HELP!? My lil' Mo/W builds.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

My primary character is a Mo/W, currently Level 16. I've focused on two main roles, most of the time. I just like her, I guess. Anyway, I am looking for some help and commentary to better focus these roles and abilities. I cannot off-hand remember every unlocked skill, rune equipped, etc.

HEALER:
Skills (in order) - Orison of Healing, Heal Party, Healing Breeze, Vigorous Spirit, Reversal of Fortune, Divine Spirit, Divine Boon, Restore Life. (I may substitute Divine Spirit with Remove Hex or something like that, depending on the situation.)
Attributes (approx.) - Healing 10, Protection 5, Divine Favor 10

The staff she uses in this build is a gold one, granting +17% duration to enchantments (which is handy) and does 11-22 damage (w/ 7 Divine Favor).

She is good to sit back most of the time, using Orison or Healing Breeze usually. If the party is taking a beating as a whole, she can get 'em all with Heal Party, usually to top them off as needed. The enchantments help let her keep attention off of frontline warriors, while covering other areas as needed. Vigorous Spirit is nice and long, great for using on Warriors and the like. Just some minor maintenance, overall. I've used her with Level 20 parties on missions in Factions, and she's able to aid quite effectively, if the heat is off her. I know that she'll be even better once I get better skills unlocked. Divine Boon is nice, despite the Energy depletion, considering her high Divine Favor -- makes cheapies like Orison worthwhile.

FIGHTER:
Skills (in order, usually) - Frenzy, Cyclone Axe, Penetrating Chop, Dismember, Orison of Healing, Vigorous Spirit, Mending, Live Vicariously.
Attributes (something like) - Healing 8, Divine Favor 6, Axe Mastery 9, Tactics 4

She has a pretty sweet axe and shield...well, not all that sweet, but not too bad for now. I like using the axes most. They are quicker than hammer and has a (couple?) multi-victim skills. This works nicely with Live Vicarously and/or Vigorous Spirit active. Mending is there to keep continous healing around. Orison is there to provide quicky healing if close to death or something. I've had her take on multiple lower-level (8 or so) opponents which gave her multiple hexes (health degen mostly) and so forth, yet she came out relatively unscathed. She's a pretty good low-level tank or replacement for other fighters, if they are missing. Her only bane are such things like Summit Sages or Charr Chaots and other disenchanters. They suck. This is why I keep Live Vicariously on first, then Mending, so Mending is shut off first and she can keep hacking and gaining health. Frenzy can help with this self-healing situation, under proper circumstances (such as another healer on board, even a henchy).

Any pointers or help that anyone can lend is appreciated. I've only played for around a month or so, but really like this character and wish to make her my main one.

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

I can help on the healer build, and give a word of advice on the other.

Skills - Heal Party isn't nearly as effective as you might think, roughly 80 health to all party members, meaning that its wasted healing unless you have heavy spot damage. Healing Breeze has one use for healing of this sort, if even that, and its countering degeneration, IMO not worth the skill slot. Restore Life < Rebirth.

Attributes - I personally like to stick with a general build theme, straight healer, boon prot, divine prot healer, etc.... Generally allows for a more direct spreading of your attributes and thus maximizing the effectiveness. IMO something like this, once you hit lvl 20:

Main Attribute = 12 + 1 + 1 - 3
Divine = 11 + 1
Secondary Class = 8

That may entirely be just me though....

The warrior build scares me quite frankly. I just can't see it being too effective...well anywhere really. Since you lack the higher levels of armor, and absorption. At any rate Frenzy ask for a "kill me please" since 60 AL taking double damage and trying to tank is asking for trouble.

Just my $0.02 though, hopefully i've helped some.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

I appreciate your advice. I agree with Heal Party: I tend to use Orison and Healing Breeze most often. There doesn't seem to be a great party healer skill, and I don't like the area ones, especially if you get mobbed or are far away. It may be worth it to keep one anyway, to have everyone come close to you after a major battle and get healed? Hmm... Also, Signet of Devotion (?) is the next one I really want to get. Whichever Healing signet it is, Casting Time of 2, Recast of 10 (I think). It would be mighty convenient to save Energy this way.

