Triple Monk Team?
thetwistedboy
I came up with this idea a while ago, but trashed it do to my inexperience with heroes. I decided to try it again just for fun.
HB Healer:
Mo/Me
Healing prayers:11+1+2, Divine favor:10, Inspiration Magic:8
Healer's Boon
Patient Spirit
Dwayna's Kiss
Cure Hex
Heal Party
Leech Signet
Power Drain
Resurrection Chant
DH Protector
Mo/Me
Protection Prayers:11+1+2, Divine Favor:10, Inspiration Magic:8
Divert Hexes
Dismiss Condition
Protective Spirit
Shield of Absorption
Aegis
Leech Signet
Power Drain
Resurrection Chant
RoJ Smiter
Mo/Me
Smiting Prayers:11+1+2, Divine favor:8, Inspiration Magic: 10
Ray of Judgement
Reversal of Damage
Smite Hex
Smite Condition
Castigation Signet
Leech Signet
Power Drain
I've really only tested this team build in HM 4-man areas where Sabway failed. Any advice or suggestions are welcome.
HB Healer:
Mo/Me
Healing prayers:11+1+2, Divine favor:10, Inspiration Magic:8
Healer's Boon
Patient Spirit
Dwayna's Kiss
Cure Hex
Heal Party
Leech Signet
Power Drain
Resurrection Chant
DH Protector
Mo/Me
Protection Prayers:11+1+2, Divine Favor:10, Inspiration Magic:8
Divert Hexes
Dismiss Condition
Protective Spirit
Shield of Absorption
Aegis
Leech Signet
Power Drain
Resurrection Chant
RoJ Smiter
Mo/Me
Smiting Prayers:11+1+2, Divine favor:8, Inspiration Magic: 10
Ray of Judgement
Reversal of Damage
Smite Hex
Smite Condition
Castigation Signet
Leech Signet
Power Drain
I've really only tested this team build in HM 4-man areas where Sabway failed. Any advice or suggestions are welcome.
chowmein69
from my experience , monk heroes are not very good with healer boon. should replace with a n/rt healer
Gift3d
3 standard monk builds, hb, prot with divert hexes, and roj.
i for one think this is new, original, and i'll come right out and say it, downright groundbreaking! i'm sure nobody's thought to do this before!
i for one think this is new, original, and i'll come right out and say it, downright groundbreaking! i'm sure nobody's thought to do this before!
SpyderArachnid
There is already an RoJway build out there for 3 monks, can't remember where though. If I can find it, I'll post it here.
Only downside I can see with this build is it seems like there isn't alot of damage output with all those heals and protection spells. I might just be seeing it wrong though.
Only downside I can see with this build is it seems like there isn't alot of damage output with all those heals and protection spells. I might just be seeing it wrong though.
thetwistedboy
@december, we are still testing it out, with Word of Healing and other skills
@SpyderArachnid, me and my friend are warrior and assassin, so we are the main damage source. and yeah i agree that if you arent a physical this wont do much
My friend and i just did a few HM missions with an 2-man version we threw together, and if has been working great, a smiter died once due to him being on fight for some reason
@SpyderArachnid, me and my friend are warrior and assassin, so we are the main damage source. and yeah i agree that if you arent a physical this wont do much
My friend and i just did a few HM missions with an 2-man version we threw together, and if has been working great, a smiter died once due to him being on fight for some reason
mage767
Quote:
Originally Posted by thetwistedboy
@SpyderArachnid, me and my friend are warrior and assassin, so we are the main damage source. and yeah i agree that if you arent a physical this wont do much
My friend and i just did a few HM missions with an 2-man version we threw together, and if has been working great, a smiter died once due to him being on fight for some reason Sice you have one or more smiter heroes, at least bring "Strength of Honor" and cast them on yourself to improve melee damage per hit.
thetwistedboy
Yeah, thats what we bring. but on a team without melees it would be useless, thats why the smiter has 7 skills listed. We do SoH, but you may want smiter's boon or something if you have no melees
SpyderArachnid
Here is the RoJway that I use for my Monks. Completely spaced getting it for you until now .Meant for Tahlkora, Dunkoro, and Ogden. Works great with good damage and protection as well for caster or melee from my experience.
Ray of Judgement, Reversal of Damage, Smite Hex, Smite Condition, Castigation Signet, Judge's Intervention, Smiter's Boon, and Strength of Honor.
Ray of Judgement, Smite Condition, Smite Hex, Shield of Absorption, Protective Spirit, Aegis, Glyph of Lesser Energy, and Resurrection Chant.
