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SojakFA
14-12-2004, 09:01
Talked about this in another thread, decided I would kick it off. This is just a place for the Monks on the board to go over the elite skills and try to pick out the gems.

The list:
-Divine Favor-
Aura of Faith
Description: For 60 seconds, target ally gains 24%-45% more health when healed. This is an elite skill.
Energy Cost: 25
Activation Time: 1 Second.
Recharge Time: 20 Seconds.
Linked Attribute Divine Favor. Increases additional health recovered.
Skill Type: Enchantment Spell.

Contemplation of Purity
Description: Lose all enchantments. For each one lost, you gain 6-33 health, lose one hex, and lose one condition. This is an elite skill.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 30 Seconds.
Linked Attribute Divine Favor. Increases health recovered.
Skill Type: Skill.

Peace and Harmony
Description: For 30-78 seconds, target ally gains +1 energy regeneration. Peace and Harmony ends if that ally attacks or casts a spell that does not target an ally. This is an elite skill.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 60 Seconds.
Linked Attribute Divine Favor. Increases duration.
Skill Type: Enchantment Spell.

Spell Breaker
Description: For 5-15 seconds, enemy spells targeted against target ally fail. This is an elite skill.
Energy Cost: 15
Activation Time: 1 Second.
Recharge Time: 45 Seconds.
Linked Attribute Divine Favor. Increases duration.
Skill Type: Enchantment Spell.

Unyielding Aura
Description: Bring target dead ally back to life at full health and full energy. If you stop maintaining this enchantment, or if this enchantment is removed, that ally dies. Deaths while enchanted with Unyielding Aura do not incur a death penalty. This is an elite skill. (50% failure chance with Divine Favor attribute 4 or less)
Energy Cost: 5 and an arrow of regeneration.
Activation Time: 4 Seconds.
Recharge Time: 60 Seconds.
Linked Attribute Divine Favor. Prevents failure.
Skill Type: Enchantment Spell.

-Healing Prayers-
Word of Healing
Description: Heal target other ally for 16-67 points. Heal for an additional 15-83 points if that ally is below 50% health. This is an elite skill.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 4 Seconds.
Linked Attribute Healing Prayers. Increases health recovered.
Skill Type: Spell.

-Protection Prayers-
Amity
Description: For 8-18 seconds, adjacent foes cannot attack. For each foe, Amity ends if that foe takes damage. This is an elite skill.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 60 Seconds.
Linked Attribute Protection Prayers. Increases duration.
Skill Type: Hex Spell.

Life Barrier
Description: While you maintain this enchantment, damage dealt to target other ally is halved. If your health is below 50% when that ally takes damage, Life Barrier ends. This is an elite skill.
Energy Cost: 15 and an arrow of regeneration.
Activation Time: 2 Seconds.
Recharge Time: 5 Seconds.
Linked Attribute Protection Prayers. Effect unknown.
Skill Type: Enchantment Spell.

Mark of Protection
Description: For 10 seconds, whenever target ally would take damage, that ally is healed for that amount instead, maximum 6-49. All your Protection Prayers are disabled for 10 seconds. This is an elite skill.
Energy Cost: 15
Activation Time: 1 Second.
Recharge Time: 45 Seconds.
Linked Attribute Protection Prayers. Increases maximum health recovered.
Skill Type: Enchantment Spell.

Restore Condition
Description: Remove all conditions from target other ally. That ally is healed 10-82 health for each condition removed. This is an elite skill.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 2 Seconds.
Linked Attribute Protection Prayers. Increases health recovered.
Skill Type: Spell.

Shield of Deflection
Description: For 5-10 seconds, target ally has a 50%-70% chance to evade attacks and gains 12-22 armor. This is an elite skill.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 20 Seconds.
Linked Attribute Protection Prayers. Increases duration, evasion chance, and additional armor.
Skill Type: Enchantment Spell.

Shield of Regeneration
Description: For 5-10 seconds, target ally gains 10 health regeneration and 40 armor. This is an elite skill.
Energy Cost: 15
Activation Time: 1 Second.
Recharge Time: 20 Seconds.
Linked Attribute Protection Prayers. Increases duration.
Skill Type: Enchantment Spell.

