Offensive Monk-Healing and Disruption
theclam
For Arena, do you think it would be better to take Res Signet instead of Channeling? I can't imagine that you get too much energy from Channeling.
Acan Vishnu
Two questions for you;
Do you really think that Healing Seed is a good spell for arena usage? In most cases I found that the opponents I went against in the arena never got beyond the "Bash the monk" mentality so any time I brought target other ally spells they sat on my bar the majority of the time. Its an amazing spell, but does it really fit arena style fights? (also, same question to a lesser degree as regards to heal other)
Is it that imperative to have the extra health that your forgoing a superior rune, or were you just making the build as accessible as possible?
I do like the idea behind the build though, if you slow down their offense, then you really shouldn't have to heal as much and at the same time your giving yourself plenty of energy to work with. The biggest problem that I could see it having has to be the survivability of it.
Do you really think that Healing Seed is a good spell for arena usage? In most cases I found that the opponents I went against in the arena never got beyond the "Bash the monk" mentality so any time I brought target other ally spells they sat on my bar the majority of the time. Its an amazing spell, but does it really fit arena style fights? (also, same question to a lesser degree as regards to heal other)
Is it that imperative to have the extra health that your forgoing a superior rune, or were you just making the build as accessible as possible?
I do like the idea behind the build though, if you slow down their offense, then you really shouldn't have to heal as much and at the same time your giving yourself plenty of energy to work with. The biggest problem that I could see it having has to be the survivability of it.
Yukito Kunisaki
A most impressive build.
Almost an indirect protection monk. By Diversion and Hex Breaker and Energy Drain {E}, you're hereby nullifying enemy's ability to hurt you & allies. Thus making healing easier. Well done.
I would go at end game: 10+2 healing, 9+1 Divine Favor, 10 Inspiration, 7 Domination.
I'd chuck Channeling for Energy Tap. Just my $0.02.
Rest seems quite effective.
Almost an indirect protection monk. By Diversion and Hex Breaker and Energy Drain {E}, you're hereby nullifying enemy's ability to hurt you & allies. Thus making healing easier. Well done.
I would go at end game: 10+2 healing, 9+1 Divine Favor, 10 Inspiration, 7 Domination.
I'd chuck Channeling for Energy Tap. Just my $0.02.
Rest seems quite effective.
Tigris Of Gaul
I'm guessing that as soon as your energy dips 20 below it's highest value you're hitting Energy Drain every 20 seconds?
A lot of high energy spells, but I can agree with most of them. Normally Healing Seed would always find it's way onto my bar when I have other monks because it's just so good, but when you're trying to keep up Hex Breaker and Diversion consistently, that 15 energy has got to HURT pretty damn bad.
But good idea. I've always liked Mo/Me over Mo/N because Energy Drain was just as effective but offensive as well, and you're taking it several steps further. I might try this out.
EDIT: And Energy Tap is a spell begging to be interrupted, and in those 3 seconds someone can lose a lot of health.
A lot of high energy spells, but I can agree with most of them. Normally Healing Seed would always find it's way onto my bar when I have other monks because it's just so good, but when you're trying to keep up Hex Breaker and Diversion consistently, that 15 energy has got to HURT pretty damn bad.
But good idea. I've always liked Mo/Me over Mo/N because Energy Drain was just as effective but offensive as well, and you're taking it several steps further. I might try this out.
EDIT: And Energy Tap is a spell begging to be interrupted, and in those 3 seconds someone can lose a lot of health.
theclam
The thing about Energy Tap is that Monks rarely can afford to spend 3 seconds casting something, especially since it doesn't do any healing or damage mitigation.
Zeru
Heh 9 rax rush. Is that the char name or the build theme? If it's the theme proxy rax would make more sense
Anyway like you said channeling probably isn't going to be that good. Mend ail would be decent, as that will probably be needed as well. Going along with the multitasking concept you could throw in power drain to keep up the healing/diversion spam longer. Even though power drain requires some effort to get off it's a lot better than energy tap; the 3 sec cast is a huge gamble and the rewards are little.
Anyway like you said channeling probably isn't going to be that good. Mend ail would be decent, as that will probably be needed as well. Going along with the multitasking concept you could throw in power drain to keep up the healing/diversion spam longer. Even though power drain requires some effort to get off it's a lot better than energy tap; the 3 sec cast is a huge gamble and the rewards are little.
ICURADik
Quote:
Originally Posted by Blackace
OMG Blackace is posting a build!
