is a me/mo too much

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

IF i create a me/mo, will points in illution, domination, healing, and a couple in fast casting,will that be too much for one to do at once?

DO i have room on my skill bar for healing, illution, and domination skills?

Also, in a battle, would i be able to heal my party, keep them a live and skrew with hte enemy, since ive heard monks and mesmers are both full time jobs?

thanks

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

Yes.

No.

No.

And for good measure:
http://www.guildwarsguru.com/forum/s...ead.php?t=3964

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

sooo much for that plan.

I think im just gonna go mo/me and a basic healing/protection/divine/inspiration build.

but then...how do i go thru pre searing where one generaly solos?

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

Pre-Searing is really nothing to worry about, it's so easy. Use Conjure Phantasm and that kills everything fast. What matters is end-game, not the beginning.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

conjure phantasm isnt inspiration though.....

i was gonna go healing/divine favor/ mostly with a good amount of inspiration and protection.

but i guess i could still pick up conjure phantasm and use it with zero points into whatever attribute its part of. you're right, pre searing is so easy.

Quintus

Frost Gate Guardian

Join Date: Mar 2005

You do realize that you can refund your attribute points, right? This means that in Pre-Searing you can pump points into Illusion for phantasm, and later, when you get some useful Inspiration skills, you can take the points you put into Illusion and put them into Inspiration.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

would i be better off putting points into smiting and using skills like banish, than putting them into illution soley for the use of conjure phantasm?

lg5000

lg5000

Jungle Guide

Join Date: Jul 2005

Australia

From memory.. conjur phantasm does more damage in pre-searing than smiting.. that, and the recast time isn't as long.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

well, i guess i could put like three points into illuition, then move those points into inspiration later, but i have multiple smiting spells at my disposal, compared to just conjure phantasm.

Bast

Bast

Lion's Arch Merchant

Join Date: Apr 2005

Conjure Phantasm > Presearing

Refund points for the win! You can load up your "illuition" for a little presearing Phantasm action, then change later when you get better skills.

Numa Pompilius

Numa Pompilius

Grotto Attendant

Join Date: May 2005

At an Insit.. Intis... a house.

Live Forever Or Die Trying [GLHF]

W/Me

In PvE a Me/Mo really can heal himself and at least help heal the team quite well, tank fairly well, and slay quite a bit of things.

It's just in team PvP you get too diluted.

Arcanis Imperium

Arcanis Imperium

Krytan Explorer

Join Date: May 2005

nova

Me/E

if you do an Me/Mo for PvP you're going to want to concentrate on only 3 Attributes.

I would say 2 in Mesmer Magic and 1 in Monk. Fast Casting, Dom or Illusion, and then Healing or Smiting.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

ok ill keep that in mind; one of hte reasons for me creating a mo/me, is that then i'll have mesmer and monk skills avaliable for a pvp character.

Bast

Bast

Lion's Arch Merchant

Join Date: Apr 2005

I think you'd be better off with a Mo/Me over a Me/Mo if you're mostly doing it for unlocking purposes. You'll have an easier time getting in groups for one thing, since the vast majority of PVE groups don't even understand what Mesmers do.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

Quote:
Originally Posted by Nigy
ok ill keep that in mind; one of hte reasons for me creating a mo/me, is that then i'll have mesmer and monk skills avaliable for a pvp character. "creating a mo/me"

I'm making a monk/mesmer.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

ATlevel 6, my aformentioned mo/me, left the beautifully benign pre-searing world.

when would be a good time to start trusting party members for damage output? Right now i have something like 3 points of healing, one of divine favor, and 4 or five or six into illution magic, Just so i can use Conjure Phantasm for 7 seconds?

again, when should I take points out of illution magic and make my self a better monk, and rely of party members for damage output?

Also, if you have health degeneration of 5, do you lose 5 health every second or what?

thank you

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

As soon as you find atleast somewhat competent party members.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

Would the henchies be considered good enough?

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

Yeah, they're fine. You may want to stick to doing some damage though since you have the healer henchie, or you'll be running 2 healers in a 4 player team. You could run 1.5 healers. Once you get to areas with 6 or 8 player parties, or if you start teaming up with people, go full healing.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

well, thers mage hench, fighter hench,a and archer hench, plus me for healing.
you know...bein a monks a lot harder than an ele....

my problem now is i have trouble keeping everyone alive, including myself, because of serious energy issues.

at level six i can pull out a couple healing breezes without looking at just a few energy.

