Wth? Offensive monk? Mo/Ne

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Something new, probably something nobody will like because it's new, since the old tried-and true builds are all that the pros want, this can be a fun build for the monk that wants to do more than hang around healing. If you're team is doing well and doesn't need direct healing all that much, then perhaps you can assist them in other ways?

12+1+3 Protection Prayers
8+1 Divine Favor
10 Blood Magic

Reversal of Fortune
Life Bond
Protective Spirit
Remove Hex
Convert Hexes
Draw Conditions
Plague Touch
Offering of Blood {E}

I was thinking of perhaps using another Necro skill to back it up but this is definitely the anti-everything build with a nice twist. It lacks raw healing spike power but probably makes up for it in massive damage reduction and the anti-focus fire aspect of it is quite powerful. Be afraid of the enchant strippers however...

btw, I'm a noob monk so a bit of insight and also mercy would help... ^_^

Is there a way to probably make this monk build more offensive and still give him good protection capabilities? His real role isn't to heal but to go all out in reducing as much damage as possible...

Sethellington

Sethellington

Jungle Guide

Join Date: Sep 2005

nn

N/

In reduction, the build probably very effective. I take it this build is PvP, in which case there is a vital flaw - no res? You MUST have res in PvP for your team to work.

Ultimate Tanker

Banned

Join Date: Sep 2005

Indianpolis

I Lords of Midnight I [LofM]

W/Mo

well, monks dont always use res , some groups say that. i brg it no matter what and i make sure every1 has one , and if possible their pets can get one too, lol.

Racthoh

Racthoh

Did I hear 7 heroes?

Join Date: May 2005

Scars Meadows [SMS], Guild Leader (Not Recruiting)

Well having a necro buddy around would help since they could self induce conditions like Poison and Bleeding. You draw, and Plague Touch. Not sure I'd really give it the title of offensive monk since you only really have Plague Touch that is somewhat offensive.

Also, I would probably drop Life Bond for res (maybe). Offering will not be enough to maintain bonds and cast spells.

And the context. TA, HoH? Aegis is pretty much a must for halls IMO. Probably be a better replacement for Life Bond.

ejm716

Ascalonian Squire

Join Date: Aug 2005

N/Me

Quote:
Originally Posted by Sethellington
In reduction, the build probably very effective. I take it this build is PvP, in which case there is a vital flaw - no res? You MUST have res in PvP for your team to work. Your wrong. On a monk a rez is idiotic, the shortest rez i believe is 4 seconds which means if your using your rez uve spent a good 4 seconds when u should be healing/protecting. If someone from your team dies and theres noone else with a rez left realisticaly your not going to win anyway.

NatalieD

NatalieD

Desert Nomad

Join Date: Aug 2005

Res signet is 3 seconds. And in 4v4 it's not a bad idea for a monk to take one, if not as critical as for non-monks.

anti_z3r0

anti_z3r0

Lion's Arch Merchant

Join Date: Feb 2005

Black Rose Assassins [BRA]

W/

The more you Plague Touch, the less energy you'll have.

Vexed Arcanist

Banned

Join Date: Sep 2005

Ring of Steel

Mo/

Quote:
Originally Posted by Yukito Kunisaki
Something new, probably something nobody will like because it's new, since the old tried-and true builds are all that the pros want, this can be a fun build for the monk that wants to do more than hang around healing. If you're team is doing well and doesn't need direct healing all that much, then perhaps you can assist them in other ways?

12+1+3 Protection Prayers
8+1 Divine Favor
10 Blood Magic

Reversal of Fortune
Life Bond
Protective Spirit
Remove Hex
Convert Hexes
Draw Conditions
Plague Touch
Offering of Blood {E} Looks like an anti-attrition build. Want to help spike too? Vamp Gaze. You would need a rather specific team for this build to work but it's doable, I wouldn't dismiss it and I have seen other versions of such a type of monk.

qwe4rty

Krytan Explorer

Join Date: Oct 2005

Texas

Brewed to Perfection [BtP]

Quote:
Originally Posted by NatalieD
Res signet is 3 seconds. And in 4v4 it's not a bad idea for a monk to take one, if not as critical as for non-monks. O.O

Rez signet is 4 seconds.
On a monk, like many people have said, rez signet is not the way to go. That leaves you with 7 skills to keep your team alive, with a 1 time use resurrection. During that time you spend rezzing, that means you are not healing, so it is very likely someone on your team died/near death. You still have the same amount of people alive, just less effective healing

Zakarr

Zakarr

Jungle Guide

Join Date: May 2005

Finland

Quote:
Originally Posted by qwe4rty
O.O

Rez signet is 4 seconds. I guess you are correct...

