GWOnline.Net News
PC Gaming News
Page 1 of 3 123 LastLast
Results 1 to 10 of 24
  1. #1
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!

    Guide of useful secondary profession skills

    The purpose of this guide is to offer a review of useful skills for a primary monk.

    The guide is organized as follows: secondary professions are divided into separate posts. Each post is then divided in categories: Energy Management, Speed Boost, Self healing/protection and Other. Under each category you will find the relevant skill(s), if any, along with their advantages (pros) and drawbacks (cons).

    A very warm thank you to Aries De Lyle for his major contribution to this work as well as Akirai Annuvil, Ragnarok-, Amadei and Age who helped in expanding it!

    If you think some information are out of date (due to a skill change) or just missing please feel free to make a post. I will then include it in this guide!
    Last edited by Cérilia; 03-04-2007 at 13:30.
    I'm not sure I want to sign that...

  2. #2
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Mesmer
    1. Energy Management:
      • Auspicious Incantations
        Pros: Decent energy gain
        Cons: Confusing description, skill used has more recharge, skill itself has more recharge
      • Channeling
        Pros: Warrior trains, spirits, pets net with HUGE amounts of energy
        Cons: Need to be close to foes to get energy
      • Drain Enchantment
        Pros: Enchant strip and Energy management
        Cons: Little to no net gain, long recharge
      • Energy Drain
        Pros: Good energy gain, e denial
        Cons: Long recharge time, if enemy has little or no energy this skill will net very little or no energy
      • Inspired/Revealed Hex, Inspired/Revealed Enchantment
        Pros: Hex removal/Enchant stripping and E management
        Cons: 20 second cooldown
      • Leech Signet, Power Drain
        Pros: Interrupt and give energy
        Cons: Need to focus on foe on top of healing/protecting
      • Mantra of Recall (elite)
        Pros: Great energy boost and can be ended forcibly for energy gain
        Cons: Conditional energy gain and can be stripped when not needed
    2. Speed Boost:
      • Skill
    3. Self healing/protection:
      • Elemental Resistance
        Pros: Good against an onslaught of elemental damage
        Cons: Very conditional and highly dangerous when enemy warriors are around
      • Hex Breaker
        Pros: Cheap proactive protection against hex, decent recharge for a long duration
        Cons: Smart enemies will use cheap cover hexes to remove Hex Breaker and finish with the nastier hex
      • Mantra of Earth, Flame, Frost or Lightning
        Pros: Duration, energy gained, damage reduction
        Cons: Very situational
      • Mantra of Resolve
        Pros: Protection from interrupts
        Cons: Energy consumming
      • Physical Resistance
        Pros: Great against warrior trains
        Cons: Dangerous against elemental damage

      Other:
      • Mantra of Inscription
        Pros: Very useful for bonders (using blessed signet) and for some smiters build
        Cons: Niche skill for monks
      • Signet of Midnight (elite)
        Pros: Blind against warriors
        Cons: Not reliable because of many condition removals, elite, 15 second cooldown, needs touch
    Last edited by Cérilia; 12-03-2007 at 14:29.
    I'm not sure I want to sign that...

  3. #3
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Assassin
    1. Energy Management:
      • Skill
    2. Speed Boost:
      • Dark Escape
        Pros: 25% speed boost & take half damage
        Cons: recharge time
      • Siphon Speed
        Pros: Great for kiting, short recharge time
        Cons: Needs to be half ranged
    3. Self healing/protection:
      • Return
        Pros: Great for getting away from melee enemies, can pass through obstacles making melee enemies run around the obstacle, cripples adjacent enemies
        Cons: Confusing targeting to less advanced monks (make hotkeys for targeting closest ally and using Return with your keyboard to make it easier)
      • Shroud of Distress
        Pros: Long duration, 75% blocking when condition is met, Synergy with Zealous Benediction
        Cons: Strippable
      • Death's Retreat
        Pros: Great for getting away from melee enemies, can pass through obstacles making melee enemies run around the obstacle, heals when used on ally with more HP
        Cons: 20 second cooldown, confusing targeting to less advanced monks (make hotkeys for targeting closest ally and using Return with your keyboard to make it easier)
      • Recall
        Pros: Can pre-Recall a target to use as an emergency escape
        Cons: Maintained enchantment, high energy cost
    4. Other:
      • Skill
    Last edited by Cérilia; 12-03-2007 at 14:13.
    I'm not sure I want to sign that...