As for the Fighter build, it has been semi-effective. Like I said, it's more possible with proper support. She isn't stacked or equipped well for frontlines in combat quite yet, so I keep it only as a back up when necessary. I would probably do it more with better weapons and even some Smiting available. I do agree with your attribute allotments, though.

Thanks again!

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

Well personally, I prefer using 5e heals and merely topping people off with Signet of Devotion, as it helps to not overheal. Relying on it in battle is asking for trouble, hell 1 second casting times can get hairy. Thats probably why I like the idea of a boon healer so much, it takes you 5e heals, adds 2e to their cost and allows you to heal substantially more per energy spent for no real downside.

I am by no means a Monk guru, nor do I claim to be one. Though from one player to another, from my experience trying to make my perfect build I can give alittle more advice. Atleast you may get some use out of it.

1. Balance cost, to effectiveness, to casting times, to casting recharge times.

2. Don't over heal, learn your build well enough that you know when each spell can be used to its fullest, otherwise its time / energy wasted.

3. Heal priority targets, a ranger dying is alot less counterproductive than that MM with 9 fiends and a golem dying.

4. Don't rely on others to give you energy if at all possible. Battery Necros are great, and I mean them no disrespect, but they've got a job to do other than to always give you energy. Any delay and literally its life or death for someone.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Well, you're more a guru than I, to be honest. I've just really begun to get into the nuances of Energy Cost/Casting Time/Recast Time ratios and such.

I must say, I've really found Divine Boon to be beneficial, as you said. Though the hit on Energy regen has me a little spotty on it. I guess 3/4 pips ain't bad, overall, right?

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

Nah, not really. I haven't really found any situations where in the loss of 1 energy pip wasn't more than made up for by my secondary's elite energy management. Something along the lines of:

Mantra of Recall - Mesmer

or

Offering of Blood - Necromancer

The only thing with Boon is, most of your normal spells that cost 5e will heal in the 3/4 of the HP of an average lvl 20. So you have to kinda play around with it some, (I like using henchies for this) to figure out when the most beneficial time to heal is. The way I see it even with a large amount of energy management a 10e healing spell is wasted energy. As most spike for way more than you would, on average, need to heal for if you were doing your job.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Now I'm beginning to regret having Warrior as her Secondary Profession, a little. Mesmer might have been good as a Primary, with Monk secondary. The Fast Casting attribute might come in handy with cheap heals. Although, Divine Boon would be reduced because of Divine Favor... Oh, so many technicalities.

I usually wait for most of my party to reach around 1/2 their Health before doing any healing. She can typically heal them near to top that way. (Even some level 20's.) I think I shall have to re-evaluate her Skill bar a little...

Tsunami Rain

Tsunami Rain

mmmmmmmm pie.

Join Date: Aug 2005

Honolulu, Hawaii

Favorable Winds [Gust]

Mo/

try this out (never fails me even if I'm the only monk on the team for PvE):

Healing Touch, Orison of Healing, Word of Healing, [Remove Hex or Mend Condition], Arcane Echo, Energy Tap, Divine Boon, Rebirth

Healing: max
Divine: max
Insipration: rest


Switch up hex/condition removal when needed. For quick condition/hex removal use echo then remove hex/mend condition. Also, if energy is the problem, echo energy tap and you should be good to go.

The main thing to remember is to RELAX. If you arn't relaxed and you don't feel that you are in control, this build will fail you. Don't be over zealous with this build, so heal ONLY when you need to heal and remember that the divine healing and divine boon bonuses will help out healing as well. Also know that if you are br'ed (blood ritual'ed) by a necro, you can echo WoH or orison if you need to heal faster.

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

Yeah, you can always change your secondary once you ascend though, which is nice. Personally I have Ele, Mes, War, Nec unlocked for easy switching. I prefer Mo/ primary as healer, as the Divine bonuses equal out to what is basically a cheap free heal. Though I haven't been able to test the Ritualist out any yet....which is kinda annoying as they have some healing type things aswell.

