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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If you think some information are out of date (due to a skill change) or just missing please feel free to make a post.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!
Monk/Mesmer
- 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- Speed Boost:
- Skill
- 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
Monk/Assassin
- Energy Management:
- Skill
- 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- 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- Other:
- Skill
Monk/Elementalist
- 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- 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.- 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- 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.
Monk/Warrior
- Energy Management:
- Bonetti's Defense
pros: potential energy gain while kitting, used to be useful for solo builds
cons: using a skill ends it- Speed Boost:
- Sprint
Pros: easy to use, stance
Cons: short duration- 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- 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)
Monk/Dervish
- 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- 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- 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- 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
Monk/Necromancer
- 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.- Speed Boost:
- Skill
- 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- 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.
Monk/Ranger
- Energy Management:
- Skill
- 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- 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- 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
Monk/Ritualist
- 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- Speed Boost:
- Skill
- 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- 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
Monk/Paragon
- Energy Management:
- Leader's Zeal
Pros: Decent energy management
Cons: Needs allies to be close to net energy- Speed Boost:
- Godspeed
Pros: great with Aegis
Cons: useless with little to no enchantments- 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- 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