New Tombs - Monk Builds?

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c
cicero
Ascalonian Squire
#1
Hey everyone,

I've searched the forum and haven't found anything pertaining to this, so i decided to make a new thread for it. If there exists such a thread, please close this/flame.


Anyways, what are some good, New Tomb of Primeval King builds for monks?


I'd especially like to hear some Barrage/Pet builds, since it's a fast way through. I'm assuming life bond/prot monks are best here, but since I'm a new monk, I really don't know much...

I'd appreciate any help! Thanks!
x
xxinsainxx
Frost Gate Guardian
#2
I designed this build for specifically doing tombs as a monk check this out:

Monk/Mesmer

Stats:
Insp - 9
Healing 11 + 1
prot 3 + 1
divine 8 + 2 (divine tat + minor)

now i didnt do desert and drok points quests so do those and dump points into healing to give it 13 u shud have 10 left over so put those into prot for mend ailment.

Skills:
Word of Healing,Heal Other,Mend Ailment,Orison,Heal Party, Remove Hex, Inspired Hex, Rebirth,

armor: I use censors using wenslauths Faith as my Staff, either that or use Brohn's Staff.
S
Siliconwafer
Lion's Arch Merchant
#3
EDIT: My bad. Sorry, was for some reason thinking old tombs. /doh
G
Gildor Took
Krytan Explorer
#4
hes talking about the topk which is not pvp So bring rebirth!
x
xxinsainxx
Frost Gate Guardian
#5
Quote: Originally Posted by Siliconwafer
Um.
A res-especially something like rebirth-is a NO in tombs for a monk.
Remove Hex is also a NO, because Veil gives you greater flexibility against stuff like migrane mesmers.
Channeling's also worth taking if you want to be a Mo/Me.
Your attri points aren't optimised either. You save more points placing the headpiece on your highest attri. If you don't want to run with sups, keep the 9 insp, take 9 divine, put the rest in heal and the leftovers in prot, then do your rune settings.

You should also have more than one staff as your equipment list. ya i know my points arnt optimized i didnt fully go into it i just stated to do desert and put points into wat u want. also i got 2 staffs but u need to know wat ur doing with this build when to use remove hex when to use inspired etc... this build is the bare minimum u need to be sucessfull
Effigy
Effigy
Jungle Guide
#6
Yeah, I'm looking for a good build for this too. Healing is more or less straightforward, but I'm wondering what sort of prot or hybrid build would be best. I've only done Ruins a couple times, so I'm wondering what types of threats are most prevalent. Hexes? Conditions? Melee?
EnvyHax
EnvyHax
Ascalonian Squire
#7
This is what I currently have on when I do Tombs:

Wensaulss' Faith
Full Ascetic set.

Attributes:
Healing Prayers: 12+3+1=16
Divine Favor: 12+1=13
Protection: 3

Skills:
Healing Touch
Orison of Healing
Heal Other
Word of Healing
Remove Hex
Mend Ailment
Holy Viel
Rebirth

I'm planning on changing my secondary (currently War, because I farm IDS a lot.), any ideas as to what I should change to. I'm thinking of getting rid of Remove Hex, and just keeping Holy Viel, what skill from my/any secondary should I replace it with?

Oh, and I find that Hexs are the most troublesome problems in Toms. From Backfire to Empathy, it's just annoying -.-
I usually find myself constantly removing hexes rather than healing, since damage is pretty low if you run with a B/P group.
c
cicero
Ascalonian Squire
#8
would a Heal/Area/Party spell be worthwhile here, since they're are so many pets & chars?
EnvyHax
EnvyHax
Ascalonian Squire
#9
When I play, I never heal pets, they are just cannon foder for the necors to raise minions with.

