Mo/Me or Mo/E better healers?
Tensai
which would be a better combo if im mainly concerned with being primary healer in a group?
Mo/Me or Mo/E?
and also, does anyone have a very good build to go w/ either?
thx in advance
Mo/Me or Mo/E?
and also, does anyone have a very good build to go w/ either?
thx in advance
Lord Runner I
i personally like Mo/Mes idk build tho
gameshoes3003
I heard that Mo/N are the best due to the weels and battery power stuff. But that's jsut what I heard.
Evilsod
Surely the solution to been a good healer in PvE is simply bring low energy cost spells, use your common sense and have a necro with BR somewhere. Why waste half your slots and stats to maintain your own energy when you can get more out of your heals and have a necro give you BR if your desperate.
Bloodied Blade
In *PvE*, it's generally Mo/Me or Mo/N so that you have at least *1* energy management skill and are not foolish enough to solely rely on a BR necro. If you look, the Mo/E pre-made WoH build has no energy management skill...they just gave it a random secondary.
I prefer Mo/Me because it has reliable self energy management...I'm gonna 100% disagree with @EvilSod, most people do not have a pocket BR necro, and I have found maybe 3-4 times where I ever *wanted* a necromancer on the team (not counting 55ing). I would never allow a necromancer on my team simply for BR. I prefer a good minion master, which, in retrospect, makes you use less energy because you need to heal less.
I am contemplating trying out a healing monk, but IMO they are simply too stressful to play compared to a boon/prot, which is a much more refined way to keep your team alive...more using probability than using sheer, brute force. -an art form if you will.
To answer your question from the 2 options you gave: Mo/Me. Use Channeling and MoR/Energy Drain. You do not have to use Channeling, personally I have not experimented with it and do not know how successful it is at maintaining your energy.
Good Luck.
I prefer Mo/Me because it has reliable self energy management...I'm gonna 100% disagree with @EvilSod, most people do not have a pocket BR necro, and I have found maybe 3-4 times where I ever *wanted* a necromancer on the team (not counting 55ing). I would never allow a necromancer on my team simply for BR. I prefer a good minion master, which, in retrospect, makes you use less energy because you need to heal less.
I am contemplating trying out a healing monk, but IMO they are simply too stressful to play compared to a boon/prot, which is a much more refined way to keep your team alive...more using probability than using sheer, brute force. -an art form if you will.
To answer your question from the 2 options you gave: Mo/Me. Use Channeling and MoR/Energy Drain. You do not have to use Channeling, personally I have not experimented with it and do not know how successful it is at maintaining your energy.
Good Luck.
Wessels
Quote:

When I'm boon/protect I use energy drain/inspired hex as energy management . In PvE offering of blood is still viable while this is "near suicide" in PvP ( and should be avoided ) .
I agree with the post made though : when I'm healer monk I hardly ever need energy management as I use low-cost spells ( avoid spamming heal party for example , I still see people do that : you only use HP when absolutely required ) and take 5-energy spells ( orison, word of healing,healing touch ,dwayna's kiss ) .You can even test an infuse health build : Infuse health followed by orison or healing touch on self .Nothing beats that for spike heal .
Esuna
If you do a prot monk in PvE, you might want to do a boon prot monk with a 2-monk backline because you rarely need a full prot monk. As a healer, you'd want WoH. WoH in itself is energy management because you're conserving energy for a large heal. You don't get energy denied or shutdown - not majorly anyway - so if you don't overheal, and heal as needed, you will do just fine in PvE.
Tensai
ahh thx for all the posts, they do help me a lot...
...but with the way they're going, it seems that ppl are implying a boon/prot monk (whatever that is lol) is BETTER overall for a group than just a healer? for primary healing or keeping group alive?
...but with the way they're going, it seems that ppl are implying a boon/prot monk (whatever that is lol) is BETTER overall for a group than just a healer? for primary healing or keeping group alive?
Ravex
ime not really sure what type of monk u want pve or pvp. i think you meen pve thou you could probly get away with either one without much trouble. i personaly like the mo/me for energy conservation.
