User:Faena/sandbox/monk-guide

Monks are expected by other players ... to act as a monk. This can seem pretty obvious, but monks can do other things that what is usually called monking. Monking is the fact of helping your team stay alive, it can be by reducing damage or Healing. A monk is not expected to deal damage. Other classes are usually believed to be better damage dealers than monks. This common belief results in the fact that if you are using a damage build (usually a smiting build), you will be kicked from most groups.

Healing
Most new monks play healing. It is easier to play than protection, as you just need to watch the Health Bars, and cast an healing spell on someone losing life. In most PvE areas, healing is easy and doesn't require much experience. Most Pick-up group prefer an healing monk to a protection monk : Healing seems much more efficient to new players, because its effect is easy to spot : your life bar going up is easy to spot.

There are basically two kind of heals in game, Pressure heals, and Spike heals :

Spike Heals
They are not much used in PvE, they are used to save a character from a very large damage occuring in a small time frame, so they are usually large heals with a small/very small casting time usually with a high cost. Even if they are not really needed in PvE, it is common to see a monk with a spike heal. Spike heals includes :


 * : The only true spike heal in the game, it casts in 1/4 seconds and heals for a very large amount. However the life loss is too dangerous to be used in unorganized groups.
 * (usually written WoH): Not as spike as Infuse, but it heals a very large amount with a correct casting time.
 * : Same as WoH, it heals for a large amount with a correct casting time.

When using such heals, the monk needs to be very careful not to Overheal (healing for more than what is needed).

Pressure Heals
They are used to make the life bar go up a little bunch. They can counter casual damage from the mobs. To achieve this, they are usually small heals with very low cost. Pressure heals are much more useful in PvE as most monsters attack various targets for medium amounts of damage. Pressure heals include :


 * (usually written LoH) : The best Pressure healing spell in the game, its very low cost along with a pretty short recharge allows it to be used frequently, and heals for a pretty large amount (8 * 65 = 520).
 * (commonly written HP) : same use as LoD but doesn't use elite slot and costs a lot more
 * : A very common pressurre heal. Many people says it is a bad spell, especially compared to its protection equivalent Reversal of Fortune, however with its low cost and spammability, it is a versatile easy to used spell.
 * : This is a pressure heal. However it is largely outclassed by the previous spells.
 * : One of the best healing spell in the game. It is really cheap and can heal for a very large bunch.

Many other spells can be used as pressure heals. They are easier to use than Spike heals, and are much more useful in PvE as most of the monsters will scatter and attack differents targets.

(usually written HB) is not a pressure heal, but it enhances healing spells. It allows pressure heal to match spike heals without increasing the cost too much (the fact that it is a Maintained Enchantment means that it will reduce energy regen by 1 pip).

Protection
Experienced monks usually prefer playing Protection monks. Protection is harder to use than healing : its role is to prevent the damage from the foes, which meeans you need to be aware of the current targets so you can cast the spell before the damage is actually dealt. However protection line is much more powerful than the Healing Prayers line : (damage prevented/energy used) is higher in the protection line than (life healed/energy used) in the Healing Prayers line.

Commonly used spells includes :
 * (usually written RoF) : the base of all the protection builds. RoF is highly spammable and has a huge damage preventing power. Without taking a too extreme example, on a 60 damage hit, RoF can prevent 60 damage and heal for 60 more, for a total of 120 health. On the other hand, Orison of Healing (its Healing Prayers equivalent) could heal for 60 damage, with a longer casting time. This is both a pressure and spike dealer.
 * : a great damage prevention spell. Its low energy cost and fast recharge allows it to be spammed. Its 1 second cast is still easily usable in PvE.
 * (sometimes written SH) : This spell doesn't seem so good first, however its long duration, low cost, and low casting time, make it an okay spell to deal with damage pressure.
 * (usually written SoA) : The description of this spell is really treacherous. It will reduce by 5 the first hit, 10 the second, 15 the third ... Basically after the third hit, it will reduce as much damage per hit than SH, the total damage reduction will be better than from SH from the fifth hit (with 14 Protection Prayers). I am unable to say which of both spells is better, both are as good.
 * (usually written PS) : The best spell to carry in heavy damage areas. PS allows to reduce damage a lot. Its long duration make it usable to counter pressure, and its short casting time to counter spike. A monk is expected to bring this in end-game areas.
 * (usually written SB) : usually compared to PS, SB is another heavy damage prevention spell. However with the 10 attack limits, and the damage limit, it is not as widely used as Protective Spirit.
 * (usually written SoR) : Even if not cheap, this spell has an okay recharge and a very short cast time. With the large armor boost, and the large life regeneration, it is a great pressure dealer and it is okay with spikes.
 * (usually written SoD) : Event if rarely used in PvE, this spell is a great wway to deal with melee heavy areas.
 * (usually written ZB) : Not really a protection spell, even if it is in the Protection Prayers line, it is a good addition to any protection bar as it allows to heal damage that have been able to go throught protection spells.

Dealing with conditions and Hexes
Monks are usually expected to deal with Conditions and Hexes. Both are very hazardous for the whole party and need to be removed quickly.

Conditions
Conditions are easy to apply, easy to remove, however monks need to have a way to deal with them, as they can totally shutdown some characters.

The first thing to do is to be able to identidy the kind of Condition(s) on the target. The list of all conditions :
 * Character has 3 pips of health degeneration.
 * 90% chance to miss.
 * Character has 7 pips of health degeneration.
 * Movement is slowed by 50%.
 * Spells take twice as long to activate and are easily interruptible.
 * Character loses 20% maximum health and the same amount from current health (to a minimum of 1), and receives 20% less benefit from healing.
 * Character has 4 pips of health degeneration, disease is contagious between creatures of the same type.
 * Character has 4 pips of health degeneration.
 * Attack damage is reduced by 66% and all attributes are lowered by 1 (to a minimum of 0).

