hide results

    Monk FAQ by Dao Jones

    Version: 1.2 | Updated: 10/16/05 | Search Guide | Bookmark Guide

    Monk FAQ for Guild Wars
    Version 1.2
    October, 2005
    Complied by Dao Jones
    1. Introduction
    2. PvE (or "the place where everybody wants you")
       2a. List of quests
       2b. List of trainers
       2c. Beating your mirror
       2d. Choosing a secondary profession
    3. PvP (or "the place where everyone wants you... dead")
    4. Builds for PvE and PvP
    5. Equipment (because running around naked is for poor people and female 
    6. Monking 101 (this is the section you skip if you're just looking for builds
       or quest info)
    7. Useful Links
    8. Thanks & Disclaimer
    9. Final Thoughts
    1. Introduction
    Welcome to my Monk FAQ! There are many reasons you may be here, staring at the
    material I've complied.
    1. You may be seeking a career in the church. If this is the case, then I'm 
    sorry to inform you that you are looking in the wrong place. Try this website 
    instead: http://www.vatican.va
    2. You have come seeking the most "1337, azz-kiking class in GW!!!1!!11!!1!!"
    If so, I suggest you click the "Back" button on your web browser, and try one 
    of the Warrior or Elementalist FAQs instead. You'll find those classes more to 
    your liking.
    3. You want to play a Monk or are currently playing a Monk, but are too lazy 
    to learn how to do it correctly through trial-and-error, like I did. Well, 
    read on! Hopefully the stuff contained here will make your gaming life 
    easier. (I feel for you buddy. I'm lazy, too.)
    This was written basically as an expression of my frustration that a better 
    player has not already written a Monk FAQ, even though this game has been out 
    for months. Monks generate more questions and discussion than any other class, 
    and yet they're the *only* class on GameFAQs without their own guide (as of 
    this writing). I'm hoping in time that this FAQ will become "the FAQ that no 
    one reads", because there will be five *better* Monk FAQs to choose from, but 
    until then... you're stuck with me. I'll try to make it painless. I had a lot 
    of great people email me with information about playing a Monk, and a lot of 
    that info has made its way into this FAQ. In fact, I really can't take credit
    for "writing" this thing at all. It's really more like I "slapped together the
    hard work of other people." So, basically, if you don't like this FAQ... blame 
    Readers of my other FAQ will notice that this one contains far less of my 
    customary humor and neutral information delivery. This is because, unlike the 
    Morrowind FAQ (which I wrote whole cloth), this FAQ is really just a 
    compilation of other peoples' information with a few added notes from yours 
    2. PvE
    Let me preface this section by stating one thing: I do not intend to include a
    farming guide. Nor will you see much in the way of farming builds in the 
    "Builds" section. Why? Because I want to keep the awesome builds to myself? 
    Because I enjoy pissing you people off? No, and yes. But first and foremost, 
    because farming is an ever-changing animal. The techniques and areas that were
    proven goldmines yesterday have been nerfed to hell today, and today's 
    "unbeatable" strategies will most likely be useless by tomorrow. Nor, for the 
    record, do I support or endorse farming. I'm a Diablo 2 player from way back 
    in the day, and idiots that did MF (magic finding) runs 24/7 destroyed the 
    game, ruined the internal economy, and gave rise to a breed of losers I like 
    to commonly refer to as "twinking idiots". So I'm sure as hell not going to 
    help that happen here. Seek your 1337ness elsewhere, nerdboy.
