I'd vet this — Skakid9090 02:58, 12 November 2007 (CET)

But suggest Dismiss/Mend in optional cause you dont want them spamming a 10 energy skill on apply poison or something equally stupid. — Skakid9090 02:59, 12 November 2007 (CET)

I wouldn't have ever thought of anything like that, which is exactly why I asked for your help. — Teh Uber Pwnzer 03:02, 12 November 2007 (CET)

This seems very good as heroes have the ability to multi task in which a human player could never do. I always use P-Drain/Leech on my caster heroes since it manages their energy very well.(they do love to spam things)--Zeron Master of Magic.jpg 05:26, 12 November 2007 (CET)

Yeah, heroes are win with interrupts. — Teh Uber Pwnzer 05:41, 12 November 2007 (CET)

Just one question does your hero need to be set to a particular status to use the interrupt skills, such as attack or defend because my Monks are always on passive >_< 07:42, 12 November 2007 (CET)

That cant be in passive, thats all. — Teh Uber Pwnzer 08:12, 12 November 2007 (CET)

i dont think you can give heroes a 10e 3sec recharge skill that they will use to heal, remove a condition, or a hex. to much energy. they wont get it.--Coloneh 07:53, 12 November 2007 (CET)

With pdrain + leech sig, the hero basically has 3 extra pips of regen. Also, if you look under the skill bar for the option slot it says to bring mend condition in condition heavy areas. — Teh Uber Pwnzer 08:12, 12 November 2007 (CET)

Well looks fine=) around 40 enj regen=) Im not sure how heros will use Blessed light to remove conditions etc, think bring 1 hex removal and condition removal will be fine, but then again u can just bring ZB :/ Massive Spotless Soul.jpg 17:25, 12 November 2007 (CET)

More like 8 energy regen if the hero spamms the interrupts. --- Monk-icon-Ressmonkey.JPG Ressmonkey (talk) 20:56, 12 November 2007 (CET)
Sorry, 7.5 (forgot power drain has a energy cost >_<) --- Monk-icon-Ressmonkey.JPG Ressmonkey (talk) 20:58, 12 November 2007 (CET)

So the build works equally well with the Hero set on attack OR defense? (I am still trying to understand this behaviour) Kiteeye 04:57, 13 November 2007 (CET)

Put it on guard (the shield icon), they just can't be put on passive (the bird icon). — Teh Uber Pwnzer 05:12, 13 November 2007 (CET)
I don't like the idea of having my monks wanding enemies uselessly. Putting them on guard also prevents them from semi-kiting attackers.-(Japanties 15:49, 13 November 2007 (CET))
I dont like it when my monks kite melee attackers cuz they go out of wards and draw out of AoE, so if my monks will stay still, ill be happy. --- Monk-icon-Ressmonkey.JPG Ressmonkey (talk) 22:59, 13 November 2007 (CET)

i love this build, it works great in high level areas but it really shines with another healer running a WoH hybrid, my teams almost never get wiped :) Julian horvat


Hey, it says for the wep to use the Hourglass staff, i know about 99% of GW players have it, but what about that 1% that don't have it. You probably need to add in more (or another) weapon.Fire TockUser Fire Tock Sig.png 01:35, 14 November 2007 (CET)

Build page is supposed to have the ideal configuration. -- 01:37, 14 November 2007 (CET)
I just put hourglass staff there cuz I was lazy and cuz its a free staff. Just about anything works. Not sure whats optimal. — Teh Uber Pwnzer 07:01, 14 November 2007 (CET)
Should be 2-handed (i.e. Staff), for the recharge on everything. Other than that, it doesn't matter much. Personally, I always use 20% enchanting for prots. Goram 04:38, 31 December 2007 (EST)

Running stand alone

Is this build some what restrictive e.g. 'best run with a healing/prot monk in the group' like the life sheath builds or is this build cool to run on its own?? & yes I do understand that is best to party with at least 2 monks in the team. 14:01, 22 February 2008 (EST)

Would probably work as the only healer in a 4 man group, but in a 8 man you need more protection/healing. Godbox GodlyCompanion-cube.jpg 14:06, 22 February 2008 (EST)
If your an imbagon you should be fine, though. — Teh Uber Pwnzer 18:37, 22 February 2008 (EST)

Heaven's delight spell has changed to:

Spell. Heal yourself and party members within earshot for 15...51...60 points.

