Serious Monk Help Needed
Accurax
OK, i got sick of crappy monks who bail when things get tough.
So..
I decided to build my own... Pve at the moment... but only untill i have enough skills to start Pvp.
So.... what secondary proffession should i take .... and why?
Please help
So..
I decided to build my own... Pve at the moment... but only untill i have enough skills to start Pvp.
So.... what secondary proffession should i take .... and why?
Please help
Old Dood
Depends....I started as a Mo/Ele then switched to Mo/War for the skill Sprint so I can Run away.
zoozoc
Well a lot of ppl use m/me becasue of all the useful energy managment skills, but it really depends on what you want your monk to do. If all you want him to do is heal, then a mesmer secondary will really help with energy issues. Thats my 2 cents
Maxiemonster
Quote:
Originally Posted by Old Warrior Dood
Depends....I started as a Mo/Ele then switched to Mo/War for the skill Sprint so I can Run away.
What the hell?
leeky baby
lol im guessing he was suing VIM also
leeky baby
mo/me with channeling and drain enchment u should have no energy problems,so alot of people are being mo/n with offergn of blood.
zoozoc
Quote:
Originally Posted by Maxiemonster
What the hell?
lol my thought exactly
Pitviper
I use a Healing Mo/W just for the use of Stances and a Shield, helps when you are getting swatted around by enemies who get past your tanks. And I switch to a good off hand when my energy gets to low. I have just enough points in tactics to use a max shield and gives me a pretty good shield stance.
Faithless
dude dont blame monks
Vexed Arcanist
Pre-ascension: Mo/Me. You get Channeling, Inspired Hex, etc.
Post-ascension: Mo/N. Offering of Blood.
If you are going to go with some Aegis prot multi-monk team or something, then maybe Mo/E for either Glyph of Lesser Energy or Glyph of Renewal. Some people like the Glyph of Renewal+Divine Spirit dog-and-pony show.
Post-ascension: Mo/N. Offering of Blood.
If you are going to go with some Aegis prot multi-monk team or something, then maybe Mo/E for either Glyph of Lesser Energy or Glyph of Renewal. Some people like the Glyph of Renewal+Divine Spirit dog-and-pony show.
Hiryu
Here's some common Monk PvP class combos and some reasons why they might choose that secondary class:
Mo/E
reason: Glyph of Energy
- great for energy management protection spells such as Aegis
- also allows you to run some neat stuff like Prot/Smite with Balthazar's Aura and still be able to avoid severe energy problems
reason: Glyph of Renewal
- good for the Glyph of Renewal + Divine Spirit builds in 4v4
Mo/Me
reason: Inspiration skills, including: Channeling, Drain Enchantment, Mantra of Recall, and Inspired Hex
- spells like Drain Enchantment and Inspired Hex serve a dual utility purpose. Letting you help your team by removing enchantments/hexes while allowing you to regain energy at the same time. Inspired Hex has another little nice quirk to it in that it doesn't need to cooldown if it doesn't successfully remove a hex. For example, if you ally gets targeted by Wastrels Worry, and you use "Remove Hex" on it, Wastrels Worry will already have expired, but your Remove Hex will still hit your ally, causing the cooldown on Remove Hex to trigger -- Inspired Hex avoids this.
Mo/W
reason: "Victory is Mine"
- works great in trapping/condition-heavy teams where your enemies will be affected by a lot of conditions at once. It'll allow you to regain lots of energy and health while you're near your enemies (*cou-IWAY teams-gh*).
reason: Stances, "Watch Yourself!"
- works great with some monk setups such as Bondage monks which can often count on being targeted
Mo/N
reason: Offering of Blood, Vampiric Gaze
- Offering of Blood is among the best methods of energy management for a monk, having a relatively low cooldown, a low casting cost, and a decent amount of net energy gain
- Vampiric Gaze is featured in some mixed spike builds which run Offering of Blood for some extra spike damage assistance
Mo/R
... Personally, I haven't really seen or heard of many any Mo/R monk combos in 8v8 PvP, but for 4v4, I've seen things such as Draw Conditions/Melandru's Resilience, Stances (Dryder's Defenses), and the like.