    2a. List of Quests
    -Lakeside County-
    Name: Lina the Healer
    Quest: Adventure with an Ally
    Reward: Resurrection Signet (not specifically a Monk skill, but get it anyway)
    Name: Ciglo the Monk
    Quest: Monk Test
    Reward: Banish, Healing Breeze
    -Green Hills County-
    Name: Grazden the Protector
    Quest: Protection Prayers
    Reward: Reversal of Fortune, Shielding Hands
    -Ashford Abbey-
    Name: Brother Mhenlo
    Quest(1): A Monk's Mission
    Reward: Bane Signet, Orison of Healing	
    Quest(2): The Blessings of Balthazar
    Reward: Retribution, Symbol of Wrath
    -Old Ascalon-
    Name: Embassador Zain
    Quest: Helping People of Ascalon
    Reward: Mending
    Name: Gate Guard Hollis
    Quest: Supplies for the Duke
    Reward: Purge Conditions
    Name: Grazden the Protector
    Quest(1): Protecting Ascalon
    Reward: Heal Area, Vital Blessing
    Quest(2): Sowing Seeds
    Reward: Heal Party, Bane Signet, Orison of Healing
    Quest(3): In Memory of Paulus
    Reward: Resurrect, Live Vicariously
    -Eastern Front-
    Name: Cynn
    Quest: Caravan in Trouble
    Reward: Smite
    -Serenity Temple-
    Name: Priestess Rashenna
    Quest: Replacement Healers
    Reward: Infuse Health, Strength of Honor
    -Yak's Bend-	
    Name: Van the Warrior
    Quest: The Wayward Monk
    Reward: Vigorous Spirit, Pacifism, Divine Boon
    Name: Grand Mason Stonecleaver
    Quest: Helping the Dwarves
    Reward: Remove Hex
    -Beacon's Perch-
    Name: Master Saberlin
    Quest(1): Hungry Devourer
    Reward: Divine Spirit
    Quest(2): The Deserters
    Reward: Balthazar's Spirit
    -Lion's Arch-
    Name: Magi Malaquire
    Quest: Malaquire's Test
    Reward: Signet of Capture (like the Res Sig - get it anyway)
    -North Kryta Province-
    Name: Archivist Ithimar
    Quest: Graven Images
    Reward: Dwayna's Kiss
    Name: Damaris
    Quest: The Ascalon Settlement
    Reward: Heal Other
    Name: Farmer Dirk
    Quest: The Last Hog
    Reward: Life Attunement
    -Nebo Village-
    Name: Inspector Caleb
    Quest: The Hot Springs Murders
    Reward: Mend Ailment
    Name: Elder Hezron
    Quest: The Undead Hordes
    Reward: Holy Veil
    -Temple of the Ages-
    Name: Brother Mizar
    Quest: The False Gods
    Reward: Blessed Signet
    -Druid's Overlook-
    Name: Envoy Ero
    Quest: Mysterious Message
    Reward: Healing Seed
    Name: Trader Versai
    Quest: Eye for Profit
    Reward: Smite Hex
    Name: Alari Doubleblade
    Quest: The Price of Steel
    Reward: Contemplation of Purity
    -Ettin's Back-
    Name: Deep Root
    Quest(1): Dropping Eaves
    Reward: Rebirth
    Quest(2): Blood and Smoke
    Reward: Protective Spirit
    -Fisherman's Refuge-
    Name: Watchman Arad
    Quest(1): The Royal Papers
    Reward: Scourge Healing
    Quest(2): The Lost Princess
    Reward: Balthazar's Aura
    -Augury Rock-
    Name: Jorn Kudebeh
    Quest: Into the Unknown
    Reward: Zealot's Fire
    Name: Marchena
    Quest: Ghostly Vengeance
    Reward: Blessed Aura
    -Destiny's Gorge-
    Name: Annelle Fips
    Quest: The Forgotten Ones
    Reward: Vengeance
    -Seeker's Passage-
    Name: Tirzah
    Quest: A Belated Betrothal
    Reward: Mend Condition
    -Heroes' Audience-
    Name: Yort the Bronze
    Quest: The Misplaced Sword
    Reward: Healing Touch
    2b. Skill Trainers
    -Sir Bertran-
    Location: Ascalon City
    Resurrection Signet
    Bane Signet
    Healing Breeze
    Orison of Healing
    Healing Signet
    Reversal of Fortune
    Shielding Hands
    Symbol of Wrath
    Location: Grendich Courthouse
    Judge's Insight
    Restore Life
    -Captain Osric-
    Location: Yak's Bend
    Heal Area
    Heal Party
    Infuse Health
    Live Vicariously
    Purge Conditions
    Strength of Honor
    Vital Blessing	
    Location: Ice Tooth Cave
    Holy Strike
    -Firstwatch Sergio-
    Location: Lion's Arch
    Balthazar's Spirit
    Divine Boon
    Divine Spirit
    Remove Hex
    Vigorous Spirit
    -Captain Greywind-
    Location: Ascalon Settlement
    Holy Wrath
    Signet of Devotion
    Location: Beetletun
    Essence Bond
    Life Bond
    Location: Quarrel Falls
    Dwayna's Kiss
    Heal Other
    Holy Veil
    Life Attunement
    Mend Ailment
    -Master Scout Kiera-
    Location: Henge of Denravi
    Dwayna's Kiss
    Heal Other
    Holy Veil
    Life Attunement
    Mend Ailment
    Location: Maguuma Stade
    Protective Bond
    Watchful Spirit
    Location: Fisherman's Haven
    Purge Signet
    Location: The Amnoon Oasis
    Contemplation of Purity
    Healing Seed
    Protective Spirit
    Smite Hex
    Location: Droknar's Forge
    Balthazar's Aura
    Blessed Aura
    Blessed Signet
    Healing Touch
    Mend Condition
    Scourge Healing
    Zealot's Fire
    Location: Port Sledge
    Divine Healing
    Location: Camp Rankor
    Convert Hexes
    Location: Copperhammer Mines
    Divine Intervention
    Draw Conditions
    Scourge Sacrifice
    Location: Marhan's Grotto
    Light of Dwayna
    2c. Beating Your Mirror
    It seems there are as many ways to do this as there have been players to try 
    it. For every player begging for help there is someone touting an unbeatable 
    strategy. Some people tell you you to take no skills, others tell you to load 
    up. Some say the mirror uses Healing Breeze, others swear that it does not. I 
    will only offer you this: I used a certain method, and I beat my mirror in 40 
    seconds. I'll post that build, and if it doesn't work for you then hopefully 
    it will at least give you some ideas on a way to make it work for you. (I have 
    seen many other "unbeatable" strategies posted, but they looked neither 
    reliable nor particularly smart, so I took a pass on them for my FAQ.)