Word of Healing, Dwayna's Kiss, Signet of Rejuvenation, Dismiss Condition, Shield of Absorption, Protective Spirit, Cure Hex, and Resurrection Chant.
My friend calls it the Jesusbeam build from the huge glow of two RoJ's going off at once.
But it has worked great from my experience whether fighting undead or not. And seeing as you can get easy access to Dunkoro, Tahlkora, and Ogden right away, it makes it a nice starter hero team build for anyone.
Ray of Judgement, Reversal of Damage, Smite Hex, Smite Condition, Castigation Signet, Judge's Intervention, Smiter's Boon, and Strength of Honor.
Ray of Judgement, Smite Condition, Smite Hex, Shield of Absorption, Protective Spirit, Aegis, Glyph of Lesser Energy, and Resurrection Chant.
Word of Healing, Dwayna's Kiss, Signet of Rejuvenation, Dismiss Condition, Shield of Absorption, Protective Spirit, Cure Hex, and Resurrection Chant.
My friend calls it the Jesusbeam build from the huge glow of two RoJ's going off at once.
But it has worked great from my experience whether fighting undead or not. And seeing as you can get easy access to Dunkoro, Tahlkora, and Ogden right away, it makes it a nice starter hero team build for anyone.
Dantallion
Looks pretty nice. Definately going to try this out for a change!
The Josip
Just curious but what makes RoJ monks so good in general PvE? It's a long recharge spell with 2 sec casting time, monsters fleeing out of AoE, and a short powerful duration. The rest of the skillbar is mediocre damage and healing with WoH monk being inferior to both NRt's and EMo's.
I understand that RoJ is powerful but where do you play and how do you group enemies so they all stay inside RoJ until they die?
I understand that RoJ is powerful but where do you play and how do you group enemies so they all stay inside RoJ until they die?
thetwistedboy
well, we are going to try signet of judgement instead of RoJ for a bit and see how that goes because the mobs scatter a lot from RoJ. not very helpgul at that point. and the WoH monk didnt work as well as the HB monk
The Josip
Ok I still don't get it.
Warriors usually reach next group with adrenaline? Their adrenaline doesn't expire by the time they reach next group and mob it nicely?
Basics of aggro being? They have low health on purpose or something to draw monsters, or rush in front of everyone so monsters just pick the single guy? I agree that aggro control will sometimes work but often it will not. So practical results are lower than theoretical. How do you mob casters? Let's say you go to Ice Floe. How do you mob maelstrom and other mobs? How do you mob mobs in shiverpeaks which have melee+caster+ranger mixes? I agree that you can easily mob in Nightfall when entire group is melee but that's about it. In some dungeons mobs also nicely stick together and don't spread right away. But as far as general PvE goes, is there some video where I can see this aggro control? I could use some tips and see how effective it really is (time wasted on mobbing / speed of killing).
Stragglers still remain as you said.
As for "2 buffed physicals" who can easily kill stragglers - well 2 buffed physicals can instantly kill anything, especially mobs, so I don't see a point. I mean, we're talking about the most powerful arsenal that exists in the game. Buffed physical do like, what, 5x damage more than let's say ele in HM? The speed at which my Me/D buffed Mesmer kills in HM is ridiculous when compared to standard mesmer builds others glorify and think are "very cool and effective". A/D would kill that mob before Monk managed to cast that 2 second spell.
It may sound silly, but with buffed physicals I appreciate more single-target damage on heroes (mostly), such as SoS and Discord. Mobs die anyway, the rest of the time is spent running to each straggler.
ps: I'm not expecting this build to compete with physicals, it can be for all caster team but I am just curious about RoJ. Anyone has YouTube video to recommend? Outside of specificly designed builds for 1 dungeon or something like that - I'm interested in general PvE.
Warriors usually reach next group with adrenaline? Their adrenaline doesn't expire by the time they reach next group and mob it nicely?
Basics of aggro being? They have low health on purpose or something to draw monsters, or rush in front of everyone so monsters just pick the single guy? I agree that aggro control will sometimes work but often it will not. So practical results are lower than theoretical. How do you mob casters? Let's say you go to Ice Floe. How do you mob maelstrom and other mobs? How do you mob mobs in shiverpeaks which have melee+caster+ranger mixes? I agree that you can easily mob in Nightfall when entire group is melee but that's about it. In some dungeons mobs also nicely stick together and don't spread right away. But as far as general PvE goes, is there some video where I can see this aggro control? I could use some tips and see how effective it really is (time wasted on mobbing / speed of killing).
