You're a level 20 Monk... how's your energy?
Bastard Son
I am really enjoying playing a monk but I find that energy management is my greatest weakness (that and I can't seem to find any weapons that do squat in a fight). I focus mostly on being the Group Healer... I don't even carry any Smiting skills (only Healing, Protection, and Divine skills) unless I anticipate Undead killing. I carry various heal, ailment mending, hex disposal, and res skills and that's it. But, I tend to run out of energy a LOT and always at the worst times. Any suggestions?
In thinking about this, consider the following questions (if you have a Monk Primary Profession):
Do you emphasize max energy over energy regen? Or do you emphasize regen over max? If you try to balance both, how so?
How much Energy do you have with your current build?
Do you give yourself more energy (either max or regen) by making a different build? How so? What do you change? What sorts of skills do you consider using for energy conservation or management?
What kind of armor do you wear and does it contribute to your energy max or regen?
What kind of weapon/s (primary and/or offhand) do you carry and how do they affect your energy max or regen?
Do you use your Secondary profession to increase or manage your energy max or regen?
In thinking about this, consider the following questions (if you have a Monk Primary Profession):
Do you emphasize max energy over energy regen? Or do you emphasize regen over max? If you try to balance both, how so?
How much Energy do you have with your current build?
Do you give yourself more energy (either max or regen) by making a different build? How so? What do you change? What sorts of skills do you consider using for energy conservation or management?
What kind of armor do you wear and does it contribute to your energy max or regen?
What kind of weapon/s (primary and/or offhand) do you carry and how do they affect your energy max or regen?
Do you use your Secondary profession to increase or manage your energy max or regen?
Epinephrine
Sounds like PvE - I'll jot a few points:
PvP monking builds make a good starting point; PvP typically is pretty hectic, requiring a large amount of healing and great energy management, often dealing with energy denial as well.
Yes, using your secondary for energy management is almost a necessity. Few monks actually run both protection and healing (though some do), normally choosing between them. I'm not familiar with monking in PvE really, I only recently began trying to monk, and in PvP. As a monk in PvP I am using my energy regain skills every time they refresh, as I always need energy, unless we are slaughtering the opponent, in which case I'm a bump on a log anyway.
Obviously, the energy tool selected varies according to the secondary, and you can choose secondaries and energy tools based on the team (in PvE you may not have this flexibility, but it can be nice). Popular choices to manage energy include:
(/Elementalist)
Divine Spirit, used with an elementalist secondary and +20% enchanting gear, to get cheap spells.
(/Necromancer)
Offering of Blood, sacrificing 10% of your health for a pile of energy.
(/Mesmer)
Mantra of Recall
Channeling
Inspired Hex
(/Ranger)
Melandru's Resilience, used with condition drawing and such to get extra regeneration.
(/Warrior)
Victory is Mine, particularly on teams that inflict a lot of conditions on the melee foes that will surround you.
PvP monking builds make a good starting point; PvP typically is pretty hectic, requiring a large amount of healing and great energy management, often dealing with energy denial as well.
Yes, using your secondary for energy management is almost a necessity. Few monks actually run both protection and healing (though some do), normally choosing between them. I'm not familiar with monking in PvE really, I only recently began trying to monk, and in PvP. As a monk in PvP I am using my energy regain skills every time they refresh, as I always need energy, unless we are slaughtering the opponent, in which case I'm a bump on a log anyway.
Obviously, the energy tool selected varies according to the secondary, and you can choose secondaries and energy tools based on the team (in PvE you may not have this flexibility, but it can be nice). Popular choices to manage energy include:
(/Elementalist)
Divine Spirit, used with an elementalist secondary and +20% enchanting gear, to get cheap spells.
(/Necromancer)
Offering of Blood, sacrificing 10% of your health for a pile of energy.
(/Mesmer)
Mantra of Recall
Channeling
Inspired Hex
(/Ranger)
Melandru's Resilience, used with condition drawing and such to get extra regeneration.
(/Warrior)
Victory is Mine, particularly on teams that inflict a lot of conditions on the melee foes that will surround you.
Tyrent Frath
ill try...im at 49 energy right now, just have a fiery flame spitter (no energy bonus) and a collectors healing ankh +12 req 9 healing or a prot green that doesnt give bonuses anyway.
if i need energy, i have a +13 -1 regen divine favor wand and a +15 -1 regen ankh...but you use that when youre totally dry, and never before.
i wear tats in PvE because...well...i shouldnt be getting attacked anyway.
if youre a mo/mes, i suggest inspired hex and channeling, they work really nice, but if you dont want to spread out points, just use divine spirit, its a 10 second spamming frenzy, i turn it on and spam woh/orison/dwaynas
hope this helps.
if i need energy, i have a +13 -1 regen divine favor wand and a +15 -1 regen ankh...but you use that when youre totally dry, and never before.
i wear tats in PvE because...well...i shouldnt be getting attacked anyway.
if youre a mo/mes, i suggest inspired hex and channeling, they work really nice, but if you dont want to spread out points, just use divine spirit, its a 10 second spamming frenzy, i turn it on and spam woh/orison/dwaynas
hope this helps.
Kaguya
Well I got 40ish energy, trash weapon and offhand (with max mods granted, but just whiteys) and tats for feet+arms, Judge's for chest/legs.
