alright I've never made a monk to start with. I kinda wanted to make an elementalist/monk for a massive mana pool but settled for monk primary, as most people look at the primary when they're looking for a monk. Anyways I'm wondering what would compliment a PURE healing monk. I was thinking mesmer due to possible mana stealing spells?
Also, some help onto what type of spells I should be using? Healing breeze and orison of healing look good for the early parts of the game but what should I work towards?
furthermore; how should my skill point distribution go. obviously healing should be high but what else? Thanks for any input.
New to monk..
wgregory87
toastgodsupreme
Well, just some things to think about...
I made a monk/warrior. I love it. It's versatile as hell. Though sometimes, I wish I was monk ele. You can pick up ward of melee and ward of elements which will GREATLY help a smart team (as long as they know to stay in the areas).
You can grab the earth line and become a living tank too. (kinetic armor, armor of earth, etc)
But really, play around, do arena (you'll figure out real fast what skills you'll want to use and where to place attributes). I modify my skills all the time based on the group I'm with and what I have available to me.
I made a monk/warrior. I love it. It's versatile as hell. Though sometimes, I wish I was monk ele. You can pick up ward of melee and ward of elements which will GREATLY help a smart team (as long as they know to stay in the areas).
You can grab the earth line and become a living tank too. (kinetic armor, armor of earth, etc)
But really, play around, do arena (you'll figure out real fast what skills you'll want to use and where to place attributes). I modify my skills all the time based on the group I'm with and what I have available to me.
Eagle923
Quote:
Originally Posted by wgregory87
Also, some help onto what type of spells I should be using? Healing breeze and orison of healing look good for the early parts of the game but what should I work towards?
furthermore; how should my skill point distribution go. obviously healing should be high but what else? Thanks for any input. I'm a Mo/Me... but rarely use mesmer skills as I need all the healing spells I can afford.
Orison and Healing Breeze never go out of fashion. Orison is a 5 energy, incredible healing spell. It has a fast cast and can save people on the brink of death. A +7 healing breeze is nothing to laugh at either.
As for other spells, Healing Seed is excellent when you have a tank and some guys near him. Mending is also great to cast in PVE, not as useful in PvP as you'll need the energy recharge.
for PvP I tend to carry: Healing Breeze, Orison of Healing, Healing Seed, Infuse Health, Shielding Hands, Reversal of Fortune, Bane Signet (to run away from an attacker) and the Res signet.
With points high in Healing, Divine Favor and Protection. The bane signet just knocks people down so I can run.
For PvE: I toss aside bane signet and reversal of fortune for Mending and Wrath of something (does area damage), and I take the resurrect spell instead of signet so I can rez entire team if needed.
Occasionally I like to go solo with the monk as a farmer and take a few smiting skills and some mesmer skills and go at it with domination and smiting pumped up.
furthermore; how should my skill point distribution go. obviously healing should be high but what else? Thanks for any input. I'm a Mo/Me... but rarely use mesmer skills as I need all the healing spells I can afford.
Orison and Healing Breeze never go out of fashion. Orison is a 5 energy, incredible healing spell. It has a fast cast and can save people on the brink of death. A +7 healing breeze is nothing to laugh at either.
As for other spells, Healing Seed is excellent when you have a tank and some guys near him. Mending is also great to cast in PVE, not as useful in PvP as you'll need the energy recharge.
for PvP I tend to carry: Healing Breeze, Orison of Healing, Healing Seed, Infuse Health, Shielding Hands, Reversal of Fortune, Bane Signet (to run away from an attacker) and the Res signet.
With points high in Healing, Divine Favor and Protection. The bane signet just knocks people down so I can run.
For PvE: I toss aside bane signet and reversal of fortune for Mending and Wrath of something (does area damage), and I take the resurrect spell instead of signet so I can rez entire team if needed.
Occasionally I like to go solo with the monk as a farmer and take a few smiting skills and some mesmer skills and go at it with domination and smiting pumped up.
Epinephrine
Almost anything can complement it.
Elementalist as metioned, for wards.
Mesmer for energy as an example, or even for simple things like Hex Breaker.
Warriors have defensive stances, allows use of a shield if you wanted it.
Rangers have stances too.
Necromancers have curses (Shadow of Fear, Enfeebling Blood), which can be used to reduce the strain on casting (after all, if the enemy is dealing half the physical damage it does reduce your costs) or some run things like Offering of Blood for an additional energy source.
Elementalist as metioned, for wards.
Mesmer for energy as an example, or even for simple things like Hex Breaker.
Warriors have defensive stances, allows use of a shield if you wanted it.
Rangers have stances too.
Necromancers have curses (Shadow of Fear, Enfeebling Blood), which can be used to reduce the strain on casting (after all, if the enemy is dealing half the physical damage it does reduce your costs) or some run things like Offering of Blood for an additional energy source.