leeky baby

leeky baby

Desert Nomad

Join Date: Nov 2005

Surrey University

Starting to play again... need a guild

W/E

In PVP a monk should not take rez they dotn have time they need to be healing and protecting all of the time

vvh

Ascalonian Squire

Join Date: Jul 2005

Quote:
Originally Posted by leeky baby
In PVP a monk should not take rez they dotn have time they need to be healing and protecting all of the time

Not agree. maybe not using rebirth or restore life and all that crap.
But carrying a rez signet is a must if you wanna get consecutive win.

coldslammer

coldslammer

Frost Gate Guardian

Join Date: Jun 2005

::::

::::::::

W/Mo

all players must bring res, end of discussion, if your one of those ppl who dont bring res because you think you dont need it, ive met mesmers and monks who think like this, i bet you dont even have 1 fame point.

if you try and argue that you still dont need res, i'm just going to laugh at you, and probably the rest of the ppl here too, make sure you leave your IGN so i can ignore you and never join a group with you in it, lol

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

I never put a res on my monks for Tombs, and only put a res on a GvG monk if I can't stash a hard res somewhere else. Obviously it comes down to playstyle, but I've never felt the need to have eight ressigs in a build. That's just a waste of space that can be better used to, well, not die in the first place.

Peace,
-CxE

ejm716

Ascalonian Squire

Join Date: Aug 2005

N/Me

lol ill have my rank 9 monk friend come on here and tell you he doesnt bring a rez sig shall i...i think hes got more than 1 fame.......well its in the 5000 region anyway. if your team needs 8 ressurests YOUR NOT GOING TO WIN! ur much more likely to win if your monks are more effective.

ak347

Frost Gate Guardian

Join Date: Aug 2005

lol Yukito,

You're not the only one with an offensive monk build, I posted mine earlier though

Contemplation of Purity
Reversal of Fortune
Holy Veil
Migraine
Conjure Phantasm
Distortion
Drain Enchantment
Inspired Hex

Works for 4v4 random/team
Probably a no go in 8v8

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Quote:
Originally Posted by coldslammer
all players must bring res, end of discussion please explain me, why all the top teams and players agree on "don't bring res if you are a monk, except when there is a very, very, very good reason".

I really want to see reasons why a monk should bring a res. The argumentation:

if someone dies, you have problems with healing (otherwise noone would die) therefore you don't want to soften your defense even more by letting your monk res and be useless for 3 seconds.

This argumentation seems quite fine. What is your reason for rendering a monk 3 seconds useless when you are under pressure?

Yichi

Yichi

Furnace Stoker

Join Date: Sep 2005

Guild Hall, Vent, Guesting, PvE, or the occasional HA match...

Dark Alley [dR]

Quote:
Originally Posted by coldslammer
as i said, i'm going to laugh, and already added you to the "Don't play with this person list"

whats your friends IGN again?, i'll be sure when forming a R9+ team not to add your friend. do a poll of all the top guilds out there and the top teams holding halls, and ask them just how many of their monks carry res. trust me i already know this answer, but i can promise you its under 5% if none at all

audioaxes

Jungle Guide

Join Date: May 2005

in random 4v4 monks need a res
in TA its good to have a res but if you are playing with your guildies in a build that just destroys the competition you can get away without one

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

personally, I'll never take a Res into CA or TA again if I'm Monking. Especially in TA, because it's pretty obvious and a good player will just tear you appart while you're trying to Res a fallen team mate.

In 8v8 Tombs or GvG, I could see taking along a Res for emergencies, but that's not something I can talk about with any acuracy.

Vexed Arcanist

Banned

Join Date: Sep 2005

Ring of Steel

Mo/

While it is very off topic for this post the fact is most agree your primary monks should not bring a res unless it will benefit the team. Typically the only monks with a res are the monks that aren't integral to constant healing/protection, such as the original poster's monk since it is more of an anti-attrition build.

In small arena play if you play a prot or heal monk and feel you should have a sig, bring it. I don't. If I play Smite I do. There is very sound reasons why heal/prot monks shouldn't bring a res.

holden

holden

Wilds Pathfinder

Join Date: Nov 2005

[NICE]

Mo/

Quote:
Originally Posted by coldslammer
as i said, i'm going to laugh, and already added you to the "Don't play with this person list"

whats your friends IGN again?, i'll be sure when forming a R9+ team not to add your friend. dont be like that coldslammer. thats crazy talk. monks have too much on their mind. they don't need to worry about someone thats dead. you can't heal a dead player.....it just wont work. but everyone else needs a res sig. EVERYONE.