Haven't had probs with energy [doing mainly healing], energy management sponsored by mesmer subclass for me (Inspired Hex, some energy with hex removal. Not that good for snatching off multiple hexes, but does it's work in PvE) and Energy Tap ('slow' cast time, so I gotta try and time it on some 'calm' spot), those two work great for me, and I can cast my heals pretty non stop (Orison + Word of Healing combo normally (5 nrg each), team heal/heal other on critical situations, but the 15/10 energy requirements on those mess things up if they need to be spammed)
Prolly have to fix up my build somewhat, been trying to add Signet of Devotion (no energy cost, but relatively long recharge), and trying to figure out Divine Boon (-1 energy regen, -2 energy per monk spell casted, but those the 2 energy heal more HP per EP when compared to Orison or Heal Other if I remember right, ie. less spamming heals)
Haven't had probs with energy [doing mainly healing], energy management sponsored by mesmer subclass for me (Inspired Hex, some energy with hex removal. Not that good for snatching off multiple hexes, but does it's work in PvE) and Energy Tap ('slow' cast time, so I gotta try and time it on some 'calm' spot), those two work great for me, and I can cast my heals pretty non stop (Orison + Word of Healing combo normally (5 nrg each), team heal/heal other on critical situations, but the 15/10 energy requirements on those mess things up if they need to be spammed)
Prolly have to fix up my build somewhat, been trying to add Signet of Devotion (no energy cost, but relatively long recharge), and trying to figure out Divine Boon (-1 energy regen, -2 energy per monk spell casted, but those the 2 energy heal more HP per EP when compared to Orison or Heal Other if I remember right, ie. less spamming heals)
mortalis doleo
you should have ~45 energy, 4 regen. the 4 regen is very important...
99% of energy management is obtained through using your secondary profession:
Warrior: mainly for farming (bonneti's defence) or vim trapping (victory is mine). not reccomended for 8 man groups.
ranger: melandru's resiliance, but ranger is probablythe worst choice...
elementalist: glyph of renewal combined with divine spirit allows you to keep divine spirit up indefinitely. another choice is glyph of lesser energy.
mesmer: one of the normal choices. just look at the inspiration line and you'll see why... the most popular are channeling and inspire hex (both).
necro: the second normal choice. purely for offering of blood.
basically... if you want a monk elite, go part mesmer. if you want more room for skills,but dont wat a monk elite, go necromancer.
hope it helps.
99% of energy management is obtained through using your secondary profession:
Warrior: mainly for farming (bonneti's defence) or vim trapping (victory is mine). not reccomended for 8 man groups.
ranger: melandru's resiliance, but ranger is probablythe worst choice...
elementalist: glyph of renewal combined with divine spirit allows you to keep divine spirit up indefinitely. another choice is glyph of lesser energy.
mesmer: one of the normal choices. just look at the inspiration line and you'll see why... the most popular are channeling and inspire hex (both).
necro: the second normal choice. purely for offering of blood.
basically... if you want a monk elite, go part mesmer. if you want more room for skills,but dont wat a monk elite, go necromancer.
hope it helps.
Sofonisba
Good questions.
I have a Mo/Me, but I rarely use mesmer skills to increase energy. Unless you count Inspired Hex, which gives back energy once cast.
Wearing ascetic armor and wielding the Yakslapper, I have 52 energy. In a normal PvE battle, I’m usually fine though I do need some regen time at the end.
One good skill for PvE is Signet of Devotion. Linked to Divine Favor, gives a free little boost to health and buys time for the big-time spells you cast.
If you are a straight healer, you may want to consider using some protection spells. Some protection spells, although high in cost (Aegis for instance), actually save you energy by preventing a lot of damage.
I would say regen is more important than max energy. I really notice a difference when I’m maintaining an enchantment, that one pip means a lot. I have an offhand that gives me something like 20 extra energy with -1 regen; but I find when I equip it, I only have 6 more energy than with the Yakslapper. Find yourself a staff with an insightful staff head +5 if at all possible.
I have a Mo/Me, but I rarely use mesmer skills to increase energy. Unless you count Inspired Hex, which gives back energy once cast.
Wearing ascetic armor and wielding the Yakslapper, I have 52 energy. In a normal PvE battle, I’m usually fine though I do need some regen time at the end.
One good skill for PvE is Signet of Devotion. Linked to Divine Favor, gives a free little boost to health and buys time for the big-time spells you cast.
If you are a straight healer, you may want to consider using some protection spells. Some protection spells, although high in cost (Aegis for instance), actually save you energy by preventing a lot of damage.
I would say regen is more important than max energy. I really notice a difference when I’m maintaining an enchantment, that one pip means a lot. I have an offhand that gives me something like 20 extra energy with -1 regen; but I find when I equip it, I only have 6 more energy than with the Yakslapper. Find yourself a staff with an insightful staff head +5 if at all possible.
Age
What you need is a good focus item or a good staff.I would go out to the desert look in tools and resources for collectors and they have great collecters item.I got my Akhn and a Protection icon out there and it gave me more engy.I can get up to 75 without asthetics.PS Victory is Mine is great on team builds for an 8 party build.It is what TE runs.
Cherno
There is also the collectors offhand that will give +27 energy. But you lose a pip in energy regen. It is all a matter of prioritizing. If you have other ways to help overcome that missing pip, the extra energy can be 1 to 2 extra spells to really help.
I use the necro version and argue with my guildies about which is better. I contend that with soul reaping the -1 doesn't really matter to me that much. The best I can say is to try stuff out and see if it works for you. A friend of mine uses the +27 offhand and loves it.
I use the necro version and argue with my guildies about which is better. I contend that with soul reaping the -1 doesn't really matter to me that much. The best I can say is to try stuff out and see if it works for you. A friend of mine uses the +27 offhand and loves it.
LouAl
I think I will triple post this...
I like what everone else has said about using your second prof for some kind of management. I also like using a second set of weapons that give me a energy degen but large boost for when I really need it.
My biggest way of not running out of energy is by not wasting heals...
for instance if more than 3 of your part are down 100 points or so use heal party (you won't get the extra boost from divine, but it will get you somewhere in the neighborhood of 75 health per person)
I sometimes use divine boon (I think) to get another 50-60 health per heal, but it does hit you for another 2 energy so be careful and it hits your regen so I only keep it up when I am casting...
hope it helps
I like what everone else has said about using your second prof for some kind of management. I also like using a second set of weapons that give me a energy degen but large boost for when I really need it.
