Ranger/Monk
December 28th, 2006 by Eva
It is said that there is no such thing as a bad Monk combination in Guild Wars.
All classes benefit from the healing capabilities of the Monk class as a
secondary. The ability to Resurrect your allies more than one time in a
mission (the main limitation of the Signet) and adding supplemental healing to
the Ranger’s already burgeoning arsenal of support skills is almost a
no-brainer. A less obvious benefit is the addition of Protection and Smiting
magic, along with a few good Energy management enchantments.
Balthazar’s Spirit
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Rangers lack good Energy management, but a possible solution can be found in
the Monk Smiting line. Balthazar’s Spirit provides energy every time you get
hit. This can quickly replenish your energy stores in close-combat situations.
However, the point of the Ranger defense is often NOT to get hit, with evasion
skills and such. Still, this enchantment typically makes your Energy problems
vanish, and might be worth a look. The fact that it works well without sinking
any points into Smiting Prayers is a plus.
Healing Wind vs. Troll Unguent
==============================
Healing Wind costs much more energy (10 Energy, not reduced by Expertise), has
a shorter casting time, and can help your teammates. Troll Unguent has a slow
casting time, has a much lower energy cost, and can only be cast on yourself.
To me, the decision is obvious: in solo situations or in situations with
adequate healing (2 or more Monks in a group), go with Troll Unguent for self-
healing (as this takes some of the pressure of healing off the group). In most
party situations however, Healing Wind is a far better choice, as you are
providing healing for yourself and helping your team’s main healer.
Judge’s Insight
===============
This enchantment spell in the Smiting line has a fairly short duration, but
provides a great benefit for your attacks by changing all of your damage to
Holy damage and giving you 20% armor penetration. The 20% armor penetration
alone allows you to hit for 10 to 20% more damage (depending on the armor of
the opponent), but this enchantment really shines against the Undead. Since
it isn’t a preparation, it also stacks well with Barrage. When combining the
two, I tend to see numbers above three digits sail over large groups of undead
enemies. On a critical hit, damage can be increased to over 200 points!
Against non-undead opponents, this enchantment also performs well as a “pseudo-
preparation”, although its short duration often precludes its use combining
with bow preparations. Take this along on Gates of Kryta or Sanctum Cay farm
runs.
Sample Build:
This build is an Undead hunter, and has several points in Smiting Prayers to
lengthen the duration of Judge’s Insight. Symbol of Wrath costs only 5 Energy
and makes a great complement to the defensive skills when surrounded. The main
power comes from Judge’s Insight + Barrage, however, with a little help from
Favorable Winds.
1. Barrage (Elite)
2. Judge’s Insight
3. Symbol of Wrath
4. Favorable Winds
5. Whirling Defense
6. Lightning Reflexes
7. Healing Breeze
8. Resurrect/Signet of Capture/Mending (depends if you are soloing)
Live Vicariously/Vigorous Spirit
================================
Both of these enchantments do similar effects, but Live Vicariously is a
sustained enchantment while Vigorous Spirit lasts for 30 seconds. These spells
grant small amount of healing each time you hit something in combat. This is
another skill that stacks well with Barrage and Dual Shot, as every arrow hit
counts for the bonus healing. You can be healing a significant amount of
health each time your Barrage is let loose, often outpacing the “Healing over
Time” line of spells. Vigorous Spirit may be too much micromanagement for
some folks, while Live Vicariously hits your precious little Energy regen.
Still, both are pretty good self-healing spells.
Using both of these skills is central to many PvE farming builds. By facing
opponents that lack enchantment removal (a difficult task at times), one can be
almost invincible as long as he/she keeps attacking. This is especially
effective with Barrage (Elite), where every arrow gives you bonus health.
Combine this with Predatory Season for even more outrageous healing.
Sample Build:
This build is a solo farming build (note the lack of Resurrect or Signet of
Capture based around Barrage (Elite), Live Vicariously, and Vigorous Spirit.
You basically need to find a large group of Fighter-type monsters (Trolls,
Griffons, Minotaurs are all favorites) and Barrage away, using stances for
protection and the healing from your attacks to keep yourself alive. A Zealous
bow combined with Expertise of 13+ ensure that you will keep rolling in the
Energy.
Healing Prayers 10+
Expertise 13+
Marksmanship 12+
1. Barrage (Elite) - Your main damage
2. Throw Dirt - Defensive Skill
3. Whirling Defense - Defensive stance
4. Lightning Reflexes - Defensive stance
5. Live Vicariously - Healing
6. Vigorous Spirit - Healing
7. Favorable Winds - Damage
8. Predatory Season - Healing
Watchful Spirit
===============
This is an interesting sustained enchantment that provides much of the benefit
of Mending (with a +2 Health Regen), along with a small healing bonus when the
enchantment is removed. Even without any points in Divine Favor or Healing
Prayers, this enchantment gives the +2 Health Regen. If you don’t want to sink
any points into healing, but want the benefits of the Mending spell, then give
this enchantment a try.
Zealot’s Fire
=============
For a Monk with points in Smiting, Zealot’s Fire adds a little bit of punch to
your skills, as every skill that targets an ally does Fire damage in an area of
effect. So you can heal your friends while doing a modest amount of damage at
the same time. Strangely enough, this also applies for Comfort Animal, so you
Beastmaster/Monks out there can heal your pet while dealing area-effect fire
damage at a touch of a button.
Posted in Guild Wars Guide |