-Smiting Prayers-
Shield of Judgment
Description: For 8-18 seconds, anyone striking target ally with an attack is knocked down and suffers 4-26 damage. This is an elite skill.
Energy Cost: 15
Activation Time: 1 Second.
Recharge Time: 45 Seconds.
Linked Attribute Smiting Prayers. Increases duration and damage dealt.
Skill Type: Enchantment Spell.

Signet of Judgment
Description: Target foe is knocked down. That foe and all nearby foes take 4-65 holy damage. This is an elite skill.
Energy Cost: None.
Activation Time: 2 Seconds.
Recharge Time: 30 Seconds.
Linked Attribute Smiting Prayers. Increases damage dealt.
Skill Type: Signet.

-Others-
Martyr
Description: All negative conditions on nearby allies are transferred to you. This is an elite skill.
Energy Cost: 5
Activation Time: 1 Second.
Recharge Time: 10 Seconds.
Linked Attribute None.
Skill Type: Spell.

SojakFA
14-12-2004, 09:11
And here are my picks for the best:

Peace and Harmony - Cheap! +1 regen! Lasts a long time! Especially good if your running any kind of maintainable enchantments!

Unyielding Aura - Show them it's only a flesh wound! Makes your warriors last twice as long if you accidently drop the ball and weren't healing them.

Word of Healing - What's not to love? If the target is below 50%, this is like a cheap Heal Other, then stack on Divine Favor (and even more if you have Divine Boon up).

Shield of Judgment - This could be a nasty little spell against hordes of enemies all attacking one tank. Sure, the damage just to one critter isn't great, but it all adds up in the long run, AND it knocks them down, giving you a couple of seconds before you have to worry about them again.

Just listing my top picks for now. We can go over all of them eventually!

BlackArrow[RoA]
14-12-2004, 11:44
One I just noticed yesterday is Shield of Regeneration. This looks like a great skill, I may have to try it out in Jan.

Akkuma
14-12-2004, 11:46
Signet of Judgement is a very nice skill as well, it is good to deal some nice AE damage and at the same time either save yourself or an ally. On top of that it costs you nothing, allowing you to save precious energy for heals. Unlike a lot of skills as good as this, it is useable every 30 seconds. Even if you just keep using it every 30 seconds, it is a nice way to add damage, and slow down the enemy.

Contemplation of Purity is fantastic for a Monk with a lot of enchantments. It is quite common for Monks to be the main target, so as soon as they dump the hexes and conditions on you, you can get rid of them all and heal yourself up. However, it is arguable if the benefit of getting rid of all your enchantments in order to guarantee your prolonged survival, which is also debatable because of the loss of the enchatments, is worth it.

Aura of Faith lasts a long time and can in the long run save you on precious energy or can even just save your target with the added healing they are receiving. This can be kept on up to 3 targets, but the cost of it during actual battle maybe way too much. In fact, it maybe more beneficial to just cast more healing spells.

Spell Breaker is an anti-caster and anti-anti-caster in one. Mesmers trying to shut you down won't be able to get their spells through and casters trying hit them with spells won't work either. This is great to throw on a Warrior or Ranger who is designed to combat casters.

I could go talk about more of them, but honestly Monks have great elite skills and it definitely makes me jealous being someone who uses Rangers when I take a look at what we got.

SojakFA
14-12-2004, 13:38
My problems with Spell Breaker are:
1. Casting cost. 15 energy is alot, especially if your a main healer. Thats 3 Orisons!!!
2. Spell Length. It only stays in effect a measly 15 seconds max. Now, I can understand how it could be considered way overpowered if it were highter, but as a main healer I cannot justify 15 energy to get maybe 15 seconds of protection. Cheaper to just remove hex or heal.

As for Contemplation of Purity... I don't know. There are alot of conditions built into that spell (having a bunch of enchantments up, getting hit with enough hexs for it to be worthwhile to dump said enchantments, to have enough energy to cast the spell with said enchantments leeching regen). I can diffenently see where it could be useful, don't get me wrong... I just don't like it that much!

Signet of Judgement is pretty good, the only reason I picked Shield of Judgment is because I like the knockdown effect.