My biggest way of not running out of energy is by not wasting heals...
for instance if more than 3 of your part are down 100 points or so use heal party (you won't get the extra boost from divine, but it will get you somewhere in the neighborhood of 75 health per person)
I sometimes use divine boon (I think) to get another 50-60 health per heal, but it does hit you for another 2 energy so be careful and it hits your regen so I only keep it up when I am casting...
hope it helps
Siliconwafer
I tend to find the 'essentials' in PvP monking are helpful in PvE.
To get the most out of your equipment, you should ideally have three "levels" of energy, that you get by using different pieces of equipment. In PvE, two levels should be enough. Something like this:
Slot 1: Staff. Not necessarily any +en mods-doesn't matter if you have other slots.
Slot 2: Two +15/-1 mods.
The idea, is that you have effectively +30 energy, but you only switch to that slot when you really need to cast a spell-then back to your staff so you regen energy quicker. Collectors' items like these can be found as you progress through the game. So, essentially you get the best of both worlds: a large energy pool and normal regen.
I usually have around 40, judge's legs and chest. PvE, however, full asetics are probably better, unless you have a tendency to aggro everything onto you.
Apart from Divine Spirit, monks have really no other energy management skill-which means secondaries are taken usually just for this purpose. A list was given above, but pay special attention to Offering of Blood*. It's probably the most effective spell for that sort of thing. However, it's found in the lategame, so a Mo/Me would probably be the best. If you aren't up to the boss who caps it, the mesmer inspiration line is excellent-in PvE, Inspired Hex can double as hex removal (where dangerous hexes are rare-well, in most parts), Drain Enchantment, and/or Energy Tap.
Your build and "style" might have a bit to do with how you're losing energy. Dabbling a bit in the prot line (for PvE) might be a good choice, a few skills help you lower the amount you have to heal.
Beware ViM. You need to have a build that causes conditions (not likely in a PvE pug), and even then, you have to get close to the enemy, and is notoriously unreliable.
Quote:
Do you emphasize max energy over energy regen? Or do you emphasize regen over max? If you try to balance both, how so? What kind of weapon/s (primary and/or offhand) do you carry and how do they affect your energy max or regen? |
Slot 1: Staff. Not necessarily any +en mods-doesn't matter if you have other slots.
Slot 2: Two +15/-1 mods.
The idea, is that you have effectively +30 energy, but you only switch to that slot when you really need to cast a spell-then back to your staff so you regen energy quicker. Collectors' items like these can be found as you progress through the game. So, essentially you get the best of both worlds: a large energy pool and normal regen.
Quote:
How much Energy do you have with your current build? What kind of armor do you wear and does it contribute to your energy max or regen? |
Quote:
Do you give yourself more energy (either max or regen) by making a different build? How so? What do you change? What sorts of skills do you consider using for energy conservation or management? Do you use your Secondary profession to increase or manage your energy max or regen? |
Your build and "style" might have a bit to do with how you're losing energy. Dabbling a bit in the prot line (for PvE) might be a good choice, a few skills help you lower the amount you have to heal.
Quote:
Originally Posted by Age
PS Victory is Mine is great on team builds for an 8 party build.It is what TE runs.
|
TheSonofDarwin
If I'm healing I go for the 69 energy setup. The -1 energy regen is not important enough (for me) as is the extra energy. Offering of blood makes up for the energy I am losing from the lost regen pip. Being sure to mix it up with signet of devotion (free heal) when minor heals are needed and the lost regen is minimal for me. If I'm protection I think my energy is 45, but I'm typically healing anymore.
quickmonty
Tattoos for the energy. 65 energy 3 regen. I find the extra energy usually gets me through most battles. If I need the extra pip of regen I can switch weapon sets. Currently trying a mix of protection and healing (PvE).
I use WoH and heal other and I don't heal until someone is under 50% health.
I use WoH and heal other and I don't heal until someone is under 50% health.
labsenpai
My energy management tips:
1) nab a wand with +5 EN, ones with high req are usually cheap.
2) maximize Divine Spirit usage.
3) wear tats on the limbs.
4) don't sink a ton of skill points into your secondary, unless 2 spots on your bar are better for it.
5) appeal to your party for extra defensive help; friendly buffs, wells, and some self-heals will keep you casting longer.
1) nab a wand with +5 EN, ones with high req are usually cheap.
2) maximize Divine Spirit usage.
3) wear tats on the limbs.
4) don't sink a ton of skill points into your secondary, unless 2 spots on your bar are better for it.
5) appeal to your party for extra defensive help; friendly buffs, wells, and some self-heals will keep you casting longer.
Ac James
Real monks use Power Drain.
James-
James-
Tyrent Frath
Another suggestion...use vigorous spirit on Tanks and rangers, as it gives them a nice amount of health each time they attack/use a skill. I say tanks/rangers because casters generally dont get off as many attacks/skills (except for mesmer, thanks to the deadly are of fast-casting) as melee chars do...i tend to use it more when im at full energy at the begining of a battle before any large damage is taking place, since im regening the 5 energy quickly anyway.
This proves to be useful toward the end of a battle, when im trying to stretch out that last 5 energy since vigorous spirit almost becomes a godly vampiric mod with no degen.
This proves to be useful toward the end of a battle, when im trying to stretch out that last 5 energy since vigorous spirit almost becomes a godly vampiric mod with no degen.