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

Oh well, I'm sure you'll find something that works out, early PvE shouldn't give you much trouble after all.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

yea Im sure ill be OK

Disposeable

Disposeable

Ascalonian Squire

Join Date: Aug 2005

UK

The Gwen Search Party

W/

With my PvE Mo/Me I just used healing spells with Channeling and that pretty much got me through the whole campaign. Plus you'll never have trouble finding a group as a primary monk.

TGgold

TGgold

Wilds Pathfinder

Join Date: Jul 2005

Flying Gophers

Rt/P

I have fun with my Mo/Me. Then again, I'm Inspiration, Healing, Smiting, and left overs in fast casting. It makes a fun time for everything. I guess you could do the same as a Mo/Me just use DF instead of FC.

Slade xTekno

Slade xTekno

Rawr.

Join Date: Apr 2005

Read or Die Stooge Forum

W/

Quote:
Originally Posted by Nigy
well, thers mage hench, fighter hench,a and archer hench, plus me for healing.
you know...bein a monks a lot harder than an ele....

my problem now is i have trouble keeping everyone alive, including myself, because of serious energy issues.

at level six i can pull out a couple healing breezes without looking at just a few energy. If you are interested in healing, I suggest you adjust your attribute spread and put more into Divine Favor and Healing Prayers.

Energy management is a key issue for all monks. There are three ways to manage this.
1] Don't Waste Healing - Figure out how much of an ally's health you heal with each spell you have. That way you know which spell to use without healing more than the damage he has taken.
2] Don't Waste Energy - Use the smallest spell that is needed. No need to Infuse Health when he's only taken 1/6 of his health bar in damage, Heal Party when only one has taken damage, or Healing Touch yourself when an Orison will suffice.
3] Use Your Secondary - Later on, your secondary [Me] will provide you skills to gain your energy [namely Energy Drain].
Earlier in the game, energy is managed by casting your spells carefully. For now, spamming Orison of Healing should be enough as long as you don't aggro a gigantic mob. Even then, in the chance OoH is simply not enough, slap a Healing Breeze on him and keep Orison up.
To be honest, being the monk is a little boring until you get more skills to play with. Either way, you won't get far without learning how to manage your energy.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

Thanks for the advice.

if i have points into healing, divine favor, and inspiration, would it be a bad idea to do protection as well?

Nash

Nash

Wilds Pathfinder

Join Date: Mar 2005

Sweden

The Cornerstone

Yes, that would be spreading your points too much. If you want to do a hybrid, lose Inspiration and grab another Elite.

tuperwho

Wilds Pathfinder

Join Date: Jul 2005

Tenacious Knights of Doom [TKD]

Well, I know this is kinda late, as you've already picked your char., but I think some is still relavent for playing. I'm really enjoying my me/mo. I'm level 17 and am about half to 2/3 through pve. I started with mainly mesmer skills through pre-searing and early post-searing. Things like backfire, chaos storm, and conjure phantasm. Then, I switched to a mainly smiting build with a few of these left. I tore through a good bit of the game, either soloing or taking a hench or two, as I found that I could do more than enough damage, without their little contributions. More recently, around the aurora glade mission, I got tired of henchies and have started working towards my final build:

Havne't figured my exact levels for these (since I don't have all the poiints yet anyway, but I plan to use:
Dom. magic, ~9 +rune
Inspir. magic, ~8 +rune
Healing magic 12
Fast casting. leftovers +rune

and for now, I'm planing skills of:
healing breeze
heal other
healing seed
rebirth
ether feast
backfire
power leak
spirit shackles/dwayna's kiss/elite skill

I love the combo of mes. and monk, as it allows you to be very involved in helping your party healing, and also get a bit of "offense" in, as they look to you to shut down bosses.

I think either me/mo or mo/me with 3 main primaries and some FC can work. Of course, I'm more than happy to hear comments. After all, I still think my W/R is pretty badass. I haven't had a single bad comment from anyone I've played my me/mo with though, and I've asked for criticism. Anyway, enough of my 2 cents.

Nigy

Frost Gate Guardian

Join Date: May 2005

Seattle

thanks tuperwho, but as you said ive already solidified my mo/me.

I dont know if protection or inspiration would help out a group more, but I really dont think that trying to protect on top of healing will be possible because of energy issues.

ALso, i think its a waste of a mesmer secondary if i dont utilize that at all.

SO i will probably for most of the game go healing, divine favor, and inspiration, and mostly be a dedicated healer with some inspiration skills to keep my energy not empty.

ALTHOUGH I was slightly dissapointed when i saw the list of inspiration skills because a large portion of them are mantras, which i dont think are too much help unless you are ina specific area.