How Do Spirit Spam Monks Function?
Zelc
The combination of Nature's Renewal and Quickening Zephyr would give most monk team fits. However, Spirit Spam teams that use both nature rituals still have monks that can function. What do those monks use that keeps them effective under these two rituals? Can someone possibly post a monk team that would work?
Zeru
Signet of Devotion obviously is something you want.
Remember that zephyr does cause every skill to have half the recharge time. Use that to your advantage.
Offering of Blood {Elite} - Spell
Sacrifice 10% of maximum health. You gain 8-18 energy 5 / 1/4 / 15
With zephyr on you can crank out OOB every 7.5 seconds. At 10 blood it gives back 16 energy, which is 11 energy net, meaning with zephyr you can potentially gain 9 energy every 7.5 seconds.
Remember that zephyr does cause every skill to have half the recharge time. Use that to your advantage.
Offering of Blood {Elite} - Spell
Sacrifice 10% of maximum health. You gain 8-18 energy 5 / 1/4 / 15
With zephyr on you can crank out OOB every 7.5 seconds. At 10 blood it gives back 16 energy, which is 11 energy net, meaning with zephyr you can potentially gain 9 energy every 7.5 seconds.
theclam
The Monks could go Mo/Me for Energy Drain or Mo/N for Offering of Blood. Signet of Devotion plays very well with Quickening Zephyr. A Necro on the team could use Blood is Power (only lasts 10 seconds and casts quickly and cheaply; a team with voice communications can put this down in the middle of Nature's Renewal casts). While most Monks run at least one or two enchantments (Healing Seed, Healing Breeze, Reversal of Fortune, Protective Spirit, etc.), you don't have to. Something like this might work:
11+1+1 Healing Prayers
10+1 Divine Favor
10 Inspiration Magic/Blood Magic
Heal Area
Heal Other
Orison of Healing
Healing Touch
Mend Ailment
Signet of Devotion
Energy Drain/Offering of Blood
Res Signet
11+1+1 Healing Prayers
10+1 Divine Favor
10 Inspiration Magic/Blood Magic
Heal Area
Heal Other
Orison of Healing
Healing Touch
Mend Ailment
Signet of Devotion
Energy Drain/Offering of Blood
Res Signet
Red Locust
Channeling is great, gives you a near infinite energy supply. It will get removed often with natures renewal, but you should be able to recast it faster than they can remove it. Stack some enchants on yourself to protect it from other enchantment removal, and you're golden.
Offering of blood and Energy drain have are less effective with the increased energy costs, and offering of blood in particular, with its 10% sacrifice, really becomes ineffective when you have 1000+ health.
Offering of blood and Energy drain have are less effective with the increased energy costs, and offering of blood in particular, with its 10% sacrifice, really becomes ineffective when you have 1000+ health.
Tellani Artini
More divine favor, healing, and energy steals. Bringing any enchants with longer than 1/2s casting time is kind of silly with NR. Stacking enchants on yourself is equally silly. But it really depends on how often your team is using NR. I wouldn't bring channeling with an oath shot NR spammer, but I might bring energy tap/drain, and maybe power drain to use on any necros/mesmers trying to cast double-time hexes.
Bring heals you can get a lot out of. Healing touch and word of healing are obvious choices, and sig of devotion becomes rapid-fire with QZ.
Bring heals you can get a lot out of. Healing touch and word of healing are obvious choices, and sig of devotion becomes rapid-fire with QZ.
Red Locust
Nothing wrong with bringing along something like prot spirit or RoF (or even shielding hands) along to cover up channeling. All of those have quick cast times (other than channeling) and recharge faster than it takes an oath shot spammer to recast NR (20 second oath shot recharge + 5 second NR cast). Considering the payoff, it's worth it.
Not to mention that they're generally very useful spells, and you have no way of knowing whether you'll be facing spirit teams beforehand.
Not to mention that they're generally very useful spells, and you have no way of knowing whether you'll be facing spirit teams beforehand.
lanilifar
Quote:
Originally Posted by Zelc
Monk/Me 6 Div Fav 10+1, Heal Pray 11+3, Insp 10
Signet of Devotion
Orison of Healing
Heal Other
Healing Seed
Divine Healing
Spell Breaker
Mantra of Frost
Power Drain
Monk/Me 7 Div Fav 10+1, Heal Pray 11+3, Insp 10
Word of Healing
Signet of Devotion
Orison of Healing
Heal Other
Divine Healing
Purge Conditions
Mantra of Frost
Power Drain
Monk/Me 8 Div Fav 10+1, Heal Pray 11+3, Insp 10
Signet of Devotion
Orison of Healing
Heal Other
Healing Seed
Divine Healing
Martyr
Mantra of Frost
Power Drain