Tensai
well im considering doing PVE for alot of the beginning, but later on id liek to go pvp mainly and SAVE LIVES - ive been too selfish for too long in the MMORPG world (finally playing a healer class :O) haha. ima be the type of healer who wont always ditch parties or deny groups...i remember how that felt /shudders
Effigy
In PvE, just max out Healing and DF, bring all 5 energy heals, WoH, Signet of Devotion, and some hex/condition removal. Rebirth is another good idea. Don't overheal unless you're just using Devo Sig to top someone off. You shouldn't have any problems.
Tensai
so pve is pretty much a "go with Mo/Me" build and go all out in healing and whatnot and shortcasts, etc.
but for pvp, should i try boon/prot? what exactly IS boon/prot and why is it even feasible for primary healer to be that?
Mo/N better for pve or pvp if i even consider that?
thx again in advance guys, all this is really helping me understand a lot
but for pvp, should i try boon/prot? what exactly IS boon/prot and why is it even feasible for primary healer to be that?
Mo/N better for pve or pvp if i even consider that?
thx again in advance guys, all this is really helping me understand a lot
B Ephekt
M/N is far superior to all others for healing in my opinion. Offering of Blood is by far the best energy management I've found so far.
Blind Gardian
Offering of Blood FTW!
Minus Sign
Most monks "in the know" have come to not expect that helpful BR necro in-game. Its a hard and fast rule that damage dealers do not like to spend their time helping the backline out. This may sound cynical of me; its not. Its experience that the best battery characters do not want to be battery characters. They want to deal damage and having to stop dealing damage just so they can run over to you and give you a BR is "above and beyond the call fo duty" for them. Of course, if they'd just stop dying none of this would be an issue...
You're better off getting your E on your own.
That said, most monks find themselves spamming 3 skills on their bar 90% of their casts. Pick the right skills and you can devote 1 or two slots to energy management. Just don't drop your rez...ever. But I digress.
Boon Prot: a build focusing on the Divine Boon skill and high divine favor to add heals to spammable single target protection spells(Guardian, Reversal of Fortune, Mend Condition, etc); spammable meaning fast casting, fast recharging cheap skills. PvE or GvG, its a very powerful build. 7 mana for a single cast spell (5 for spell cost+2 to DBoon) gives you a monk that does what monks do best: heal and prot at the same time. Use care and energy managment, those 7 mana spells can add up quick if your castors decide to tank. Search this forum and the stickies for build ideas.
http://www.guildwarsguru.com/forum/s...ad.php?t=88308
For a pure prot, I like Mo/Me due to flexibility with hex removal and non-elite Emanagers. But when I Boon Prot (solo monk in PvE or PvP teams) its all Mo/N. For healing, I suggest you go Necro as well; the added energy from OoB is a no brainer, even with the skill nerf. And once you get to the 8 man teams in the later game, SB boon healer and boon prot 2-man backline ownz. Damage? What damage?
If you have your heart set on Ele or Mesmer, go mesmer; Insiration and the new anti-hex Elite complement monks quite well as backline non-combatants. Ele looks nice for enchant healers wanting to use Glyph of Renewal to spam powerful enchantments every 15 seconds (a cautionary tale: don't consider wards in a prot line; you're better off using those Atty points in DF and prot) but I've found Mo/E's tend to be slow castors highly succeptable to interupt and Energy issues; someone else is always taking up their slack.
Play fair and Good gaming
"-" Minus Sign
PS: no offense intended to any Mo/E's out there. And keep in mind: you don't have to be a monk to help out your team on the defense side of things. The aforementioned well spamming battery nero, ward eles, "Watch Yourself!" warriors, Mesmers! Any build and character can become a team saver if people stop thinking pure damage and just grab that "extra" defense skill.
You're better off getting your E on your own.
That said, most monks find themselves spamming 3 skills on their bar 90% of their casts. Pick the right skills and you can devote 1 or two slots to energy management. Just don't drop your rez...ever. But I digress.
