MegaBuilds - Warrior/Monk - Sword
Class: Warrior / Monk
Attributes: (cost)
Strength: 10 (61)
Swordsmanship: 11 (77)
Healing Prayers: 10 (61)
Total attribute points used: 199/200
Skills:
1) Sever Artery - (4a,0,0) If this attack hits, the opponent begins bleeding for 20 seconds, losing health over time.
2) Gash - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 16 seconds.
3) Hamstring - (10,0,15) If this attack hits, your target is crippled for 12 seconds, slowing his movement.
4) Final Thrust - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 29 more damage. This damage is doubled if your target was below 50% health.
5) Battle Rage (elite) - (4a,0,0) For 15 seconds, you move 25% faster and gain double adrenaline from attacks. Battle Rage ends if you use any non-attack skills. When Battle Rage ends, you lose all adrenaline. This is an elite skill.
6) Orison of Healing - (5,1,2) Heal target ally for 53 health.
7) Healing Breeze - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
8) Restore Life - (10,8,0) Touch the body of a fallen party member. Target party member is returned to life with 42% health and 74% energy.
MegaBuilds - Warrior/Monk - Sword
megazero
Draken
were you planning on healing on the side or what? I dont really see the point of picking up orson and healing breaze both because you don't have the energy pool/regen to spam them or the divine bonus to make them more efficent.
Mabye you could think more along the lines of scourge healing and leave the healing to primary monks.
Mabye you could think more along the lines of scourge healing and leave the healing to primary monks.
tastegw
i think this build is more effective.
Assumed items:
+1 to Strength
+2 to Swordsmanship
Attributes:
Strength: 10+1
Swordsmanship: 11+1
Healing Prayers: 10
Total attribute points used: 194/200
Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent begins bleeding for 20 seconds, losing health over time.
2) Gash (availability) - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 16 seconds.
3) Galrath Slash - (8a,0,0) This attack strikes for +32 damage if it hits
4) Final Thrust - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 32 more damage. This damage is doubled if your target was below 50% health.
5) Healing Hands (availability) (elite) - (5,14,25) For 10 seconds, whenever target ally is struck by an attack, that ally is healed for 17 health. This is an elite skill.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
7) Mending (availability) - (10+,2,0) While you maintain this enchantment, target ally gains health regeneration of +3.
8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
Assumed items:
+1 to Strength
+2 to Swordsmanship
Attributes:
Strength: 10+1
Swordsmanship: 11+1
Healing Prayers: 10
Total attribute points used: 194/200
Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent begins bleeding for 20 seconds, losing health over time.
2) Gash (availability) - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 16 seconds.
3) Galrath Slash - (8a,0,0) This attack strikes for +32 damage if it hits
4) Final Thrust - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 32 more damage. This damage is doubled if your target was below 50% health.
5) Healing Hands (availability) (elite) - (5,14,25) For 10 seconds, whenever target ally is struck by an attack, that ally is healed for 17 health. This is an elite skill.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
7) Mending (availability) - (10+,2,0) While you maintain this enchantment, target ally gains health regeneration of +3.
8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
megazero
Quote:
Originally Posted by Draken
were you planning on healing on the side or what? I dont really see the point of picking up orson and healing breaze both because you don't have the energy pool/regen to spam them or the divine bonus to make them more efficent.
Mabye you could think more along the lines of scourge healing and leave the healing to primary monks.
how do you think this w/mo live so long..they cast healing breeze I know,..I out live my whole team because of it
and for the other post..u are using a sword and axe???
Mabye you could think more along the lines of scourge healing and leave the healing to primary monks.
how do you think this w/mo live so long..they cast healing breeze I know,..I out live my whole team because of it
and for the other post..u are using a sword and axe???
