Help for PVP Monks

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

If you have a question to improvement to your monk build or about a special problem you have to face as monk. Ask in here please. No other posts please.
This thread is meant to be specially dedicated to this subject. Please respect that.

ethix

Pre-Searing Cadet

Join Date: Jun 2005

i need the best(well at least good) build for either a mo/me healer or a smiter monk. thx

cookiehoarder

Krytan Explorer

Join Date: Jun 2005

Melbourne, Florida.

[HTR]

shud i us mendeng or heeleng breuze?!


-Since I consider myself an *expierenced* monk for tombs, I will be willing to help as well.

White Designs

Krytan Explorer

Join Date: Jul 2005

Illinois

None

Healing Breeze.

Why don't you look at the skill before blindly thinking its terrible in all forms of pvp?

Divine Elemental

Divine Elemental

Desert Nomad

Join Date: May 2005

Near Your House

I Used To Own [ IUTO ]

ok my Monk Goodys.

The Term SHOCK Healer..

Shock Healing specializes in umm SUPER OMFGWTF Healing a full bar of hp in 1 Spell
Seriously!

Healing Breeze
Healing Seed
Dwaynas Kiss
Heal Other
Word of Healing
Channeling
Orison of Healing
The Healing Signet ( Signet of Devotion if i remember correctly )

16 Healing
6 Inspiration
11 Divine Favor

WIth Healing Breeze + Healing Seed on a target being attacked constantly just use Dwaynas Kiss = poonage ? Nuff said
i wont reveal other builds i use well maybe not yet

Shiny Catalyst

Ascalonian Squire

Join Date: Sep 2005

Sunshine State

The Chaos Tormentor

W/Me

I no this is for pvp monks but i have a question (well 2)

1.how do u get skill to 16 .does sup rune get that high?

2.i no the nerfed avatar build but ive still seen ppl solo UW can anyone help me ouit with that(i was experimenting)

Signet of Humility

Signet of Humility

Academy Page

Join Date: Oct 2005

First 1

Headpiece +1 , Superior Rune +3


2nd One only thing i can think of is Spamming Protective Spirit / Bond

Neo-LD

Neo-LD

Desert Nomad

Join Date: May 2005

USA

[GSS][SoF][DIII]

heal other
healing touch
dwaynas kiss
devo sig
healing seed
offering of blood
smite hex
xx?

was thinking of having 2 of those plus a prot monk. (8v8 of any sort)

1) is that a good setup fundamentally (if yes, go to question 2a, if no, go to question 2b)

2a) what should the 8th skill be?

2b) what is wrong with it?

3) what atributes would be best?

Signet of Humility

Signet of Humility

Academy Page

Join Date: Oct 2005

Quote:
Originally Posted by Neo-LD
heal other
healing touch
dwaynas kiss
devo sig
healing seed
offering of blood
smite hex
xx?

was thinking of having 2 of those plus a prot monk. (8v8 of any sort)

1) is that a good setup fundamentally (if yes, go to question 2a, if no, go to question 2b)

2a) what should the 8th skill be?

2b) what is wrong with it?

3) what atributes would be best?
imo if ur going ENergy Management healer
id use a mo/me since the buff/nerf on Edrain u gain 2 energy per energy lost on enemy
so basically u gain hmm pretty decent 16ish?
at that rate
offering of blood makes u take away ur own HP
also smite hex
since ur going mo/me id bring inspired / remove
since heavy hex removal ( Convert Hex ) will be usually brought by the prot
and attribute wise
16 healing
10 Inspiration
9 Favor
but i think that u like necro if u do i really have no knowledge about it

NightOwl

Lion's Arch Merchant

Join Date: Aug 2005

I'm just curious as to why the rest of this forum has been closed off to monk questions?

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by NightOwl
I'm just curious as to why the rest of this forum has been closed off to monk questions? It isn't. If you're referring to Dont Look At My's original post, he doesn't have any actual power whatsoever. An interesting idea on his part; unfortunately, not a novel one, as there's a stickied thread devoted to monks already:
http://www.guildwarsguru.com/forum/s...?t=2807&page=5

Bast

Bast

Lion's Arch Merchant

Join Date: Apr 2005

Quote:
Originally Posted by Neo-LD
heal other
healing touch
dwaynas kiss
devo sig
healing seed
offering of blood
smite hex
xx?

was thinking of having 2 of those plus a prot monk. (8v8 of any sort)

1) is that a good setup fundamentally (if yes, go to question 2a, if no, go to question 2b)

2a) what should the 8th skill be?

2b) what is wrong with it?

3) what atributes would be best? Wouldn't hurt to have Infuse Health on one of them and Heal Other on the other one. I kinda dislike Dwayna's Kiss, but if there's hex/enchant stacking going on it could be worth it. Otherwise, take Orison.

