I have a char I like to bring along for UW/Fissure runs, Ele/Mo with specs down 5 lines.
Air ~11
Water ~11
Healing 10
Storage 8
Protect 6
Something like that, one major and some minors are my runes to get those numbers.
Spells are: Gylph of Lesser Energy, Enervating Charge(41/17), Blinding Flash(9), Blurred Vision(17), Word of Healing(~52/~82), Heal Other(~132), Restore Life, and Pacifism(11).
As a non monk primary my heals are kinda weak for the cost, and in GW I usually go along with the idea that as long as your party is dealing damage more than the enemy is healing, at that point you just need to worry about defense and not letting the enemy kill any of your players.
With 5 chars for UW for tanking and damage, and 2 monks, I usually find myself trying to help out the defense more than I find myself trying to go on the offense, mostly due to damage spikes sometimes knocking people down low.
I have found however that my defensive spells are usually a much bigger help than my heals are in supplementing the defense. 9 seconds of 90% miss for instance is better than 1 word of healing + 1 heal other for instance.
Does anyone else find that bringing such a char into UW/Fissure or other high end stuff is a good idea? Or is it better to just let the monks do what they do and focus on offense?
Sometimes I have monks quit mid group because they dont have to heal anyone, and I feel bad =/
Also, as for suggestions on the build, yeah I know pacify is a weak spell, considering how bad PUGs can be in UW/Fissure... I will probably get rid of it and add 1 to the other lines somewhere, in theory though it should be a good spell =/ With good players though it can be quite nice.
Tsunamii Starshine
Defender - Ele/Mo - UW/Fissure
Raiddinn Beatdropper
Aug
I wouldn't mind having such an Elementalist in one of my groups. I play a Mo/E with mostly Protect/Ward skills, and of course high Divine Favor, Divine Boon and Reversal of Fortune for single target healing.
Z-Shinrei
Well if a monk doesn't have to heal anyone in the UW and Fissure, I'm pretty sure you're doing a good job. With that said, I feel that you are spreading your attributes a little thin. I wouldn't use both water and air (since you are only using 1 water skill.) I'd recommend you switch water to up your protect since you say that you think that your protect is very useful.
This is just my opinion as I prefer more centralized builds (3 attributes at high levels).
hope this helps.
This is just my opinion as I prefer more centralized builds (3 attributes at high levels).
hope this helps.
Elythor
If you plan on playing a defensive role, then go take Earth instead and bring in a few wards. Then put points into Fire and do some decent AOE while your tanks hold the front line. Since you are PvEing...Fire AOE is the best DD source.
Raiddinn Beatdropper
I use my char both PVP and PVE.
PVP my skills are usually something like:
Lightning Surge, Lightning Orb, Shock, Blind, Ice Prison, Heal Other, Resurrect, Rez Signet
PVE spells already described.
Also, I dont find that my protection really needs to be advanced that much, I might try it but the AE from blurred vision can be quite good and a lot of times unreplaceable as a first off spell, but one could argue that ward against melee would work as well.
Mostly the reason I use water is for ice prison PVP anyway which is the reason for my possibly sub par choice.
Also, I have a big thing against fire magic, I recognize its power, but I dont agree with how hard it is to come up with some sort of *strategy* based around using fire magic.
However, I think I will try going without the water and spreading the other points around if I can manage to get a good air rune. Maybe 6 more mana and a few more levels of protect is worth it.
The sad thing is that pacification could be so much more powerful than it is, except for how often it gets broken, which kinda makes me sad about protection since its one of the best secondary monk protection spells.
Anyway, If anyone needs me for anything feel free to ask, PVP or PVE.
Tsunamii Starshine
PVP my skills are usually something like:
Lightning Surge, Lightning Orb, Shock, Blind, Ice Prison, Heal Other, Resurrect, Rez Signet
PVE spells already described.
Also, I dont find that my protection really needs to be advanced that much, I might try it but the AE from blurred vision can be quite good and a lot of times unreplaceable as a first off spell, but one could argue that ward against melee would work as well.
Mostly the reason I use water is for ice prison PVP anyway which is the reason for my possibly sub par choice.
Also, I have a big thing against fire magic, I recognize its power, but I dont agree with how hard it is to come up with some sort of *strategy* based around using fire magic.
However, I think I will try going without the water and spreading the other points around if I can manage to get a good air rune. Maybe 6 more mana and a few more levels of protect is worth it.
The sad thing is that pacification could be so much more powerful than it is, except for how often it gets broken, which kinda makes me sad about protection since its one of the best secondary monk protection spells.
Anyway, If anyone needs me for anything feel free to ask, PVP or PVE.
Tsunamii Starshine