I passed up Aura of Faith right away because it is far to expensive. By the time you've regenerated the energy back a good chunk of it is over, so it really isn't even good as a before battle buff. Better to use Divine Boon, which is more energy efficient.


']One I just noticed yesterday is Shield of Regeneration. This looks like a great skill, I may have to try it out in Jan.
Would be good if you didn't have any points into Healing Prayers. Healing Breeze lasts just as long, has almost as much regen, and most importantly costs less. 15 energy loss hurts!!!

Akkuma
14-12-2004, 14:34
I am not sure if you didn't realize but Signet of Judgement also has a knockdown effect, but compared to Shield of Judgement's knockdown effect it can't compare.

That isn't necessarily true that it is cheaper to heal someone. Try healing someone when they just dumped on by a mes/nec with 4 to 6 hexes, they are getting nuked by two elementalists, their ranger has them targeted, etc. Spell Breaker will save their lives probably, since you nullify any futher dumping on that ally for long enough that they may switch targets.

IMO, unyielding aura maybe the best elite of them all. You basically allow that ally to kamikaze himself due to not incurring a death penalty while under the effect. This allows guild battles to turn in your favor as to keep your team from accumulating death penalty.

SojakFA
14-12-2004, 15:13
I am not sure if you didn't realize but Signet of Judgement also has a knockdown effect, but compared to Shield of Judgement's knockdown effect it can't compare.
Yea, I realized, but as you said, the knockdown of Shield of Judgement has the potential to be so much better! I'll trade a little bit of direct damage to enemies for alot of delayed hits on allies any day :)

That isn't necessarily true that it is cheaper to heal someone. Try healing someone when they just dumped on by a mes/nec with 4 to 6 hexes, they are getting nuked by two elementalists, their ranger has them targeted, etc. Spell Breaker will save their lives probably, since you nullify any futher dumping on that ally for long enough that they may switch targets.
I think I'll ask for a chance to playtest it before I say anything more on it. Still think it is far to expensive for how long it lasts. At least Holy Veil lasts as long as you want it too...

IMO, unyielding aura maybe the best elite of them all. You basically allow that ally to kamikaze himself due to not incurring a death penalty while under the effect. This allows guild battles to turn in your favor as to keep your team from accumulating death penalty.
One correction: You still get the Death Penalty for dying the first time.
This is all debate-able though, which is why I started this up. For me it is a 3 way tie between Peace and Harmony (probably because I have the penchant for using the occasional maintainable enchant), Unyielding Aura, and Word of Healing.

jibraun
18-12-2004, 03:49
Would anyone mind explaining to me how Word of Healing works? I mean, yes I know that if a friend has health below 50%, use WoH on them and they get all the bonuses (including from DF if you have it). Let's say that friend has a little under 50% health. When you use WoH on them, they get 16-67 HP first, right? What if by just getting that 16-67 HP, the friend's HP is now a little over 50%. Do they still get the additional 15-83 HP? What if it was 40%, with 16-67 + DF, again, the HP goes over 50%. Will they get the additional 15-83? Thanks in advance. BTW, sorry if this post seems like a hijack. I'll make a new thread if there's any objection. Thanks again.

Lebeau
18-12-2004, 09:33
Would anyone mind explaining to me how Word of Healing works? I mean, yes I know that if a friend has health below 50%, use WoH on them and they get all the bonuses (including from DF if you have it). Let's say that friend has a little under 50% health. When you use WoH on them, they get 16-67 HP first, right? What if by just getting that 16-67 HP, the friend's HP is now a little over 50%. Do they still get the additional 15-83 HP? What if it was 40%, with 16-67 + DF, again, the HP goes over 50%. Will they get the additional 15-83? Thanks in advance. BTW, sorry if this post seems like a hijack. I'll make a new thread if there's any objection. Thanks again.

Yes you still get both heals.

Even if the target is 1hp below the 50% mark, they will still get the full effect from WoH.