This is a basic energy-managed healer attribute spread:
11+1+1/3 Healing
10+1 Divine
10 Blood
1+1 Smite (useless, but what the hell).

In Arena I use a minor healing rune. You have to decide if having another +6-12ish healed from each heal spell is worth giving up 75 life for a superior healing when you're a primary target. In Arena, its definitely not worth it because you'll be the only healer most of the time. In Tombs/GVG you can get away with it. I'm undecided as to whether the superior is worth it even there. The 10 in Blood nets you 11 energy from Offering (16-5).

If your other monks are competent you can probably launch Healing Touch for something else since getting crosshealed by someone else is a more efficient heal than Touch is.

Entropius

Lion's Arch Merchant

Join Date: Jun 2005

As elite energy management skills from secondaries go, Mantra of Recall probably beats out Offering of Blood.

It gives you nearly as much juice, doesn't cost life, and is an enchantment that you don't mind getting removed. Plus, putting points into Blood gives you nothing else besides Offering; Inspiration gives you Inspired Hex and Channeling, both of which are amazing skills.

You can also use Contemplation of Purity along with Mantra of Recall to pull some neat tricks.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

You guys should really decide if you want to heal primary yourself or others.

As many (maybe just too much) of your skills are just for healing others, it won't serve much - cause in pvp, monk will be attacked first.

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

Quote:
Originally Posted by Dmitri3
You guys should really decide if you want to heal primary yourself or others.

As many (maybe just too much) of your skills are just for healing others, it won't serve much - cause in pvp, monk will be attacked first. What the ...
thats just stupid, a monk has to heal everyone, as in tombs you're not always target number one. Ever heard of spiker teams?

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Dont Look At My
What the ...
thats just stupid, a monk has to heal everyone, as in tombs you're not always target number one. Ever heard of spiker teams? Ever heard of protection monk?
Protector is to manage the spikes, healer to heal the damage that wasn't protected.

Look, all I was saying is that bringing 3 spells that you can't cast on yourself ( heal other, dwaynas kiss, healing seed) is just plain stupid, cause it won't help much when you are targetted.

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

yey, I neva said that you should bring them. Personally I think that healother and dwaynas are not really worth it. healing seed only against Rangers or Warriors, but not really good too.

Now Yes I heard of prot monk, because I play one 80% of my time. And since when does a protector have to manage spikes?
Yes he will block the ennemies from killing the target, but there is someone who has to heal them?

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Quote:
Originally Posted by Dont Look At My
Yes he will block the ennemies from killing the target, but there is someone who has to heal them? Just as I said in other post: Protector is to manage the spikes, healer to heal the damage that wasn't protected.

Protector is best friend of healer... But he is quite useless without another healer. Hp degeneration for example...

pagansaint

Krytan Explorer

Join Date: Jun 2005

Diversify a little and save yourself alot is the best advice I can give for a monk, there are 100s of ways to make a monk "work," maybe a dozen ways that are really efficient all around, but the best monk? A monk that works as with his/her team and uses their strengths to fill his gaps.

Pure Prot/DF/xx and you'll get hit with something you can't counter and/or will take you out of the fight. Same for Pure Heal/DF/xx. Diversify just a little and you may surprise yourself how helpful some skills are with only a couple points into thier attributes.

The basics for a monk?

Hex removal/Condition removal
Healing
Smiting
Damage Mitigation

How do you achieve all those goals? You can't effectively. But you can do 3 of the 4 well enough and 2 very efficiently.

Specialize by all means, but don't over specialize, for an example don't load up on JUST healing or JUST damage mitigation (the bread and butter two goals for generalized monks)

Specialize in one take a little bit of another and pick a secondary that enhances either your survival(preferably) and/or the survival of your team.

Experiment and take bits and pieces of other peoples builds till you find one that works well for you to become a monk that HELPS his/her team win, not just survive and prolong survival, but WIN.

I can't give an exact build because I don't play a monk, But I can tell you what stops me from killing one, and that is what I'm constantly looking for a better way to do as the FoTM monk builds change while still being able to hurt generalized monks.

These skills are used to great effect:
Mend Ailment
Healing Breeze
Smite Hex
Shielding Hands/Healing Hands/Mark of Protection
Reversal of Fortune
Divine Boon
Signet of Devotion
Pacifism
Healing Touch

High primary attribute, low non specialized/support monk attribute, moderate to low secondary profession attribute and moderate divine favor will net you a stable platform to operate with but it won't be as effective as a pure monk but will be able to face different situations more easily.

