want that extra 75 HP, but its nice to know you can have your cake and eat it too, neh?
GGs
Age
When you but it that way Melody I tend to agree with you on GoLE as I used 10 e skill as/W.I can see where SoD would be better than ZB.I like Dismiss because it is much like mend ailment before it got balance to 5 recharge instead of just keeping it to 2.I would probably use withdraw conditions as I get a heal out of it.I guess you could use superior along with a minor.
Grammar
Quote:
Originally Posted by ender6
I believe there truly isn't a need for GoLE. Every skill on your bar should provide an active function (by this I simply mean, have an actual effect on a player character prot/heal/remove hex). If used properly you should have no energy problems.
I'll come to your defense and agree with you here.
I'm not a fan of GoLE in PvE; it's just a dead slot on your bar that doesn't add any functionability, and on top of that it's clunky as hell.
If you're high set isn't enough energy for you in a PvE fight, then you and/or your party is probably doing something wrong.
I will never understand why people take GoLE over something like Aegis in PvE. Aegis not only save lives, but will probably save you more energy than GoLE will anyway, as it's just about the most efficient use of 10e imaginable against melee heavy mobs.
My advice to the OP: drop GoLE and add Shield of Absorption .
I'm not a fan of GoLE in PvE; it's just a dead slot on your bar that doesn't add any functionability, and on top of that it's clunky as hell.
If you're high set isn't enough energy for you in a PvE fight, then you and/or your party is probably doing something wrong.
I will never understand why people take GoLE over something like Aegis in PvE. Aegis not only save lives, but will probably save you more energy than GoLE will anyway, as it's just about the most efficient use of 10e imaginable against melee heavy mobs.
My advice to the OP: drop GoLE and add Shield of Absorption .
NinjaKai
Quote:
Originally Posted by Grammar
I'll come to your defense and agree with you here.
I'm not a fan of GoLE in PvE; it's just a dead slot on your bar that doesn't add any functionability, and on top of that it's clunky as hell.
If you're high set isn't enough energy for you in a PvE fight, then you and/or your party is probably doing something wrong.
I will never understand why people take GoLE over something like Aegis in PvE. Aegis not only save lives, but will probably save you more energy than GoLE will anyway, as it's just about the most efficient use of 10e imaginable against melee heavy mobs.
My advice to the OP: drop GoLE and add Shield of Absorption . I have to agree aswell. With proper energy management you won't run into energy problems. (First character was a mesmer so I learned how to manage my energy.)
I do realise this contradicts my earlier post. But upon inspection of my own builds I find that none of them actually use GoLE. Of course that is due to the skills I use mainly being 5 energy skills and the odd signet making GoLE useless to me.
I'm not a fan of GoLE in PvE; it's just a dead slot on your bar that doesn't add any functionability, and on top of that it's clunky as hell.
If you're high set isn't enough energy for you in a PvE fight, then you and/or your party is probably doing something wrong.
I will never understand why people take GoLE over something like Aegis in PvE. Aegis not only save lives, but will probably save you more energy than GoLE will anyway, as it's just about the most efficient use of 10e imaginable against melee heavy mobs.
My advice to the OP: drop GoLE and add Shield of Absorption . I have to agree aswell. With proper energy management you won't run into energy problems. (First character was a mesmer so I learned how to manage my energy.)
I do realise this contradicts my earlier post. But upon inspection of my own builds I find that none of them actually use GoLE. Of course that is due to the skills I use mainly being 5 energy skills and the odd signet making GoLE useless to me.
Burst Cancel
The real issue here: put in WoH for ZB, and drop GoLE.
LightningHell
Stop the catfighting.
Quote:
Quote:
Of which, I'd be inclined to agree that GoLE is somewhat overrated, but it is at least somewhat useful. Although I'd disagree with the word "overrated".
I tend to bring it out of habit anyway, so I'm not really in a position to say anything.
Turtle222
this is your meat and potatoes kind of build...its been approved before - for pve and pvp
Burst Cancel
The problem with applying PvP to PvE is an issue of context. You cannot assume that whatever is being run in one setting is relevant in another without considering all of the underlying rationale. An obvious example is Holy Veil - excellent in PvP for reasons that are strictly PvP.
When considering GoLE, you need to look at what kind of bar it is being used on, which skills it is powering, and, most importantly, why it's considered necessary. Monk bars are extremely tight already, so emgt skills (read: skills that serve no function of their own) come at potentially very high opportunity cost. If you don't absolutely need the emgt, you shouldn't be bringing it.
