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Post by Azael on Dec 10, 2005 9:57:11 GMT -5
These skills are essential to HoH and GvG for the builds that we run. If you don't have these skills, please do not tell us that you can run this type of character. These are not in any way the main skills needed, but are essential for playing.
Healing Monk - Mo/Me - Spellbreaker, Infuse Health, Holy Veil, Inspired Hex, Channeling, Drain Enchantment, Orison of Healing, Word of Healing, Heal Party, Heal Other, Healing Seed, Dwaynas Kiss, Signet of Devotion, Healing Touch.
Prot Monk - Mo/Me - Aegis, Guardian, Reversal of Fortune, Prot Spirit, Restore Condition, Sheild of Deflection, Shielding Hands, Purge Conditions, Draw Conditions, Holy Veil, Drain Enchantment, Inspired Hex, Martyr, Life Bond.
Ele - All skills are needed
Mesmer - Migraine, Conjure Phantasm, Blackout, Mind Wrack, Energy Burn, Energy Surge, Energy Drain, Energy Tap, Energy Burn, Power Spike, Power Drain, Power Leak, Shame, Guilt, Signet of Humility, Shatter Enchantment, Shatter Delusions, Diversion, Cry of Frustration, Backfire, Imagined Burden, Crippling Anguish, Panic,Windborne Speed, Consume Corpse, all necro wells.
Necro - Spiteful Spirit, Suffering, Malaise, Wither, all wells, Soul Leech, Rend Enchantments, Rigor Mortis, Awaken the blood, Blood Ritual, Demonic Flesh, Blood is Power, Dark Pact, Life Siphon, Life Transfer, Mark of Subversion, Shadow Strike, Vampiric Gaze, Barbs, Soul Barbs, Parasitic bond, Shadow of fear, Tainted Flesh, Consume Corpse.
Warrior - Warriors Cunning, Sprint, Excutioners Strike, Axe Rake, Eviscerate, Swift Chop, Disrupting chop, Wild Blow, Tigers Fury, Quickening Zephyr.
Ranger - ALL spirits, Savage Shot, Distracting Shot, Punishing Shot, Dual shot, Kindle Arrows, Ignite Arrows, Incendiary Arrows, ALL Traps, Greater Conflageration, Dodge, Stormchaser, Throw Dirt, Whirling Defense, Serpents Quickness, Troll Unguent.
Edit: Elite Skills are now shown in Bold
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Post by Aja-tastic on Dec 10, 2005 17:42:55 GMT -5
you must also have cookies...
I'm just sayin'
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Post by Damunatra on Dec 11, 2005 14:14:21 GMT -5
On that note Azael I would like to Add Life Barrier to the Prot monk Reqirements
Monk atributes for healing state as
Healing monk: Healing Prayers - 16 Divine Favor - 9 Mes/ Inspiration Magic - 10
Protection Monk : Protection Prayers - 16 Divine Favor- 10 Mes/ Inspiration Magic - 9
Any Tips PM Damunatra Blaine on the monk side of things.
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Post by Demonique on Dec 11, 2005 17:20:40 GMT -5
I'd like to suggest that BOTH healing monks take care of the conditions. One taking Martyr, the other taking Restore Conditions. Yes it can be done, I did it myself, therefore I would hope that any other healing monk out there would be able to do the same.
With Healing points maxed, enough in Divine Favour to carry the staff/rod and the rest put into prot with runes, Resore Conditions can still heal for 50HP per condition. Its been done.
The protection monk would then left free to be able to do what he/she does best. Pure protection. A better spread of skills?
I'd like to see it tried.
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Post by Azael on Dec 11, 2005 17:47:29 GMT -5
HoH Monk Skillbars
Healing Monk 1 - Healing Seed, Infuse Health, (Energy management, Drain Enchantment is useful), Inspired Hex, Spellbreaker, Orison, Heal Other, Holy Veil (Or a Second Aegis OR Heal Party)
Healing Monk 2 - Healing Seed, Heal Party, (Energy Management again), Inspired Hex, Orison, Word of Healing, Holy Veil
Prot Monk - (I'll post more than 8 skills as they're a little more flexible) Draw Conditions, Purge Conditions, Martyr, Shield of Deflection, Prot Spirit, Reversal of Fortune, Shielding Hands, Drain Enchantment, Channeling, Inspired Hex, Holy Veil, Guardian, Aegis.
The Healing Monk skillbars are pretty much non negotiable. Though I will try out various other combinations of skills if we're just experimenting. If I ask you to monk though, those are the skills you are going to need for Healing and Prot.
Learn these skillbars, and use them. Thanks everyone.
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Post by fierce on Dec 21, 2005 16:55:01 GMT -5
Right now my HoH monk setup is:
Healing prayers: 11 + 1 + 3 (15) Divine favor: 10 + 1 (11) Inspiration: 10
Healing touch Orison dwayna's kiss / infuse health Heal other Healing seed Inspired hex contemplation of purity Mantra of recall
Just a build I thought of last night since mantra is an enchantment and when removed you gain 23 energy, and you can quickly remove any hexes or conditions and gain energy from mantra by using contemplation. Not sure if this build will work so well when we HoH as a group, but it's been working well for me in tombs.
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Post by King Enigma on Dec 24, 2005 23:57:28 GMT -5
When I watched pvp in observer mode, I saw some interesting tricks used by the top 100 guilds (including Treacherous Empire, and iQ). A VERY powerful healer build is to use Offering of blood, and then heal party. No matter where the party members are located on the screen, they benefit from this spell.
A second trick I saw was using Infuse Health to Heal. This spell allows the caster to give up 1/2 his life to heal 100% or more of the health lost to the recipient. The kicker I saw was this: the monk lost 319 hp!@# That means he had 600+ hps to begin with. W/ this amount of health, the monk can heal 300+ hp on the first infuse, and then 150+ on the second infuse. Since there is no recast time for Infuse Health, the monk can cast 2 infuses in rapid succession if the monk's original health is high enough to make it worthwhile. So the trick is to have the infuser's health high enough (maybe with a vital blessing from a protector in the party) to spam the infuse (obviously self heal via healing touch). This was the tactic used by Servite Nostrum Animus (SNA) against iQ in gvg two nites ago. The tactical error by iQ was to not try to spike the infuser once the health is down.
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Post by fierce on Dec 26, 2005 22:17:33 GMT -5
Also saw a couple of guilds running a me/mo with martyr for healing support, but I think that was with a 2-monk build. Edit: NM that was EP, they had 3 monks. Me/mo was using phantom pain + shatter delusions, shatter enchantment, energy burn, and I think drain enchant too
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Post by King Enigma on Dec 29, 2005 1:26:54 GMT -5
We musta saw the same EP battle. For a while, I thought the Me/Mo was a "Rezmer", but nope. I think the only monk skill on the guy was a holy veil. And his elite was esurge, btw. A really, really interesting thing I saw in recent guild battles was the strategic placement of traps. In some halls, you have a ton of bridges, and so the trapper would go directly underneath the bridge, and set traps. So when an enemy walks on the bridge over the traps, the traps are triggered as if the enemy is directly on them. An interesting counter that I saw Treacherous Empire employ yesterday had one W/E who walked over all the traps to trigger them. Te's build had 2 E/Mo air spikers (who kept dying fast), plus a N/E warder/hexer. While Te was retreating to regroup, the warder used a ward foe to snare the pursuing enemies to slow them down. The ward was strategically cast over a narrow path, and enabled Te to take a breather. Unfortunately, they lost in the end. (seems like Te has been losing a lotta battles lately.)
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