  4. #4
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Elementalist
    1. Energy Management:
      • Glyph of Lesser Energy
        This skill is quite marvelous now. Two skills for a cost of 5 energy? Gorgeous. It works well with Heal Party, Aegis, Zealous Benediction, Shield of Regeneration, Shield of Deflection, and any spells you can think of that might be of use to you.
        Pros: Two spells for a measly 5 energy? Any two spells, at that. Above that, it's non-strippable. Nothing can remove Glyphs, so there's no way it can backfire on you.
        Cons: Recharge (30s, which is fine really) and that it's a 1s cast skill.
      • Second Wind (elite)
        The self-inducing exhaustion is great to start out the energy gain process but overdoing it will over-exhaust you
        Pros: Decent energy management, self-inducing exhaustion, short cooldown
        Cons: Self-inducing exhaustion, 2 second casting time
    2. Speed Boost:
      • Flame Djinn's Haste
        Pros: Damage, speed buff, no energy lost compared to Storm Djinn's Haste
        Cons: Slower activation time than its cousin Storm Djinn's Haste and a shorter duration as well, strippable
      • Storm Djinn's Haste
        Pros: 33% speed buff for a long time
        Cons: Niche skill for monk flag runners, loss of 1 energy per second, net gain of .333 energy per second when continuously running with 4 pips of energy
      • Windbourne Speed
        Pros: 33% increase, low energy cost, short cast & recharge times, perpetual speed boost on re-cast with enough Air Magic
        Cons: Interruptable & removeable enchantment, no AL, energy or dodge bonuses given with this skill - speed only.
    3. Self healing/protection:
      • Armor of Earth
        Pros: Nice armor buff
        Cons: Strippable, snare to yourself
      • Armor of Frost
        Pros: Armor buff against physical damage
        Cons: Long cooldown, strippable
      • Armor of Mist
        Pros: Speed buff, armor buff
        Cons: 2 second activation time, long cooldown, strippable
      • Frigid Armor
        Pros: Armor buff against physical damage
        Cons: Can't be set on fire, strippable
      • Glyph of Concentration
        Pros: Next 2 spells are interrupt free and ignore dazed
        Cons: 1s cast time
      • Grasping Earth
        Pros: Cheap (5e) and helps in escaping melee foes
        Cons: Situational and localized
      • Kinetic Armor
        Pros: Can be precasted before fight starts and kept up indefinitely with Reversal of Fortune or any other spammable spells, nice armor buff
        Cons: 3 second cast time, strippable, needs constant spell spamming even when heals are not needed, very long cooldown
      • Magnetic Aura
        Pros: 75% block against melee attacks
        Cons: Strippable, short duration compared to huge cooldown, only blocks melee
      • Mist Form (elite)
        Pros: Can't be hit by any physical damage
        Cons: Long cooldown, elite, strippable
      • Silver Armor
        Pros: Blocking, damages enemies
        Cons: Short duration compared to long cooldown, strippable, not a reliable source of blocking
      • Stoneflesh Aura
        Pros: Great protection against normal attacks, prevents critical hits which in turn takes away one of the assassins' greatest energy management
        Cons: 2 second cast time, strippable
    4. Other:
      • Glyph of Renewal {E} - This Glyph has been useful in keeping high recharge spells in check (most often Divine Spirit, for cheap spells). It can be used to keep Aegis up perpetually (although the cost is quite high to do so).
        Pros: Keep spells with high recharge in check, cannot be stripped or removed.
        Cons: It's very high maintenance, it takes quite a bit of risk to sacrifice your elite to use this skill.
    Last edited by Cérilia; 17-04-2007 at 09:18.
    I'm not sure I want to sign that...