Stragglers still remain as you said.
As for "2 buffed physicals" who can easily kill stragglers - well 2 buffed physicals can instantly kill anything, especially mobs, so I don't see a point. I mean, we're talking about the most powerful arsenal that exists in the game. Buffed physical do like, what, 5x damage more than let's say ele in HM? The speed at which my Me/D buffed Mesmer kills in HM is ridiculous when compared to standard mesmer builds others glorify and think are "very cool and effective". A/D would kill that mob before Monk managed to cast that 2 second spell.
It may sound silly, but with buffed physicals I appreciate more single-target damage on heroes (mostly), such as SoS and Discord. Mobs die anyway, the rest of the time is spent running to each straggler.
ps: I'm not expecting this build to compete with physicals, it can be for all caster team but I am just curious about RoJ. Anyone has YouTube video to recommend? Outside of specificly designed builds for 1 dungeon or something like that - I'm interested in general PvE.
thetwistedboy
agro is an extremely difficult thing to control in gw. tanks usually are assassins that go in and ball things up around corners, then the casters come in and kill while remaining out of aggro range of the monsters so they dont pull aggro off the tank. me and my friend try to work with team builds where a designated tank isnt needed, which is why RoJ doesnt work well for this. and heroes use it very stupidly.
Marty Silverblade
Quote:
Originally Posted by The Josip
ps: I'm not expecting this build to compete with physicals, it can be for all caster team but I am just curious about RoJ. Anyone has YouTube video to recommend? Outside of specificly designed builds for 1 dungeon or something like that - I'm interested in general PvE.
http://www.guildwarsguru.com/forum/p...t10434178.html
maxxfury
Thats the link i was just mooching around for Marty! saved me some time :P ty That technique is pretty high micro but anyone should be able to do the multi task with a little practice....i say SHOULD, but i expect a lot of the sf/disco generation can barely play past scraping through these days :/ or leeching off heroes...hell, not met a person in apug in months to years, who knew what a corner pull/agro is, let alone perform one and hold some agro without a *invincitank*....lol
Quote:
thetwistedboy
most warriors in guild wars really have no idea how to make a strong build for anything but manly spiking, either that or they get everything off PvX. i hate that site.
Jeydra
If you're going to use Monk heroes you might as well make them Smiters, because they're either outclassed or not necessary at everything else.
Work from this basic template:
12 Divine
12 Smiting
RoJ / UA
Smite Condition
Smite Hex
Reversal of Damage
Smiter's Boon
Heaven's Delight
Castigation Signet
Strength of Honour
Glyph of Lesser Energy
9 skills listed. Pick and use as needed, fit in Divine Healing as well if you need it. Running three Smiters works to an extent but it's pretty subpar. I recommend using not more than 2 Smiters at most; the niches they feel are pretty specialized too.
Work from this basic template:
12 Divine
12 Smiting
RoJ / UA
Smite Condition
Smite Hex
Reversal of Damage
Smiter's Boon
Heaven's Delight
Castigation Signet
Strength of Honour
Glyph of Lesser Energy
9 skills listed. Pick and use as needed, fit in Divine Healing as well if you need it. Running three Smiters works to an extent but it's pretty subpar. I recommend using not more than 2 Smiters at most; the niches they feel are pretty specialized too.
thetwistedboy
well, the thing is. i use monks as much as i can for healing because for some reason, N/Rt healers just stop healing altogether sometimes. that's really not all that great in DoA/FoW/UW. I do not intend to use this team for anything but 4-man and 6-man areas. 8-man areas i use a ritualist and necromancer team with my friend.
@Jeydra, that won't work too well for HM, pretty much no dmg mitigation. unless im not seeing something. and don't heroes usually misuse glyph of lesser energy?
@Jeydra, that won't work too well for HM, pretty much no dmg mitigation. unless im not seeing something. and don't heroes usually misuse glyph of lesser energy?
Jeydra
4-man areas aren't hard. You don't need damage mitigation there. The only things that might threaten it are high-damage Elementalist bosses nukes, but then you've got UA so at worst you take some DP and the guy dies. If you can run around with two full healing Monks + one Smiter in 4-man areas and clear it, then three Smiters obviously should work as well. It is subpar though, as I said.
Heroes don't use GoLE well but it's still a guaranteed 5 energy at least, better than nothing. You can of course run Castigation Signet instead (pick and use as needed).
Heroes don't use GoLE well but it's still a guaranteed 5 energy at least, better than nothing. You can of course run Castigation Signet instead (pick and use as needed).