Mo/E
reason: Glyph of Energy
- great for energy management protection spells such as Aegis
- also allows you to run some neat stuff like Prot/Smite with Balthazar's Aura and still be able to avoid severe energy problems
reason: Glyph of Renewal
- good for the Glyph of Renewal + Divine Spirit builds in 4v4
Mo/Me
reason: Inspiration skills, including: Channeling, Drain Enchantment, Mantra of Recall, and Inspired Hex
- spells like Drain Enchantment and Inspired Hex serve a dual utility purpose. Letting you help your team by removing enchantments/hexes while allowing you to regain energy at the same time. Inspired Hex has another little nice quirk to it in that it doesn't need to cooldown if it doesn't successfully remove a hex. For example, if you ally gets targeted by Wastrels Worry, and you use "Remove Hex" on it, Wastrels Worry will already have expired, but your Remove Hex will still hit your ally, causing the cooldown on Remove Hex to trigger -- Inspired Hex avoids this.
Mo/W
reason: "Victory is Mine"
- works great in trapping/condition-heavy teams where your enemies will be affected by a lot of conditions at once. It'll allow you to regain lots of energy and health while you're near your enemies (*cou-IWAY teams-gh*).
reason: Stances, "Watch Yourself!"
- works great with some monk setups such as Bondage monks which can often count on being targeted
Mo/N
reason: Offering of Blood, Vampiric Gaze
- Offering of Blood is among the best methods of energy management for a monk, having a relatively low cooldown, a low casting cost, and a decent amount of net energy gain
- Vampiric Gaze is featured in some mixed spike builds which run Offering of Blood for some extra spike damage assistance
Mo/R
... Personally, I haven't really seen or heard of many any Mo/R monk combos in 8v8 PvP, but for 4v4, I've seen things such as Draw Conditions/Melandru's Resilience, Stances (Dryder's Defenses), and the like.
Vexed Arcanist
Quote:
Originally Posted by Hiryu
Mo/R
... Personally, I haven't really seen or heard of many any Mo/R monk combos in 8v8 PvP, but for 4v4, I've seen things such as Draw Conditions/Melandru's Resilience, Stances (Dryder's Defenses), and the like. Symbiosis builds for 4v4. Vital Blessing, Life Bond, Balthazar's Spirit, Symbiosis.
... Personally, I haven't really seen or heard of many any Mo/R monk combos in 8v8 PvP, but for 4v4, I've seen things such as Draw Conditions/Melandru's Resilience, Stances (Dryder's Defenses), and the like. Symbiosis builds for 4v4. Vital Blessing, Life Bond, Balthazar's Spirit, Symbiosis.
Edge Martinez
There are many great monk builds in this section of the forums for you to choose from. I always stop by to take a look at new posts.
Still, I play a PvE monk with only monk skills most of the time, so my secondary is irrelevant. It's a straight forward build that is cheap on energy and has worked for every single mission GW has thrown out there including RoF and Titan Quests.
The skills are (in order even):
1. Healing Breeze - Use early to make healing later on easy. Be careful with mobs that strip enchants.
2. Word of Healing {E} - Great cheap heal. Try and time it for someone who just went under 50% health. Most used skill on the bar.
3. Heal Other - Used much less than Word since it costs 10. When that second person is low and Word won't recharge in time, use this.
4. Orison of Healing - Great for patchwork. Cheap. Can heal yourself with it too, but then you shouldn't need healing;>
5. Healing Touch - Cheap self heal. That's all I use it for. (Yes I'm a hypocrit... I do sometimes need healing;> )
6. Heal Party - 15 energy required! Do not rely on this skill. This skill is an 'Oh Crap!' skill for when it hits the fan and your fingers just arent up to the task. Best used in tough spots as a stop leak so you can get the 5 point spells lined up in the most critical order.
7. Mend Ailment - You can rid yourself and your party of conditions. Only 5 points.
8. Rebirth - They're all dead and their killers are hanging around. Bring them back with this.
My guild, mostly PvE, is very methodical. Even without a support necro, this build rarely runs low on energy when running 44 energy or higher. Also, since as a monk I'm doing for others and not for myself, I never run any monk runes higher than Minor. So 14 Healing, 13 Divine Favor and 4 Protection is all I run with. Hexes may hurt... who am I kidding? They don't. Folks make a big deal about them, but you can heal right through hexes fairly cheaply. Let someone else worry about them (if they even need worrying about). I'd rather concentrate on conditions (bleeding, blind, poison, ect.)
Anyhow, good luck as a monk. You get to see the world rather easily. And remember position is everything.
Edit: Reap the OP wrong. For PvE secondary doesn't matter to me. For PvP Energy stealing and Mantras make the Mesmer very useful.
Still, I play a PvE monk with only monk skills most of the time, so my secondary is irrelevant. It's a straight forward build that is cheap on energy and has worked for every single mission GW has thrown out there including RoF and Titan Quests.
