Monks and Mesmers

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

For my first charecter, I am thinking about making a MO/ME (Monk/Mesmer, if I have that right)

Do you think it is a good starting charecter, or should I go for an easier one?

Caco-Cola

Krytan Explorer

Join Date: May 2005

College Station, TX

Kansas City Hotsteppers. Hawt!

Personally I'd do Me/Mo but yah, go for it.

Rellok

Lion's Arch Merchant

Join Date: Feb 2005

Madison, WI

W/Mo

Interesting CC, why? Looks? Primary? Armor? Runes?

It depends on the role you want your character to fill. I play a Mo/Me that is a primary healer. Fast casting would give me limited benefit, as it would just cause me to run through energy a bit faster. It may help against enemy mesmers trying to time a counter, however a 6s resurrect is still going to get blocked.

Mo/Me offers Divine Favor and it's linked skills. Df offers a bonus to each heal used. For a primary healer it would seem that MOST of the time Mo would be the superior primary. (El not included)

It's not a difficult character to play, per se. There are things to get used to, and the style is different from most. For a primary healer often you are concentrating on your players locations and life bars, rather than the enemy team, but once you begin to focus on your team rather than the action it becomes fairly straight forward. The subtle nuiances of energy management and spell timing and placement come with practice.

Have a great time, I enjoy playing as a Mo/Me much more than I thought I would. There is a certain satisfaction in watching one little warrior henchman take on 3-4 Charr including a boss and not losing more than half his life. It may take a little while, but it's still pretty funny.

Matt

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

thanks, but I would still like to know something more;
can Mo/Me still deal sufficiant damadge incase my friends arent on to help me lvl?

Caco-Cola

Krytan Explorer

Join Date: May 2005

College Station, TX

Kansas City Hotsteppers. Hawt!

Depends on how many Mesmer skills you take.

Empathy is good for killing meleers, backfire for casters.

You can also do Power Spike to help out with killing casters (and preveting a bit of damage from the spell they would've cast).

Also you could do Conjure Phantasm to just drain health constantly.

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

ok, but how would I fare Melee wise?

Jimbodan

Academy Page

Join Date: May 2005

Currently looking...

If you play a Monk primary and go healing, you won't have to worry about waiting for your friends to get on. You will have little trouble at all getting into PUGs to beat missions/quests.

Z-Shinrei

Frost Gate Guardian

Join Date: May 2005

USA

E/

Melee-wise... a Mo/Me would get destroyed by just about anything else. If you really want to melee and stay with a mesmer, i;d highly recommend running an "Illusionary Weaponry" build (My pug got destroyed in tombs cuz of two of these). However, you could try those farm builds located all over these boards, however, those are not very team oriented (solo build).

Hope this helps.

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

actually, I want to remain a monk with melee. So what build do u think would go w/ melee monk?

Winterclaw

Winterclaw

Wark!!!

Join Date: May 2005

Florida

W/

Mo/W. Put your points into tactics, protection, smiting, and a weapon. Anything left over for healing. You won't be great at anything, but you might get by with a little help and luck. Just remember to warn people that you aren't a healing monk when you group.

theclam

Jungle Guide

Join Date: May 2005

One melee monk build that you might consider would be the Zealot's Fire build:
http://www.guildwarsguru.com/forum/s...ad.php?t=19467

It does all of its damage at melee range, but it doesn't actually use a melee weapon. It's very effective for farming, but it may run into problems in most situations.

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

sorry, it's hard top find the words for this since it's 35 degrees outside, but here it goes,

How hard would it be for me to Solo w/ a Mo/Me? Very difficult ~ Very Easy.
what would you say?

WNxTyphoon

WNxTyphoon

Academy Page

Join Date: Feb 2005

Warrior Nation

R/W

Monks are one of the easiest classes to solo with.

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

that makes it a little less foggy for me. so a Mo/Me would be a good build. I am planning to get GW tomarrow. Me and my friends are going to try to stay the same level, and party to lvl up. So would that be a good build If I mainly stay in a party?

one thing, I have asked this before, but I could not desipher what they were saying.

Does anyone know the COMPLETE SPECS on creating a guild?
(ie. price to start, cape cost, sigil cost etc.)

Shoddy

Ascalonian Squire

Join Date: Apr 2005

There are NPC henchmen available everywhere. So you can readily "solo" with a group of bots and not need to do any significant damage yourself.