Cartoonhero
i love monking in pve, and i do all types.
as a healer, i use the +15 +12 -1energy regen ankh. i do not wear tattoos, i wear a judges/wanderers mix. i am also a mo/n and use offering of blood, although sometimes i use word of healing in place of it, and im usually fine. i have 55 energy with this setup, and i find it very energy effiecient. i also only have one or two spells that cost more than 5 energy on my skill bar. usually heal party(in which case OoB is more useful than Word, and sometimes aegis if im part prot..)
as a bonder i use the yasklapper, but that is a very specialized build for specific situations that need a bonder, so most of the time im healing.
i dont see what the importance of 4 regen is, unless you are just spamming spells like crazy...i've never had a problem with the -1 regen
as a healer, i use the +15 +12 -1energy regen ankh. i do not wear tattoos, i wear a judges/wanderers mix. i am also a mo/n and use offering of blood, although sometimes i use word of healing in place of it, and im usually fine. i have 55 energy with this setup, and i find it very energy effiecient. i also only have one or two spells that cost more than 5 energy on my skill bar. usually heal party(in which case OoB is more useful than Word, and sometimes aegis if im part prot..)
as a bonder i use the yasklapper, but that is a very specialized build for specific situations that need a bonder, so most of the time im healing.
i dont see what the importance of 4 regen is, unless you are just spamming spells like crazy...i've never had a problem with the -1 regen
aB-
One of the main factors in deciding what items you use depends on how long you anticipate battles to last. If the battle lasts longer than 45 seconds, then the 12/15/-1 focus is worse than a 12 energy focus. Most battles in difficult areas of the game will last this long, and in these types of cases, do NOT bring anything that gives -1 regeneration.
With tattoos, a +5 energy main hand, and a +12 energy focus, I believe I have 54 energy. I also suggest using any energy management from your secondary as suggested by many others. I prefer offering of blood to anything else, but it's all preference.
With tattoos, a +5 energy main hand, and a +12 energy focus, I believe I have 54 energy. I also suggest using any energy management from your secondary as suggested by many others. I prefer offering of blood to anything else, but it's all preference.
Loviatar
Quote:
Originally Posted by labsenpai
My energy management tips:
1) nab a wand with +5 EN, ones with high req are usually cheap. . |
Pevil Lihatuh
dunno if anyone else said that (its midnight, im not reading it all ) but get yourself a Yakslapper. I'm lvl 17 with the tattoo armour (ascetics?) and Yakslapper and I have 52 energy with 4 regen. Works wonderfully, I usually have one enchantment going, which leaves me with more than enough regen and energy to keep a group healed under all but the most difficult of circumstances (just at crystal desert/augury rock so could get far worse of course )
Evil Hypnotist
I don't use tats so I only have an energy of 42 but I rarely run out because I make good use of low energy cost healing spells i.e. 'orison of healing' and 'word of healing' (elite), both only cost 5 energy per cast. Using monk pants for the +1 energy regen and no items that give -1 energy degen means i'm usually quite comfortable for energy during a battle
Fyre Brand
You need to decide your role. Just thinking pure heal or maybe heal/smite it's more about skill build than anything else. If you are heal, don't worry about damage. Sometimes I don't even get in aggro range and just heal, especially in places like Fissure of Woe or even Sorrows Furnace where I don't want to have any aggro on me at all if possible. The more I'm running and healing myself the less I am healing my party.
Armour ~ While other armours look neat, the ugly tats are the work clothes. Don't do judges chest or any other junk to protect yourself. It's the tanks job to take the hits. Use Tattoos. If you want "pretty" energy armour get fissure armour.
Weapon/Offhand ~ Get a small variety of weapons / offhands for different build styles. Have a staff (Yaks is good among others) that lengthens enchants. Have a couple rods. One rod that is fast cast/recharge for healing prayers, one for smiting, and one for protection. A collectors offhand for divine or healing is good. Again get fast cast/recharge on the offhand. Fast cast/recharge is very underated vs. the +20% enchant mod. Enchant duration mostly shines for protection. You will be surprised how nice it is when you fast cast Heal Party or avoid interupt on a heal or your Shield of Judgement recharges in half the time.
Skill Set ~ Look really close on what skills cost and what returns you get from them. It's all on what makes you feel comfortable keeping your party alive and that can just take practice and time. But I will give you some skills I use and why. I learned from a really good healer (Louden the Super Healing Freak!! many thanks.) who taught me the virtues of the "5 energy healing spam" build. Basically look at your 5e skills and you would be surprised what you can line up that works good.
Orison ~ 5E - A staple and pretty self expanatory. Good
Dwayna's Kiss ~ 5E - heals almost as good as orison and really shines under conditions/hexes.
Word of Healing ~ 5E - Elite. Used right it rocks. Sometimes though Dwaynas is just as good or better and doesn't take an elite slot.
Vigorous Spirit ~ 5E - This is great on almost anyone but especially your warriors and rangers. This is also a great cover enchant for more valuable or long recharge enchants.
Healing Breeze ~ 10E - Many people knock this because it's not as efficient as some heals, but it's plus is that it is a cast and move on heal. It's also great for countering degen and works great with vigorous. Often this is the only self heal I bring and I save it for emergencies.
Mend Ailment ~ 5E - Wait this is a prot spell. Well I bring it for 2 reasons. I usually have a couple points left over for protection prayers, but even if not the divine bonus heals and it gets rid of a condition.
Heal Party ~ 15E - Hey this is an expensive spell and totally under rated. If you have to heal a lot of your party this is the spell. Use it sparingly. If you have spike healed 3 people in your party and your heals are still recharging and there are still 3 or more people to heal, then this is the skill to use.
Smite Hex ~ Removing a hex can be better than healing the effects.
Well of Power ~ Necro Elite. This can make your life and the lives of fellow casters heaven. This helps your energy management and those around you.
Some things to keep in mind:
So the idea here is to minimize energy cost. Pay attention to how much your heals work for you so you don't cast too soon. Don't use -1 energy regen items. You lose out in the long run. You don't have to manage energy if you don't run out of it.
If your party is losing health at an alarming rate then there are bigger problems than you not being able to heal them. They need to look at strategy and builds themselves. A monk isn't there to provide infinite health, but to help keep it up. A good warrior or ranger brings some sort of self heal in pve.
Well I hope that helps. Long and wordy, but monking can be tricky. Just do what feels comfortable to you and experiment a little.
