Can't decide between Mo/Ele or Mo/Mes, what would you rather have on your team???

funnybunny008

Ascalonian Squire

Join Date: Jun 2005

I'm having the hardest time deciding if I want a Mo/Ele or a Mo/Mes. So I will leave it up to the majority vote of you guys/girls. I like aspects from both secondaries, and I've thought about Necro, but I'm not all about health sacrificing. Please put in your insights and thoughts, thanks!

ComMan

Krytan Explorer

Join Date: Jun 2005

I would rather have a pure MO.

Azure Kingdom

Pre-Searing Cadet

Join Date: Jun 2005

Quote:
Originally Posted by ComMan
I would rather have a pure MO. As would I. But if I HAD to pick I'd probably go Necro for the wells/life stealing.

Tellani Artini

Tellani Artini

Krytan Explorer

Join Date: Jun 2005

America

The Kansas City Hotsteppers [KCHS]

R/

Quote:
Originally Posted by ComMan
I would rather have a pure MO. Seconded, unless your team build calls for special skills from other professions to aid in defense.

Zyuu

Ascalonian Squire

Join Date: May 2005

depends but in most cases I'd rather have a mo/me

Z

Sorochi

Ascalonian Squire

Join Date: May 2005

I use a Divine Boon-themed character, so I use Mo/N for Offering of Blood. Peace and Harmony could work though, too.

funnybunny008

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by ComMan
I would rather have a pure MO. you mean just monk class with no secondary??

Xeno Demachilo

Frost Gate Guardian

Join Date: Jun 2005

Benefactors Of Darkness

W/Mo

Well...This isnt one of your choices, but i would rather have an E/Mo..Elementalist first because of Energy Storage.

MRCG

Ascalonian Squire

Join Date: Jun 2005

Untap Potential

R/Me

Quote:
Originally Posted by funnybunny008
you mean just monk class with no secondary?? I believe he means monk/any class, but with all monk skills.

Pepe La Pew

Pepe La Pew

Pre-Searing Cadet

Join Date: Jun 2005

Think Identikal

Me/Mo

Quote:
Originally Posted by Xeno Demachilo
Well...This isnt one of your choices, but i would rather have an E/Mo..Elementalist first because of Energy Storage.
So your saying you have to be Ele primary in order to use energy storage!?!? That sucks I was planning on using Mo/E for energy storage.

SPARTACVS

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by Pepe La Pew
So your saying you have to be Ele primary in order to use energy storage!?!? That sucks I was planning on using Mo/E for energy storage. Yeah your secondary have access to all teh second class cpmpetences but one. E it's energy storage, N it's souls reaping, etc.

So if you do E/m, you won't have access to divine favor.

FrogDevourer

FrogDevourer

on a GW break until C4

Join Date: Feb 2005

In your shadow

Servants of Fortuna

Not a Mo/E.
Mo/Me could be good for energy management.

knives

knives

Jungle Guide

Join Date: Jun 2005

USA

Grenths Rejects [GR]

Me/

Def. a Mo/Me. Just because you can go channeling + energy tap if you are ever low. The only reason I would go mo/e is probably for wards and maybe ether renewal. But then that takes up a spot for your elite, which would be better to use a monk elite, rather than an ele elite for healing purposes. You could just use peace and harmony instead for energy regen.

Cymboric Treewalker

Cymboric Treewalker

Krytan Explorer

Join Date: Apr 2005

Imperial Palace - Cantha

[SFK] Sacred Forge Knights (founder)

Me/Mo

If you are trying for a healer I would be a N/Mo - add Blood powers to your healing and you can put up huge party healing areas.

ICURADik

Banned

Join Date: May 2005

Mo/Mes. or Mo/N are really the only 2 options for a good healer. Energy Storage is worthless on a monk. Instead of having 45 energy you have 80, but heal for 1/2-2/3 as much as the Monk primary. Level 14-16 Divine Favor With Divine Boon and healing touch is almost a requirment to keep yourself alive when fighting high level battles. Personally I would choose Mesmer secondary, for hex breaker and channeling. Possibly mantra of Frost if your on a Spirit Spam team. Another thing to remember as a monk with channeling is to have a secondary weapon with 15 energy. If you running dangerously low, just switch to that to cast a channeling + a couple heals and start gaining all that energy back.

kuramaroze

Academy Page

Join Date: Jun 2005

I'd take a Mo/Mes or Mo/N over anything. Why? E/Mo's with energy storage aren't too good. For a healer, you lose divine favor making your heals suck. For a protector, you lose secondary class skills that could help you more than energy storage. For a smiter, same thing goes as a protector. There just aren't enough smite skills to do well as pure smite =P

For a Mo/Mes, I would probably use some sort of energy drain skill that didn't require an interrupt or anything so that I could use it periodically without interfering with my ability to heal. For tomes, where things are more tense, I would use Channeling to boost my mana up.