SojakFA
18-12-2004, 11:10
BTW, sorry if this post seems like a hijack. I'll make a new thread if there's any objection. Thanks again.
Not a hijack at all. This thread is for discussing everything about Monk Elite skills :)

jibraun
18-12-2004, 17:49
The reason I asked that question is because I saw in another forum someone asking about WoH's effects. The poster claimed that during the last BWE, he noticed that a friend's HP didn't go as high as expected after using WoH. The poster thought that maybe WoH works the way I mentioned previously. The post was quite dated, i.e. no replies since then. Being familiar with this community, i.e. seeing how helpful people in this community are, I posted the same question here. So thanks Lebeau & Sojak. :) I'll definitely try out WoH in the Jan BWE then. If I can get my hands on it that is.... :p See you all January 7th. :)

Palin Vallenwood
19-12-2004, 07:40
Wow, it seems to me that monks have more elite skills than most professions.
Peace & Harmony seems like a great spell- +1 energy regeneration, great for a pure healer monk

A good way to take some of the sting out of the other good but costly elite skills is to go with the elementalist for secondary and bring along a lesser glyph of energy. A few Earth spells wouldn't go wrong either, especially those that prevent damage or some wards

Palin Vallenwood
19-12-2004, 16:15
Dang, if you had a monk/necro, you could do some serious damage using Peace & Harmony (+1 energy regen), Vengeance, a minion skill or two, and blood of the master. It would work even better if Unyeilding Aura wasn't elite, you could keep a 6 person team completely alive if they had all died, unyielding aura them and the Peace and Harmony would give you a point kinda pathetic I know of energy regen. Then, if you needed some quick energy, just let one of them die by removing the enchantment, raise a minion from their corpse, and unyielding aura them again. using blood of the master every once in a while could give you a nearly unstoppable army of undead creatures, as you could raise quite a few from allies corpses w/o having a great DP on them!

SojakFA
19-12-2004, 16:36
Dang, if you had a monk/necro, you could do some serious damage using Peace & Harmony (+1 energy regen), Vengeance, a minion skill or two, and blood of the master. It would work even better if Unyeilding Aura wasn't elite, you could keep a 6 person team completely alive if they had all died, unyielding aura them and the Peace and Harmony would give you a point kinda pathetic I know of energy regen. Then, if you needed some quick energy, just let one of them die by removing the enchantment, raise a minion from their corpse, and unyielding aura them again. using blood of the master every once in a while could give you a nearly unstoppable army of undead creatures, as you could raise quite a few from allies corpses w/o having a great DP on them!
I think if your entire team was dying you'd have to much to worry about.

Palin Vallenwood
19-12-2004, 16:39
I think if your entire team was dying you'd have to much to worry about.
However, against a lot of enemies this is a sound strategy, as soon as someone dies just unyielding aura them. this build isn't meant to heal your allies, just help them once their dead, so skills that kill themselves faster (i.e. life sacrificing ones) would be ok. This would be the "Friend of the Meleemancer" build :lol:

SojakFA
19-12-2004, 23:41
As soon as the enemies figured out what was going on they'd just target you, and that would be the end of the match. I don't think it's a terribly sound strategy to have everyone's survival tied THAT directly to the monk's survival!

VURD
19-12-2004, 23:57
agreed since monks are usually targeted first.

Tarew
20-12-2004, 08:42
agreed since monks are usually targeted first.

Which happens to be exactly why I like Shield of Judgment so much :)
This skill has amazing potential when you cast it on yourself during a team game. Warriors run for you, attack you to try and take out the monk, are knocked down and subsequently are easy prey for your teammates and you get time to heal yourself up.

By the way, does anyone know if this alo works with ranged attacks, such as arrows or staff attacks. It doesn't specifically say melee attacks after all and if it also knocks down rangers, I am seriously going to try and build a character around it.

SojakFA
20-12-2004, 09:00
It would be very nice if it did!!! I will be playing with that spell... It would be nice because you can use it for its best effect without having to put points into Smiting Prayers. Still, probably would want to have Divine Spirit to make it more cost effective.

grimajrd
20-12-2004, 10:13
dont underestimate martyr guys. i admit it doesnt look that good alone but think about the combo options with mend condition and you can cure all conds from your party with 2 casts and 10 mana total thats a pretty good deal in my eyes

SojakFA
20-12-2004, 10:29
That's true, I hadn't thought of that combo. However, would you give your elite slot to that when you could give it to one of those other (more directly useful) spells?

grimajrd
20-12-2004, 10:43
depends i had a spell setup without a single elite spell in betas so far and had the feeling that i have all utillities i need. there are some wonderful spells that emulate most of the other elite spells but on a lower degree so i think it is def worth a try. although i must say i might as well go for peace and harmony since i play full support monk anyway. on the other hand i am already satisfied with the mana regen boost i gain from the inspiration spells i use. too bad you normally dont know what kind of oponents you will face so it is a bit of lottery to pick the perfect spell set for a single match.