Armour ~ While other armours look neat, the ugly tats are the work clothes. Don't do judges chest or any other junk to protect yourself. It's the tanks job to take the hits. Use Tattoos. If you want "pretty" energy armour get fissure armour.
Weapon/Offhand ~ Get a small variety of weapons / offhands for different build styles. Have a staff (Yaks is good among others) that lengthens enchants. Have a couple rods. One rod that is fast cast/recharge for healing prayers, one for smiting, and one for protection. A collectors offhand for divine or healing is good. Again get fast cast/recharge on the offhand. Fast cast/recharge is very underated vs. the +20% enchant mod. Enchant duration mostly shines for protection. You will be surprised how nice it is when you fast cast Heal Party or avoid interupt on a heal or your Shield of Judgement recharges in half the time.
Skill Set ~ Look really close on what skills cost and what returns you get from them. It's all on what makes you feel comfortable keeping your party alive and that can just take practice and time. But I will give you some skills I use and why. I learned from a really good healer (Louden the Super Healing Freak!! many thanks.) who taught me the virtues of the "5 energy healing spam" build. Basically look at your 5e skills and you would be surprised what you can line up that works good.
Orison ~ 5E - A staple and pretty self expanatory. Good
Dwayna's Kiss ~ 5E - heals almost as good as orison and really shines under conditions/hexes.
Word of Healing ~ 5E - Elite. Used right it rocks. Sometimes though Dwaynas is just as good or better and doesn't take an elite slot.
Vigorous Spirit ~ 5E - This is great on almost anyone but especially your warriors and rangers. This is also a great cover enchant for more valuable or long recharge enchants.
Healing Breeze ~ 10E - Many people knock this because it's not as efficient as some heals, but it's plus is that it is a cast and move on heal. It's also great for countering degen and works great with vigorous. Often this is the only self heal I bring and I save it for emergencies.
Mend Ailment ~ 5E - Wait this is a prot spell. Well I bring it for 2 reasons. I usually have a couple points left over for protection prayers, but even if not the divine bonus heals and it gets rid of a condition.
Heal Party ~ 15E - Hey this is an expensive spell and totally under rated. If you have to heal a lot of your party this is the spell. Use it sparingly. If you have spike healed 3 people in your party and your heals are still recharging and there are still 3 or more people to heal, then this is the skill to use.
Smite Hex ~ Removing a hex can be better than healing the effects.
Well of Power ~ Necro Elite. This can make your life and the lives of fellow casters heaven. This helps your energy management and those around you.
Some things to keep in mind:
So the idea here is to minimize energy cost. Pay attention to how much your heals work for you so you don't cast too soon. Don't use -1 energy regen items. You lose out in the long run. You don't have to manage energy if you don't run out of it.
If your party is losing health at an alarming rate then there are bigger problems than you not being able to heal them. They need to look at strategy and builds themselves. A monk isn't there to provide infinite health, but to help keep it up. A good warrior or ranger brings some sort of self heal in pve.
Well I hope that helps. Long and wordy, but monking can be tricky. Just do what feels comfortable to you and experiment a little.
Bastard Son
Thanks for all the responses, folks. I didn't think I'd get quite so many! Here's my setup for my PvE Monk/Mesmer (and my apologies if this is long):
Health 540
Energy 56 (+3 pips)
Illusion 0
Domination 0
Inspiration 7
Healing 11+1
Smiting 0+1
Protection 7+1
Divine 8+1
ARMOR
I currently wear the Maguuma collectors' quest armor (head to toe) which is AL51 for each piece (I get a total of +10 Energy, +2 Energy Recovery, and +30 Health with them combined). I know the Ascetic's Armor grants more energy and is something I'm looking forward to getting down the road, but right now I'm only in Riverside Province (haven't been level 20 for very long).
WEAPONS
My primary weapon is a Holy Rod (Fire DMG 7-13, DMG+10% when health above 50%, Energy+3 when health above 50%, and DMG+20% customized).
My offhand weapon is a Divine Symbol (Energy+8, Energy+15, Energy Regen-1, Health+30). I don't know why the energy bonus is listed in two separate entries like that. The -1 energy regen sucks, I know.
SKILLS
Heal Other (used when my teammates get seriously hurt)
Healing Breeze (gives +8 pips which is great for the frontline guys and on myself)
Orison of Healing (great for quick, little bursts of health and works on myself)
Mend Ailment (self explanatory)
Remove Hex (casts and recycles faster than other Hex removal skills I have)
Energy Tap (the way I get a little extra energy if I need it)
Restore Life (to res someone near me in the middle of battle)
Rebirth (to teleport someone away from a battle while res-ing them)
Moderators: please don't move this into the Builds section unless you absolutely need to. I'm more hoping others will answer the questions I asked in my original post, but I wanted to list my build in case someone can suggest a change. Thanks!
Health 540
Energy 56 (+3 pips)
Illusion 0
Domination 0
Inspiration 7
Healing 11+1
Smiting 0+1
Protection 7+1
Divine 8+1
ARMOR
I currently wear the Maguuma collectors' quest armor (head to toe) which is AL51 for each piece (I get a total of +10 Energy, +2 Energy Recovery, and +30 Health with them combined). I know the Ascetic's Armor grants more energy and is something I'm looking forward to getting down the road, but right now I'm only in Riverside Province (haven't been level 20 for very long).
WEAPONS
My primary weapon is a Holy Rod (Fire DMG 7-13, DMG+10% when health above 50%, Energy+3 when health above 50%, and DMG+20% customized).
My offhand weapon is a Divine Symbol (Energy+8, Energy+15, Energy Regen-1, Health+30). I don't know why the energy bonus is listed in two separate entries like that. The -1 energy regen sucks, I know.