The only downside to waiting too long (atleast for me) is that often I find myself having to rush heals in order to keep them up. Its all a matter of knowing your limits though, if you can comfortably allow them w/o Word of Healing to drop that low and have the ability to heal them back up quickly, then more power to you. I'm still undecided on my favorite secondary though, as you may have noticed. Each have their own unique abilities to add, spicing up the idea of a healer considerably.

Master Kimchee

Master Kimchee

Academy Page

Join Date: Feb 2006

I think that if you are going to keep breeze, which i dont really like, try to leave the person you breeze'd alone for a while. let breeze do it's work, or it's wasted energy.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Quote:
Originally Posted by Master Kimchee
I think that if you are going to keep breeze, which i dont really like, try to leave the person you breeze'd alone for a while. let breeze do it's work, or it's wasted energy. Indeed, which is why Vigorous Spirit is nice to leave on a Warrior or fighting type. 60 seconds of +10 hp/hit or somesuch. Hardly have to worry about them for a few precious seconds. I usually Breeze or Vigorous Spirit someone getting mobbed and leave them, since they'll be okay for a little while as you attend to other matters.

Ninja Edit (heh): This is turning out to be a real Healer FAQ, sort of. That's okay. I see this character primarily as a healer or protector, with Smiting as her secondary role right now. We'll see how this Ascending thing goes...

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I have a not just a 55 Mo/W but a presearing one.I would suggest these skills for you to use.
1.Orison
2.Healother
3.mend ailment
4 healing breeze
5.heal party
6.healing seed
7.Dwayna's Kiss or Vig. spirit,remove hex, restorelife or watchyourself
8.restorelife or res. signet.

Put alteast most of your points in Devine,Heal and a few in tactics
eg. 13+1 in heal or +3
10+1 in devine
4 in tactics

This seems to work for me but I don't use Superior rune of healing.The fighter part I don't use much Warrior skills on that as I do with smiting and i would drop frenzy only need cyclone and some smiting skills.

This is of coarse if you haven't made it to the Desert yet.If so drop healother and replace it with word of healing.

Master Kimchee

Master Kimchee

Academy Page

Join Date: Feb 2006

Quote:
Originally Posted by Age
This is of coarse if you haven't made it to the Desert yet.If so drop healother and replace it with word of healing.
Yay! Word of Healing. Cap this as soon as possible, I think its in all three ascending missions. Using heal other causes major energy problems in my experience.

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

Not always, builds using alot of energy management and / or use of the /Ele secondary, Glyph of Lesser Energy. I personally find it less effective than just using WoH, or some form of Boon, but its an alternative nonetheless.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Okay, after a little research and acquiring a couple new skills, let's see what you think of these three builds! (Yes, I even did the math according to Level 16's attribute points and stuff, without the extra point quests! How big a nerd am I? It's almost as bad as MTG...)

HEALER:

1. Orison of Healing
2. Dwayna's Kiss
3. Healing Breeze
4. Vigorous Spirit
5. Heal Area / Heal Party
6. Divine Spirit / Remove Hex
7. Divine Boon
8. Resurrect / Restore Life

Divine Favor = 9 +2
Healing Prayers = 9 +2
Leftovers = 14 points

I chose a couple cheap heals, which are boosted when Divine Boon is active. Alsos, with Divine Spirit active, they will cost only 1 Energy (-2 for Divine Boon yet, so a total of 3 instead of 8). It could be handy for several precious seconds. I chose Heal Area over Heal Party for the bigger potential heal, but best to be used after a major battle and have everyone around you before going on. Heal Party is only really useful in pressure situations and you can't heal everyone individually fast enough and can't risk healing enemies.

RUNNER:
1. Sprint
2. Orison of Healing
3. Bonetti's Defense
4. Purge Conditions / Remove Hex
5. Holy Veil
6. Vital Blessing
7. Mending
8. Balthazar's Spirit

Divine Favor = 5 +2
Healing Prayers = 5 +2
Protection Prayers = 5 +1
Smiting Prayers = 7
Tactics = 8
Leftovers = 0 points

The idea here is generally to be quick and avoid getting nailed. Sprint is there at hand for quick dashes when cruising near enemies. If things get hairy quickly, she's got Bonetti's Defense (coupled with Balthazar's Spirit) to stay alive and get through (hopefully). Keeping Holy Veil active will help slow down anything trying to hex her as she's passing through. Purge Condition (or Remove Hex, depending) will help get rid of anything that may slow her down. Keeping Vital Blessing active will give her a boost in Health, along with Mending (switched on and off as needed) to provide regen. Orison is there for that quick heal, but I want to avoid burning energy (since her Energy regen will be low with enchantments active).