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

Canada, almost got to see a polar bear... :P

Seriously, I think pure monk is best choice.
And pure healing or protection with divine favor is what makes ultimate monk.

If you put points into something else to gain energy - you loose healing/prot power.
My trick is to take W/Mo in a group for energy management and this warrior is still doing great damage (pure adrenaline). Or other way is blood necro with blood is power...
THIS IS CALLED TEAM STRATEGY.

Better to do one task at the time, but do it at the best! If you want to do all in the same time, most of these builds don't work.
Well, seriously, who would take monk protection/healing/divine in HoH? It will be 4x more effective if it was one monk protection/divine and other monk healing/divine.

/the only skills from other proffesions I'm not agains't - are the ones that don't need attributes

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

Dimitri, you got some good points about pure monk, but you're contradictory. First you say a monk should have more heal only spells, then you switch over to prot monk which was never in the discussion and then you go back and say that heal monks are just there to heal the targetted allies in the team that got protected?

make your mind up abit.

wheel

wheel

Jungle Guide

Join Date: Jun 2005

Topeka, Kansas

Tyrian Fo Lyfe [word]

Quote:
Originally Posted by Bast
Wouldn't hurt to have Infuse Health on one of them and Heal Other on the other one. I kinda dislike Dwayna's Kiss, but if there's hex/enchant stacking going on it could be worth it. Otherwise, take Orison.

This is a basic energy-managed healer attribute spread:
11+1+1/3 Healing
10+1 Divine
10 Blood
1+1 Smite (useless, but what the hell).

In Arena I use a minor healing rune. You have to decide if having another +6-12ish healed from each heal spell is worth giving up 75 life for a superior healing when you're a primary target. In Arena, its definitely not worth it because you'll be the only healer most of the time. In Tombs/GVG you can get away with it. I'm undecided as to whether the superior is worth it even there. The 10 in Blood nets you 11 energy from Offering (16-5).

If your other monks are competent you can probably launch Healing Touch for something else since getting crosshealed by someone else is a more efficient heal than Touch is. Dwayna's Kiss is more efficient than Orison with only ONE hex/enchantment on the target other ally. And when there isn't a hex or enchantment on the target ally, Infuse Health or Heal Other are good choices. Dwayna's Kiss is my mainstay as an "other ally" heal.

16 Heal
Dwayna's 0 Hex/Enchant = 63 | 12.6 HP/Energy
Orison = 73 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 84 | 14.6 HP/Energy
Heal Other = 190 | 19 HP/Energy
Dwayna's 2 Hex/Enchant = 105 | 21 HP/Energy
Dwayna's 1 Hex/Enchant = 126 | 25.2 HP/Energy


13 Heal
Dwayna's 0 Hex/Enchant = 54 | 10.8 HP/Energy
Orison = 63 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 72 | 14.4 HP/Energy
Heal Other = 161 | 16.1 HP/Energy
Dwayna's 2 Hex/Enchant = 90 | 18 HP/Energy
Dwayna's 3 Hex/Enchant = 108 | 21.6 HP/Energy

cookiehoarder

Krytan Explorer

Join Date: Jun 2005

Melbourne, Florida.

[HTR]

You never want to carry heal other and word of healing. It's over kill for healing. This is my heal build usually
1. Word of Healing {e}
2. Dwayna's Kiss
3. Orison of Healing
4. Healing Touch
5. Healing Seed
6. Drain Enchantment
7. Inspired Hex
8. Smite Hex/Aegis.

16 Heal
10 inspiration
9 Divine

W/ Aegis
15 Heal
10 inspiration
7 Divine
Rest into prot (Should be 8/9)

Either of these builds never have energy problems. I never use channeling-Just doesn't really work for me :/

Quote:
Originally Posted by wheel
Dwayna's Kiss is more efficient than Orison with only ONE hex/enchantment on the target other ally. And when there isn't a hex or enchantment on the target ally, Infuse Health or Heal Other are good choices. Dwayna's Kiss is my mainstay as an "other ally" heal.

16 Heal
Dwayna's 0 Hex/Enchant = 63 | 12.6 HP/Energy
Orison = 73 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 84 | 14.6 HP/Energy
Heal Other = 190 | 19 HP/Energy
Dwayna's 2 Hex/Enchant = 105 | 21 HP/Energy
Dwayna's 1 Hex/Enchant = 126 | 25.2 HP/Energy


13 Heal
Dwayna's 0 Hex/Enchant = 54 | 10.8 HP/Energy
Orison = 63 | 12.6 HP/Energy
Dwayna's 1 Hex/Enchant = 72 | 14.4 HP/Energy
Heal Other = 161 | 16.1 HP/Energy
Dwayna's 2 Hex/Enchant = 90 | 18 HP/Energy
Dwayna's 3 Hex/Enchant = 108 | 21.6 HP/Energy This man knows what he is talking about . I'd rather have Dwayna's on my bar then orison. Dwayna's kiss is like the restore condition of prot! Without being elite. It's great to heal your ghostly hero for over 200 on a 5 energy heal

Dont Look At My

Dont Look At My

Banned

Join Date: Sep 2005

Luxembourg

Mo/Me

Guys, dont take so much healing spells as:
Dwayna's, orison, word of healing, healother.
Word of healing and healother would be enough.