If you are with a good team, then you just need direct healing skill in the tombs.
marfarn
marfarn
Academy Page
#10
From the top of my Head, I usually run the following for Barrage Teams:

Mo/Me
Heal 16
Inspiration 5
Divine rest

Skills:
Word of Healing
Dwaynas Kiss [When Veil recharges]
Orison
Heal Other
Heal Party [For Chaos Wurms]
Holy Veil
Mantra of Concentration
Rebirth
Effigy
Effigy
Jungle Guide
#11
Word and Heal Other seems like overkill to me. I suppose having 2 emergency heals helps sometimes, but I imagine you'd run into energy problems using them both with any regularity.
k
koneko
Site Contributor
#12
I quickly learned that running boon prot = suicide in the new area. -_-

I use something similar to what marfan uses (Healing Touch/Heal Area instead of Heal Other) and it works fairly well. Although I'm not so sure about Mantra of Concentration - Mantra of Resolve instead, maybe.
c
cicero
Ascalonian Squire
#13
what's the point of holy veil? its an enchantment, which means FoC can easily strip it. while it's useful as a skill, it wont last here, right?
c
cicero
Ascalonian Squire
#15
ahh, right.


how's this build sound:

Healing: 14
Divine Favor: 15
Inspiration: 3

Dwanyas Kiss
Orison
Word of Healing
Heal Party
Mend Ailment
Holy Veil
Mantra of Concetration
Rebirth

my question is... should i take holy veil at all? hexes seem to be reapplied very frequently, is it worth 5 energy each time?
kais
kais
Academy Page
#16
wouldnt some sort of energy management be good? like instead of mantras of concentration( is it that much needed?), put channeling? cuz dont you run out of energy after a while?
as for holy veil, i think you should always have hex removal, unless the monks specialize( 1 is condition removal/prot, another hex removal/heal for example). and holy veil is the best hex removal, faster casting time than remove hex and faster recharge than smite hex. its always nice to take out a hex or two, even if you dont remove them all.
H
Hegemon
Pre-Searing Cadet
#17
Infuse Health
Orison of Healing
Healing Touch
Heal Other
Dwayna's Kiss
OoB
Heal Party
Rebirth

That works.
k
koneko
Site Contributor
#18
Quote: Originally Posted by kais
wouldnt some sort of energy management be good?cuz dont you run out of energy after a while?
as for holy veil, i think you should always have hex removal, unless the monks specialize( 1 is condition removal/prot, another hex removal/heal for example). and holy veil is the best hex removal, faster casting time than remove hex and faster recharge than smite hex. its always nice to take out a hex or two, even if you dont remove them all. My stance on hex removal is, "Why bother, it's a PITA to cast Veil, remove it, and the hexes will just get reapplied anyway. I'll just heal right through." Others may disagree :|

Channeling would need you to get close(r) to the monsters. Mmm, deadly. If you use a Mo/Me for the Mantras, ask a Necromancer to bring Blood Ritual instead.

This is what I've been running on my Mo/N for Barrage/pet groups (and it's worked fairly well with minimal energy issues, although I don't use WoH):
15 Healing
10 Divine
10 Blood
Orison of Healing
Dwayna's Kiss
Healing Breeze (anti-burning, use sparingly)
Heal Other
Heal Party (use sparingly)
Heal Area (self-heal if things turn ugly and a Grasp has broken through both the wall of undead summons and the dancing Rangers)
Rebirth
Offering of Blood (spam this)

Wow, I need to stop replying to this thread...
Ristaron
Ristaron
Desert Nomad
#19
My build:

Mantra of Recall {E}
Infuse Health
Healing Touch
Healing Seed
Orison of Healing
Dwayna's Kiss
Inspired Hex/Mantra of Resolve
Res Signet

Don't waste your time with other reses. Your team should save killing the enemy Hero until most of the res signets on your team are used. And, other reses take far too long to cast.
And always save Healing Touch for yourself, after you cast Infuse Health (reserve this for emergencies).





Note: I used this build in the old Tombs, I haven't played monk in the new Tombs yet so if this build is the crapper just send me a PM so I'll know to make a new one.
t
tONYY
Lion's Arch Merchant
#20
15 Healing
10 Divine
10 Blood

Orison of Healing
Dwayna's Kiss
Healing Touch(self heal)
Heal Other (use it like WoH)
Heal Party
Healing Breeze
Rebirth
Offering of Blood

You can change Rebirth for something else that you like.