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) 1. Inspiration skills give you energy which allow you to continue healing.
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: Originally Posted by Pick Me 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 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:
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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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Since this is a PVE monk build I will be nice.
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