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

ya, but isnt it the same as partying?
they collect items and exp. don't they?

Jijimuge

Academy Page

Join Date: May 2005

Sure they do...just like having real players collecting the stuff. The only difference is that when an item drops for another player, everyone sees it. When an item drops for a henchie, nothing at all drops.

It's worth mentioning, though, that for the most part, GW has not been set up as a game for a single character played solo (at least not later on, anyhow). There are many areas that a solo character can farm in. One of the most ludicrously powerful builds for soloing (with a marked vulnerability to enchantment removal) is an mo/ele using (IIRC) ether renewal and zealot's fire.

Personally, I'd say choose your primary profession based on what appeals to you out of the box and then play around in pre-searing, doing all the secondary profession quests to get a real feel for what style of play you enjoy.

The point with GW is that, with the variety in the skills and attribs as well as the fact that one can only take 8 skills at a time, one Mo/Me may be *utterly* different to another, so it's extremely diffiicult to generalise about what is or is not a good combo.

Also (this is a slight spoiler) although you need to pick your secondary class in pre-searing, you get the chance to change it after the "Crystal Desert" around level 20 or so. So, choosing the "wrong" secondary class (if there even is such a thing?) is not a final and irrevocable decision. It'd hamper you....sure!....but it wouldn't be a quit and restart situation.

Gerbill

Lion's Arch Merchant

Join Date: Apr 2005

The Frozen plains.

The Llanowar Legion [LL]

Me/N

Does anyone know the COMPLETE SPECS on creating a guild?
(ie. price to start, cape cost, sigil cost etc.)

last time I checked

100 gold to register a guild
2000 gold for a guildcape
sigil can be won, and I think people sell it for like 30.000 gold

Mo/Me is a nice built I'd say Mesmer can deal enough damage on it's own or just drain energy from opponents while you heal with your Monk skills.

Isaacp

Isaacp

Frost Gate Guardian

Join Date: Jun 2005

Ontario

Penguins With Rifles

N/Me

ok, thanks. I got a completely different answer from another guy.

question;
1- Reccomended lvl for starting guild
2- does each person buy cape (sold seperate for each person),
or Is it a one time buy, and everyone gets a cape when they join
3- Registering guild costs 100 gold, is that hard to get, because that seems a EXTREMELY small amount of money.

Pyrthas

Lion's Arch Merchant

Join Date: Jun 2005

Me/

Quote:
Originally Posted by Isaacp
ok, thanks. I got a completely different answer from another guy.

question;
1- Reccomended lvl for starting guild
2- does each person buy cape (sold seperate for each person),
or Is it a one time buy, and everyone gets a cape when they join
3- Registering guild costs 100 gold, is that hard to get, because that seems a EXTREMELY small amount of money. 1. Don't think it matters much. Hitting 20 also doesn't take very long, though, especially compared to max levels in other MMOs.
2. One-time, everyone in the guild gets it.
3. It's an extremely small amount of money.

reciprocal

Ascalonian Squire

Join Date: May 2005

Hi, I just wanted to return back to the original topic because I have had this question myself and have experimented with both Mo/Me and Me/Mo.

In my opinion, Mo/Me is pretty good if you're going to be the healer, seeing as you can then have inspiration into it, which allows you to get some extra energy. The problem I had with that idea is that you're pretty much not a damage dealer, since I devoted the other 2 attribute focuses to healing and divine. I'm not much a fan of smiting since most of the skills do fairly small damage and take long times to cast/recharge, plus they don't really have fantastic effects except when against undead. For my run with Mo/Me, I opted for Illusion instead of Inspiration because of the Burden spell, which does 10 damage a second and is often considered to be a good starting spell but later on gets broken easily. At that point I switched to Domination. The problem with being a Mo/Me with Domination is simply you don't have the time/energy to interrupt spells and hexes are usually killed off easily. Also, a drawback of most Dom spells is that they take a long (fairly) time to cast unless you have Fast Cast.

Realising all these (too late) I started a new char that is a Me/Mo and found him to be quite fun. The Mo skills coupled with fast cast can keep me alive, but I don't usually have the time to be a primary healer, maybe just a backup one. The initial set of skills are ok and don't do much damage, though but I'm looking forward to Chaos Storm which i believe to be a very good spell.