FARMER:
1. "For Great Justice!"
2. Bonetti's Defense
3. Orison of Healing
4. Vigorous Spirit
5. Retribution
6. Mending
7. Live Vicariously
8. Balthazar's Spirit

Divine Favor = 5 +2
Healing Prayers = 5 +2
Smiting Prayers = 8
Tactics = 8
Leftovers = 6 points

Obviously still enchantment-heavy. Limited to four at a time, I will have to be judicious in their use. The primary ones to always keep active, I think, will be Balthazar's Spirit and Live Vicariously. Mending and Retribution are there, switchable when needed for Energy management. Bonetti's Defense is a no-brainer, which may or may not be easy to maintain, though "For Great Justice!" may help a little.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I would suggest the way I set it up it never fails me got me to beat the game with it well chapter 1 anyway.I wouldn't use major runes as well use minors.There are a lot of skills on your Monk side that can help you run and farm even if you aren't a 55 build.I would suggest a good heal/smite build with shield of regen this would be with 3 self heals.There is one skill you did forget when running that is balance stance when in walk.

Master Kimchee

Master Kimchee

Academy Page

Join Date: Feb 2006

I would suggest taking out Heal Area, as most people won't gather around you just for a heal. Instead, I would bring mend condition or mend ailment. These would probably be more useful than Area. I usually only bring area if theres an mm in the group, and even then I use it rarely.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Well, I don't have Balanced Stance yet, which I will probably pick up. Though, it might be wiser to pick up an Energy-using skill rather than adrenaline, so that'd probably make Balthazar's Spirit unnecessary? (Such as Disciplined Stance?) I guess not...getting energy back is nice (with BS active). Is Evading better than Blocking? Evading for running, Blocking for farming? Does blocking take away from attacks you are making or make your hits less effective?

I will take your advice on Heal Party, Master Kimchee. I think, depending if I have Mend Condition/Ailment (can't remember), I will replace it with something to that effect -- if not one of those, then Purge Conditions or Remove Hex.

boxcarracers052

boxcarracers052

Lion's Arch Merchant

Join Date: Sep 2005

The Cellmates

Mo/Me

Peace and Harmony to counter the -1 energy regen on boon FTW!

dgb

Jungle Guide

Join Date: Sep 2005

Mo/Me

Quote:
Originally Posted by boxcarracers052
Peace and Harmony to counter the -1 energy regen on boon FTW! Peace and Harmony is trash for elite energy management if you only have one monk to run it on.

Master Kimchee

Master Kimchee

Academy Page

Join Date: Feb 2006

I think that evading is probably better... if you block an attack, I think any conditions from that attack still take place, correct me if I'm wrong...

dgb

Jungle Guide

Join Date: Sep 2005

Mo/Me

Quote:
Originally Posted by Master Kimchee
I think that evading is probably better... if you block an attack, I think any conditions from that attack still take place, correct me if I'm wrong... You're wrong. Although there are probably more attacks that trigger on if blocked than if evaded.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

May I ask what is it you really want to do with your Monk?How did you get to level 16 with real ppl or henched it only and where are you in the game?

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Well, after a little experiment, I think I found Agonda's calling (my Mo/W character, obviously).

She is now Level 19 and this was during the "Villainy of Galrath" quest...

I had just picked up Life Bond and thought I'd try it out, having faced defeat a few times on this quest doing other builds and such.

Skills (left to right on bar): Orison of Healing, Healing Breeze, Smite Hex, Blessed Signet, Life Bond, Balthazar's Spirit, Mending, Restore Life.

I had high Healing, Protection, and Divine Favor (don't remember numbers). Leftovers were placed in Smiting and wherever.