  5. #5
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Warrior
    1. Energy Management:
      • Bonetti's Defense
        pros: potential energy gain while kitting, used to be useful for solo builds
        cons: using a skill ends it
    2. Speed Boost:
      • Sprint
        Pros: easy to use, stance
        Cons: short duration
    3. Self healing/protection:
      • Shield Bash
        Pros: Great for nullifying attack combos, knockdown gives time to kite away
        Cons: 5 second duration with a 20 second cooldown, needs a shield which means it'll only be good with negative energy sets
      • Disciplined Stance
        Pros: 75% block without worrying about the downside of the skill, short cooldown
        Cons: Short duration
      • Shield Stance
        Pros: 75% block, short cooldown
        Cons: Short duration, needs a shield which means only negative energy sets can use it, 33% snare
      • Frenzied Defense
        Pros: 75% blocking, duration almost reaches cooldown, with Protective Spirit and/or Spirit Bond, the double damage is negated, no attribute points needed
        Cons: Takes double damage
      • Balanced Stance
        Pros: Great when against enemies heavy with knockdowns and some protection from critical hits
        Cons: 30 second cooldown
      • Soldier's Defense
        Pros: 75% block, shortest cooldown out of all the effective blocking stances
        Cons: Needs a team with a shouts/chants to be fully effective, short duration
    4. Other:
      • Riposte
        Pros: Blocks next attack, not a stance, damages, needs adrenaline*
        Cons: Needs adrenaline*, it needs a sword which means +30 energy sets will not be able to use it
      • Deadly Riposte
        Pros: Blocks next attack, not a stance, damages, causes bleed, short cooldown
        Cons: It needs a sword which means +30 energy sets will not be able to use it
      • Shields up!
        Pros: party wide armor bonus against ranged attacks (especially useful against barrage)
        Cons: recharge time, short duration (or high investment in Tactics)
    Last edited by Cérilia; 03-04-2007 at 13:18.
    I'm not sure I want to sign that...

  6. #6
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Dervish
    1. Energy Management:
      • Zealous Renewal
        Pros: Can gain energy in that 20 second time
        Cons: Monks shouldn't have the time to wand
      • Zealous Vow (elite)
        Pros: Can be good energy management
        Cons: Monks shouldn't have the time to wand
    2. Speed Boost:
      • Enchanted Haste
        Pros: Speed buff
        Cons: Ends when you have no enchantments
      • Featherfoot Grace
        Pros: Speed buff, conditions expire faster
        Cons: High energy cost, strippable
      • Harrier's Haste
        Pros: Speed buff
        Cons: Needs a high investment in Wind Prayers
      • Lyssa's Haste
        Pros: Speed buff, can gain energy
        Cons: Strippable, short duration, health loss
      • Whirling Charge
        Pros: Speed buff
        Cons: 10 energy, needs a high investment in Wind Prayers, there are better skills for speed buffs
    3. Self healing/protection:
      • Armor of Sanctity
        Pros: Great protection when enemies have conditions
        Cons: Needs to be spammed, conditional
      • Conviction
        Pros: Great full-time armor buff when enchanted, stance
        Cons: Need a full time enchantment
      • Dwayna's Touch
        Pros: Can be subbed for Healing Touch when there are an abundance of enchantments
        Cons: Needs enchantments to take full effect, shouldn't use Wind Prayers if the only point of doing so is for healing - use monk skills
      • Mirage Cloak
        Pros: 50% block, damage when ended
        Cons: High energy cost, 50% block isn't as reliable as 75%, needs to be spammed
      • Mystic Regeneration
        Pros: Can reach high amounts or regen
        Cons: Regen isn't very reliable, needs quite a few amounts of enchantments
      • Natural Healing
        Pros: Decent self heal
        Cons: Might end up losing energy, Healing Touch is a better self heal, shouldn't use Wind Prayers if the only point of doing so is for healing - use monk skills
      • Pious Concentration
        Pros: Anti-interruption, spammable so it doesn't matter if Pious Concentration is ended due to having no enchantments
        Cons: Might accidentally remove a useful enchantment
      • Pious Restoration
        Pros: Removes hexes, spammable, heals
        Cons: Needs at least two enchantments to remove hexes
      • Vital Boon
        Pros: Health gain, great heal when ended, greatly paired with Signet of Pious Light and Conviction, good duration/recharge
        Cons: Not a reliable way of healing when there are no skills to forcibly end it, 1s cast time
    4. Other:
      • Mystic Healing
        Pros: Can be used as a party heal when there are an abundance of enchantments
        Cons: Needs enchantments to take full effect, shouldn't use Wind Prayers if the only point of doing so is for healing - use monk skills
      • Signet of Pious Light
        Pros: Can forcibly end enchantments for their secondary effect, greatly paired with Vital Boon
        Cons: 20 second cooldown, not a great self heal
      • Veil of Thorns
        Pros: Cripples when attacked (even wands!), greatly paired with Armor of Sanctity
        Cons: Needs a high investment in Earth Prayers, strippable
    Last edited by Cérilia; 12-03-2007 at 13:56.
    I'm not sure I want to sign that...