SKILLS
Heal Other (used when my teammates get seriously hurt)
Healing Breeze (gives +8 pips which is great for the frontline guys and on myself)
Orison of Healing (great for quick, little bursts of health and works on myself)
Mend Ailment (self explanatory)
Remove Hex (casts and recycles faster than other Hex removal skills I have)
Energy Tap (the way I get a little extra energy if I need it)
Restore Life (to res someone near me in the middle of battle)
Rebirth (to teleport someone away from a battle while res-ing them)
Moderators: please don't move this into the Builds section unless you absolutely need to. I'm more hoping others will answer the questions I asked in my original post, but I wanted to list my build in case someone can suggest a change. Thanks!
Hockster
Draw Conditions is good. Use it on all with conditions then use Purge Conditions on yourself. I prefer Remove Hex over Smite Hex due to the shorter cooldown.
If you want to use a Necro elite, use Offering of Blood. With only a few points into Blood it's a good energy boost skill, and has a very short cooldown. You an also use Essence Bond on the tanks, assuming they know how to keep agro on themselves. A smart thank that can do that will keep you in more energy than you know what to do with.
If you want to use a Necro elite, use Offering of Blood. With only a few points into Blood it's a good energy boost skill, and has a very short cooldown. You an also use Essence Bond on the tanks, assuming they know how to keep agro on themselves. A smart thank that can do that will keep you in more energy than you know what to do with.
Sister Spice
I have only just capped OOB but have been playing a bond monk for a while and here's a couple of other energy management ideas for monks:
1. Blessed signet - works specifically with bond monks - maintain a bunch of enchantments and repeatedly use the signet - I tended to never run out of energy (unless I did something stupid in an emergency)
2. Balthazars - works if you are redirecting damage to you (ie with bond) and works even if the redirected damage ='s 0 points.
Both of these were very effective energy management in pure monk builds in PVE - but I would emphasise that the build specifically fed them - not so good for more standard heal/ prot builds
Spicecat
1. Blessed signet - works specifically with bond monks - maintain a bunch of enchantments and repeatedly use the signet - I tended to never run out of energy (unless I did something stupid in an emergency)
2. Balthazars - works if you are redirecting damage to you (ie with bond) and works even if the redirected damage ='s 0 points.
Both of these were very effective energy management in pure monk builds in PVE - but I would emphasise that the build specifically fed them - not so good for more standard heal/ prot builds
Spicecat
Bastard Son
I keep seeing the Yakslapper mentioned in a lot of the posts above. What is this item? An offhand item? What sorts of stats does it have? I tried to do a search on this site, but it says that it's disabled.
I also see some people have mentioned Inspired Hex when using a Mesmer Secondary, but doesn't that get replaced with the original caster's hex for 20 seconds (or however long)? And if so, wouldn't that effectively disable your ability to remove a hex on your teammate for that duration of time?
With what I have described for my character (in the long Post#22 above), can you make any suggestions for skill/attribute/weapon/armor change insofar as Energy management and/or conservation is concerned?
I also see some people have mentioned Inspired Hex when using a Mesmer Secondary, but doesn't that get replaced with the original caster's hex for 20 seconds (or however long)? And if so, wouldn't that effectively disable your ability to remove a hex on your teammate for that duration of time?
With what I have described for my character (in the long Post#22 above), can you make any suggestions for skill/attribute/weapon/armor change insofar as Energy management and/or conservation is concerned?
Kaguya
Quote:
Originally Posted by Bastard Son
I keep seeing the Yakslapper mentioned in a lot of the posts above. What is this item? An offhand item? What sorts of stats does it have? I tried to do a search on this site, but it says that it's disabled.
|
Quote:
Originally Posted by Bastard Son
I also see some people have mentioned Inspired Hex when using a Mesmer Secondary, but doesn't that get replaced with the original caster's hex for 20 seconds (or however long)? And if so, wouldn't that effectively disable your ability to remove a hex on your teammate for that duration of time?
|
Sir Iceman
IMHO Energy Regen is more important than Energy reserves. I have a lvl 20 pure healing Monk with 52 energy. I use the Tatoo armor from the forge, And a 20/20 Collector’s Divine staff with 15 energy & 30 health. ( I added the 5 Energy & 30 Health ) I use ‘Peace & Harmony’ as my Elite skill. This will allow me to regen at 5 pips. I have 16 in Healing & 15 in Divine. I don’t use my 2nd class at all. This has served our guild quite well. I’ve used this build to backstop us all the way through the PvE campaign.
Every now and then you will face enemies that can make a mess out of your Energy. Mesmers & Necros come to mind. On those occasions it is a good idea to have a back-up plan. Now I also carry a wand with 15 energy at –1 regen & an offhand item with 27 energy at –1 regen. This will kill my Regen. But for a short period, I have quite the boost in Energy. This should give you the reserves you need for the short time it takes the damage dealer to finish their job.
There is a document located on this site that discusses Energy Management. It is good reading and quite helpful.
Iceman
Every now and then you will face enemies that can make a mess out of your Energy. Mesmers & Necros come to mind. On those occasions it is a good idea to have a back-up plan. Now I also carry a wand with 15 energy at –1 regen & an offhand item with 27 energy at –1 regen. This will kill my Regen. But for a short period, I have quite the boost in Energy. This should give you the reserves you need for the short time it takes the damage dealer to finish their job.
There is a document located on this site that discusses Energy Management. It is good reading and quite helpful.
Iceman
baz777
I dislike minus regen and have full ascetics tattoo’s, +12 20/20 collectors healing ankh and +5^50% rod with 18% fast cast on blood magic and use OOB.
Unless I’m the only monk and it really gets frantic I very rarely have energy problems.
Unless I’m the only monk and it really gets frantic I very rarely have energy problems.
Doctor Death
In most PvE areas I find that using essence bond on the tank or whoever has most agrro (mostly me in PvP) to gain more energy than I need.
If running a life bonder I like to use Balthazars Spirt to convert the damage being directed to me into energy.
