Split Decision... Mo/E or Mo/Me???

jakatak

Ascalonian Squire

Join Date: Jun 2005

I just started a monk, but am torn between 2ndary Ele or Mez.
I'm looking for a Healing Monk, high in energy. (in PvE)

I did alot of research, Ele is good for Earth magic, and can have more def (maybe use less healing then) but I heard Mez is good to drain Energy from enemies.

If you can pls post what attributes are better, and skills.
thx

Nasenbluten

Nasenbluten

Academy Page

Join Date: Jun 2005

VA BABY

Morbid Anihillation

R/Me

If you want a monk with high energy make an E/mo because with either secondary you're going to have the same amount of energy,as for the one in which i'd use, probably the meser seeing as mesers have a mantra that stops you from being interuppted during cast, energy drain spells, etc, etc, Mo/E would be damage related, unless you went water, thats kind of a support class.

Xue Yi Liang

Xue Yi Liang

Jungle Guide

Join Date: May 2005

Northern CA

Outlaws of the Water Margin

Mo/Me

IMO - E/Mo is not worth losing the Divine Favor bonuses for healing.

I have a Mo/Me - and use Energy Tap or a whole bunch of other nifty mesmer skills to augment my energy.

Myodato

Myodato

Lion's Arch Merchant

Join Date: May 2005

WOR

Mo/

This decision is simply about energy manangement. If the Mo side of your build runs out of energy, then having /E wards etc is worthless, because you'll never use them.

In my opinion, a healing focused monk, using Word of Healing as Elite of choice should have good enough energy management to use Earth wards. A protection monk using either higher cost spells such as Protective Spirit or Aegis, or spamables with Divine Boon is going to find energy management harder, and therefore should probably side towards /Me (Inspiration).

A healing Mo/E and a protection Mo/Me is a good combo, especially with a third monk as backup (for 8 vs 8 that is).

For skills to choose, Earth wards are self explanatory, just take your pick (elements probably more useful in team PvP). For Mes, I recommend choosing skills that don't require you to target an enemy, as you should always be focusing on your team, not the opposition. Channeling and Inspired Hex are great choices.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

I don't like Channeling much if at all. Reads:'each nearby foe'. I think that's somewhat vague. And if enemies are nearby, then you're either mobbed or worse...

Inspired Enchantment/Hex, though requires you to target an enemy, can be beneficial. Unless of course the enemy is using a hex/enchantment which gets no benefit from any of your stats, which means you're just taking energy... Drain Enchantment + Inspired Enchantment is a nice chaff remover and gives easy energy.

I think the Channeling idea could work if it's like a King of the Hill type game. Then I'm sure it'd probably shine.

Arclyte

Arclyte

Ascalonian Squire

Join Date: Jun 2005

Mo/Me

Put Energy Drain and Channeling on your bar, and you'd be hard pressed to run dry on energy. And if you are, you're taking too much damage anyway and you need to pull back. Hex Breaker doesn't even need any points to be an awesome skill.

Channeling is nice against Monks hiding in a ward, and it takes energy from spirits also.

Search my post history, I posted my Monk build that is very efficient and succesful in my experience.

jakatak

Ascalonian Squire

Join Date: Jun 2005

Quote:
Originally Posted by Arclyte
Mo/Me

Put Energy Drain and Channeling on your bar, and you'd be hard pressed to run dry on energy. And if you are, you're taking too much damage anyway and you need to pull back. Hex Breaker doesn't even need any points to be an awesome skill.

Channeling is nice against Monks hiding in a ward, and it takes energy from spirits also.

Search my post history, I posted my Monk build that is very efficient and succesful in my experience. Arclyte, i searched through your posts, Only one i found was protector monk for PvP.

Can anyone list what Attributes and skills they're using for Mo/Me?

jakatak

Ascalonian Squire

Join Date: Jun 2005

For PvE

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

11+3 Divine
10+2 Healing
7 Inspiration
7 Domination
2 Illusion (yay!)

Orison
Chanelling
Hex Breaker
Word of Healing {E}
Signet of Devotion
Restore Life
Healing Touch
Inspired Hex

Bit of a weird build, I know. You basically heal like normal with WoH, Orison, and HTouch. Keep Chanelling and Hex Breaker up all the time. Use SoD if mana low. Use inpired hex if something makes it past hex breaker, or if your ally is hurting. Whatever Hex you steal will probably be from a mesmer, and I (conveniantly) am running 7 in domination. Restore Life goes out for Res Sig in PvP.