Monk/.... uhmm.....
woesla
People im making a MONK
I think i like monks most because gw is a team game....and if I could name 1 teamplayer
You probably dont care for the reason why i want to be a monk,
But the question i have... :P
I Know people always go for the monk first *read pve/pvp*
Therefor if i die......i cant heal and other things with the result that they meight die....
So to prefend death...I pick my secondary...*This is were it gets harder..*
I have 3 options in mind...
Mo/W -Stances
-Maybe hammer to knock the shit out of evrything that gets to close
Mo/R -For stances
-maybe for pet *it meight distract them from attacking me.
Mo/Elem -For Earth magic for protection
-For Water to slow them down so they cant reach me
what secondary proffesion do you all think is best to stay alive???
Ps. Why do most pick Mo/W over Mo/r they both have good stances
I think i like monks most because gw is a team game....and if I could name 1 teamplayer
You probably dont care for the reason why i want to be a monk,
But the question i have... :P
I Know people always go for the monk first *read pve/pvp*
Therefor if i die......i cant heal and other things with the result that they meight die....
So to prefend death...I pick my secondary...*This is were it gets harder..*
I have 3 options in mind...
Mo/W -Stances
-Maybe hammer to knock the shit out of evrything that gets to close
Mo/R -For stances
-maybe for pet *it meight distract them from attacking me.
Mo/Elem -For Earth magic for protection
-For Water to slow them down so they cant reach me
what secondary proffesion do you all think is best to stay alive???
Ps. Why do most pick Mo/W over Mo/r they both have good stances
el_excentrico
I assume you are talking about PvP, because in PvE not everyone goes after the monk first
I'd say: Mo/W or Mo/E - don't use a Mo/R simply for the pet, keeping it alive would take up too many skills in your skill bar that should go to skills that keep your party alive.
I probably would go for the Mo/W with high tactics or indeed as you suggest Mo/E with Earth - although perhaps E/Mo can be an option as well, as investing in Energy Storage would give you plenty of energy.
I'd say: try and experiment with PvP chars as much as you like till you get a final build
I'd say: Mo/W or Mo/E - don't use a Mo/R simply for the pet, keeping it alive would take up too many skills in your skill bar that should go to skills that keep your party alive.
I probably would go for the Mo/W with high tactics or indeed as you suggest Mo/E with Earth - although perhaps E/Mo can be an option as well, as investing in Energy Storage would give you plenty of energy.
I'd say: try and experiment with PvP chars as much as you like till you get a final build
woesla
I've coupled up with a warrior be4 and whend out for some "whooping" and they always came for me and didnt attack the warrior
But do ya think going hammer to knock them down and then run away would be a good option.... *by then a teammember shout be all over him
But do ya think going hammer to knock them down and then run away would be a good option.... *by then a teammember shout be all over him
Manfred
No.
Going melee with a monk, in fact, is one of the stupider thing I've heard in a while, man. you MAY, though, want to gow warrior just for a sheild, if you are uber-confident about energy.
Going melee with a monk, in fact, is one of the stupider thing I've heard in a while, man. you MAY, though, want to gow warrior just for a sheild, if you are uber-confident about energy.
woesla
Quote:
Originally Posted by Manfred
No.
Going melee with a monk, in fact, is one of the stupider thing I've heard in a while, man. you MAY, though, want to gow warrior just for a sheild, if you are uber-confident about energy. Its not like i would go into melee combat...but if they come to me i could change weapon sets en knock him down and get the hell out of there....
but then again if going /w aint that good what do you suggest??
Going melee with a monk, in fact, is one of the stupider thing I've heard in a while, man. you MAY, though, want to gow warrior just for a sheild, if you are uber-confident about energy. Its not like i would go into melee combat...but if they come to me i could change weapon sets en knock him down and get the hell out of there....
but then again if going /w aint that good what do you suggest??
Sister Rosette
Mo/Me or Mo/N
Both 2ndary professions have the energy management skills a monk
needs to keep healing.
Both 2ndary professions have the energy management skills a monk
needs to keep healing.
toastgodsupreme
I regret going Mo/Me a lot of times.
The few times I run out of energy, it's due mostly to some insane melee damage being taken by my team. Which one of the earth wards would've been perfect for.
Plus the times where I get beaten down, it'd be nice to throw up armor of earth and just giggle at whatever's killing me (I still do that really with breeze and vigorous spirit).
So, comming from a level 18 Mo/Me, I'd say go Mo/El.
Btw, I've been playing a full heal build. 15 in healing, the rest in divine favor. I might go protection though... we'll see.
The few times I run out of energy, it's due mostly to some insane melee damage being taken by my team. Which one of the earth wards would've been perfect for.
Plus the times where I get beaten down, it'd be nice to throw up armor of earth and just giggle at whatever's killing me (I still do that really with breeze and vigorous spirit).
So, comming from a level 18 Mo/Me, I'd say go Mo/El.
Btw, I've been playing a full heal build. 15 in healing, the rest in divine favor. I might go protection though... we'll see.
Patrograd
Depends what kind of monk really.....the choice of secondary on a monk is usually down to energy management (in PVP). most will choose Mo/Me because of channeling and inspired hex, others will chosee elementalist because of glyph of renewal/divine sprit (also handy for wards I guess) and others will choose Mo/N and offering of blood (I have even seen monks fuelling other monks with BIP....). A few rare souls rely purely on monks skills - Some even choose Mo/R and melandrus resiliance, although i havent personally tried this last one yet...all the ones i have tried seem roughly equal in their effectiveness, so it comes down to personal playstyle I guess.
if you are talking PVe and the short easy 30 second battles that usually take place there, then I would suggest just going for a pure heal and divine favour build, or prot and divine favour if thats your thing.
if you are talking PVe and the short easy 30 second battles that usually take place there, then I would suggest just going for a pure heal and divine favour build, or prot and divine favour if thats your thing.