Ok these are not to good in areas with heavy enchant removal but they are instant choices for me in all other areas because I dont have to invest lots of points into my secondry proffesion to get good energy return.
If running a life bonder I like to use Balthazars Spirt to convert the damage being directed to me into energy.
Ok these are not to good in areas with heavy enchant removal but they are instant choices for me in all other areas because I dont have to invest lots of points into my secondry proffesion to get good energy return.
rugal nuker
maybe a +5 energy staff head and +20% enchantment duaration wrapping would help you some of this
Yichi
go nec secondary and use offering of blood for your elite. get the 20% recharge wand and focus for your weapon switch for the fast cast recharge on offering. When you can get all your monk spells spammable, gg
Darkpower Alchemist
I have 2 monks,a Mo/E and a Mo/W, both have a Yakslapper.This is a green Staff requiring a 9 in Divine Favor. It has +5 to energy and +20% to enchantment lengths.Also,it has recharge 20% for protection prayers(not to take away from the 20% faster recovery from a deep wound).This is perfect for a protection/bonder or even a healer monk. I wear sacred armor AL 60 from Droknars on my Mo/W and Censor Armor with Ascetic Tats on my arms for my Mo/E. The Mo/E with Yakslapper has 43 energy and my Mo/W has 45.I always carry smite skills and equip them with Sup Smiting runes(All warriors can not defend there monks!).Personally,I use the cheaper heal spells like Orison and Healing Breeze in conjunction with Divine boon and a high Divine Favor.Heal Party is very useful when Divine Boon is employed,Giving healing from Healing Prayers,Div Fav,and Divine Boon all in one shot.I,personally have little problems energywise in PvE situations,but I have had to deal with poor company with bad armor as well.This will put a tremendous burden on a monk's energy pool.Take into account, that with a high enough Div Fav,All monk spells are now heal spells.This goes for Smiting spells such as Balthazar's Aura and SoJ.Mesmer is still a bit new to me,but monkwise,I say that energy management is all in the build and the team you are playing with.If their builds are horrible,you will know it really fast.If they can't keep aggro away from you,no smites will put you on the run for sure.Monks,in general,lack attack power without smite skills.However,as energy goes, you can use essence bond on all members of your party that will take aggro and bring Blessed Signet along with you.Another offered similar advice already,but I'm siding with his course of action.Yet,if your group is worth their salt, you will find that they will be more than willing to accomodate their casters with spells and skills that will keep your energy up.I usually never let Div fav be lower than 10(12 is ideal IMO),and with a Zealot scalp and a smiting sup rune that's a starting point of 4 in Smiting Prayers. Even if you don't smite yourself,though I usually end up doing just that,you can now cast such smiting spells on your tanks so as they will kill faster and need you to heal them less often.The faster the enemies die,the less healing you will have to do.Also,play selective healer.If you have a W/Mo in your group,he will more than likely have a self heal on him to use.E/Mes on the other hand is more than likely pure Damage dealer,thus making the E/Mes your healing priority.I don't always carry removal spells in PvE,since most monsters spells and conditions can be counteracted by using things like Healing breeze(Poison,Degen via Necro or Mesmer)through most of the game.Divine Boon is one heck of a help,and Bleesed Aura will not only work on Protection spells,but on smites like SoJ and B Aura,as well as Healing breeze as they are all enchantments.Blessed Aura increases enchantment length by 27% with Di Fav at 10.This,with a Yakslapper increases the enchantments length to +47%,makeing Breeze heal longer and SoJ and B Aura smite longer.Try it out.
Kaguya
Needs.. more.. paragraphs...
TalonTheCat
This thread has been really interesting - one question : I only have 14 max healing - but I only have minor healing on my armor. Is the -75 health worth the +2 for the supieror?
Fyre Brand
Quote:
Originally Posted by Bastard Son
Thanks for all the responses, folks. I didn't think I'd get quite so many! Here's my setup for my PvE Monk/Mesmer (and my apologies if this is long):
Health 540 Energy 56 (+3 pips) Illusion 0 Domination 0 Inspiration 7 Healing 11+1 Smiting 0+1 Protection 7+1 Divine 8+1 |
Quote:
Originally Posted by Bastard Son
ARMOR
I currently wear the Maguuma collectors' quest armor (head to toe) which is AL51 for each piece (I get a total of +10 Energy, +2 Energy Recovery, and +30 Health with them combined). I know the Ascetic's Armor grants more energy and is something I'm looking forward to getting down the road, but right now I'm only in Riverside Province (haven't been level 20 for very long). |
Quote:
Originally Posted by Bastard Son
WEAPONS
My primary weapon is a Holy Rod (Fire DMG 7-13, DMG+10% when health above 50%, Energy+3 when health above 50%, and DMG+20% customized). My offhand weapon is a Divine Symbol (Energy+8, Energy+15, Energy Regen-1, Health+30). I don't know why the energy bonus is listed in two separate entries like that. The -1 energy regen sucks, I know. |
Quote:
Originally Posted by Bastard Son
SKILLS
Heal Other (used when my teammates get seriously hurt) Healing Breeze (gives +8 pips which is great for the frontline guys and on myself) Orison of Healing (great for quick, little bursts of health and works on myself) Mend Ailment (self explanatory) Remove Hex (casts and recycles faster than other Hex removal skills I have) Energy Tap (the way I get a little extra energy if I need it) Restore Life (to res someone near me in the middle of battle) Rebirth (to teleport someone away from a battle while res-ing them) |
1. You are bringing two rez spells. I would stick to rebirth. You really shouldn't be the first person rezzing. It's been said so many times but here it is again. When you are rezzing you aren't healing. Let another wamo with restore/rebirth to do it first. Or let the guy lie flat if the battle is under control and rez him when you know for sure it's safe. If you burn both those rezzes in the middle of battle other people are probably going down. In PvE our guild likes rebirth for a lot of reasons I won't go into, but just take one.