Yea for once. This is an Arena I was using to great success, while testing some stuff out. It's an offensive monk and requires some pretty good control of movement to be able to drop spot heals. I deleted it but I'll try to post the exact attributes anyway. It's far from top notch, but it'll beat out alot of players if you keep being persistent with Diversion spam, and it'll get you used to multitasking a bit. Learn the goodness of Diversion spam, and learn the goodness of Energy Draining Rangers as they are the most problematic of clases you'll usually face.
Nine Rax Rush[iQ]
Divine Favor 8-7+1 Minor
Healing Prayers 14-12+1 Hat+1 Minor
Domination 4
Inspiration 10
This will give you a basic focus setup. If you want ot be a little more powerful on enchantments do this:
Divine Favor 10
Healing Prayer 14
Domaintion 3
Inspiration 9
You'll lose 1 point off of Energy Drain and some seconds off of Diversion and Hex Breaker but that doesn't matter. You'll gain access to a staff, and most importantly the +20% Enchantment Wrapping and an Insightful or Defensive Staff Head. Energy isn't much of a problem at all with Channeling and Energy Drain. You're not worried about stopping conditions or hexes, you're plan is to wear down the opposition through diversion spam, energy drain and your spike healing solutions. This build is slightly different in Team Arena when playing with a Boon Healer, as you can drop Healing Prayers a bit and even pop Prot Spirit in there somewhere.
Orison of Healing
Heal Other
Healing Breeze
Healing Seed
Diversion
Energy Drain
Hex Breaker
Channeling Heal Other and Healing Seed? I really wouldn't spend two skill slots devoted to healing only teamates. If they are stupid enough to attack someone besides you then you will most likely beat them anyway.
Healing Breeze at level 14 with a 20% enchant mod heals for DF bonus+216 damage over 12 seconds. This has probably been debated many times, but IMO it isn't incredibly strong. It is fairly efficient in more drawn out battles, and is also nice because it can be used on yourself, but it lacks the real Healing per second, that will be needed when 2-3 chars will attack you right away in Arena. It's funny after actually looking up the stats on level 14 Healing Breeze it looks more alright that I previously thought(160 healing over 10 seconds).
Yea for once. This is an Arena I was using to great success, while testing some stuff out. It's an offensive monk and requires some pretty good control of movement to be able to drop spot heals. I deleted it but I'll try to post the exact attributes anyway. It's far from top notch, but it'll beat out alot of players if you keep being persistent with Diversion spam, and it'll get you used to multitasking a bit. Learn the goodness of Diversion spam, and learn the goodness of Energy Draining Rangers as they are the most problematic of clases you'll usually face.
Nine Rax Rush[iQ]
Divine Favor 8-7+1 Minor
Healing Prayers 14-12+1 Hat+1 Minor
Domination 4
Inspiration 10
This will give you a basic focus setup. If you want ot be a little more powerful on enchantments do this:
Divine Favor 10
Healing Prayer 14
Domaintion 3
Inspiration 9
You'll lose 1 point off of Energy Drain and some seconds off of Diversion and Hex Breaker but that doesn't matter. You'll gain access to a staff, and most importantly the +20% Enchantment Wrapping and an Insightful or Defensive Staff Head. Energy isn't much of a problem at all with Channeling and Energy Drain. You're not worried about stopping conditions or hexes, you're plan is to wear down the opposition through diversion spam, energy drain and your spike healing solutions. This build is slightly different in Team Arena when playing with a Boon Healer, as you can drop Healing Prayers a bit and even pop Prot Spirit in there somewhere.
Orison of Healing
Heal Other
Healing Breeze
Healing Seed
Diversion
Energy Drain
Hex Breaker
Channeling Heal Other and Healing Seed? I really wouldn't spend two skill slots devoted to healing only teamates. If they are stupid enough to attack someone besides you then you will most likely beat them anyway.
Healing Breeze at level 14 with a 20% enchant mod heals for DF bonus+216 damage over 12 seconds. This has probably been debated many times, but IMO it isn't incredibly strong. It is fairly efficient in more drawn out battles, and is also nice because it can be used on yourself, but it lacks the real Healing per second, that will be needed when 2-3 chars will attack you right away in Arena. It's funny after actually looking up the stats on level 14 Healing Breeze it looks more alright that I previously thought(160 healing over 10 seconds).
ICURADik
Quote:
Originally Posted by Blackace
Heh, Proxy Rax would be good too. I picked Nine Rax because originally I used to run around with Four Pool Rush, so I owed one to Terrans. Next time might be an off shoot of Proxy Gates, Carrier Rush, DT rush or something that sounds "cool".
