I've been toying with this build for some time. I wanted to get some feedback from the folks that actually get to play more than the BWE's.
With this build, I'm focusing on being a second healer if at all possible. Not limiting myself to that off course.
I've included a form of offensive capability that many builds seem to lack.
Although a bit risky, it could turn the tide when used properly.
Attributes etc: the norm 10/10/11 in whatever order...misc. items that I don't know anything about etc.
This monk is built to stand in one spot, you'll see why I say that as I discuss the skills involved.
Monk/Ele
Healing Prayers:
Dwayna's Kiss: Cast time(1) Recharge(5) Energy(5)
Heal target other ally for 42 health and an additional 22 health for each enchantment or hex on that ally.
(low energy, I won't be focusing on removing any conditions or hexes in this build)
Orison of Healing: Cast time(1) Recharge(2) Energy(5)
Heal target ally for 63 health
(another low energy heal)
Healing Seed: Cast time(2) Recharge(25) Energy(15)
For 17 seconds, whenever target other ally takes damage, that ally and all adjacent allies gain 23 health
(Throw this on whomever is the current target for the gallows)
Protection Prayers:
Guardian: Cast time(1) Recharge(2) Energy(5)
For 5 seconds, target ally has a 40% chance to block attacks and magical projectiles
(I'd use this to assist team members to get away from that warrior that won't stop pestering them)
Pacifism: Cast time(3) Recharge(30) Energy(10)
For 16 seconds, target foe cannot attack. This effect ends if target takes damage.
(Slap this on them after I've used Guardian to free up some time)
--Could also be used to park a warrior or ranger as needed--
Earth Magic:
My bread and butter would be the upkeep of this spell...
Obsidian Flesh: Cast time(1) Recharge(30) Energy(10)
For 16 seconds, you take reduced damage from attacks and cannot be the target of spells, but move 50% slower. This is an elite skill.
(This is where the stationary part comes into play obviously)
I'm basing this build on the fact that I can use Guardian to compliment this spell when needed. It would give me windows of time when I wouldn't be a target of spells, allowing me to help my team more effectively.
Armor of Earth: Cast time(1) Recharge(15) Energy(10)
For 30 seconds, you gain 48 armor, but move 26% slower than normal.
(I'd better hope I never have to move...76% reduced movement rate, hehe)
I chose to take an offensive spell that could be a bit controversial, I chose it because it hits hard. It could be used to aid my team in finishing off our target, or maybe just make someone think twice about going after me.
Obsidian Flame: Cast time(2) Recharge(5) Energy(10)
Deal 77 damage to target foe. This spell ignores armor. This spell causes exhaustion.
I wouldn't be able to use it often, but maybe just enough to make a difference.
Again the focus is to help get team members out of tight spots while keeping my tail alive.
I chose no resurrection/hex removal/condition removal etc. simply because I think you can spend all your time back peddling instead of eliminating.
All feedback is appreciated.
Mind
The stationary monk...
MindBullets
Keramon
You have some good ideas with this build, but I think you need to consider the costs of many of the spells in your repoitre.
You are a Monk/El... so 15 cost Healing seed is very expensive. You have 2 10 energy protection which is nice... but consider leftover energy once both of these are cast.
5 of your 8 spells cost 10 energy or more. Consider that you should have around 40-45 energy.
To protect yourself, you have 1 heal, the rest are "damage reduction"/"avoidance".
It seems to me that although you have obsidian armour to protect yourself from spell casting, you don't have any great ways to heal yourself, apart from the Orison.
Scenario 1.
You get focus fired. Armour of Earth is up, Obsidian goes up (20 mana), Guardian goes up(25). (by this time you have already taken a little damage), maybe orison(5), if they decide you are now taking too little damage, and switch targets ... you have just used 25-30 energy in a few seconds. Given that you only have 40-45 energy, that is a pretty large dent in your reserves.