I've rarely used GoLE in either PvP or PvE, because almost none of the builds I run have ever needed it. Boonprots and Blights rarely used it, LoD didn't need it, and WoH doesn't need it. The builds that benefited heavily from it were ZB, SoD, etc. So, in considering the OP, given the current strength of WoH, I don't see any reason to run ZB + GoLE when you could just run a normal WoH bar.
When considering GoLE, you need to look at what kind of bar it is being used on, which skills it is powering, and, most importantly, why it's considered necessary. Monk bars are extremely tight already, so emgt skills (read: skills that serve no function of their own) come at potentially very high opportunity cost. If you don't absolutely need the emgt, you shouldn't be bringing it.
I've rarely used GoLE in either PvP or PvE, because almost none of the builds I run have ever needed it. Boonprots and Blights rarely used it, LoD didn't need it, and WoH doesn't need it. The builds that benefited heavily from it were ZB, SoD, etc. So, in considering the OP, given the current strength of WoH, I don't see any reason to run ZB + GoLE when you could just run a normal WoH bar.
serpentdragon
Thanks for all the input everyone.
So is it safe to say I should be a hybrid monk instead of a solely protection monk?
So is it safe to say I should be a hybrid monk instead of a solely protection monk?
Melody Cross
Quote:
Originally Posted by serpentdragon
Thanks for all the input everyone.
So is it safe to say I should be a hybrid monk instead of a solely protection monk? That, again, depends on what you're running with. in my expierience, AI does not handle hybrid very well. They tend to waste prots spamming them like heals and run out of energy fast. Because of this, I tend to let them run healing monks and I take the prot slot. Old school heal/prot 2-monk backline. This gives me the best use of the AI, which lets me do my job better and--equally important--set prots where they're actually needed instead of wastefully spamming them.
In a human player 2-monk backline, on the other hand, hybrid is more efficient. Hybrid builds have a tendency to be more efficient in the hands of things with a brain. You know when to use your heal, when to use your prot. AI doesn't.
So to answer your question with a question: what do you usually backline with? If AI: run the tried and true pure heal/pure prot monk. If you play with lots of people: hybrid tends to be best suited for general situations.
Last but not least (by any means): where are you playing? tweeking your build for the areas you play in is just as important for monks (if not moreso) than for any other class. You don't want your necro rolling an MM build in a corpsless area; or a sword warrior relying on sever artery in an area with non-fleshy critters either. You probably don't want your prot monk rolling SoD in a hex-spam fest.
Use Guildwiki to find the answer to these questions if you want one that is accurate to your situation. look at the monsters in that area/mission/quest. Plan accordingly and your build will always be "the right one".
GGs
So is it safe to say I should be a hybrid monk instead of a solely protection monk? That, again, depends on what you're running with. in my expierience, AI does not handle hybrid very well. They tend to waste prots spamming them like heals and run out of energy fast. Because of this, I tend to let them run healing monks and I take the prot slot. Old school heal/prot 2-monk backline. This gives me the best use of the AI, which lets me do my job better and--equally important--set prots where they're actually needed instead of wastefully spamming them.
In a human player 2-monk backline, on the other hand, hybrid is more efficient. Hybrid builds have a tendency to be more efficient in the hands of things with a brain. You know when to use your heal, when to use your prot. AI doesn't.
So to answer your question with a question: what do you usually backline with? If AI: run the tried and true pure heal/pure prot monk. If you play with lots of people: hybrid tends to be best suited for general situations.
Last but not least (by any means): where are you playing? tweeking your build for the areas you play in is just as important for monks (if not moreso) than for any other class. You don't want your necro rolling an MM build in a corpsless area; or a sword warrior relying on sever artery in an area with non-fleshy critters either. You probably don't want your prot monk rolling SoD in a hex-spam fest.
Use Guildwiki to find the answer to these questions if you want one that is accurate to your situation. look at the monsters in that area/mission/quest. Plan accordingly and your build will always be "the right one".
GGs
serpentdragon
Quote:
Originally Posted by Melody Cross
That, again, depends on what you're running with. in my expierience, AI does not handle hybrid very well. They tend to waste prots spamming them like heals and run out of energy fast. Because of this, I tend to let them run healing monks and I take the prot slot. Old school heal/prot 2-monk backline. This gives me the best use of the AI, which lets me do my job better and--equally important--set prots where they're actually needed instead of wastefully spamming them.
In a human player 2-monk backline, on the other hand, hybrid is more efficient. Hybrid builds have a tendency to be more efficient in the hands of things with a brain. You know when to use your heal, when to use your prot. AI doesn't.
So to answer your question with a question: what do you usually backline with? If AI: run the tried and true pure heal/pure prot monk. If you play with lots of people: hybrid tends to be best suited for general situations.