Tiberius
No, only sword. Those are all sword skills. The build he listed is much better becasue the healing spells are more mana efficiant, and are long term effects therefore allowing him to not have to waist precious seconds casting more healing spells and can keep smacking the opponent to keep up the efficiancy of the adrenaline abilities as high as possible. Also, bathazar's spirit allows him to still gain energy even with two enchantments sustained therefore allowing him to continually recast Breeze and hands without energy problems as long as he stays in combat.
megazero
yea, but you have no energy regen if you use the mending and bathazar's spirit, so it could be good in 4v4, but not in those 8v8v8v8 type ones because after you kill the first team any other team you fight you would have no energy
tastegw
Quote:
Originally Posted by megazero
yea, but you have no energy regen if you use the mending and bathazar's spirit, so it could be good in 4v4, but not in those 8v8v8v8 type ones because after you kill the first team any other team you fight you would have no energy
actually this build thrives when being the called target.
unlimited energy when i got 4-8 players attacking me at once.
any time i take dmg i get energy,
ive played this same build but instead of healing breeze, i used a 3rd full time enchantment. Live Vicariously .
still 20 energy allmost at all times when im the target for the other team.
also, it is very good when doing riverside missions. im talking tanking 3-5 mantle at once without worrying about health or mana problems and going solo
check it out, notice my life and energy and all the mantle you see, also notice nobody else in the game.
unlimited energy when i got 4-8 players attacking me at once.
any time i take dmg i get energy,
ive played this same build but instead of healing breeze, i used a 3rd full time enchantment. Live Vicariously .
still 20 energy allmost at all times when im the target for the other team.
also, it is very good when doing riverside missions. im talking tanking 3-5 mantle at once without worrying about health or mana problems and going solo
check it out, notice my life and energy and all the mantle you see, also notice nobody else in the game.
megazero
i could replace orison of healing with Balthazar's Spirit for energy..thats onlything thats could be better...
Draken
Id like to point out that what works well in PvE doesn't always work well in PvP players dont argo the same...
tastegw
Quote:
Originally Posted by Draken
Id like to point out that what works well in PvE doesn't always work well in PvP players dont argo the same...
of course there are allways enchant strippers, every build has its weaknesses.
name one that dont?
but as far as working well in pvp and pvm, my build does as long as i have my chants up and going.
if im not being targeted then i dont need any energy because all my attack skills are adn skills
if a am being targeted then i will have plenty of energy to cast the 2 healing skills i carry along .
its all gravy until somebody strips my Balthazar's Spirit Or Mending depending on witch skill i had at the time.
of course there are allways enchant strippers, every build has its weaknesses.
name one that dont?
but as far as working well in pvp and pvm, my build does as long as i have my chants up and going.
if im not being targeted then i dont need any energy because all my attack skills are adn skills
if a am being targeted then i will have plenty of energy to cast the 2 healing skills i carry along .
its all gravy until somebody strips my Balthazar's Spirit Or Mending depending on witch skill i had at the time.
Odd Sock
Well if you want a solid Wa/Mo this is what I use. It's focused on survivability and not really high DPS. The PvE version goes as follows:
Warrior/Monk: 11+1+1 Swords, 10+1 Strength, 10 Healing with a Zealous Grip and a Strength specific shield.
Berserker Stance
Sever Artery
Gash
Galrath Slash
Final Thrust
Healing Hands
Healing Breeze
Essence Bond
With this build you can use Healing Breeze as soon as it wears off. My PvP character is similar except I switch Bond for Restore Life. Healing Breeze, Hands and Restore Life are the only healing skills a wa/mo should ever bring. The others are too costly and ineffective to be considered and I'm referring to skills that become trash without Divine Favor like Orison.
Warrior/Monk: 11+1+1 Swords, 10+1 Strength, 10 Healing with a Zealous Grip and a Strength specific shield.
Berserker Stance
Sever Artery
Gash
Galrath Slash
Final Thrust
Healing Hands
Healing Breeze
Essence Bond
With this build you can use Healing Breeze as soon as it wears off. My PvP character is similar except I switch Bond for Restore Life. Healing Breeze, Hands and Restore Life are the only healing skills a wa/mo should ever bring. The others are too costly and ineffective to be considered and I'm referring to skills that become trash without Divine Favor like Orison.