Sure you have protected yourself quite effectively for a few seconds, however you have pretty much drained your energy pool, and can't really help too many others.
I am not sure about Pacifism. 3 second cast, 10 Energy at the cost to pacify one target. I think you can do much better than this spell.
If you are keeping Obsidian up every 30 secs and of course armour of earth up ... that is 20 energy every 30 seconds. By no means debilitating ... but I am not sure you are going have the energy reserves to be the best healer around.
I am not sure that you are going to be using that offensive spell altogether that much ... especially given that I think you will find that when you use this build, your energy is not going cut it.
Guardian is nice, and should support quite well and is cheap which should help against trains but not so much against spells. However you should be ok with the Kiss.
One last thing to note is that Guardian and Healing seed work against each other and probably should not be used too often at the same time.
Guardian reduces the number of times damage is taken, Seed triggers when damage is taken.
You are a Monk/El... so 15 cost Healing seed is very expensive. You have 2 10 energy protection which is nice... but consider leftover energy once both of these are cast.
5 of your 8 spells cost 10 energy or more. Consider that you should have around 40-45 energy.
To protect yourself, you have 1 heal, the rest are "damage reduction"/"avoidance".
It seems to me that although you have obsidian armour to protect yourself from spell casting, you don't have any great ways to heal yourself, apart from the Orison.
Scenario 1.
You get focus fired. Armour of Earth is up, Obsidian goes up (20 mana), Guardian goes up(25). (by this time you have already taken a little damage), maybe orison(5), if they decide you are now taking too little damage, and switch targets ... you have just used 25-30 energy in a few seconds. Given that you only have 40-45 energy, that is a pretty large dent in your reserves.
Sure you have protected yourself quite effectively for a few seconds, however you have pretty much drained your energy pool, and can't really help too many others.
I am not sure about Pacifism. 3 second cast, 10 Energy at the cost to pacify one target. I think you can do much better than this spell.
If you are keeping Obsidian up every 30 secs and of course armour of earth up ... that is 20 energy every 30 seconds. By no means debilitating ... but I am not sure you are going have the energy reserves to be the best healer around.
I am not sure that you are going to be using that offensive spell altogether that much ... especially given that I think you will find that when you use this build, your energy is not going cut it.
Guardian is nice, and should support quite well and is cheap which should help against trains but not so much against spells. However you should be ok with the Kiss.
One last thing to note is that Guardian and Healing seed work against each other and probably should not be used too often at the same time.
Guardian reduces the number of times damage is taken, Seed triggers when damage is taken.
Soiled Egg Roll
I think that a glyph of lesser energy would be more helpful than Obsidian Flame. You could use the glyph before Healing seed, helping your energy situation.
I'd also replace pacifism with Reversal of Fortune, because RoF is an enchantment(makes Dwayna's kiss heal more) and, in my opinion, it actually heals more than Orison of Healing. It not only heals, but prevents damage. Heck, you could replace Orison with Healing Breeze, and have dwayna's kiss heal for more than 150 hp, potentially, for 5 energy.
I'd also replace pacifism with Reversal of Fortune, because RoF is an enchantment(makes Dwayna's kiss heal more) and, in my opinion, it actually heals more than Orison of Healing. It not only heals, but prevents damage. Heck, you could replace Orison with Healing Breeze, and have dwayna's kiss heal for more than 150 hp, potentially, for 5 energy.
MindBullets
Keramon, Soiled Egg Roll thank you for taking the time to look over my build.
With energy a possible problem, would I be better suited going primary Elementalist?
Considering my Elite is Earth Magic as it is.
I hadn't considered the energy consumption of Healing Seed.
Thanks for the heads up.
I'll toy with the combos some more and get back to you.
For now, am I better off using Ele/Monk rather than Monk/Ele for this build?
Mind
With energy a possible problem, would I be better suited going primary Elementalist?
Considering my Elite is Earth Magic as it is.