SojakFA
20-12-2004, 11:15
Yea, I have yet to play with any elite skills myself. If I had to choose one though, I would use one that would be more useful than that (at least to me), which is why I like: Peace and Harmony, Unyielding Aura, Word of Healing, and Shield of Judgement.

Radagast
27-12-2004, 01:46
Any experience on the board with Amity? Steep recharge time, but maxing out the duration to 18 seconds would appear make it worthwhile... if you dig the potential focus-fire strategy.

Thoughts for the vicarious?

SojakFA
27-12-2004, 03:16
It seems good, I would just be afraid of getting close enough to use it! If you could sneak into a group of enemy mages though... hehe.

grimjard
27-12-2004, 09:14
i tested amity a bit and i must say it rocks when getting gangbanged by the oposing group although it requires some discipline by your allies to assist each other and also area spells ruin the whole effect for you.
but if it hits well (managed to get 7 people once) and your group takes out oponents one by one it is a gamewinner.

Freyas
28-12-2004, 11:08
My personal favorite(the one I bring to the most matches) is word of healing. It's definately a very nice skill, as it is like a second orison of healing, and if the person you're healing is under half life, it's abosulutely the best heal you can have. For a healing monk, it's hard to justify taking another elite in it's place.

Spellbreaker is a very nice spell as well- it used to be one of my favorites when the recharge time was still 30 seconds- the mana cost is kind of a sacrifice, but you don't have to cast it unless you have enemy mesmers trying to shut you down. As it is, I still bring it to arena battles most of the time, since it works much better in 4vs4 where a healer is almost guaranteed to be focused by every spellcaster on the opposing team... even if they switch targets after a spell fails, you'll often have drained a significant portion of their mana when they try to cast their big nukes on you at the start of battle.

Other than these two, I'd definately have to go with shield of judgement, if you pump up your smiting prayers a bit. This is probably about the best anti-focus fire spell in the game. It drastically slows down the damage that you take, and will generally make all the opposing players switch to another target as they wait for it to wear off.

PsyBuster
21-09-2005, 04:56
Peace & Harmony seems like a great spell- +1 energy regeneration, great for a pure healer monk

Totally agree !!

Aleria
21-09-2005, 10:13
Well, Peace and Harmony has allways been one of my favorit monk elites. It gives me the chance to pump up healing/protection and DF to max, and it is quite nice to see all yr protection spells healing for 48 health it adds up!

Contemplation of Purity is also a little gem, at least for a protection monk. When u run protection u practicly only have enchantments and u have a lot of them. Conditions and hexes are the worst thing a protection monk encounters, so CoP can really be a life saver. Btw, it's not an elite!

A monk elite i forgot on yr list: Healing Hands, since the update this elite is actually worth taking. At least i have seen a lot of War/mos using this as their elite.

NeVeRLiFt
21-09-2005, 10:28
I think using Necro secondary and the elite Offering of Blood is the best bet for a healing monk.

DivineMuse
23-09-2005, 02:34
\
A monk elite i forgot on yr list: Healing Hands, since the update this elite is actually worth taking. At least i have seen a lot of War/mos using this as their elite.

Healing hands is my current favorite monk elite for PvP; this is largely based on recent game changes and current game trends though. I used to prefer energy drain back when spirit builds were popular.

Since healing seed was changed to only last 10 seconds, my healer really needed something to hold up a targetted person/ghost in the seed downtime. Although healing hands only triggers on attack damage it still greatly alleviates healing:

There are now a large number ranger spike groups in tombs. Healing hands makes for a perfect counter to them; it's cheap, extremely fast to cast, and can even be used on yourself. You can pretty save any spike target provided this skill is recharged.

