Mo/E
Att points:
earth magic - 6
Healing - 10+1minor
protection - 6+1minor
divin favor - 12 +3 sup +1 hat
Skills:
Glyf of Renewal (E)
Divine Spirit
Holy Veil
Kinetic Armor
Healing touch
Orison
Reversal
mend ailment
keep divine spirit up with the glyf keep up kinetic armor maintain holy veil if against hexers and spam spam spam. Significant energy drain can screw you huge knockdown chains will screw you enchant removal at bad times can screw you but that doesnt happen too often in CA.
My faction farming CA Monk
atreyu83
Fear The Destroyer
That's a pretty good build.
Vexed Arcanist
That's a tricked-out pony. So many combo spells, so little real stuff. I have seen this build in CA alot and it really just complicates things more than makes anything easier or more consistent over a regular healer or CA Prot Monk. 1 Rend Enchantments and it's bye-bye Monk.
Hope_Less
Quote:
Originally Posted by Vexed Arcanist
That's a tricked-out pony. So many combo spells, so little real stuff. I have seen this build in CA alot and it really just complicates things more than makes anything easier or more consistent over a regular healer or CA Prot Monk. 1 Rend Enchantments and it's bye-bye Monk.
Not really. You should be full energy most of the time, so if you get rended then just wait 15 seconds and recast.
jesh
Oh, just 15 seconds. No one could possibly die in that amount of time.
Vexed Arcanist
Quote:
Originally Posted by Hope_Less
Not really. You should be full energy most of the time, so if you get rended then just wait 15 seconds and recast.
I think Kinetic Armor is a bit longer....like 60. The point is it's a combo fest that I guess appeals to players of Mortal Kombat where you just constantly press buttons and feel accomplishment.
Offering of Blood easily replaces the combo.
Offering of Blood easily replaces the combo.
Bast
These monks are all over arena, and while they can keep themselves alive pretty well (barring a Rend or Lingering), they fail miserably at healing the rest of the team.