Mo/Me

smokeythebear132

Ascalonian Squire

Join Date: Jun 2005

DotW

W/N

i am starting a new Mo/Me character. i was wondering if anyone could offer me insight as to where i should stack my points. I am not familiar with either of these classes. i was thinking most pts in healing, divine favor OR smiting, and inspiration OR illusion. I want to make a good healing Mo which can also help weaken enemies for my teammates. Any input would be greatly valued. Thanks.

PHANTASM

Ascalonian Squire

Join Date: May 2005

http://www.guildwarsguru.com/content...ess-id1102.php

Fye Duron

Fye Duron

Wilds Pathfinder

Join Date: May 2005

Chico, CA, USA

Dragon Fang

Personally, I think it will depend on what you want to do in the group. Heal, Protect, Smite, or Hex. There of course are other choices. Personally with my Mo/Me I am A Smite Monk for the most part and find that the only Mes area that I give any points to is Insperation. I then use some of the different Energy leeching skills that they have to make sure I can always cast/spam Zealots Fire/reversal of Fortune.

Yen-lo-wang

Frost Gate Guardian

Join Date: Jun 2005

Team Play First

I occasionally play a Mo/Me in PvE, and I do mostly healing and protection, with some Inspiration to get quick energy and Illusion to screw with the enemy.

Jack Longblood

Academy Page

Join Date: May 2005

R/N

I'm actually playing this build as a second char, now. He's up to lvl 15, now, and in the desert. I play it differently depending on whether I'm in a PUG or I'm just playing with hench.

I retool my attrib points to be a healing/protection monk if I go out with a player group. This is what a player group wants and it's not fair to join as a healer and play like you're a tank. (A monk did this once to our team in the UW. The team was not pleased.)

If I go with hench, I redistribute the attrib points, again, let Alessia heal, and go out to smite stuff. I bring resurrect, of course, in case Alessia bites it.

I think some folks might not know they can play easily with their attrib distribution depending on the situation. I do it all the time. My other char is a ranger and if a team wants me be to be a trapper, well then I pump up my wilderness points. Want me to bring my pet. Take some points out of wilderness and up goes the beast mastery.

Don't be afraid to change your attrib points around. The penalty for doing this is insignificant in post searing. I think it's 250xp to gain one adjustment point. That's pretty low.

So basically, don't worry too much where you put your attribute points, in the beginning. If you don't like the way your char is going, you can easily adjust the points later. And be sure to try adjusting them depending on the situation. It's a great strategy.

sidepocket13

Lion's Arch Merchant

Join Date: Jul 2005

New England

Metallica Roadies

Mo/Me

i am the same as the guy above me. mostly i am a healer/ hexer in pugs. i do my best to keep my guys alive, and every once in a while tick off a caster within my range with a mesmer spell or 2. most pugs are grateful when they get a half decent healing monk.

smiting comes in handy once in a while (UW FOW are)

theclam

Jungle Guide

Join Date: May 2005

Mo/Me is a good combination. I'd do 10 in Divine Favor, 11 in Healing or Protection, and 10 in Smiting or a Mesmer Attribute. You'll have a good blend, if you do that.

monkeyink

Academy Page

Join Date: Jun 2005

Stand In Arms [SIA]

E/Mo

Like many have mentioned already, this build can be very flexible in a number of supporting rolls so it really depends on what you feel like doing, or what your group needs you to do.

People are always looking for a good healer so going pure Healing/Divine Favor in lower levels will make it very easy to find a group to join. As you get more an more points, start dropping some into Protection and add Shielding Hands to your skill bar. Mo/Me is currently my favorite build and she makes one hell of a healer. Here's a brief summary:

Mo/Me (20) Emerald Elise
12 Healing Prayers
10 Divine Favor
8 Protection Prayers

Skills:
Orison of Healing
Word of Healing
Healing Breeze
Shielding Hands
Remove Hex / Smite Hex
Divine Boon
Signet of Capture
Resurrect

You can drop signet of capture for another skills such as Aegis or Dwayna's Kiss when you aren't capping. You can also replace the Hex removal with Condition Removal when needed.

I hear people complaining all the time about how monks never get any respect but I generally get 1 or 2 praises a day for my healing. It's a good feeling.

There are tons of other ways to go with this combo though so play around with it, challenge yourself. Go into one missions with nothing but monk skills and then tackle another mission with all mesmer skills. After you feel comfortable with each, blend to your liking.