I'd slap on Balthazar's Spirit, then I slapped on Mending. Then I placed on Life Bond until I had -1 Energy degeneration. (Later on, I didn't bother with Mending, using Breeze judiciously [which was at like +7 or +8 regen], so I could place another Life Bond.) I would use Blessed Signet between fights or whenever necessary, and wasn't that much a hassle so much.

We had some intense fights, taking on a number of mobs and got out alive every time, even though it was quite close. We only suffered one casuality near the end of the quest, then got mobbed and died by accidental aggro of large groups of Minotaurs. However, we only ended up really getting trashed twice, but we ended up with success, even after we lost a member or two. It was pretty f'ing intense.

I think she will pursue Bonding options, now. It seems very effective, so far. My running build is also working really well, but I'm waiting for better armor and Balanced Stance before she tries to tackle the Drok's run. I also picked up Shield Guardian and Aegis. The only problems I foresee is dealing with a number of Mesmer-types and disenchantments. Though, coupled with a good Healer/Protector, Agonda could focus in Bonding and Protection while maintaining a decent healing quotient.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Well, after a little experiment, I think I found Agonda's calling (my Mo/W character, obviously).

She is now Level 19 and this was during the "Villainy of Galrath" quest...

I had just picked up Life Bond and thought I'd try it out, having faced defeat a few times on this quest doing other builds and such.

Skills (left to right on bar): Orison of Healing, Healing Breeze, Smite Hex, Blessed Signet, Life Bond, Balthazar's Spirit, Mending, Restore Life.

I had high Healing, Protection, and Divine Favor (don't remember numbers). Leftovers were placed in Smiting and wherever.

I'd slap on Balthazar's Spirit, then I slapped on Mending. Then I placed on Life Bond until I had -1 Energy degeneration. (Later on, I didn't bother with Mending, using Breeze judiciously [which was at like +7 or +8 regen], so I could place another Life Bond.) I would use Blessed Signet between fights or whenever necessary, and wasn't that much a hassle so much.

We had some intense fights, taking on a number of mobs and got out alive every time, even though it was quite close. We only suffered one casuality near the end of the quest, then got mobbed and died by accidental aggro of large groups of Minotaurs. However, we only ended up really getting trashed twice, but we ended up with success, even after we lost a member or two. It was pretty f'ing intense.

I think she will pursue Bonding options, now. It seems very effective, so far. My running build is also working really well, but I'm waiting for better armor and Balanced Stance before she tries to tackle the Drok's run. I also picked up Shield Guardian and Aegis. The only problems I foresee is dealing with a number of Mesmer-types and disenchantments. Though, coupled with a good Healer/Protector, Agonda could focus in Bonding and Protection while maintaining a decent healing quotient.

Should I throw in Divine Boon? Is Shield Guardian good? I know it's a one-timer, with nice healing potential, but might be a pain to continually reset. Does it work well with Aegis or is Aegis best alone? Any other advice? I know she isn't a Mo/Me (the ideal Bonder), but anyone else out there with Bonding experience?

Master Kimchee

Master Kimchee

Academy Page

Join Date: Feb 2006

Guide thing: http://www.guildwarsguru.com/content...der-id1569.php

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

POOP! My reply got trashed, so here's the revised version, sorry!

Anyway, I like the tips in that thread. I do like to see that Signet of Devotion is mentioned and recommended, which is one I was considering getting next. Of course, since Agonda is not a Mo/Me some options may not be available to her (Mantra of Inscriptions, for instance). However, Divine Spirit might be a good replacement? I'd have to use Orison in place of Signet of Devotion, perhaps. Though that doesn't help the recharge, it can help in e-management? Also, I do like the suggestion of having some "buffer" enchantments in place in case of disenchanters stripping the Bonds. I was actually pondering that possibility. I think I have most, if not all, the skills and spells you mentioned, aside from the Mesmer ones. Thanks for the help!

Although, I do not have Mend Condition...is there a difference that I don't see between that and Mend Ailment? I also don't have Life Barrier, which is why I considered Mending. Guess I'll have to work on that...