Surprisingly, healing hands also helps against people being smited. The reason is that warriors generally tend to hit you while they smite and it's not unusal for some additional attack damage to occur on the smite target. Although you're not getting healed from the smite damage, you are getting healed from the attacks, which frequently compensates for the smite damage :D It sometimes works so well people I've put this on actually thought it was triggering against smite damage...

My final favorite application for this skill is for altar holding. You can alternate seed and healing hands on the ghost. My team held tombs for almost 2 hours the other night (granted it was very late at night) with just 1 prot one heal; we thought we were doomed when we lost the other healer and got fighter hench several rounds before we arrived in hoh. Thanks to this combo and the protection monk having shield of deflection (another elite which I have grown to love), it was actually possible to keep us and the ghost "alive enough" to hold the altar.

Elessar the True
25-09-2005, 21:51
If you can provide the huge quanities of energy required, and that's a big if, Shield of Deflection is potentially the strongest monk elite, due to its ultra-fast recharge.

MrBurninator
25-09-2005, 22:01
Does no one here have love restore conditions? All conditions removed, plus around 70 healed for each removed. Someone with 2 conditions on them healed by a protector with high divine favor who uses dboon gains about (70*2)+35+70 = 205. For just 2 conditions! This skill is great if you have a martyr monk on your team. He just uses martyr over and over and you just hit him with restore conditions.

Shield of Deflection would be an awesome skill. But 15 energy and the 2 second cast time are too much to spam like jam.

Mark of Protection... I hate mark of protection. Disable your other protect spells to make one guy a god for about 10 seconds, until he gets stripped anyways.

P&H sucks since the update because all sorts of spells cancel it now. You're better off taking OoB or Mantra of Recall.

Sillywiz
27-09-2005, 11:02
Does no one here have love restore conditions? All conditions removed, plus around 70 healed for each removed. Someone with 2 conditions on them healed by a protector with high divine favor who uses dboon gains about (70*2)+35+70 = 205. For just 2 conditions! This skill is great if you have a martyr monk on your team. He just uses martyr over and over and you just hit him with restore conditions.


Yes, works very well in Sorrows with all those conditions flying around. My best every heal was with 4 conditions, broke the 400hp barrier (with Boon and DF)... think the necro was somewhat dumbfounded going from virtually dead to very allive that quick... and for 5 E, and a very quick recharge.
(also think your maths should say 245)



Mark of Protection... I hate mark of protection. Disable your other protect spells to make one guy a god for about 10 seconds, until he gets stripped anyways.

P&H sucks since the update because all sorts of spells cancel it now. You're better off taking OoB or Mantra of Recall.


I play a lot of protection so MOP is only really effective when it is just you left and you are being beaten on. It's 50:50 if that is 1 of 2 on you or a whole mob, in each case I'm probably dead... I don't use it.

P&H now works as it's wording says. I seems ok for Boon Spiker heals but just means you have to leave aegis at home. Normal Healer builds don't get heal party, which IMHO weakens them... mass healing is the only thing that Healer Monks seem to have over Prot monks.

Best Regards


Sillywiz

Archedgar
27-09-2005, 11:46
Talked about this in another thread, decided I would kick it off. This is just a place for the Monks on the board to go over the elite skills and try to pick out the gems.


Contemplation of Purity
Description: Lose all enchantments. For each one lost, you gain 6-33 health, lose one hex, and lose one condition. This is an elite skill.
Energy Cost: 10
Activation Time: 1 Second.
Recharge Time: 30 Seconds.
Linked Attribute Divine Favor. Increases health recovered.
Skill Type: Skill.

I'm no expert in monk skills, and perhaps I may be mistaken, but as far as I know, Contemplation of purity is ...

NOT AN ELITE SKILL !


There, I hope I'm not horribly mistaken. But I did read the 4 pages of text and didn't see anyone else point it out.

Phaeax
27-09-2005, 15:53
I'm no expert in monk skills, and perhaps I may be mistaken, but as far as I know, Contemplation of purity is ...

NOT AN ELITE SKILL ! I think it used to be, way back in the day. This thread is ancient... ;)

I've found that Mark of Protection can be used with a dedicated protection monk, but they need to make use of maintained enchantments. Using MoP will disable the ability to recast them, but won't drop the enchantments.