Unlimited energy for Monks?
mutig drachen
well first you need to be a Mo/R and be pretty far thru the game or have a high lvl char so u can buy skills.
well many the two skills u use are...
1.heal/prot spell
2. "
3. "
4."
5. "
6. ress
7. serpants quickness
8. energizing wind
now i havent tried this as of yet cos i dont ahve acces to a computer with GW on it so what u do is use energizing when ever it recharges and keep serpants quickness up so u have 8% quicker recharge and they cost 15 less energy.
so could someone tset for me (dont have hopes up to high and woud like a good result)
thnx mutig
well many the two skills u use are...
1.heal/prot spell
2. "
3. "
4."
5. "
6. ress
7. serpants quickness
8. energizing wind
now i havent tried this as of yet cos i dont ahve acces to a computer with GW on it so what u do is use energizing when ever it recharges and keep serpants quickness up so u have 8% quicker recharge and they cost 15 less energy.
so could someone tset for me (dont have hopes up to high and woud like a good result)
thnx mutig
Katari
EW lowers the cost by 15, to a minimum of 10. you shouldn't be getting much use out of that as a monk.
Sol_Vie
You could throw Divine something or other on yourself though... that lowers all monks skills by 5 energy. Even so, not really a practical build.
eleet
spam air of enchantment
pegasux
would Cultist Fervor work? Each spell costs -7 less...you take 30-18% dmg. You would of course be healing youself.
jummeth
air of enchant + guardian + rof + R.S.I. = infinite energy.
RE: Cultist Fervor: Is it worth it as an elite for your monk? Also surely the only time you will be trying to heal yourself would be when you are getting hit, which cast, that sac is huge. At max attr, its still a 100sac.
RE: Cultist Fervor: Is it worth it as an elite for your monk? Also surely the only time you will be trying to heal yourself would be when you are getting hit, which cast, that sac is huge. At max attr, its still a 100sac.
mutig drachen
thnx for the info guys/girls ill try it out
Maxiemonster
EW doesn't work, Air of Enchantment doesn't work, Cultist Fevor doesn't work.
Just because these skills are new doesn't mean they're better then the old Energy Management. Offering of Blood, Mantra of Recall or Energy Drain are still the best choices, just stick to those.
Just because these skills are new doesn't mean they're better then the old Energy Management. Offering of Blood, Mantra of Recall or Energy Drain are still the best choices, just stick to those.
remmeh
Mo/E GoR + Divine Spirit

Niosisw
Quote:
Originally Posted by remmeh
Mo/E GoR + Divine Spirit
Dear god, it's an invinci monk that doesn't have 55 hp D:

Mandy Memory
Quote:
Originally Posted by Maxiemonster
EW doesn't work, Air of Enchantment doesn't work, Cultist Fevor doesn't work.
Just because these skills are new doesn't mean they're better then the old Energy Management. Offering of Blood, Mantra of Recall or Energy Drain are still the best choices, just stick to those. Air works fine...if you only have 1 person to heal (Such as a 2 man farming build)
Just because these skills are new doesn't mean they're better then the old Energy Management. Offering of Blood, Mantra of Recall or Energy Drain are still the best choices, just stick to those. Air works fine...if you only have 1 person to heal (Such as a 2 man farming build)
ryguy
Quote:
Originally Posted by Maxiemonster
EW doesn't work, Air of Enchantment doesn't work, Cultist Fevor doesn't work.
Just because these skills are new doesn't mean they're better then the old Energy Management. Offering of Blood, Mantra of Recall or Energy Drain are still the best choices, just stick to those. Have you even tried them before naysaying? Or did you do a general number crunch and told yourself "nay" ?
Just because these skills are new doesn't mean they're better then the old Energy Management. Offering of Blood, Mantra of Recall or Energy Drain are still the best choices, just stick to those. Have you even tried them before naysaying? Or did you do a general number crunch and told yourself "nay" ?
MetalHawk
Air of Enchantment does work, but the person you are healing/protting has to have it on, otherwise spells will cost normal, & if you have no alternative energy managment, you'll run out of it. This is pretty much the reason why AoE is used mostly by smitters, as they keep smiting the same target most of the time.
Undead Preacher
ahhh why would you wanna even try this build... if something isn't broke, don't fix it...
MoR Boon is still the way to go!
MoR Boon is still the way to go!
Maxiemonster
Quote:
Originally Posted by ryguy
Have you even tried them before naysaying? Or did you do a general number crunch and told yourself "nay" ?
Energizing Wind doesn't effect many of your skills, as you're not casting that many 15 Energy+ skills. It never worked, only for a small amount of builds.
Air of Enchantment is indeed nice when you're playing with few (especially with two) people, but it still isn't worth an elite skill slot in my opinion. Mend Condition isn't effected by it, and when someone switches target you just cast Air of Enchantment on, you need to cast Air of Enchantment of the new target. If this happens alot, your Energy management is useless, and you'll be out of Energy soon.
I haven't tried Cultist's Fervor, simply because it's obvious that it won't work. At 10 Blood Magic, you'll sacrifice 20% of your Health each time you cast a spell. People actually stopped using Offering of Blood because it cost 20% of your Health each ~15 seconds; this skill simply sucks.
Air of Enchantment is indeed nice when you're playing with few (especially with two) people, but it still isn't worth an elite skill slot in my opinion. Mend Condition isn't effected by it, and when someone switches target you just cast Air of Enchantment on, you need to cast Air of Enchantment of the new target. If this happens alot, your Energy management is useless, and you'll be out of Energy soon.
I haven't tried Cultist's Fervor, simply because it's obvious that it won't work. At 10 Blood Magic, you'll sacrifice 20% of your Health each time you cast a spell. People actually stopped using Offering of Blood because it cost 20% of your Health each ~15 seconds; this skill simply sucks.
Zui
Quote:
Originally Posted by Maxiemonster
I haven't tried Cultist's Fervor, simply because it's obvious that it won't work. At 10 Blood Magic, you'll sacrifice 20% of your Health each time you cast a spell. People actually stopped using Offering of Blood because it cost 20% of your Health each ~15 seconds; this skill simply sucks.
I've actualy seen people running it in TA though. It's absolutly hilarious, and makes for very short flawless matches against them.
Maxiemonster
Quote:
Originally Posted by Zui
I've actualy seen people running it in TA though. It's absolutly hilarious, and makes for very short flawless matches against them.
It's an intresting skill, but for a Healing or Protection Monk, it's useless
I can't imagine people actually running this..

glountz
Cultists fervor is only useful on a blood necro life-stealing costy spells (so your life steal counter your sacrifice cost lowered by high blood attribute).
Still it is not good elite skill, its duration cannot overlap its recharge even at 16 blood, and can be easily stripped hurting hard your e-management. OoB is still a best choice.
Still it is not good elite skill, its duration cannot overlap its recharge even at 16 blood, and can be easily stripped hurting hard your e-management. OoB is still a best choice.