Mo/A Proto healer
billy_t_bilbo
My Proto Monk
Proto Monk: Mo/A
1.Guardian
2.Reversal Of Fortune
3.Signet of Rejuvenation
4.Zealous Benediction
5.Dismiss Condition
6.Mending Touch
7.Return
8.Holy Veil
15 On Protection Prayers
8 Healing
10 On Divine
6 Shadow Arts
Ok the main goal for this build is energy management and proto healing while your teamates finish off every1 else.
Hexes:Slap on Holy Viel. Keep close watch at people who can hurt you with skills like Corrupt Enchantment. If they cast it disenchat it right away with the double click feature and recast it asap. Make sure that if no hexes has been casted in the first 20 secs of the rumble than stop Holy Viel so You can gain enery quicker. Make sure to cast it on party members as needed
Conditions: Most of the time people(especially rangers) will poison and burn you. Well with this build you can take care of that. Mending touch is to help stop such fast degenerations. You must remeber that when getting kded and spammed with diseases take your time and dont rush to your elite skill. Use mending touch to get the maximum healing power on yourself and than perhaps your choice of an elite.
When a party member is infected with conditions you want to slap guardian on them before using dismiss condition to get the best use of this skill. This adds an extra healing boost with Divine favor to maximize the skills potential.
Melees:Melees! Always cast Guardian because its your ace card in keeping you alive. Try to always recast it on yourself when you have the chance and never let it end.
I love using the Return skill. You shouldnt have much trouble with thumpers and sins if you can do this correctly. While doing this with Return you want to keep a close lookout at yor aggro circle. Dont stray too far from at least one party member. Lure the melees out into the wild or stay on top of bridges and when they get near you WABAMMM! USE IT!!!! return will take u straight back to safety and those stupid melees will have a harder time to get you because of the crippling and them having to walk the distance.
Note:You can also use this skill to mending touch your allies when needed.
Using Zb to its fullest:When Using Zb you want to use the full potential of the skill. Meaning gaining the energy and of course the healing. Wait for party members to drop till half! If you do this the real energy cost of this skill is only 3 and alrdy because of its great healing potential your party member will not die.You always want the extra energy from this skill. It Can save lives!
Signet of Rejuvenation: This i just put in there becuz of its great healing power and its no energy cost. It doubles the heal when your party member is attking or casting spells and such. Great way to maintain energy and heal at the same time.
Weapons: I take about two weapons with me. You may not understand this at first but try it out and see. Keep a regular extra energy offhand and wand with ok mods giving you no energy regeneration.Put it as F1
In F2 you want an extra energy booster inscription which may take away one energy regeneration. You want to start out with this weapon. When energy is low switch to F1 wait for a good 3 secs and change it bak to F2. You'll notice that you have regained a little amount of energy in a quicker time than 3 energey regeneration.
Anything else thats not in this guide are yours to add. Hoped you enjoyed this little guide! Thank you and reach those gladiator titles!
Proto Monk: Mo/A
1.Guardian
2.Reversal Of Fortune
3.Signet of Rejuvenation
4.Zealous Benediction
5.Dismiss Condition
6.Mending Touch
7.Return
8.Holy Veil
15 On Protection Prayers
8 Healing
10 On Divine
6 Shadow Arts
Ok the main goal for this build is energy management and proto healing while your teamates finish off every1 else.
Hexes:Slap on Holy Viel. Keep close watch at people who can hurt you with skills like Corrupt Enchantment. If they cast it disenchat it right away with the double click feature and recast it asap. Make sure that if no hexes has been casted in the first 20 secs of the rumble than stop Holy Viel so You can gain enery quicker. Make sure to cast it on party members as needed
Conditions: Most of the time people(especially rangers) will poison and burn you. Well with this build you can take care of that. Mending touch is to help stop such fast degenerations. You must remeber that when getting kded and spammed with diseases take your time and dont rush to your elite skill. Use mending touch to get the maximum healing power on yourself and than perhaps your choice of an elite.