We know. — Teh Uber Pwnzer 19:48, 8 March 2008 (EST)

Divert Hexes > Blessed Light

There is no PvE situation where Blessed Light is going to outperform Divert Hexes. Blessed Light is only worth the 10 energy when you're removing a hex and getting a use out of the heal, if all you're doing is getting the heal + condition removal then it's a huge waste of 10 energy. Divert Hexes is only inferior to Blessed Light in areas where you are being hit with one hex at a time, in which case I'm wondering why on earth you're using your elite spot for hex removal instead of cure/remove/veil. As soon as DH hits two hexes, the heal is stronger, and more condition removal making it superior in every form. Blessed Light also means you can't use paragons unless you want to run gimped paragons (read, no Aggressive Refrain).
Also, PDrain and Leech Signet are only useful 25 seconds into the fight since the heroes will use them ASAP to interrupt as opposed to when they actually need energy. 10 attribute levels for two skills that have no use until the fight is either over, victory is assured, or you've wiped. Racthoh 01:50, 9 March 2008 (EST)

Bar compression. Pretty much all monks need the following: unconditional heal, unconditional hex removal, unconditional condition removal. While divert does have condition removal and a heal, it relies on the target being hexed, meaning that you'd be nearly useless if an ally didn't have any hexes on him/her. Inspiration interrupts: although they do use them (way) early in battle, they almost always refund a bit of energy. Also, by interrupting the enemy's spells, the hero is helping either reduce the damage the party is taking or reducing how much the enemy monks are healing. Not only that, they're also a huge boon in cast you accidentally over aggro in the middle of the battle. So by taking BL + Pdrain & Leech Sig instead of DH along with GoH/Dismiss, the minimum benefit is that you interrupt the enemy. — Teh Uber Pwnzer 06:41, 9 March 2008 (EDT)
Bar compression is good when your player is aware of what that means. Blessed Light has three triggers that will make the AI use it, the heal, the hex, the condition. If any of those conditions are met it will be cast. In the hands of a human I will know when to use Blight to make that 10 energy worth it. Hero, not so much. Disease will drain your hero, cracked armour on paragons as already mentioned, anything dropping multiple traps, anything that can spam weakness, blind, the list goes on. Everyone of these is going to be a trigger for the hero to use Blessed Light resulting in AI that is going to be dropping huge heals on party members at the top of their bars. Even if Blessed Light is hitting the condition removal, and the heal is necessary, you're only getting a stronger heal than Dismiss Condition would have to offer for 5 more energy (and your elite slot). I would estimate that the number of times that situation occurs (condition removal, a threatening condition for that matter, and no heal wasted) is well below 50% in the hands of a hero. Also consider that Blessed Light is 10 energy so once the hero hits >5 (which experience tells me happens very fast when I give my heroes condition removal), when things are going bad, expect to see RoFs, SH, HD, and SoA on recharge, and only getting Blessed Light/Prot Spirit when Leech/PDrain recharge.
Condition removal in general on a hero monk is wasted. There are three conditions you need to concern yourself with in PvE; Dazed, Blind, and Weakness to a lesser extent if your party is physical heavy. The others can easily be overcome by party heals (or mass condition wiping skills like RC and Song of Purification) and only become an issue when you're heavily DPed. Deep Wound only becomes an issue on something like a warrior boss with Eviscerate. They are applied randomly so either your target is fully protted already because it's dying or is at full health making the -100 of no concern. Dazed is rare, Weakness is usually applied frequently so all your hero is really accomplishing is dropping their energy bar quickly by trying to keep it removed. So basically you bring condition removal for Blind. Really there is no other reason to bring it in PvE, except maybe when you walk over a trap after combat and everyone is crippled. But really unless time is a factor that doesn't suddenly make condition removal more attractive in the PvE light.
Now that is has been established why condition removal isn't all that hot on the PvE monk bar we can understand why Divert Hexes is vastly superior to Blessed Light. Hexes come in the same fashion as in PvP; loads of them. If you want them to stick you need to bury them deep. If we are entering an area heavy in hexes Divert Hexes is going to hit that huge 200+ heal, clean three hexes and three conditions (if present). That is well worth the 10 energy. If we are not expecting lots of hexes we run something like Word of Healing with a single spot removal like Cure Hex, and maybe Dismiss Condition disabled in the off chance condition removal is actually necessary. Racthoh 02:24, 10 March 2008 (EDT)