Boon Prot: a build focusing on the Divine Boon skill and high divine favor to add heals to spammable single target protection spells(Guardian, Reversal of Fortune, Mend Condition, etc); spammable meaning fast casting, fast recharging cheap skills. PvE or GvG, its a very powerful build. 7 mana for a single cast spell (5 for spell cost+2 to DBoon) gives you a monk that does what monks do best: heal and prot at the same time. Use care and energy managment, those 7 mana spells can add up quick if your castors decide to tank. Search this forum and the stickies for build ideas.
http://www.guildwarsguru.com/forum/s...ad.php?t=88308
For a pure prot, I like Mo/Me due to flexibility with hex removal and non-elite Emanagers. But when I Boon Prot (solo monk in PvE or PvP teams) its all Mo/N. For healing, I suggest you go Necro as well; the added energy from OoB is a no brainer, even with the skill nerf. And once you get to the 8 man teams in the later game, SB boon healer and boon prot 2-man backline ownz. Damage? What damage?
If you have your heart set on Ele or Mesmer, go mesmer; Insiration and the new anti-hex Elite complement monks quite well as backline non-combatants. Ele looks nice for enchant healers wanting to use Glyph of Renewal to spam powerful enchantments every 15 seconds (a cautionary tale: don't consider wards in a prot line; you're better off using those Atty points in DF and prot) but I've found Mo/E's tend to be slow castors highly succeptable to interupt and Energy issues; someone else is always taking up their slack.
Play fair and Good gaming
"-" Minus Sign
PS: no offense intended to any Mo/E's out there. And keep in mind: you don't have to be a monk to help out your team on the defense side of things. The aforementioned well spamming battery nero, ward eles, "Watch Yourself!" warriors, Mesmers! Any build and character can become a team saver if people stop thinking pure damage and just grab that "extra" defense skill.
Pick Me
I only play PvE, but I use a Mo/E. I find that if you play your character intelligently, it doesn't matter whether you use Mo/E or Mo/Me. As you will use your Monk side 99% of the time.
Benefits of Me for the Mo.
1) inspiration skills - gain energy by disrupt, healing self or stealing from others
2) inspiration skills - good stances for self-defense and providing small defense for others (via hexing foe to miss 25% of the time)
3) Echo/Archane Echo - good duplication of skills or spells
4) Keystone signet - allows you to instantly recharge Signet of Divotion or Blessed Signet
5) Best remove hexes around
6) Disrupt others from disrupting you
7) helps with offensive powers (illusion spells)
Benefits of E for the Mo.
1) Helps with defensive powers (protect vs melee, vs elemental, etc)
2) Reduce cost of spells (glyph of energy, of lesser energy, etc.)
3) adds more protection vs spells to self (obsidian flesh)
4) able to cast long recharge time spells instantly (glyphs)
5) adds to AoE if necessary
Cons for both E and Me
1) devotion to non-monk attributes (takes away from healing powers) to be usefull
2) AoE effects can still be used by both (chaos storm, meteor storm, earthquake, etc.) without a single point in the non-monk attribute, but only for spacing out monsters from yourself
3) using non-healing/divine favor spells takes away healing from the monk
Some spells from the mesmer's inspiration side to gain energy takes while to cast. Also takes energy to gain energy. This means that your net energy gain isn't as much as you may like. Same thing with Elementalists, the glyphs can only be used once (and don't stack) before a time for it to recharge. Reducing the amount of energy used (which again takes energy to cast) is not always worth the effort.
There are quite a few good elites for the healing monk to use, so using elites from other classes (like glyph of energy) is not a good idea. If you are the only monk in a group of 8, you must be very wary of you energy and who to heal. A reckless party member thinking you'll health them regardless of how much they aggro, you can let them die. Intelligent party members will allow you to heal them easier and without energy problems (or at least very little problems)
My build:
Divine Favor Max
Healing Prayer Max
Protection Prayer Rest
Divine Boon (provides extra healing and is a quick casting enchantment)
Orison Of Healing (massive healing with DF + DB for only 7 energy)
Healing Breeze
Word of Healing or Healing Hands (Elites)
Blessed Signet (regains energy of 3 per enchantment maintained, cost 0 energy)
Vigorous Spirit
Mending/Watchful Spirit/Remove Hex/Mend Condition
Rebirth
Depending on what our group will be encountering will determine which ones I bring.
Notice, my elementalist does not show up at all. My elementalist side is there incase our group has too many monks and no nuker.
Benefits of Me for the Mo.
1) inspiration skills - gain energy by disrupt, healing self or stealing from others
2) inspiration skills - good stances for self-defense and providing small defense for others (via hexing foe to miss 25% of the time)
3) Echo/Archane Echo - good duplication of skills or spells
4) Keystone signet - allows you to instantly recharge Signet of Divotion or Blessed Signet
5) Best remove hexes around
6) Disrupt others from disrupting you
7) helps with offensive powers (illusion spells)
Benefits of E for the Mo.