When a party member is infected with conditions you want to slap guardian on them before using dismiss condition to get the best use of this skill. This adds an extra healing boost with Divine favor to maximize the skills potential.
Melees:Melees! Always cast Guardian because its your ace card in keeping you alive. Try to always recast it on yourself when you have the chance and never let it end.
I love using the Return skill. You shouldnt have much trouble with thumpers and sins if you can do this correctly. While doing this with Return you want to keep a close lookout at yor aggro circle. Dont stray too far from at least one party member. Lure the melees out into the wild or stay on top of bridges and when they get near you WABAMMM! USE IT!!!! return will take u straight back to safety and those stupid melees will have a harder time to get you because of the crippling and them having to walk the distance.
Note:You can also use this skill to mending touch your allies when needed.
Using Zb to its fullest:When Using Zb you want to use the full potential of the skill. Meaning gaining the energy and of course the healing. Wait for party members to drop till half! If you do this the real energy cost of this skill is only 3 and alrdy because of its great healing potential your party member will not die.You always want the extra energy from this skill. It Can save lives!
Signet of Rejuvenation: This i just put in there becuz of its great healing power and its no energy cost. It doubles the heal when your party member is attking or casting spells and such. Great way to maintain energy and heal at the same time.
Weapons: I take about two weapons with me. You may not understand this at first but try it out and see. Keep a regular extra energy offhand and wand with ok mods giving you no energy regeneration.Put it as F1
In F2 you want an extra energy booster inscription which may take away one energy regeneration. You want to start out with this weapon. When energy is low switch to F1 wait for a good 3 secs and change it bak to F2. You'll notice that you have regained a little amount of energy in a quicker time than 3 energey regeneration.
Anything else thats not in this guide are yours to add. Hoped you enjoyed this little guide! Thank you and reach those gladiator titles!
moko
Mend Condition >>> Dismiss Condition.
i'll not put a lot more regarding weapon sets; no point repeating them over and over.
don't run more than 14 prot, run 9/11 heal/divine or 10/10 and lower your shadow arts.
nothing too new, but meh.
(btw, it's "veil" :P)
EDIT:
oh, just something i noticed here;
Quote:
i'll not put a lot more regarding weapon sets; no point repeating them over and over.
don't run more than 14 prot, run 9/11 heal/divine or 10/10 and lower your shadow arts.
nothing too new, but meh.
(btw, it's "veil" :P)
EDIT:
oh, just something i noticed here;
Quote:
Tyla
In general i would say use something other than Sig of Reju, saaay...Gift of Health?
The reason i said this is because its a lower recharge, lower cast, and more heal that is unconditional.
And you don't gain the extra heal with sig of reju.
Also: don't use superior runes, they make you very easy to spike down.
But in my opinion it might be smart to use Spirit Bond/Prot Spirit.
The reason i said this is because its a lower recharge, lower cast, and more heal that is unconditional.
And you don't gain the extra heal with sig of reju.
Also: don't use superior runes, they make you very easy to spike down.
But in my opinion it might be smart to use Spirit Bond/Prot Spirit.
Bowstring Badass
This makes me cry because people are so late when it comes to these things... WoH>Zb....
moko
personal preference, i tend to disagree strongly.
<- ZB fan.
<- ZB fan.
Tyla
Quote:
Originally Posted by Mokone
personal preference, i tend to disagree strongly.
<- ZB fan. Agreed!
ZB to me is - a more rewarding heal for your energy if you use it right. and it gives you more room for more attribs to prots.
WoH is also great on a hybrid, and can be used more without the ally being under 50% health.
I myself prefere ZB because i only see it being useful to heal under 50%.
<- ZB fan. Agreed!
ZB to me is - a more rewarding heal for your energy if you use it right. and it gives you more room for more attribs to prots.
WoH is also great on a hybrid, and can be used more without the ally being under 50% health.
I myself prefere ZB because i only see it being useful to heal under 50%.
Tab
ZB>WoH in solo monk situations imo.
Bowstring Badass
Quote:
Originally Posted by Mokone
personal preference, i tend to disagree strongly.