I hadn't considered the energy consumption of Healing Seed.
Thanks for the heads up.
I'll toy with the combos some more and get back to you.
For now, am I better off using Ele/Monk rather than Monk/Ele for this build?
Mind
Keramon
one other thing to note...
You mentioned going 10,10,11. I am guessing you are talking about healing, Protection and earth.
11, 9 , 8 , 8. I also find to be a good setup.
First thing I would suggest, is where is the Divine Favour or energy Storage.
I recommend toning down the earth a little. You still get very good effect with earth of 6 or 7.
There are a few things to remember when choosing your primary. One of the biggest in my option is runes. If you choose Elementalist primary ... you are probably loosing out in
2 pts one attrib (Healing, Divine, protection)
1 pt one attrib
1 pt other attrib
I find the real benefit to being an Elem is being targetted less at the beginning of a battle ... however... when facing good teams, they work out very quickly what you are.
You have very strong defense built in ... so I would recommend using the Monk rather than the Elementalist.
Choosing Monk Primary
1. You get Divine healing (this is a really great primary and gives a huge boost to your abilities).
2. +2, +1 and +1 to your abilities through runes. Very nice ... makes you a better healer.
Choose Elem Primary
1. Often targetted slightly slower (good target callers however will pick you out quickly).
2. More starting energy.
I think that the higher starting energy is nice, but, I would rather rely on a more efficient build or some manner of easily gaining energy rather than a higher base. In a battle, once you use that initial bonus energy (which you will have to since you don't heal as much), then you quickly slip past even footing and into -ve territory. A standard monk can often nearly heal 1.5 - 2x more at the same energy cost as an elementalist. When you start considering this, choosing elementalist primary starts sounding far less attractive.
This is why in my option, I would prefer to make the build more efficient rather than give the build more energy.
I once had an El/Mo myself ... which was nice, but I definately have seen the light and now believe devine favour pays for itself very quickly.
Good luck with refining your build. Test it out in the Arenas, Tombs and GvG next BPE. BPEs are the perfect time to try out alot of different skills and see how they work for you.
You mentioned going 10,10,11. I am guessing you are talking about healing, Protection and earth.
11, 9 , 8 , 8. I also find to be a good setup.
First thing I would suggest, is where is the Divine Favour or energy Storage.
I recommend toning down the earth a little. You still get very good effect with earth of 6 or 7.
There are a few things to remember when choosing your primary. One of the biggest in my option is runes. If you choose Elementalist primary ... you are probably loosing out in
2 pts one attrib (Healing, Divine, protection)
1 pt one attrib
1 pt other attrib
I find the real benefit to being an Elem is being targetted less at the beginning of a battle ... however... when facing good teams, they work out very quickly what you are.
You have very strong defense built in ... so I would recommend using the Monk rather than the Elementalist.
Choosing Monk Primary
1. You get Divine healing (this is a really great primary and gives a huge boost to your abilities).
2. +2, +1 and +1 to your abilities through runes. Very nice ... makes you a better healer.
Choose Elem Primary
1. Often targetted slightly slower (good target callers however will pick you out quickly).
2. More starting energy.
I think that the higher starting energy is nice, but, I would rather rely on a more efficient build or some manner of easily gaining energy rather than a higher base. In a battle, once you use that initial bonus energy (which you will have to since you don't heal as much), then you quickly slip past even footing and into -ve territory. A standard monk can often nearly heal 1.5 - 2x more at the same energy cost as an elementalist. When you start considering this, choosing elementalist primary starts sounding far less attractive.
This is why in my option, I would prefer to make the build more efficient rather than give the build more energy.
I once had an El/Mo myself ... which was nice, but I definately have seen the light and now believe devine favour pays for itself very quickly.
Good luck with refining your build. Test it out in the Arenas, Tombs and GvG next BPE. BPEs are the perfect time to try out alot of different skills and see how they work for you.