2. I generally bring breeze for degen conditions. I bring mend ailment a lot also since it's cheap and fast cast and it helps a lot to support this. For degen hexes I use breeze also (or just heal when the health bar gets low). Remove hex is a fine spell but it's a long cast and your point isn't to remove all hexes because generally they come too much. If you are mesmer then bring a damage enhancer to help the tanks. Save your shatter hex or smite hex for the tank or someone in real trouble.
3. You aren't really shining in any type of healing role. Bump up your healing prayers to 13 or 14. Focus on your healing spells. Even think of mend ailment as something that helps the health bar of your party.
Divine Elemental
Quote:
Originally Posted by labsenpai
My energy management tips:
1) nab a wand with +5 EN, ones with high req are usually cheap. 2) maximize Divine Spirit usage. 3) wear tats on the limbs. 4) don't sink a ton of skill points into your secondary, unless 2 spots on your bar are better for it. 5) appeal to your party for extra defensive help; friendly buffs, wells, and some self-heals will keep you casting longer. |
+
Glyph of Renewal
=
24/7 Divine Spirit = Amen
having that will surely manage your energy.. unless your a spam alot and break your numbers spamming healing...
all your spells are -5 Energy
the lowest is 1 energy pers spell..
so thats
orison
Dwaynas
Touch.
should be enough for 3 energy eh?
dawnrain
For PvE, my general energy management philosophy is high divine favor combined with lots of 5e spells. And try NOT to heal people to max health (unless they've got a lot of DP and drop in 1 or 2 hits or you're at max energy). Don't heal anyone between battles, until you get to max energy.
High Max Energy or High Energy Regen? Have the best of both worlds. Create two weapon sets and only switch to the High Max Energy Set when your energy is at/near 0 and you need to cast spells. Use/swap to High Energy Regen set in all other instances.
High Max Energy or High Energy Regen? Have the best of both worlds. Create two weapon sets and only switch to the High Max Energy Set when your energy is at/near 0 and you need to cast spells. Use/swap to High Energy Regen set in all other instances.
Bastard Son
DawnRain: thanks for the advice on the weapon sets. I'll have to figure out a good second set with higher regen.
Fyre Brand: Good points on the attribute adjustment. I'll try reducing Protection and increase Healing and Divine.
Just made it to Sanctum Cay for the first time and bought myself a set of the Ascetic's armor from the collector in the Cay/Fisherman's area (I think it's AL60, though I'm at work right now and can't check). My energy level is now at 63 with +3 regen.
I'll look into your weapon/offhand suggestions. I assume by "the desert" you mean the Crystal Desert? If so, I'm not quite there yet but will be after the Cay mission. I'll keep an eye out for the collector items there. I have yet to see a collector offhand or mainhand item with either as much straight energy bonuses or energy regen bonuses as the ones I have now. Perhaps I missed them or disregarded them. Again, keep in mind I *JUST* got to Sanctum Cay so I haven't seen any items that can be had from beyond that point.
About your multiple res comment: I only recently started carrying two and the reasons are many. I play almost solely with three others (grabbing henchmen to fill the rest of the party when available) and the only other one that brings a res is the Ele. If we are completely overwhelmed and the warrior in my group goes down (for instance), I'd rather be able to cast Restore Life to get them back up ASAP (they'll get a nice Health and Energy boost upon res). If we are so overwhelmed that everyone seems to go down, I'll do my best to stay alive and run away until the mobs stop chasing. Then, I use Rebirth in case my fallen party members are still within aggro range to get them and me (as I cast) out of danger.
So, I guess my role is Healer/Resser/Condition Mender. Wish there was a Remove Hex that worked more like Mend Ailment, but you're right... I use Breeze on the others for hex-based health degen countering as well and normally reserve the Remove Hex for myself (esp. if it prevents me from casting a spell or what-not) or for the Ele in the group (for the same reason).
Thanks for all the tips and help, folks. Keep up the chatter. I'd love to see what the rest of you monks do or can suggest for energy conservation and management. In my experience, this issue is REALLY important to being a successful monk.
Fyre Brand: Good points on the attribute adjustment. I'll try reducing Protection and increase Healing and Divine.
Just made it to Sanctum Cay for the first time and bought myself a set of the Ascetic's armor from the collector in the Cay/Fisherman's area (I think it's AL60, though I'm at work right now and can't check). My energy level is now at 63 with +3 regen.
I'll look into your weapon/offhand suggestions. I assume by "the desert" you mean the Crystal Desert? If so, I'm not quite there yet but will be after the Cay mission. I'll keep an eye out for the collector items there. I have yet to see a collector offhand or mainhand item with either as much straight energy bonuses or energy regen bonuses as the ones I have now. Perhaps I missed them or disregarded them. Again, keep in mind I *JUST* got to Sanctum Cay so I haven't seen any items that can be had from beyond that point.
About your multiple res comment: I only recently started carrying two and the reasons are many. I play almost solely with three others (grabbing henchmen to fill the rest of the party when available) and the only other one that brings a res is the Ele. If we are completely overwhelmed and the warrior in my group goes down (for instance), I'd rather be able to cast Restore Life to get them back up ASAP (they'll get a nice Health and Energy boost upon res). If we are so overwhelmed that everyone seems to go down, I'll do my best to stay alive and run away until the mobs stop chasing. Then, I use Rebirth in case my fallen party members are still within aggro range to get them and me (as I cast) out of danger.
So, I guess my role is Healer/Resser/Condition Mender. Wish there was a Remove Hex that worked more like Mend Ailment, but you're right... I use Breeze on the others for hex-based health degen countering as well and normally reserve the Remove Hex for myself (esp. if it prevents me from casting a spell or what-not) or for the Ele in the group (for the same reason).
Thanks for all the tips and help, folks. Keep up the chatter. I'd love to see what the rest of you monks do or can suggest for energy conservation and management. In my experience, this issue is REALLY important to being a successful monk.