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

(TEST POST w/ GW Freaks program.)

Agonda Puresoul
First skill set is for Bonding set. Second skill set is for Running. Change attributes, perhaps certain skills depending on area. Basic ideas.

Monk/Warrior
Level: 19

Divine Favor: 10 (9+1)
Healing Prayers: 12 (10+2)
Protection Prayers: 11 (10+1)

Orison of Healing (Healing Prayers)
Heal target ally for 60 points.
Energy:5 Cast:1 Recharge:2

Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +8 Health regeneration.
Energy:10 Cast:1 Recharge:2

Blessed Signet (Divine Favor)
For each Enchantment you are maintaining, you gain 3 Energy (maximum 17).
Energy:0 Cast:2 Recharge:10

Divine Spirit (Divine Favor)
For 10 seconds, Monk Spells cost you 5 less Energy to cast. (Minimum cost: 1 Energy.)
Energy:10 Cast:0.25 Recharge:60

Aegis (Protection Prayers)
For 9 seconds, all party members have a 50% chance to block attacks.
Energy:15 Cast:2 Recharge:30

Life Bond (Protection Prayers)
While you maintain this Enchantment, whenever target other ally takes damage from an attack, half the damage is redirected to you. The damage you receive this way is reduced by 23 points.
Energy:10 Cast:2 Recharge:0

Balthazar's Spirit (Smiting Prayers)
While you maintain this Enchantment, target ally gains 2 adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
Energy:10 Cast:2 Recharge:0

Rebirth (Protection Prayers)
Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 4 seconds. This Spell consumes all of your remaining Energy.
Energy:10 Cast:6 Recharge:0


Alternative configuration

Sprint (Strength)
For 8..13 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20

Defensive Stance (Tactics)
For 5..17 seconds, you have +24 armor and you have a 75% chance to "evade" melee attacks and arrows. Defensive Stance ends if you use a skill.
Energy:5 Cast:0 Recharge:45

Healing Signet (Tactics)
You gain 40..130 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Healing Breeze (Healing Prayers)
For 10 seconds, target ally gains +8 Health regeneration.
Energy:10 Cast:1 Recharge:2

Smite Hex (Smiting Prayers)
Remove a Hex from target ally. If a Hex is removed, foes in the area suffer 15 damage.
Energy:5 Cast:1 Recharge:15

Vital Blessing (Protection Prayers)
While you maintain this Enchantment, target has +157 maximum Health.
Energy:10 Cast:0.75 Recharge:2

Balthazar's Spirit (Smiting Prayers)
While you maintain this Enchantment, target ally gains 2 adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
Energy:10 Cast:2 Recharge:0

Mending (Healing Prayers)
While you maintain this Enchantment, target ally gains +3 Health regeneration.
Energy:10 Cast:2 Recharge:0

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

I could always swap out Divine Spirit with Holy Veil or (when I get it) Watchful Spirit, for the Bonding build. The Running build needs to get Balanced Stance for any sort of Drok's run, probably. Could use ideas.

Master Kimchee

Master Kimchee

Academy Page

Join Date: Feb 2006

Most people like Mend Ailment better than MC because it can be used on yourself. Other than that, MC would probably be a better alternative because of the definite healing bonus and shorter recharge time. For your running build, you do need Balanced. There are worms that come out of the ground and knock you down, which could be fatal if you were in the middle of an important spell (Protective Spirit)

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

Since the nerf to MA I switched to MC like those in PvP and just use healing touch on myself when useing my active protect build.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Okay. Man, is it hard to work on builds. I think that after I have Agonda ascend, I will choose to take Mesmer as secondary? Can you go back and pick another, different secondary? Are you locked into whatever you pick? Does Necromancer work better (other than having to use Elite skills)?

I think I am going to experiment with Bonder builds for a bit, with Protection and Healing second. Not sure how smiting is so great with non-undead. Though I could be wrong.

Thanks for advice!

Lurid

Lurid

Jungle Guide

Join Date: Mar 2006

Mo/

Its all personal preferance really, as for as PvE goes atleast. Once you ascend you are able to take various quest in order to have the ability to change your secondary to that profession. From there you can change your secondary at will based on which secondary quest you have taken.