Can we get a little less theory craft more actual in game here. This build is crap, Heaven's Delight? You must be joking, I'm just glad I take hench healers and leave my heroes to damage as it should be. (Mr Pink57 00:40, 20 March 2008 (EDT))


People keep changing the build, and even moving the page. I'm lazy, and I don't feel like fixing the page after every edit he makes, so could someone else do it? XD -Mike 23:00, 2 May 2008 (EDT)

I shouldn't have used the minor edit button. XD -Mike 23:14, 2 May 2008 (EDT)


how does the enrgy go on this hero, they spam blessed light alot last time I used it on em. --Super Igor 19px *ninja!!* 09:59, 3 June 2008 (EDT)

Interrupts. Godbox GodlyCompanion-cube.jpg 10:06, 3 June 2008 (EDT)

Drain Enchantment

I use drain Enchantment in place of leach signet as it has 20 second rather than 30 second reacharge. Im not saying its better because its different, its an enchant removal not an inturupt but i think its handy esspecially for flashing blades assasins etc. Maybe it should be added to the varients? Xiay 08:02, 30 June 2008 (EDT)

I think you mean Critical Defenses, as Flashing Blades is a stance. Anyway, I'm sure Drain Enchantment could be useful, and after all of the buffs, it'll provide more energy than Leech Signet. I'll add it to the variants, although interrupts will generally be more useful than enchantment removal. ــмıкεнaшк 09:20, 30 June 2008 (EDT)
Certainly seems to create some more effective energy management. Heroes use blessed light if a player is low on health OR has a condition OR has a hex, so it'll end up spamming it and losing all of its energy quickly. NilePenguin 00:21, 31 July 2008 (EDT)


Signet? WHAT?

  • Renew Life
  • Resurrection Chant
  • Rebirth
  • Restore Life

For the love of god, get rid of that rubbish res, it's a monk build!Tengu 17:36, 7 October 2008 (EDT)

  • Resurrection Chant: Not half bad, but 6 seconds taken away from healing. And odds are, if someone needs to be ressed, your team is hurting
  • Rebirth: Not terrible, but w/e
  • Restore Life: Same as Renew Life

Res Sig is free, fast, and genericly simple. --GoD Hammer and Sickle.jpg Guild of Deals 17:39, 7 October 2008 (EDT)

It is, but a couple of your heroes/team members should bring hard resurrects. Resurrecting mid-battle isn't a great thing for a Monk to do (unless you're an HB, because halving the casting time is good), so, imo, Rebirth should go to the main bar. ــмıкεнaшк 17:44, 7 October 2008 (EDT)
But doesnt Rebirth get rid of all remaining energy after its casted? Cryptousersig.jpgCryptoCryptousersig2.jpg 19:35, 3 February 2009 (EST)
weapon swap, heros wont have energy problems anyways. And bosses arent spaced out that much, if you need more the res sig ur doing it wrong--Relyk 19:39, 3 February 2009 (EST)
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