  7. #7
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Necromancer
    1. Energy Management:
      • Offering of Blood (elite)
        Energy management at a heavy cost. Back in the days of its prevalence it was a monk's best friend, but now as its cost has become outweighed by its risk.
        Pros: Energy on near-demand
        Cons: A huge chunk of your life goes away whenever you hit the button to use it.
    2. Speed Boost:
      • Skill
    3. Self healing/protection:
      • Aura of the Lich (elite)
        Pros: Half damage taken, duration is longer than cooldown
        Cons: Regen kills faster, life-steal skills bypass it, elite
    4. Other:
      • Consume Corpse
        It's really fun to corpse hog with and such. Nice little energy and health boosts do work, however little they are.
        Pros: Kind of fun, bits of life and energy.
        Cons: Well, you're corpsehogging which means you're going into the fray. No control of which corpse you're teleporting to.
    Last edited by Cérilia; 12-03-2007 at 14:01.
    I'm not sure I want to sign that...

  8. #8
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Ranger
    1. Energy Management:
      • Skill
    2. Speed Boost:
      • Storm Chaser
        Pros: Energy gain when hit by elemental damage, speed buff
        Cons: 30 second cooldown
      • Storm's Embrace
        Pros: When the conditions are met you're able to keep the speed buff indefinitely, pretty decent duration when not met, no attribute points needed
        Cons: 30 second cooldown
    3. Self healing/protection:
      • Melandru's Resilience (elite)
        Pros: Very helpful when combined with Draw Conditions, great energy/health regen
        Cons: Conditional, elite, needs to have negative conditions/hexes to work, long cooldown
      • Natural Stride
        Pros: 50% block and 33% speed boost, short duration is offset by fast cooldown
        Cons: Ends when enchanted or hexed, so it can be quite tricky to use (can't be used with prot spirit, RoF...).
      • Antidote Signet
        Pros: Removes Poison and Disease
        Cons: Conditional, condition removal skills do it better
    4. Other:
      • Serpent's Quickness
        Pros: Helpful for quickening cooldowns for some skills - most helpful in smiting, easily maintainble, decent duration
        Cons: Long cooldown, ends when hit below 50% health, not very helpful due to the short cooldowns of most monk skills, stops you from using a defenisve stance
    Last edited by Cérilia; 12-03-2007 at 14:00.
    I'm not sure I want to sign that...

  9. #9
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Ritualist
    1. Energy Management:
      • Offering of Spirit (elite)
        Pros: Great energy management, no sacrifice if within earshot of spirits
        Cons: Less energy gain compared to Offering of Blood
      • Signet of Spirits (elite)
        Pros: Same net gain as Offering of Spirit without the sacrifice
        Cons: More conditional, longer recharge compared to Offering of Spirit
      • Spirit Siphon
        Pros: Some energy gain, spammable
        Cons: Little net gain, in ranks of 5-7, there's a net gain of 1 energy from a spirit with full energy (31), 2 net gain from 8-10 ranks, and 3 net gain from ranks of 11-12
      • Weapon of Fury (elite)
        Pros: Unstrippable energy gain
        Cons: Needs to attack to gain energy, elite
    2. Speed Boost:
      • Skill
    3. Self healing/protection:
      • Vital Weapon
        Pros: Spammable unstrippable health gain, very long duration
        Cons: Big health drop when Vital Weapon ends and can leave you with 1 HP or near death if HP is not checked
    4. Other:
      • Death Pact Signet
        Pros: Fastest ressurection skill
        Cons: Using it is like gambling, if you can keep that ally alive for 2 minutes or more you're fine, if not, both of you are dead
      • Generous Was Tsungrai
        Pros: great on an infuser, pre cast for BIG infuse, drop for immediate selfheal
        Cons: almost useless skill for other builds
    Last edited by Cérilia; 12-03-2007 at 13:58.
    I'm not sure I want to sign that...

  10. #10
    GWOnline.Net Member Cérilia's Avatar
    Posts

    5,910
    Thumbs Up:
    Received: 0

    0 Not allowed!
    Monk/Paragon
    1. Energy Management:
      • Leader's Zeal
        Pros: Decent energy management
        Cons: Needs allies to be close to net energy
    2. Speed Boost:
      • Godspeed
        Pros: great with Aegis
        Cons: useless with little to no enchantments
    3. Self healing/protection:
      • Remedy Signet
        Pros: Excellent for removing dazed
        Cons: Useless when not removing dazed since most, if not all, condition removal skills are better
    4. Other:
      • Cautery Signet (elite)
        Pros: Better than Martyr in that you won't take all of the conditions like Dazed, use Dismiss Condition or any conditon removal to remove burning
        Cons: 2 second activation time, elite
    Last edited by Cérilia; 12-03-2007 at 13:57.
    I'm not sure I want to sign that...

Posting Permissions

Posting Permissions

Smilies are On
[IMG] code is On
HTML code is Off