Yichi
Quote:
Originally Posted by toastgodsupreme
I regret going Mo/Me a lot of times.
The few times I run out of energy, it's due mostly to some insane melee damage being taken by my team. Which one of the earth wards would've been perfect for.
Plus the times where I get beaten down, it'd be nice to throw up armor of earth and just giggle at whatever's killing me (I still do that really with breeze and vigorous spirit).
So, comming from a level 18 Mo/Me, I'd say go Mo/El.
Btw, I've been playing a full heal build. 15 in healing, the rest in divine favor. I might go protection though... we'll see. for you energy problems, bring inspired hex. can be cast often and helps teammates and also gives you energy.
youd be amazed at how a smiple aegis can help you from getting attacked, even on a heal monk...... go 15heal, 9 prot, 12 divine, rest into inspiration
The few times I run out of energy, it's due mostly to some insane melee damage being taken by my team. Which one of the earth wards would've been perfect for.
Plus the times where I get beaten down, it'd be nice to throw up armor of earth and just giggle at whatever's killing me (I still do that really with breeze and vigorous spirit).
So, comming from a level 18 Mo/Me, I'd say go Mo/El.
Btw, I've been playing a full heal build. 15 in healing, the rest in divine favor. I might go protection though... we'll see. for you energy problems, bring inspired hex. can be cast often and helps teammates and also gives you energy.
youd be amazed at how a smiple aegis can help you from getting attacked, even on a heal monk...... go 15heal, 9 prot, 12 divine, rest into inspiration
The_Janitor
Go with Mo/Me for healing if that's what you're looking for woesla.
Epinephrine
Warrior is quite nice. Victory is Mine can be a good energy replenisher and heal in the right team setup, a shield can be a handy way to cut some damage and the warrior stances can help avoid damage or knockdown.
smurfhunter
the only reason i can think of for choosing any secondary (i.e. mo/ME) would be for energy management/defense.
i highly doubt theres a non monk skill thats better at healing your team than a monk skill, so your secondary is limited to what gets you the most energy/defense/whatever.
just please, whatever you do, dont go mo/r for a pet in the hopes someone will be distacted by your pet and attack him instead. if you could make someone like rey lentless your pet, sure it would work. but otherwise, no.
i highly doubt theres a non monk skill thats better at healing your team than a monk skill, so your secondary is limited to what gets you the most energy/defense/whatever.
just please, whatever you do, dont go mo/r for a pet in the hopes someone will be distacted by your pet and attack him instead. if you could make someone like rey lentless your pet, sure it would work. but otherwise, no.
sleazeh
A monk with no energy is a dead monk. So..I agree with the others who have said
Mo/Me - channelling, e-tap, inspired hex
Mo/N - OoB
In certain applications (more for arenas), I've seen great success with Mo/Ele with glyph and ward against melee, but it's more specialized and situational.
Overall, my recommendation would be Mo/me.
Mo/Me - channelling, e-tap, inspired hex
Mo/N - OoB
In certain applications (more for arenas), I've seen great success with Mo/Ele with glyph and ward against melee, but it's more specialized and situational.
Overall, my recommendation would be Mo/me.
Entropius
Typically a monk's secondary is used for energy regain, since you can just use Monk skills to defend yourself.
Inspiration spells, Offering of Blood, and Glyph of Renewal + Divine Spirit are popular options. Glyph/Spirit also gives you an E secondary, so you can run kinetic armor/armor of earth/a ward if you so choose.
Inspiration spells, Offering of Blood, and Glyph of Renewal + Divine Spirit are popular options. Glyph/Spirit also gives you an E secondary, so you can run kinetic armor/armor of earth/a ward if you so choose.
DarkAynjil
Mo/R Melandru's Healer, my favorite right now. Use draw conditions to keep your team condition free, and turn those conditions into energy with Melandru's Resiliance.
Manfred
yeah, but that strategy is so conditional on the enemy's build (just smack me now).
Morganas
If you're going pure monk, elementalist is by far the best secondary for glyph of lesser energy. Use it before aegis and heal party. It's like a mediocre offering of blood that's non-elite, doesn't sacrifice health, and costs no attributes.
For most monk builds, mesmer will provide the best energy management. I find that drain enchant or inspired hex gives me all I need on a normal healer, with added utility. If you're not a divine boon monk, go mesmer. Otherwise, go nec, since OoB is the only viable energy managment spell for that build (though since energy drain was changed, it might be viable as well since it doesn't rely on your target having high energy anymore).
For a pve monk in a group you shouldn't need any defensive skills. If you don't wand targets and stay out of aggro range until the monsters have engaged, you will never get hit.
For most monk builds, mesmer will provide the best energy management. I find that drain enchant or inspired hex gives me all I need on a normal healer, with added utility. If you're not a divine boon monk, go mesmer. Otherwise, go nec, since OoB is the only viable energy managment spell for that build (though since energy drain was changed, it might be viable as well since it doesn't rely on your target having high energy anymore).
For a pve monk in a group you shouldn't need any defensive skills. If you don't wand targets and stay out of aggro range until the monsters have engaged, you will never get hit.
Crazyvietguy
Another note on the Melee Monk, ive seen some do this (they are stupid) i play Mo/Mes for the reasons you've already stated. If you wanna run away from damage, plan to run into your warrior or become a Mo/R and use storm chaser, works like a charm.