Cantos
15-05-2005, 09:33
Hi!
I have been playing a Healing Monk all the way through the missions and I would like to share advice on the mysterious tertiary attribute! If you make a Monk, you can do two attributes at 12, or three attributes at 10, 10 and 11. I really like the idea of the extra versatility, so I went for three attributes. Healing at 11, Divine Favor at 10, and the Elementalist's Earth at 10 for my tertiary.
Here is some useful information based on my experience with Earth magic.
Ward Against Melee
This spell creates a big glowy circle on the ground that gives all your allies in it a 50% chance to block melee attacks. This is very helpful to take along when you know you are going to be hit by a lot of melee attackers. The radius is large enough to keep all your casters and ranged characters a lot safer against the melee types that rush the weak chars in the back. This isnt too useful in PvP, where damage taken tends to be of all types at once.
Ward Against Elements
This spell gives armor against elemental damage for anyone in the big glowy circle. I found this spell very useful in the Crystal desert when going up against Hydras and Sand Drakes. I dont find it very useful in PvP. Neither of these wards can be kept up 100% of the time because they last shorter than their recharge times.
Armor of Earth
This gives a big boost to your armor (48 at level 10!) at a cost to your runwalk speed. I dont find this terribly useful for PvE, but for PvP this can get you tanking heaps of damage. This is just the thing to keep yourself alive when the other team is focus firing on you.
Eruption, Earthquake, Aftershock
These spells pretty much perform the same function. AoE damage for when you went back to Piken Square because you missed a quest, or for helping a lower level buddy. Dont take these spells along when you are trying to be a healer, because you will just get tempted to burn all your mana on damage. Especially so for Earthquake, which causes exhaustion!
There are a lot of utility spells in Earth, and that is what I mainly focus on. So that is what I do, but what about you? What did you do with that third attribute, or do you prefer to just do a straight 12/12 on Heal and Divine?
I have been playing a Healing Monk all the way through the missions and I would like to share advice on the mysterious tertiary attribute! If you make a Monk, you can do two attributes at 12, or three attributes at 10, 10 and 11. I really like the idea of the extra versatility, so I went for three attributes. Healing at 11, Divine Favor at 10, and the Elementalist's Earth at 10 for my tertiary.
Here is some useful information based on my experience with Earth magic.
Ward Against Melee
This spell creates a big glowy circle on the ground that gives all your allies in it a 50% chance to block melee attacks. This is very helpful to take along when you know you are going to be hit by a lot of melee attackers. The radius is large enough to keep all your casters and ranged characters a lot safer against the melee types that rush the weak chars in the back. This isnt too useful in PvP, where damage taken tends to be of all types at once.
Ward Against Elements
This spell gives armor against elemental damage for anyone in the big glowy circle. I found this spell very useful in the Crystal desert when going up against Hydras and Sand Drakes. I dont find it very useful in PvP. Neither of these wards can be kept up 100% of the time because they last shorter than their recharge times.
Armor of Earth
This gives a big boost to your armor (48 at level 10!) at a cost to your runwalk speed. I dont find this terribly useful for PvE, but for PvP this can get you tanking heaps of damage. This is just the thing to keep yourself alive when the other team is focus firing on you.
Eruption, Earthquake, Aftershock
These spells pretty much perform the same function. AoE damage for when you went back to Piken Square because you missed a quest, or for helping a lower level buddy. Dont take these spells along when you are trying to be a healer, because you will just get tempted to burn all your mana on damage. Especially so for Earthquake, which causes exhaustion!
There are a lot of utility spells in Earth, and that is what I mainly focus on. So that is what I do, but what about you? What did you do with that third attribute, or do you prefer to just do a straight 12/12 on Heal and Divine?