The skills are (in order even):
1. Healing Breeze - Use early to make healing later on easy. Be careful with mobs that strip enchants.
2. Word of Healing {E} - Great cheap heal. Try and time it for someone who just went under 50% health. Most used skill on the bar.
3. Heal Other - Used much less than Word since it costs 10. When that second person is low and Word won't recharge in time, use this.
4. Orison of Healing - Great for patchwork. Cheap. Can heal yourself with it too, but then you shouldn't need healing;>
5. Healing Touch - Cheap self heal. That's all I use it for. (Yes I'm a hypocrit... I do sometimes need healing;> )
6. Heal Party - 15 energy required! Do not rely on this skill. This skill is an 'Oh Crap!' skill for when it hits the fan and your fingers just arent up to the task. Best used in tough spots as a stop leak so you can get the 5 point spells lined up in the most critical order.
7. Mend Ailment - You can rid yourself and your party of conditions. Only 5 points.
8. Rebirth - They're all dead and their killers are hanging around. Bring them back with this.
My guild, mostly PvE, is very methodical. Even without a support necro, this build rarely runs low on energy when running 44 energy or higher. Also, since as a monk I'm doing for others and not for myself, I never run any monk runes higher than Minor. So 14 Healing, 13 Divine Favor and 4 Protection is all I run with. Hexes may hurt... who am I kidding? They don't. Folks make a big deal about them, but you can heal right through hexes fairly cheaply. Let someone else worry about them (if they even need worrying about). I'd rather concentrate on conditions (bleeding, blind, poison, ect.)
Anyhow, good luck as a monk. You get to see the world rather easily. And remember position is everything.
Edit: Reap the OP wrong. For PvE secondary doesn't matter to me. For PvP Energy stealing and Mantras make the Mesmer very useful.
Vexed Arcanist
Quote:
Originally Posted by Edge Martinez
The skills are (in order even):
1. Healing Breeze - Use early to make healing later on easy. Be careful with mobs that strip enchants.
2. Word of Healing {E} - Great cheap heal. Try and time it for someone who just went under 50% health. Most used skill on the bar.
3. Heal Other - Used much less than Word since it costs 10. When that second person is low and Word won't recharge in time, use this.
4. Orison of Healing - Great for patchwork. Cheap. Can heal yourself with it too, but then you shouldn't need healing;>
5. Healing Touch - Cheap self heal. That's all I use it for. (Yes I'm a hypocrit... I do sometimes need healing;> )
6. Heal Party - 15 energy required! Do not rely on this skill. This skill is an 'Oh Crap!' skill for when it hits the fan and your fingers just arent up to the task. Best used in tough spots as a stop leak so you can get the 5 point spells lined up in the most critical order.
7. Mend Ailment - You can rid yourself and your party of conditions. Only 5 points.
8. Rebirth - They're all dead and their killers are hanging around. Bring them back with this. You would serioiusly need Offering of Blood in lieu of Word of Healing in this build. I call this type of build a "Heavy Healer". Drop Healing Touch for Healing Seed, WoH for Offering of Blood. In hex/condition heavy areas swap Heal Other for Dwayna's Kiss.
ump
Presearing (prior to finalizing secondary) - I chose ranger because I could have a pet tank for me.
Postsearing (pre-desert) - In my opinion, mesmer might be the best choice because it has some decent energy management skills early on to help out once in a while. Also, this is a good opportunity to finish the quests for mesmer inspiration skills that you may need in PvP if you decide you need the mesmer secondary instead of necro.
Postsearing (post-desert) - It's up to you if you want to unlock mesmer elites and whether mesmer skills are effective enough for you. For PvP, you'll probably want Offering of Blood as a necro because it provides the best energy managment. However, you won't go wrong with Energy Drain as a mesmer in PvE. Inspired Hex seems good, but I usually don't end up using that a lot. It's easy to change professions to necro because all you need is one skill to cap rather than mesmer because you may need to buy skills you need for PvP later.
Postsearing (pre-desert) - In my opinion, mesmer might be the best choice because it has some decent energy management skills early on to help out once in a while. Also, this is a good opportunity to finish the quests for mesmer inspiration skills that you may need in PvP if you decide you need the mesmer secondary instead of necro.
Postsearing (post-desert) - It's up to you if you want to unlock mesmer elites and whether mesmer skills are effective enough for you. For PvP, you'll probably want Offering of Blood as a necro because it provides the best energy managment. However, you won't go wrong with Energy Drain as a mesmer in PvE. Inspired Hex seems good, but I usually don't end up using that a lot. It's easy to change professions to necro because all you need is one skill to cap rather than mesmer because you may need to buy skills you need for PvP later.