Having trouble with my Monk/Mesmer
Kanraku
I made a monk/mesmer (PVE) thinking that I'd be able to heal my allies, and at the same time, inconvenince my enemies with domination magic. Howevever, I soon realized that the monk's small mana pool needs to be devoted primarily towards healing. At the moment, I'm having a hard time keeping my energy. I use divine boon, dwayna's kiss, orison of healing, rebirth, heal party, healing breeze, and mend condition. I'm finding that I'm running out of energy quickly, so I can't heal during long battles, and that's a big weakness for a monk. So, I'm thinking of not using divine boon, or any energy degenerating enchantments, and using some inspiration magic as a means of getting extra energy quickly in battle. Does anyone have any suggestions to make this plan work?
No exit
I got a monk myself and I use a somewhat similar build, I would remove heal party (especially if your party isn't size 8), also to cope with the energy shortage I went for Signet of Devotion which heals for no mana but it's rather tricky due to it's long cast time. You can also go for some of the energy attracting skills from mesmer but I never tryed it as you have to sacrifice too many points from Divine/Healing that I dropped the idea.
If all that doesn't work, then you will simply need a second healing monk or protector monk in your party. And then maybe you can get some of your old domination spells out again.
If all that doesn't work, then you will simply need a second healing monk or protector monk in your party. And then maybe you can get some of your old domination spells out again.
Kanraku
Well, I think I could get the stats build to work - I could either go 12 healing, 12 divine and 10 inspiration, or I can go 12 healing, 12 inspiration, 10 divine. 2 levels either way isn't going to make a big enough difference to seriously affect my character.
mamluk
One way to make your mana be more effective is to use protection magic as well- aegis for instance is a wonderful spell, especially when attacking large groups of melee mobs. Protective spirit is great against enemies that hit hard. It also has the added affect of smoothing a party member's health- making it much easier to react in time when several mobs pummel them.
Another tactic would be to use something like essence bond to gain energy for yourself if you cast it on a warrior in your party. Mesmer's get channeling, but that means you have to be close to the mobs....
Ultimately, I think that a judicious use of protection spells will make your overall healing ability more efficient.
Another tactic would be to use something like essence bond to gain energy for yourself if you cast it on a warrior in your party. Mesmer's get channeling, but that means you have to be close to the mobs....
Ultimately, I think that a judicious use of protection spells will make your overall healing ability more efficient.
Kanraku
Hmm... I don't really think I want to mix protection in there, because I really want to keep some mesmer. I think I'll try to use essence bond, and then maybe try some mesmer energy leeching skills.
knives
Heres my pvp build that has some usefullnes in PvE.
Divine Boon
Orison of Healing
Heal Other
Healing Touch
Signet of Devotion
Energy Tap
Divine Healing
Ressurect
The basic strategy is to use divine boon whenever possible. Then heal with orison, heal other, and healing touch. Healing touch for instances like healing yourself, or other spellcasters in your area (div. favor bonus is doubled for healing touch, so it does major healing for 5 energy, same energy cost as orison btw). Conserve your energy though, only heal when necessary, and not when they have like 50 off of their life bar. Ressurect has its obvious reasons. Then divine healing is awesome imo, if 5/8 people in your group are low, then run into the fray (your warriors etc would be tanking anyway) and cast it, as it heal for alot, but only to those near you. (at div fav 12 it heals 217 not counting div favor bonus or divine boon, just has a long recharge time).
And if your low on energy, energy tap would give you enough to work with. (atleast have insp. magic at 9 though), and then use sig of devotion right after for even more energy regen. You can also replace res with rebirth if needed.
You could also take out something (hard choice as to what though) for ether lord. It gives you energy regen +2, and the victim energy regen -2, costs 5 energy (but you have to give up your remaining energy, so only use it if your low, then cast energy tap or sig of devotion depending on the need at the time). Try it out and see..
Divine Boon
Orison of Healing
Heal Other
Healing Touch
Signet of Devotion
Energy Tap
Divine Healing
Ressurect
The basic strategy is to use divine boon whenever possible. Then heal with orison, heal other, and healing touch. Healing touch for instances like healing yourself, or other spellcasters in your area (div. favor bonus is doubled for healing touch, so it does major healing for 5 energy, same energy cost as orison btw). Conserve your energy though, only heal when necessary, and not when they have like 50 off of their life bar. Ressurect has its obvious reasons. Then divine healing is awesome imo, if 5/8 people in your group are low, then run into the fray (your warriors etc would be tanking anyway) and cast it, as it heal for alot, but only to those near you. (at div fav 12 it heals 217 not counting div favor bonus or divine boon, just has a long recharge time).
And if your low on energy, energy tap would give you enough to work with. (atleast have insp. magic at 9 though), and then use sig of devotion right after for even more energy regen. You can also replace res with rebirth if needed.
You could also take out something (hard choice as to what though) for ether lord. It gives you energy regen +2, and the victim energy regen -2, costs 5 energy (but you have to give up your remaining energy, so only use it if your low, then cast energy tap or sig of devotion depending on the need at the time). Try it out and see..