Peace.

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by monkeyink
Mo/Me (20) Emerald Elise
12 Healing Prayers
10 Divine Favor
8 Protection Prayers

Skills:
Orison of Healing
Word of Healing
Healing Breeze
Shielding Hands
Remove Hex / Smite Hex
Divine Boon
Signet of Capture
Resurrect
Whatever you do, don't do this. Divine Boon is awful with no way to regain your mana. Offering of Blood or Energy Drain are great choices to use here.

Personally, I'd do something like this:

11 Inspiration Magic
10+1+1 Divine Favor
10+1 Protection Prayers

Reversal of Fortune
Protective Spirit
Mend Ailment (PvP)/Mend Condition (PvE)
Remove Hex (PvP)/Inspired Hex (PvE)
Divine Boon
Energy Drain
Signet of Devotion
Rebirth (PvE)/Res Signet (PvP)

If you don't like Divine Boon, then you can throw in Aegis or Guardian or something.

monkeyink

Academy Page

Join Date: Jun 2005

Stand In Arms [SIA]

E/Mo

It cracks me up to see people bash Divine Boon so much. In tight situations, simply turn it off and get your +1 energy regen back. I took this build into the Dragon's Lair Mission as the only Healer in a full group. The first area was a little rough because of the health degen on the entire party but that would be difficult for any solo monk to maintain.

The only person who died that entire mission, and he did die repeatedly, was the W/Mo wearing starter armor who kept trying to tank. I stopped healing him when he told me he was wearing starter armor and just told him to stay out of the fight.

Anyway, I digress. My point is, when my build is played properly mana is not a concern at all. I'm wearing +Energy tattoos, carrying a +12 staff and I often finish battles with a half a bar of energy left. I took Mesmer as my secondary when I thought I would need the energy management skills but I don't even use them. I'm not saying DON'T USE THEM. I'm just saying I haven't needed to use them.

Your build looks cool too. It's different than mine but that doesn't make it better. I encouraged the poster to try a little bit of everything to find a flavor they like. Just because you don't like my flavor, doesn't mean they won't.

smokeythebear132

Ascalonian Squire

Join Date: Jun 2005

DotW

W/N

ok, thank you all for these very wonderful suggesstions, they are very helpful.

Tigris Of Gaul

Wilds Pathfinder

Join Date: Apr 2005

He's not bashing Divine Boon. He's bashing using Divine Boon without any form of energy management.

theclam

Jungle Guide

Join Date: May 2005

Quote:
Originally Posted by monkeyink
It cracks me up to see people bash Divine Boon so much. In tight situations, simply turn it off and get your +1 energy regen back. I took this build into the Dragon's Lair Mission as the only Healer in a full group. The first area was a little rough because of the health degen on the entire party but that would be difficult for any solo monk to maintain.
I'm not bashing Divine Boon. In fact, I love it. What I'm saying is that you burn energy very quickly with it on.

Dragon's Lair isn't hard. Have you tried this build in FoW or UW? What happens if you get adds? Do you have enough energy to keep healing in a long battle?

monkeyink

Academy Page

Join Date: Jun 2005

Stand In Arms [SIA]

E/Mo

I agree, Dragon's Lair is not very difficult...it just happens that it was the mission I was finishing up the day I made that post and no, I haven't taken my Mo/Me into FoW or UW so I can't comment on energy managment in those areas.

I have however been in long battles where a member of our team aggro'd too many creatures (we all know how that goes). There was too much damage going around for me to maintain everyone, not because of lack of energy but because of cast times and recharge times.

To resolve this situation, I chose 1 member of my party (W/Mo) who was the easiest to maintain and let the others die (call me crazy). With everyone else dead, the creatures started swarming around my W/Mo. I Cast Shielding Hands / Breeze on him and then used Resurrect on my E/Mo, then went back to healing my W/Mo. It worked out amazingly well. The E/Mo was able to cast a major nuking spell and then helped out by Rezzing the other three fallen members of the party.

Needless to say, by the time we finished that battle my energy was running low but I was still able to manage with no problems at all by simply turning boon off while my Ressurrect was casting. I was able to generate enough energy during the long cast time to continue to sustain my W/Mo for the duration of the battle.

I understand a scenario like this don't always work out as well as the one I just described BUT in my experiences knowing how to manage my energy pool (without the use of energy management skills) has worked out quite well for me.