I dont really like smiting outside of 55ing, but that may just be me....

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Alright, so I could go back and retake the different Path quest and pick a different secondary? Do I get to choose from any Mesmer skills already bought or unlocked from elsewhere, or do I have to get them all again from scratch? I already have a N/Me with several Mesmer skills acquired. It'd be a pain in the arse to do that or those quests or spend all the money to get these new skills.

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Quick thought...is a Me/Mo superior as a Bonder? Fast Casting would aid in the quick healing and other aspects, wouldn't it? I wonder if I should do that in another build... (I'm sure to get helpful links to threads.)

Grafalcon Darkeyes

Ascalonian Squire

Join Date: May 2006

Canada

19AG

Mo/

Hey Guys This is Kinda About All 55 builds for a mnok I have a question about the runes
Ex. I buy all the types of runes which is divine/healing/protection/smiting
Now I have 1 more slot for the next rune This is When my Question applys
If i buy a tactics rune and later change my 2nd profession can i still use that armour which has the tactics rune in it or do i have to get new armour for each class i change to

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

I'm willing to bet it is the latter, but I don't know. Good question... I think things have bunny-trailed a little, but oh well. I will get back on topic, but might have to change the title of this thread.

Caged Fury

Caged Fury

Krytan Explorer

Join Date: Dec 2005

Hearts Of Fury [HoF]

Quote:
Originally Posted by bRA1N-b0X
Quick thought...is a Me/Mo superior as a Bonder?
No, I wouldn't think so. A typical Bonder would have a number of enchantments on party members that give a negative energy regen.

With energy constantly drained, Balthazar's Spirit (and/or Essence Bond) and Blessed Signet are used to provide the energy needed to maintain the bonds.

Balthazar's Spirit and Essence Bond are only useful during fights, other times Blessed Signet is relied upon.

Blessed Signet cost nothing to use, the amount of energy returned depends on the number of enchantments being maintained and the rank in Divine Favours. When energy gets low, just cast Blessed Signet.

With a Mesmer primary, Blessed Signet will return very little as you cannot increase the rank in Divine Favor. You can try using Memser Inspiration energy management spells but they'll cost energy to cast and may require a foe.


Quote:
Originally Posted by Grafalcon Darkeyes
...I have a question about the runes Ex. I buy all the types of runes which is divine/healing/protection/smiting Now I have 1 more slot for the next rune This is When my Question applys If i buy a tactics rune.... You can only use runes belonging to your primary profession. For your last rune, you will need to double up. That is, buy another one of the other four.

Master Kimchee

Master Kimchee

Academy Page

Join Date: Feb 2006

Quote:
Originally Posted by Grafalcon Darkeyes
If i buy a tactics rune and later change my 2nd profession can i still use that armour which has the tactics rune in it or do i have to get new armour for each class i change to ...You're a Monk, right? If so, you can't use a Tactics rune. You can only have runes of your primary class' attributes.

EDIT:whoops didn't read all of you post Caged...

bRA1N-b0X

bRA1N-b0X

Academy Page

Join Date: Apr 2006

Minnesota

Whone Knights [ONE]

Quote:
Originally Posted by bRA1N-b0X
Alright, so I could go back and retake the different Path quest and pick a different secondary? Do I get to choose from any Mesmer skills already bought or unlocked from elsewhere, or do I have to get them all again from scratch? I already have a N/Me with several Mesmer skills acquired. It'd be a pain in the arse to do that or those quests or spend all the money to get these new skills. Since I'm getting closer and closer to Ascending here (probably one of the next things I do), I'm still wondering about this. I checked elsewhere and haven't gotten a clear answer to this question. By now, it's going to cost a plat per new skill. I'm sure the only required ones are going to be Mantra of Inscriptions and something, anyway?

I'm pretty close to getting Life Barrier, too. Which one is easier to cap? The one from Quickroot or Hardwood? (Using the Malaquire quest to get two free Signets of Capture. Nice deal.) Any other suggested Elite skill for a Bonder, Healer, Protector?