Last but not least (by any means): where are you playing? tweeking your build for the areas you play in is just as important for monks (if not moreso) than for any other class. You don't want your necro rolling an MM build in a corpsless area; or a sword warrior relying on sever artery in an area with non-fleshy critters either. You probably don't want your prot monk rolling SoD in a hex-spam fest.
Use Guildwiki to find the answer to these questions if you want one that is accurate to your situation. look at the monsters in that area/mission/quest. Plan accordingly and your build will always be "the right one".
GGs Throughout most of the game, I go with heroes and henchmen. Occasionally I party with humans, especially on hard missions, but that's about it
In a human player 2-monk backline, on the other hand, hybrid is more efficient. Hybrid builds have a tendency to be more efficient in the hands of things with a brain. You know when to use your heal, when to use your prot. AI doesn't.
So to answer your question with a question: what do you usually backline with? If AI: run the tried and true pure heal/pure prot monk. If you play with lots of people: hybrid tends to be best suited for general situations.
Last but not least (by any means): where are you playing? tweeking your build for the areas you play in is just as important for monks (if not moreso) than for any other class. You don't want your necro rolling an MM build in a corpsless area; or a sword warrior relying on sever artery in an area with non-fleshy critters either. You probably don't want your prot monk rolling SoD in a hex-spam fest.
Use Guildwiki to find the answer to these questions if you want one that is accurate to your situation. look at the monsters in that area/mission/quest. Plan accordingly and your build will always be "the right one".
GGs Throughout most of the game, I go with heroes and henchmen. Occasionally I party with humans, especially on hard missions, but that's about it
ender6
I hope everyone enjoyed their holidays.
I was meaning to post the following link before I left for the holidays but I couldn't find it at the time:
http://teamquitter.com/phpBB2/viewto...=asc&star t=0
Tommy and some others from QQ offer their insight regarding GoLE, and a whole lot more. Certainly a worthy read.
PS: I didn't mean to stir up any turmoil with my poorly worded sentiments regarding GoLE. I throw it on my bar from time to time as well, it's just something I try and avoid nowadays.
I was meaning to post the following link before I left for the holidays but I couldn't find it at the time:
http://teamquitter.com/phpBB2/viewto...=asc&star t=0
Tommy and some others from QQ offer their insight regarding GoLE, and a whole lot more. Certainly a worthy read.
PS: I didn't mean to stir up any turmoil with my poorly worded sentiments regarding GoLE. I throw it on my bar from time to time as well, it's just something I try and avoid nowadays.
Dalinia Rhayn
My favorite and most used build has been:
[card]Word of Healing[/card][card]Dwayna's Kiss[/card][card]Reversal of Fortune[/card][card]Glyph of Lesser Energy[/card][card]Protective Spirit[/card][card]Aegis[/card][card]Dismiss Condition[/card][card]Cure Hex[/card]
But lately I've found that I wasn't using GoLE all that much anymore, except in really tight situations, so I've started replacing it with either a rez on maps without shrines, or SoA. Still experimenting to see what skill works best for me in that slot.
So my opinion on GoLE: Its nice for a monk starting out, but once you get used to managing your energy properly, it becomes unnecessary.
[card]Word of Healing[/card][card]Dwayna's Kiss[/card][card]Reversal of Fortune[/card][card]Glyph of Lesser Energy[/card][card]Protective Spirit[/card][card]Aegis[/card][card]Dismiss Condition[/card][card]Cure Hex[/card]
But lately I've found that I wasn't using GoLE all that much anymore, except in really tight situations, so I've started replacing it with either a rez on maps without shrines, or SoA. Still experimenting to see what skill works best for me in that slot.
So my opinion on GoLE: Its nice for a monk starting out, but once you get used to managing your energy properly, it becomes unnecessary.
Yichi
good bar. same one I run on my monk and all my monk heroes.
Div
I take SoA instead of dwayna's kiss for all purpose monking, but kiss in slavers or jungle with lots of touchies. Just a matter of preference. GoLE is nice in situations where you need the extra energy, but it's also one of the nice optional skills that you can replace with other stuff.
You can't see me
[skill]holy veil[/skill] < [skill]cure hex[/skill]
Yichi
as for veil or cure hex, its situational. in some situations a veil will be more useful, in others cure hex will work better. its better to have an expel on an off character anyway.
Age
Quote:
Originally Posted by Dalinia Rhayn
My favorite and most used build has been:
[card]Word of Healing[/card][card]Dwayna's Kiss[/card][card]Reversal of Fortune[/card][card]Glyph of Lesser Energy[/card][card]Protective Spirit[/card][card]Aegis[/card][card]Dismiss Condition[/card][card]Cure Hex[/card]
But lately I've found that I wasn't using GoLE all that much anymore, except in really tight situations, so I've started replacing it with either a rez on maps without shrines, or SoA. Still experimenting to see what skill works best for me in that slot.