Try to get more energy management skills into your build, and more selfprotection against hexes!!!!

as ANet nerfed the leeching mesmer skills, hexes are your worst ennemies, SO DO SOMETHING AGAINST IT, its so easy. Holy Veil, Hexbreaker. Thats the best actual combo I can think off. If you have the space you can take inspire hex for the worst case, when they spamm hexes on you.

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

Quote:
Originally Posted by Entropius
As elite energy management skills from secondaries go, Mantra of Recall probably beats out Offering of Blood.

It gives you nearly as much juice, doesn't cost life, and is an enchantment that you don't mind getting removed. Plus, putting points into Blood gives you nothing else besides Offering; Inspiration gives you Inspired Hex and Channeling, both of which are amazing skills.

You can also use Contemplation of Purity along with Mantra of Recall to pull some neat tricks. I was under the impression that you only get the energy back if the enchantment "ends" naturally, after 20 seconds. I don't think you get the benefit if someone removes or shatters it, but I could be wrong.

If this is the case, MoR is pretty risky. It would be much more usable if they made it a stance like most of the other mantras.

Shinsei

Lion's Arch Merchant

Join Date: Feb 2005

Denmark

The CoR+Recall build's pretty solid for random arenas, since you're constantly denying hex's and conditions on yourself, being able to save that inspired hex or mend ailment for someone else, and running some nice energy management at the same time. I like to combine it with a prot booner for a fun and pretty solid build.

Mend Ailment
Contemplation of Purity
Mantra of Recall
Reversal of Fortune
Guardian/Shielding Hands
Divine Boon
Inspired Hex
Drain Enchantment/Power Drain

16 Divine
9 Protecton
10 Inspiration

Don't have to worry about condition/hex stacking. Don't have to worry much about energy denial either, since you're basically storing it somewhere else for a higher profit later on, which you have complete control of unless there's mass enchantment removal. In the case of enchantment removal, good. He gave you the energy when you were going to need it (enchantment removal is usually followed by spikes). If you were full, well, the situations not critical, so either way it's pretty neutral, and when you get better, run power drain over drain enchantment. This is pretty much the basic build I give most people who want to run a solid monk.

Ofcourse, for higher competion, I prefer Offering of Blood as energy management, and essentially, an entirely different build.

FrogDevourer

FrogDevourer

on a GW break until C4

Join Date: Feb 2005

In your shadow

Servants of Fortuna

Quote:
Originally Posted by Dont Look At My
If you have a question to improvement to your monk build or about a special problem you have to face as monk. Ask in here please. No other posts please. If you want your own column, don't post on these boards. This forum is for discussion. If it's unclear, reread the forum guidelines.

Patrograd

Jungle Guide

Join Date: Sep 2005

UK

Charr Women [hawt]

Quote:
Originally Posted by cookiehoarder
You never want to carry heal other and word of healing. It's over kill for healing. This is my heal build usually
1. Word of Healing {e}
2. Dwayna's Kiss
3. Orison of Healing
4. Healing Touch
5. Healing Seed
6. Drain Enchantment
7. Inspired Hex
8. Smite Hex/Aegis.

16 Heal
10 inspiration
9 Divine
This is very close to my build, only I bring divine healing instead of smite hex, and I run typically 13 in both healing and divine favour, with 10 in inspiration. If you have 13 in both attribs, instead of the 16 and 9 that you have, all the heals will be identical in terms of HP healed, except for healing touch, which will be considerably stronger with more points in divine, and it opens up divine healing as a viable skill for you to use on altars and healing balls

wheel

wheel

Jungle Guide

Join Date: Jun 2005

Topeka, Kansas

Tyrian Fo Lyfe [word]

If you are wanting to know the general power and efficiencies of Healing skills, check out my Healing Efficiencies and Divine Favor Bonus thread

neoflame

neoflame

Krytan Explorer

Join Date: Feb 2005

Quote:
Originally Posted by Effigy
I was under the impression that you only get the energy back if the enchantment "ends" naturally, after 20 seconds. I don't think you get the benefit if someone removes or shatters it, but I could be wrong. If an enchantment is removed, it counts as ending, so you get the energy immediately.