Pure monk in disguise

Dethpoet

Dethpoet

Pre-Searing Cadet

Join Date: Apr 2005

Last beta i've been experimenting a bit to find the perfect(?) monk build.
I wonder what you guys think and maybe hand out some hints.

"Poet of Deth"
elementalist/monk

*Attributes*
- Energy Storage 12
- Smiting prayers 10
- Healing prayers 10

*elementalist skills*
none

*monk skills*
- Signet of Judgement (elite)
- Smite
- Zealot's fire
- Heal other
- Healing seeds
- Heal party
- Rebirth
- Restore life

Tips, anyone?

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Doesn't seem like a very effective build. If it's for PvE, I guess it would work. With no energy regen though, you really wouldn't be doing much when you get low. A huge pool of energy is nice, but you are lacking effective management. Not sure what else to say. PvE tends to be easy enough where you don't need the greatest build to survive in a team.

As for PvP, you won't be fooling anyone. People know that most E/Mo's are healers and strong ones too (usually more into protection type magic than healing). Rebirth is useless in PvP with 0 in Protection Magic. That's 10 vital seconds your teammate will be contributing little if any to the group. Also, a pure healer/buffer usually doesn't bring revive spells since they are too busy managing the life of their teams. I'd say you are better off switching Healing Prayers to Protection Prayers during PvP for this build.

If you really want to be casting a lot of heals and buffs on your allies, you should consider monk primary for Divine Favor. Will be more useful than Energy Storage. If you want to stick with elementalist primary and Energy Storage, I say go with an elemental magic line (so you can at least raise it with runes and make it more effective than the 10s in the monk attributes; a good one is earth) and choose Smiting or Protection.

Rhazwyth

Academy Page

Join Date: Apr 2005

Quote:
Originally Posted by Dethpoet

*Attributes*
- Energy Storage 12
- Smiting prayers 10
- Healing prayers 10

*elementalist skills*
none 12/10/10 isn't possible. Unless that is planned with item upgrades.
You can do 12/10/8 though..

adam.skinner

Frost Gate Guardian

Join Date: Apr 2005

Elect of God [EoG]

Mo/Me

I wouldn't pay so many skill points just to get another 6 energy. Better to put your points into healing/protection/an elemental discipline (water/earth).

Dethpoet

Dethpoet

Pre-Searing Cadet

Join Date: Apr 2005

I wanted a Monk who could (potentially) be a dedicated healer but also do his share of damage.
Maybe "pure monk" wasnt the best chosen term here
I can see my build has some flaws (thx for the tips).
It worked pretty well though in pvp and my teammates were quite happy with me.
But it's true, when i was low on energy i couldn't do much for a while.
Especially annoying after Rebirth which was my "last resort" skill.
Oh and yes it was with item upgrades (can't remember which ones)

Scaphism

Scaphism

Elite Guru

Join Date: Jan 2005

Idiot Savants [iQ]

There's no reason to ever bring 2 rezzes along in PVE. I'm tempted to say the same in PVP as well.

Drop one of your rezzes.

If this is a PVE build, forget smiting. (Unless you want to farm Undead)

If you want to do damage in PVE, use one of your elementalist lines. Fire has good PVE skills, since monsters are too dumb to move out of your AOE spells.

An El/MO needs to bring Word of Healing to improve their healing effectiveness, or pick up an energy management skill from Energy Storage to keep their energy flowing in. Don't waste your time on mediocre attack elite like Signet of Judgement.

Mouth-For-War

Ascalonian Squire

Join Date: Apr 2005

Well I dont realy like the posters build (sorry, I can be brutaly honest)

These are some "disguised" builds I came up with. I dont realy think they would work, more funny then anything.

This one is a damage dealer in disguise

Class: Mesmer / Monk

Attributes: (cost)
Fast Casting: 10 (61)
Illusion Magic: 10 (61)
Smiting Prayers: 11 (77)

Total attribute points used: 199/200


Skills:
1) Phantom Pain - (10,2,15) For 10 seconds, target foe suffers health degeneration of 2. When Phantom Pain ends, that foe suffers a deep wound, lowering that foe's maximum health by 20% for 15 seconds.
2) Conjure Phantasm - (10,1,5) For 10 seconds, target foe experiences health degeneration of 5.
3) Clumsiness - (10,1,10) For 7 seconds, if target foe attempts to attack, the attack is interrupted, target foe suffers 65 damage, and Clumsiness ends.
4) Shield of Judgment (elite) - (15,1,45) For 17 seconds, anyone striking target ally with an attack is knocked down and suffers 24 damage. This is an elite skill.
5) Retribution - (10+,2,0) While you maintain this enchantment, whenever target ally takes melee damage, this spell deals 30% of the damage back to the source.
6) Holy Strike - (5,3/4,15) Target touched foe takes 43 holy damage. If knocked down, your target takes an additional 21 holy damage.
7) Smite - (10,1,10) This attack deals 43 holy damage. If attacking, your target takes an additional 21 holy damage.
8) Bane Signet - (0,2,25) Target foe takes 48 holy damage. If that foe was attacking, he is knocked down.

What would happen is they rush you, thinking your a healer/shutdown player, but you cast some spell, they take damage... Oh Nuts!

lol... like I said, just for fun.