Conditions are showed on the life bar and the player avatar in different ways :
 * The life bar will become pale pink along with a ring of dark red mist around a characters waist.
 * The visual indication of Blind is a swarm of black dots originating from the affected character's eyes.
 * A character suffering from Burning is engulfed in flames.
 * The visual indication of crippled is that a character moves with a noticeable limp while moving.
 * The visual indication of Dazed is white bubbles originating from the affected character's head.
 * Part of the life bar will turn grey.
 * The visual representation is a green mist containing black dots surrounding the affected character. The health bar for the affected character also turns pale green.
 * The visual indication of poison is a revolving ring of green mist around a characters waist. The health bar for the affected character also turns pale green.
 * Weakness is represented by a white cloud around the feet of the character.

These informations are very important. Everytime you see a condition, you need to be able to decide if it is worth removing it or not. The priority list should be something like (from top priority to lower priority) :
 * or
 * or or
 * or
 * or

Disease is the last on the list as it will spread around even if removed. Deep wound has the highest priority as a character under deep wound will die easily. Bleeding and poison can usually be ignored unless you have noting more important to do. Weakness can reduce Melee damage a lot. Some people will certainly put cripple lower than burning and weakness, but someone with cripple cannot run away from foes or follow a foe to keep attacking it.

Conditions removing spells include :
 * : The most used spell. Quick cast, quick recharge, and large heal on a easy condition.
 * : Mass condition removal
 * : Medium recharge, small heal. Not much used.
 * : Quick recharge, and large heal, however other ally only
 * : Used for self removal. Rare on a monk bar.
 * (usually written RC) : Not much used in PvE. Great conditions stack removal.

Hexes
Hexes are hard to removee, hard to deal and long duration. They usually have stronger effects than conditions.

Hexes are harder to identify than conditions. Life degeration Hexes show the life bar in Bright pink, while other hexes will only add a bright pink degeneration arrow on the life bar.

Hexes removing spells include :
 * : With its okay recharge, this spell is a good hex-removal. PvP players use pre-veiling to remove an hex as soon as it is placed on the target. In PvE, some spells are easier to use and more efficient.
 * : The standard removal. This spell is efficient with a short casting time and a short recharge
 * : Not much used.
 * : Allows to remove one or more hexes, with a cheap spell with good recharge.
 * : Great utility spell, it is not much used in PvE because Hexes are not everywhere. However in hex heavy area, it is a good spell. Take care to the energy cost however.

can be used to heal, deal with hexes and deal with conditions. However many people think it is bad compared with Divert Hexes.

Energy Management
Monks need be able to keep their teammates alive. They usually need energy to cast their healing and protection spells. To ensure their team can survive a whole battle, they need to carefully manage energy.

The first thing to manage energy is to always use the spell that have the best effect. For example casting guardian on a character attacked by 4 warriors will be much more effecient than casting Orison of Healing. On the other hand casting SoA on a character under attacked by 4 assassin will be more efficient than casting the same spell on a target attacked by warriors. You need to learn the rock-paper-scissor use of all spells.

You should also never overheal. Overheal is an energy waste, and it would be better waiting one more hit than healing too early.

Last, some spells helps you with energy management :
 * (usually written SoD, knowing SoD is also Shield of Deflection) : This skill is a dangerous one. Its 2 seconds casting time is often enough for someone to die. However with careful use, and keeping in mind you can interrupt it anytime, it can be used as a good energy management skill.
 * Any skill that increases Energy regeneration can be used, including Channeling that is often used on PvP monks in HA.

Kiting and positionning
More than any other classes, monks need to kite.

Kiting is the action of running away from the ennemy to avoid being hit. Melee attackers often carry Knockdown, and when you are knocked prone, you can't cast. During this time, you and your team can be pummeled by the opponents. Also, while kiting, you reduce the pressure on your team as foes are not able to cause damage.

Along with kiting, monks should also try to get to safe positions. The most basic thing is to stay in the backline of the party. Monsters tend to attack characters close from them and will rarely run throught the whole group. You can also use walls to avoid bolts and arrows. Don't forget to keep your whole party in your aggro range so you can cast spells on them.

Equipment
Monk equipment can vary a lot depending on players and areas.

The only mandatory thing is to get a full max armor (AL 60) as soon as possible. Many experienced PvPer will advise you to use Survivor Insignia however while you are not comfortable with energy management, using Radiant Insignia is a better idea, and is far more error-forgiving.

Try to get a Rune of Superior Vigor as soon as possible. Minor and major can also be found for a very low price at merchant.

You should try to craft a headpiece with a Protection Prayers bonus and another one with a healing Prayers bonus, and add a minor rune matching its attribute. This will allow you to switch at anytime. Avoid using superior runes, as the -75 health is hazardous : monsters tend to attack target with the least life, and reducing your life may lead monsters to attack you more than needed. You should place a minor divine favor on one on your armor part as it will be useful for all builds. All other runes can be either energy or vitae, arguments are the same as insignias.

Using a staff or a wand + focus is almost the same. Usually if you are using Protection Prayers spells, a 20% enchantment mod is a good idea. Other interesting mods includes +5 energy or +30 life.

Many monks use swords and shield. While useful in PvP, it is not needed in PvE, and you should try only when you are able to monk consistently.