1) Helps with defensive powers (protect vs melee, vs elemental, etc)
2) Reduce cost of spells (glyph of energy, of lesser energy, etc.)
3) adds more protection vs spells to self (obsidian flesh)
4) able to cast long recharge time spells instantly (glyphs)
5) adds to AoE if necessary
Cons for both E and Me
1) devotion to non-monk attributes (takes away from healing powers) to be usefull
2) AoE effects can still be used by both (chaos storm, meteor storm, earthquake, etc.) without a single point in the non-monk attribute, but only for spacing out monsters from yourself
3) using non-healing/divine favor spells takes away healing from the monk
Some spells from the mesmer's inspiration side to gain energy takes while to cast. Also takes energy to gain energy. This means that your net energy gain isn't as much as you may like. Same thing with Elementalists, the glyphs can only be used once (and don't stack) before a time for it to recharge. Reducing the amount of energy used (which again takes energy to cast) is not always worth the effort.
There are quite a few good elites for the healing monk to use, so using elites from other classes (like glyph of energy) is not a good idea. If you are the only monk in a group of 8, you must be very wary of you energy and who to heal. A reckless party member thinking you'll health them regardless of how much they aggro, you can let them die. Intelligent party members will allow you to heal them easier and without energy problems (or at least very little problems)
My build:
Divine Favor Max
Healing Prayer Max
Protection Prayer Rest
Divine Boon (provides extra healing and is a quick casting enchantment)
Orison Of Healing (massive healing with DF + DB for only 7 energy)
Healing Breeze
Word of Healing or Healing Hands (Elites)
Blessed Signet (regains energy of 3 per enchantment maintained, cost 0 energy)
Vigorous Spirit
Mending/Watchful Spirit/Remove Hex/Mend Condition
Rebirth
Depending on what our group will be encountering will determine which ones I bring.
Notice, my elementalist does not show up at all. My elementalist side is there incase our group has too many monks and no nuker.

AscalonWarrior
Well, myself I use Mo/Rt and it's pretty nice healer/protector because of spirits
Eaimirth Etaivella
Why the...are we having this debate when we can use glyph of renewal to keep divine spirit up 24/7 when not worrying about enchantment strips due to PvE?
Having every monk skill worth using instantly cost 1 energy is...broken as far as pve is concerned.
Having every monk skill worth using instantly cost 1 energy is...broken as far as pve is concerned.
pah01
Quote:
Originally Posted by Eaimirth Etaivella
Why the...are we having this debate when we can use glyph of renewal to keep divine spirit up 24/7 when not worrying about enchantment strips due to PvE?
Having every monk skill worth using instantly cost 1 energy is...broken as far as pve is concerned. Factions! The mesmers use drain enchant/shatter commonly.
Monk/Ele is almost always going to be a subpar idea. Monk/mesmer is almost always going to be better.
To the person above - Offering of blood is indeed awesome but now with a greater sac you cant use it under pressure - not to mention mantra of recalls nice synergy with contemplation of purity.
Offering of blood is also not so good without the "free" heal coming from a heal party elsewhere on the team. You also miss out on some other mesmer skills that do help like inspired hex.
I think at the moment Monk/Mes is better than the Monk/nec .
Sam
Having every monk skill worth using instantly cost 1 energy is...broken as far as pve is concerned. Factions! The mesmers use drain enchant/shatter commonly.
Monk/Ele is almost always going to be a subpar idea. Monk/mesmer is almost always going to be better.
To the person above - Offering of blood is indeed awesome but now with a greater sac you cant use it under pressure - not to mention mantra of recalls nice synergy with contemplation of purity.
Offering of blood is also not so good without the "free" heal coming from a heal party elsewhere on the team. You also miss out on some other mesmer skills that do help like inspired hex.
I think at the moment Monk/Mes is better than the Monk/nec .
Sam
B Ephekt
Quote:
Originally Posted by pah01
To the person above - Offering of blood is indeed awesome but now with a greater sac you cant use it under pressure - not to mention mantra of recalls nice synergy with contemplation of purity.