Reason I never put Mend Ailment in is because most people dont even let you know if their suffering from an important condition, and because Poison Arrow spam just rips Mend Condition and Ailment apart. I originally had Power Drain in at one point too, may try to play with it again someday. If your prot spec, Mend Ailment with Divine Boon can be your main source of healing.
Reason I never put Mend Ailment in is because most people dont even let you know if their suffering from an important condition, and because Poison Arrow spam just rips Mend Condition and Ailment apart. I originally had Power Drain in at one point too, may try to play with it again someday. If your prot spec, Mend Ailment with Divine Boon can be your main source of healing.
Yukito Kunisaki
Well, Power Drain did escape my train of thought vs. Energy Tap.
3s. is a lot but it's another offensive skill to use to make their monk or ele lose energy to feed your goal. Since you're under heavy fire, Power Drain is sooo fast that it'd be perfect for your needs.
Both have a catch though.
Energy Tap = 3s. of waiting
Power Drain = enemy has to use a spell of some sort with a predictable cast time.
If I were to make a choice, I'd probably stick to Energy Tap. That 3s. is essential if you look at it because if it stole energy with the cast time of Power Drain... ooh, broken fun... That and I'd rather do it when I need to do it instead of having the enemy accidentally choose for me.
3s. is a lot but it's another offensive skill to use to make their monk or ele lose energy to feed your goal. Since you're under heavy fire, Power Drain is sooo fast that it'd be perfect for your needs.
Both have a catch though.
Energy Tap = 3s. of waiting
Power Drain = enemy has to use a spell of some sort with a predictable cast time.
If I were to make a choice, I'd probably stick to Energy Tap. That 3s. is essential if you look at it because if it stole energy with the cast time of Power Drain... ooh, broken fun... That and I'd rather do it when I need to do it instead of having the enemy accidentally choose for me.
ICURADik
Quote:
Originally Posted by Blackace
Heal Other because it's a fast spike heal that will ruin alot of people's day:especially Warriors that dont know how to Adrenaline spike.
Once again, your counting on the other team sucking? I usually run boon so I'm not aware of the energy a normal monk has to play with, but 10 still seems like far too much compared to the basic orison or word of healing. Heal Area seems far more useful in arenas as long as your team understands not to target warriors first.
Tigris Of Gaul
Quote:
Originally Posted by Blackace
Quote:
Originally Posted by Blackace
Ensign and Zrave would love you. I really hate Energy Tap because of the casting time, but those two have been telling me for a whle that the skill is better than I give it credit for.
Also curious to see how they cope with that 3 second cast time. I think it's pretty manageable on a Fast Casting mesmer, but on a healing monk, three seconds is pretty brutal. Energy Drain is 1 second cast to gain 10 energy (at 8 Inspiration), and Energy Tap is 6 energy for a 3 second cast... I don't know. I don't see it. At least when Signet of Devotion or Healing Seed goes off, you can appreciate the effects.
And this is a question for anyone in a general, but what are effective non-elite skills for energy management as a monk? There are some direct effect monk elites I'm aching to use, but I'm worried about energy... Red Locust
I dunno, that build is too light on the self-healing to work in arena. I've ran something similar (only with inspired hex instead of hex breaker, and healing touch instead of healing seed). Oftentimes when I encounter knockdown wars or good mesmers, the healing just isn't enough.
From experience, an orison or two is enough to discourage attackers from attacking allies and to entice them into attacking you. Then, it's all about keeping yourself alive for longer than the enemy monk keeps himself alive, and that's when I start missing my prot spells. Lome
Quote:
Originally Posted by Blackace
Divine Favor 10
Healing Prayer 14 Domaintion 3 Inspiration 9 Orison of Healing Heal Other Healing Breeze Healing Seed Diversion Energy Drain Hex Breaker Channeling I ran the following version of this build: divine favor 8+1 (enough for a staff) healing 12+1+1 domination 5 inspiration 9 orison of healing heal other healing breeze healing seed diversion energy drain hex breaker inspired enchantment I agree that rez sig on a monk is not really very useful vs good teams (you die first) and vs bad teams (you kill them first). However, I found the ability to drain off things like balthazar's aura and mess around with enchantment-heavy builds useful. With 9 inspiration you get to drain off 1 enchantment every 20 seconds for free (you get the 10 energy back), and sometimes you get useful enchantments. In one fight, I obtained shield of judgement and used it to great effect. Obviously, rend would be better, but you can't take necro. The ability to drop big heals, and breeze allows one to run around and multitask quite well, and diversion and energy drain are great for long attrition fights (I was in a 2 monk team that was able to outattrition an excellent 2 monk team in random arena after about 15 minutes). Thanks for a great build idea, Blackace! Lome |