For Mo/Nec, I would use offering of blood to get my mana back, and then blood ritual to help out another monk or elementalist with mana regen.

I've played both and they work pretty well =)

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

You should go for Mesmer, Mesmer can carry Mantra of Frost, which is needed for a Mantra of Frost/Winter team

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by ICURADik
Mo/Mes. or Mo/N are really the only 2 options for a good healer. Energy Storage is worthless on a monk No, that is wrong.

A Mo/E can be great. For example take Ward against Melee and Ward against Elementar, now you created a top defense place. Would be a great addition to every protection monk. Glyph of lesser energy can come in handy if you plan to use heavy energy skills like Heal Party.

And of course you can use kinetic armor or earth armor which can boost your defense pretty high when targeted.

So it is not useless.

Also a E/Mo can heal good, but different than a Mo/*
E/Mo plays a complete different role, that is what most people don't understand. A Mo/* will and can heal spike damage. But every Mo/* will tell you, that he frequently run into energy problems as long as no energy support necro is available.
A E/Mo can't heal spike damage that well, but he is not supposed to do it. He shall spam Heal Party or healing breeze to keep the people's life up. A Mo/* can't waste energy for such small heals, but an E/Mo can spam them all day long. So you reduced the amount of work for your Mo/*, because he can focus only on the spikes. The Mo/* can also use Devine Boon, because he is going to heal only the big ones. That can be a great combo. Of course: only E/Mos as healers aren't that great, but a combination of both is pretty good.

Another example: in my guild there is a Mo/R
He is freaking awesome, because he can use some Ranger stances to avoid damage, and sprint away. I also thought long about a Mo/W for some stance and the tactics line, but I was too much worried about the adrenaline, but with Balthasars Aura that could also work great.

Just because some combinations are uncommon (ok, E/Mo isn't really uncommon) it is not bad. There may be bad combinations, but currently I haven't found one. I was able to come up with a decent build with every combination I imagined.

Zerian Black

Zerian Black

Ascalonian Squire

Join Date: Jun 2005

Holy Cowz

E/Mo

W/R sux

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by Zerian Black
W/R sux That one is really tough to play. But I would play it as a pure Warrior with some Wilderness Survival or as a beastmaster. Both could work fine. There are a few stances that are nice and tiger's fury is also pretty good.

Energy is the main problem here: you need to find skills that won't need much energy. I think there is no focus/artefact/... for a W/R, so you are really in trouble.

But I have to admit, I would never play that combo, a R/W seems superior for most cases... but there is a place for W/R. For example a pure adrenaline warrior with Apply Poison. Could work.

Enigmatics

Enigmatics

Jungle Guide

Join Date: Jun 2005

Tenafly, NJ

Defenders of Rillanon

W/Mo

Yeah monks have high divine favor which makes them more suited to counter spike damage.

Bango Skank

Bango Skank

Ascalonian Squire

Join Date: Jun 2005

Knights of Eld

E/Mo

I play a Mo/Me which gets a lot of compliments in groups (PvE only). Not for the obvious reason that I am a healer, but rather the skilled way that I use my heals and always being there "right on time". I only have 3 healing spells I use at the moment: Healing Breeze, Orison of Healing and Heal Other. I use what I call Battle Triage to decide who needs what heal and can take in a combat situation very quickly. Many average healers will freak and heal the first significant health drop they see, not taking into account it is a Ranger who took two hits and is now in no danger - this quickly leads to having 0 energy. On the rare occasion when I have another monk in the group, I spend far too much time healing that player as they are out of energy and not using good tactical sense. I don't bother with heal party because the energy used versus the healing effect is simply not worth it in my case. Two heal party spells drops my energy by 30, when I could have used a Healing Breeze and Heal Other on two players that really needed the heals for 20 energy and a much, much stronger heal.

Two invaluable skills from the Mesmer Secondary I always use are Energy Tap and Inspired Hex (energy tap+remove hex!) and they are both only 5 energy each. Skill #6 is Physical Resistance for when enemies sneak by my tanks and decide they want a piece of me. On a sidenote, this is why handing off aggro to your tanks is such a valued skill, and an integral part of healing strategy. I switch out slot 6 often with neccessary skills based on the mission needs.

Slots 7+8 are for Rebirth (rez is mandatory, after all) and the Almighty Divine Boon. I have this enchantment up 95% of the time, making one heal go a very long way. Heal Other combined with Divine Boon and the DF bonus is currently 225+ per heal. Healing Breeze with these bonuses makes a great heal+ regen. Yes, it takes 2 more energy off monk spells, but with strategy and energy management a good healer can compensate for these things. Because of the way I play, I very rarely have to ping "My Energy is 2 of 49," etc.

Granted, there are other healing skills out there I have yet to obtain like Healing Touch and Word of Healing, and on specific missions I know what I have to swap out. But using only these three heals, combined with Battle Triage, I'm healing the right people at the right time. Always. And that's what it's all about.

-Bango Skank awaits the King