Tree of Savior Forum

Proper PvE Monk Guide - No Theory Bollox

im not trying to say that. diev does better dmg than preist c3 though but preist has better support than c2 in some cases. diev has the potential to be betetr support than preist if ppl stayed in the auras. diev skills can still be used effectively once u have c3 monk, idk about priest skills though

its taking me a while to get to monk Q_Q at rank 4 lvl 4 now and class leveling already gt slow

In that case do know that a Cleric2/Diev2 heal actually falls behind Cleric1/Priest3 in best case and even more behind Cleric2/Priest2.
Ironically once you move to Cleric3 you do get wasted heal tiles except in emergencies.

But Cleric2/Diev2 is more for a funky kind of support. Priest skills are still useful, other than Revive and Mass Heal the usefulness of others will fall off in the later stages but one can do what the other canā€™t. I would recommend new players who arenā€™t interested in the traditional Priest ā€˜buffingā€™ to take Cleric2/Diev rather than Priest, but that will be a different playstyle.

Though Iā€™ve only seen one Cleric2 Monk in game and it wasnā€™t a Diev, and most Monks Iā€™ve seen in game have been running Priest3 or Priest2/Pala.

There are many roads, and none are for everyone.
Weā€™re all Monks, thatā€™s what we know.

ive seen 1 ceric2>diev 2 monk.
main reasons y i chose cleric2>diev2 over preist or plaading is bcuz carve is really good
owl is awesome and u can use laima and owl together to make a lure trap, laima lures mobs and owl kills them for infinite exp and drops. plus owl can do amazing dmg even without int. silence tree is so useful, fade is so useful. laima brings energy blasts cooldown to somwhere in the low 40ā€™s ;O.

I donā€™t really think thatā€™s a fair comparison honestly. Granted you get a skill that boosts your abilities +1 for 5 skills. You arenā€™t going to always use it on heals though especially if youā€™re Monk.

Priest base also has high levels of Revive with more healing but it will be silly to feature that into the picture. I think an honest comparsion just compares Heal 10 + Mass Heal 5 to Heal 5 + Mass Heal 10.

The comparison youā€™re doing is just stacking the cards in the favor of the outcome you want to see. Not that Iā€™m entirely sure on your maths anyway. Iā€™d have to look into that a little more first.

I doubt in many instances especially when healing quick is required youā€™re going to apply the Cleric buff then do the heals. So thereā€™s just no legitimacy to how you did that comparison.

Donā€™t shoot the messenger! hah
I had no interest in any outcome I was just complementing the initial math.
Youā€™re welcome to do the same!

Divine Might has 27s CD and 60s duration 5 charges. I usually donā€™t even use 5 charges before itā€™s up again.
As a healer I focus on support so I hardly go melee for damage. Going dps as the only healer would put me and my party at risk. Many times had to use more heal to myself when I tried. So I almost always have +1lv when using my support skills. But in any case I posted both options. With or without Divine Might.

As you stated Revive have same level in both builds. And I quote:

6 Points however is enough you donā€™t need the full 10.

So I couldnā€™t take that into account. Especially when I was only calculating burst heal that acolyte started.

If I were to do math in my interest I would divide those numbers with CD of each skill to have the actual HPS(Heal Per Second) which would increase the difference.

As I already said many times.
Both work, both have their strengths and weakness.
Mass Heal, Heal, Stone Skin, Safety Wall all have their flaws.
Each person got to choose their poison.

The only reason I posted in the first place is to give the option for new comers.
I enjoy helping with the questions and information.
But anyway, donā€™t let my arguments persuade you.
If you are happy with it so be it.

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From personal experience as a Cleric 2/Priest 2 Monk:

I use Heal on cooldown to get the most out of it. The tiles last for 40 seconds, so there is no reason to hold it, I have Revive and Mass heal for emergencies. I get the tiles on the floor and get Heal on cooldown so I maximize the amount of healing available to the party.

On pull I have Divine Might up and lay down 22 heal tiles, before anyone takes damage, 11 away from the boss for ranged dps and another 11 near the boss for the tank and melee.

Divine Might is a 27s cd and Heal is a 22s cd. If I stagger Divine might correctly, I can get 4 out of 5 Heals casted with Divine Might up. I just need to avoid casting Double Punch with Divine Might until the Heal cd is up.

Mass Heal is used to top off minor damage, so people donā€™t stop dps to run towards heal tiles, except for when Revive is about to drop, in which case Iā€™ll save it for emergency healing until I can get Revive up again.

So you value having one extra healing title over a higher level Energy Blast & One Inch Punch. An donā€™t ever waste your divine might charges on Double Punch an other skills.

Because that seems like an extremely slow way to play Monk. Arenā€™t you losing a ton of DPS for you an your group that way?

I think an honest situation in using divine might would see the majority of it used on Monk abilities as Monks usually use 80% Monk skills to 20% Priest/Cleric skills from my experience.

So I think you might get one of those casts 1/2 of those Divine casts used on heals every spell cast. But honest I see the majority used on Monk abilities. Doing it any other way would mean you arenā€™t contributing that much as a DPS.

Iā€™m sorry but the logic of adding plus one level to all your healing abilities because you have divine might simply doesnā€™t add up. I mean maybe you heal is some strange skill loop like that.

But the majority of healers Iā€™m aware of heal in response to the situation. Healing when healing isnā€™t required means lowering dps to do needless actions. Which isnā€™t what I have in mind for a hybrid like Monk.

I did both options, didnā€™t I?

Each one pick best play-style and needs for party.

Donā€™t underestimate Divine.
It has relatively low CD for 5 charges and if you decide to go for Damage you will do more.
Specially not needing Spr in build to make use of Stone Skin

I wasnā€™t responding to you nor was I underestimating divine. I just said an honest reading of the situation would see the majority of its charges used on Monk abilities.

Regardless Iā€™m up to 238 now so Iā€™ll update the guide slightly an add a mention to Cleric > Cleric > Priest > Priest. Iā€™m not adding a guide for it though as Iā€™m not recommending a class Iā€™m not entirely sure on all details.

Not because I think itā€™s a bad choice but because my guides focus on what I have experienced with the class.

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It depends on what the party needs. If the content is trivial and we barely need any healing, then yes Iā€™ll use Divine Might for DPS. Divine Might will line up with every third Heal cd that way in any case.

If we clearly need extra healing, Divine Might is being saved for Heal.

A double question, do you usually crit with your build at level 238?

Andā€¦ you said you are playing for 500 hours, does it mean you needed 500 hours to get that level? I mean, I thought we could get max current level 280 soonerā€¦ :frowning:

friends put in about 160 hours and he is 198, and he plays on and off and goes afk a lot.

Congratz I guess, well done to him?

I said a lot of those hours where in the CBT, in the OP.

As for crits I crit quite a lot an deal about 4000-5000 damage per punch when I do. Couldnā€™t put a figure on it though.

thanks?

/20characters

thanks for the info :slight_smile:

Quick question from the Monk people out there. Does AOE attack ratio effect the range of Double Punch?

There are several items/weapons that have it and Iā€™m wondering if I equip something with the stat will to help with having to get almost inside some mobs to hit them?

Thanks

Yes, if your AOE is 3, you can hit 3 mobs with one Double Punch
BUT!! The problem is, Double Punchā€™s range is so short, so those 3 monsters have to be very close between them, like in the same tile haha.

You can hit multiple mobs with double punch regardless of AoE attack ratio. AoE attack ratio makes the radius slightly larger. But the improvement is mild to say the least.