<- ZB fan. Since the WoH buff you must be crazy to not run it. Then again you are 1 of the weirder people on here when it comes to builds lol.
On my monk I run 14/10/10 with Woh and dismiss and sig of rejuv just cause I needed a spot filler for sig of rejuv but why mend over dismiss? Dismiss needs an enchant for the heal which is easily done with a PS on the ally needed to be healed which will probably need the PS if they have a condition anyway.
@ibreak- I agree ZB is better in solo monk but WoH works alright besides if in 1 monk situations you normally have GoLe or something to help support. Unless you are in a GvG split (god knows why anymore)
<- ZB fan. Since the WoH buff you must be crazy to not run it. Then again you are 1 of the weirder people on here when it comes to builds lol.
On my monk I run 14/10/10 with Woh and dismiss and sig of rejuv just cause I needed a spot filler for sig of rejuv but why mend over dismiss? Dismiss needs an enchant for the heal which is easily done with a PS on the ally needed to be healed which will probably need the PS if they have a condition anyway.
@ibreak- I agree ZB is better in solo monk but WoH works alright besides if in 1 monk situations you normally have GoLe or something to help support. Unless you are in a GvG split (god knows why anymore)
Tyla
Quote:
Originally Posted by Bowstring Badass
But in sit's with over 1 monk, WoH is king.
Quote:
I don't understand that comment one bit.
why mend over dismiss?
Mending touch!!
billy_t_bilbo
Quote:
Originally Posted by tyla salanari
In general i would say use something other than Sig of Reju, saaay...Gift of Health?
The reason i said this is because its a lower recharge, lower cast, and more heal that is unconditional. And you don't gain the extra heal with sig of reju. Also: don't use superior runes, they make you very easy to spike down. But in my opinion it might be smart to use Spirit Bond/Prot Spirit. thank you i'll keep that in mind. I havent reallt learned to proto bond so its still kinda difficult for me. billy_t_bilbo
Quote:
Originally Posted by tyla salanari
Agreed!
ZB to me is - a more rewarding heal for your energy if you use it right. and it gives you more room for more attribs to prots. WoH is also great on a hybrid, and can be used more without the ally being under 50% health. I myself prefere ZB because i only see it being useful to heal under 50%. I agree. Most of the ime as a monk you should heal when there at 50 or under half. Dont wanna waste energy Cartoonhero
you really need prot spirit or spirit bond in there. preventing dmg>healing through it.
also like others have said, dont use superior runes, 600+ health is a good number to shoot for. other than that pretty good build. i've found in situations where you're the only monk its really prefernece on certain skills. Div
Quote:
Originally Posted by Mokone
personal preference, i tend to disagree strongly.
<- ZB wh0re. Yeah. You're a zb wh0re blue.rellik
Quote:
Originally Posted by ibreaktoilets
ZB>WoH in solo monk situations imo.
WoH is better overall because most player monks in the game spam skill on recharge which makes them think they're good
ender6
Quote:
Originally Posted by blue.rellik
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I do however agree with:
Quote:
Originally Posted by ibreaktoilets
ZB>WoH in solo monk situations imo.
Tab
Quote:
Originally Posted by blue.rellik
WoH is better overall because most player monks in the game spam skill on recharge which makes them think they're good
So if we're basing how good skills are on how well a monkey can be trained to use them, Bull's Strike sucks and Hundred Blades is good?
ZB allows you to run a more versitile bar, as it lets you run skills such as Shielding Hands and Shield of Absorption at more than a mediocre level of effectiveness. Not only that, but it's more energy efficient at healing than WoH when you meet the requirement (and if you can't meet a <50% clause when you're the only monk, just give up now), and it doesn't require you to split attributes as much, meaning you can run secondary skills far more effectively. Generally when one skill is better than the other in all categories, I'd say that it's better overall, wouldn't you? Arkantos
Quote:
Originally Posted by blue.rellik
WoH is better overall because most player monks in the game spam skill on recharge which makes them think they're good
I don't understand your logic. You're saying something is good because a majority of bad players spam skills on recharge?
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