So my opinion on GoLE: Its nice for a monk starting out, but once you get used to managing your energy properly, it becomes unnecessary. Yeah nice bar and if you really want you could put maybe infuse instead of GoLE or have remove hex along with holy veil.
[card]Word of Healing[/card][card]Dwayna's Kiss[/card][card]Reversal of Fortune[/card][card]Glyph of Lesser Energy[/card][card]Protective Spirit[/card][card]Aegis[/card][card]Dismiss Condition[/card][card]Cure Hex[/card]
But lately I've found that I wasn't using GoLE all that much anymore, except in really tight situations, so I've started replacing it with either a rez on maps without shrines, or SoA. Still experimenting to see what skill works best for me in that slot.
So my opinion on GoLE: Its nice for a monk starting out, but once you get used to managing your energy properly, it becomes unnecessary. Yeah nice bar and if you really want you could put maybe infuse instead of GoLE or have remove hex along with holy veil.
Yichi
Quote:
Originally Posted by Age
Yeah nice bar and if you really want you could put maybe infuse instead of GoLE or have remove hex along with holy veil.
you dont need infuse on that bar, and why would you ever take remove hex over cure hex?
Div
Quote:
Originally Posted by Yichi
you dont need infuse on that bar, and why would you ever take remove hex over cure hex?
If I had infuse, I could've saved you from the wardenspike though!
Actually, no I couldn't have, because I'm bad at the game :P
Actually, no I couldn't have, because I'm bad at the game :P
Yichi
Quote:
Originally Posted by holymasamune
If I had infuse, I could've saved you from the wardenspike though!
Actually, no I couldn't have, because I'm bad at the game :P hey that ele boss hit with an ob flame for 540hp wth why didnt u pre-prot spirit me. u owe me a cookie.
Actually, no I couldn't have, because I'm bad at the game :P hey that ele boss hit with an ob flame for 540hp wth why didnt u pre-prot spirit me. u owe me a cookie.
Age
Quote:
Originally Posted by Yichi
you dont need infuse on that bar, and why would you ever take remove hex over cure hex?
I would probably use a stance but you are right although might be of use just in case.I said remove in case anyone doesn't have EoTN.What would you replace GoLE with if you don't need it and with Aegis you never really needed it?I have never had energy problem on my my Mo/W running Aegis even at 15e with some other 10e protects.
??Ripskin
Quote:
Originally Posted by ender6
GoLE is overrated. Nevertheless for a novice monk it can be a godsend.
Or even for pro monks.
Age
Quote:
Originally Posted by serpentdragon
Throughout most of the game, I go with heroes and henchmen. Occasionally I party with humans, especially on hard missions, but that's about it
I am starting to use smiting more with my heros and hench only.It is the best way to call target.
Melody Cross
Quote:
Originally Posted by Yichi
Cure gives you a powerful bonus heal and procs on your Heal Prayers weapon set. Remove has an all the time low recycle that procs only with HSR staffs. On a prot bar, Remove is obviously the better choice in PvE, since you'll have the staff handy and using it regularly. But on a healing build, Cure hex seems superior across the board.
But its strength can also be a weakness.
PowerBlock in HM is a serious pain for healing monks because so much of their skill bar (including Cure) can be shutdown with one elite interrupt (and so much of their skills are easy for AI to interrupt). I've seen party wipes because of a badly timed PBlock. but by taking remove in areas where you know PBlock will be rampant or encased in dangerous mobs, you can counter much of its effectivness.
Remove gives you diversity within your skills. If Rhex is PBlocked, you can still heal or prot. if a prot is PBlocked, you can still heal. if a heal is PBlocked, you can still prot.
So there actually is a good reason to take Remove Hex over Cure hex in certain areas, leading back to my second post here: build for the area, not because its meta. Thanks Yichi. You made me think about my bar a little more
GGs
Quote:
Originally Posted by Age
I am starting to use smiting more with my heros and hench only.It is the best way to call target.
If you have respectable rank in the title track, use Ursan instead (and if you don't, get it FAST!). it makes vanquishing H/H a cakewalk. but its a lot more fun to play with friends and backline for them
ender6
Quote:
Originally Posted by ender6
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Quote:
Originally Posted by You can't see me
[skill]holy veil[/skill] < [skill]cure hex[/skill]
Those skills and their value are dictated on a per circumastance basis.
You can't preveil with cure hex, and you don't get the health bonus with holy veil -- both have their pros and cons. |