Offering of blood is also not so good without the "free" heal coming from a heal party elsewhere on the team. You also miss out on some other mesmer skills that do help like inspired hex. I use OoB all the time, in Fow (without the lame book trick, even before the nerf), UW, Factions, et al. The sac isn't that bad unless you're saccing while you're being pounded on... in which case you're not too bright. You kite before saccing in a situation like that... This works 99% of the time in PVE, since you can usually kite casters easily and just run past your tanks for warriors.
I've never had problems with the 33% sac, and most times don't even heal it immediately. You should be able to go most of the fight with 33% less health and be just fine...
I've tried recall and contemplation, they're just not on par with OoB in my opinion.
Offering of blood is also not so good without the "free" heal coming from a heal party elsewhere on the team. You also miss out on some other mesmer skills that do help like inspired hex. I use OoB all the time, in Fow (without the lame book trick, even before the nerf), UW, Factions, et al. The sac isn't that bad unless you're saccing while you're being pounded on... in which case you're not too bright. You kite before saccing in a situation like that... This works 99% of the time in PVE, since you can usually kite casters easily and just run past your tanks for warriors.
I've never had problems with the 33% sac, and most times don't even heal it immediately. You should be able to go most of the fight with 33% less health and be just fine...
I've tried recall and contemplation, they're just not on par with OoB in my opinion.
pah01
Quote:
Originally Posted by Pick Me
Benefits of Me for the Mo.
1) inspiration skills - gain energy by disrupt, healing self or stealing from others
2) inspiration skills - good stances for self-defense and providing small defense for others (via hexing foe to miss 25% of the time)
3) Echo/Archane Echo - good duplication of skills or spells
4) Keystone signet - allows you to instantly recharge Signet of Divotion or Blessed Signet
5) Best remove hexes around
6) Disrupt others from disrupting you
7) helps with offensive powers (illusion spells)
2. No stances in Inspiration worth bringing even in PVE.
3. NO.
4. NO
5. Removing Hexes is something Monks should be doing - no complaint there.
6. NO
7. NO
Quote:
1) Helps with defensive powers (protect vs melee, vs elemental, etc)
2) Reduce cost of spells (glyph of energy, of lesser energy, etc.)
3) adds more protection vs spells to self (obsidian flesh)
4) able to cast long recharge time spells instantly (glyphs)
5) adds to AoE if necessary 1. Ward against melee should be brought my another character if its worth bringing - otherwise use protection prayers line. Wards are not genrally a monks Job, because a monks energy and time is too valauable for a secondary defensive role.
2. Not worth it - Its well documented that this is a subpar method of energy management in comparison to /ne or /me secondaries.
3. NO
4. NO
5. NO
Quote: Originally Posted by Pick Me Cons for both E and Me
1) devotion to non-monk attributes (takes away from healing powers) to be usefull
2) AoE effects can still be used by both (chaos storm, meteor storm, earthquake, etc.) without a single point in the non-monk attribute, but only for spacing out monsters from yourself
3) using non-healing/divine favor spells takes away healing from the monk 1. NO
2. NO
3. NO
Quote:
Originally Posted by Pick Me
Some spells from the mesmer's inspiration side to gain energy takes while to cast. Also takes energy to gain energy. This means that your net energy gain isn't as much as you may like. Same thing with Elementalists, the glyphs can only be used once (and don't stack) before a time for it to recharge. Reducing the amount of energy used (which again takes energy to cast) is not always worth the effort. There are quite a few good elites for the healing monk to use, so using elites from other classes (like glyph of energy) is not a good idea. If you are the only monk in a group of 8, you must be very wary of you energy and who to heal. A reckless party member thinking you'll health them regardless of how much they aggro, you can let them die. Intelligent party members will allow you to heal them easier and without energy problems (or at least very little problems) No this isnt true at all. Inspired Hex and the other skills commonly used like enregy drain/Mantra of recall/power drain are very much worth it and you will be able to confirm this in observer mode anyday. There is very good reason they are used by highly skilled players in GVG. Word of healing is the only healing prayers elite worth taking from the prophecies campaign and healing hands is garbage, I wouldnt even bring this skill if it were not elite. Using glyphs to manage energy is not bad but as I said earlier is subpar to /me and /ne. Quote:
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