Most casters i see in random carry a res sig. Mesmers and Necros always have it. Ele's too. cause they get the game. Monks won't bring it cause they too get the game. casters understand teamwork.

Its the stuck up rangers and the woefully inadequate wammos that wont bring it. They think their build is so far beyond all others on the team they don't need to bring res. mending and troll ungent.....judas tits those skills blow. if all you robin hoods and selfish paladins would drop your regen skills and bring a res sig, random arena would be much better off.

just because you're last to die doesn't mean your build is good.

a cadet

Academy Page

Join Date: Nov 2005

Refering back to Yukito Kunisaki's idea of an offensive monk....

This idea has been done before. The reason this works is rather simple - Offering of Blood is such a huge energy engine, it can easily allow someone to use 3-4 skills to attack/participate in a spike with, leaving you with half a skill bar that you can use to heal/protect your party.

Here are two very standard N/Mo's:

Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Heal Other
Healing Seed
Healing Breeze/Heal Area/Ressurection Signet/Hard Res/anything (last 2 spots)
16 Blood, 12 healing, the rest in Soul Reaping.

The build above is amusing in Random Arenas; you can start off by doing ~200 damage to someone, then switch to simply healing your party. Or, you can just spam those 3 attack skills and forget about healing, etc. Its a very flexible setup.

The other build is very similar:
Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Life Bond
Balthazars Spirit
Protective Spirit/Mend Ailment/Convert Hexes/Res/etc

This one really demonstrates how amazing Offering of Blood is: put Life Bond on 3 people (in Random Arenas thats all you can do, in a tombs match its the monks), then put Balthazars Spirit on yourself, and use Offering of Blood as your only energy regen. Unless you really spam your skills, its often all you need (Balthazars spirit is only used in case you get 'stuck' at 2 energy with no regen - the extra 1 energy will get you out of that if you ever do get yourself there)

Its quite a unique concept that has been finding its way into many 'mixed spike' groups, giving you essentially 3 1/2 monks.

mortalis doleo

mortalis doleo

Wilds Pathfinder

Join Date: Sep 2005

my house

The Cutting Edge [TCE]

N/

for your second build, i would suggest getting a secondary weapon that's +15energy -1 regen, to switch to when you need to get your offering off...

Dmitri3

Dmitri3

Wilds Pathfinder

Join Date: Jul 2005

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

Quote:
Originally Posted by a cadet
Here are two very standard N/Mo's:

Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Heal Other
Healing Seed
Healing Breeze/Heal Area/Ressurection Signet/Hard Res/anything (last 2 spots)
16 Blood, 12 healing, the rest in Soul Reaping.

The other build is very similar:
Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Life Bond
Balthazars Spirit
Protective Spirit/Mend Ailment/Convert Hexes/Res/etc AHHHHHH. You figured out my super blood spike build.

But really, use Awaken the Blood to max your damage. It may seem like it does close to nothing, but when it's 8 necros you're talking about... ouch

And with 18 blood magic (20% 19 blood: since you don't use focus with fast cast in a spike group): it's like +3.4 energy regen, not counting in fast recharge bonus.

Vexed Arcanist

Banned

Join Date: Sep 2005

Ring of Steel

Mo/

Quote:
Originally Posted by mortalis doleo
for your second build, i would suggest getting a secondary weapon that's +15energy -1 regen, to switch to when you need to get your offering off... Every caster build I make for PvP now has, on weapon switch, a +15/-1 weapon and a +27/+30/-1 focus just for those times when if you don't have energy, you lose.

Hiryu

Hiryu

Frost Gate Guardian

Join Date: Sep 2005

Moa Birds

W/R

I've seen something like this being run in a mixed spike team in Tombs. It was surprisingly effective. All 3 of their monks would contribute a Vampiric Gaze to the spike. Here's (I think) the build for one of the monks:

10 Blood
15 Protection
11 Divine Favor

Guardian
Reversal of Fortune
Protective Spirit
Shielding Hands
Holy Veil
Mend Ailment
Vampiric Gaze
Offering of Blood {E}

a cadet

Academy Page

Join Date: Nov 2005

Quote:
Originally Posted by Dmitri3
not counting in fast recharge bonus. This is so significant I thought id re-emphasize it: even if your playing on a Monk primary (using OoB), it makes a lot of sense to use the Blood 20/20 staff

Using around ~9 in Blood is great for using Offering, and you can use the staff. In most cases, the recharge on OoB is far more usefull than a recharge on Healing Seed or some other long recharge spell.

However, i still see alot of monks (using OoB) not using the Blood Staff. Unless you have a spell where the recharge matters alot - use the Blood staff. It makes a big difference.