    Dao's Anti-Mirror Build
    Holy Veil
    Blessed Aura
    Holy Wrath
    Life Attunement
    Symbol of Wrath
    Balthazar's Aura
    (I also took Bane Signet, but it wasn't helpful)
    Basically, to understand this build, you need to understand two things about 
    your "Mirror": 1) He is not your exact opposite, and 2) He is not smart. The 
    mirror uses a bow, for example, while I did not.
    Basically, pre-cast *only* Blessed Aura. Your mirror will precast all four 
    degen enchantments, which will essentially completely stop his energy 
    regeneration, and cost him 40 Energy. Holy Wrath will cost him 10 Energy every
    time you shoot him, so shoot him a few times with your wand or staff to make 
    sure he's completely tapped out of Energy. At this point, he's essentially 
    reduced to plinking away at you with his weapon. Now, unleash Balthazar's Aura
    and Symbol of Wrath. Assuming your Smiting attribute is high up, he should 
    drop like a sack of bricks. I don't advocate taking a healing spell, as you 
    shouldn't need it and you don't want him using it. But if you do take one, make
    sure you occasionally shoot your mirror, to ensure his Energy is bottomed out.
    (In theory he can't regen Energy anyway, but I'm less than confident that ANet 
    doesn't occasionally "stack the deck" in favor of their monsters.)
    2d. Choosing a secondary profession
    I'll preface this section by saying that, in my opinion, Monks have the least 
    need for a secondary class out of all six classes. Within their own skill set 
    they already have the best possible means of attack, protection and healing, as
    well as condition and hex removal. Many times you will find yourself using all 
    of your skill bar for your primary skills (particularly if you are a healer), 
    and your secondary will be there only to help you unlock PvP skills. In fact, I
    recommend you consider when choosing a secondary that the class you choose be 
    one that you wish to unlock PvP skills for. Monks have it very easy in this 
    game: everyone wants you in a party, and your role is not complicated. You can
    breeze through missions and quests very quickly, and the secondary you take 
    will be quickly unlocked for you. (My secondary through the game was a Warrior;
    in retrospect, I would have gone Elementalist or Mesmer, as I'm unlikely to 
    ever play those classes as primaries.)
    However, that is not to say that your secondary is totally worthless: several 
    classes have valuable skills that will enhance your Monk's primary skills, 
    regardless of what "role" your Monk intends to play in the party. Here are my 
    opinions for your consideration. (And they are only opinions. Your mileage may
    Elementalist: Not a bad choice, but don't take this secondary because you want
    to use powerful attack magic alongside your Monk abilities. A Monk does not 
    have the energy reserves of an Elementalist, and you won't have the Energy to 
    use both your Elementalist attacks and you Monk spells. (If you want to go this
    route, make an Elementalist/Monk.) However, there are several spells that 
    nicely compliment your Monk abilities, and are worth considering. The various 
    Wards (Ward Against Melee, Ward Against Foes, Ward Against Elements) will 
    further help you protect your party, while spells like Armor of Mist and Mist 
    Form will help keep you alive when you come under attack.
    Mesmer: Another good choice, because the Mesmer has one ability that the Monk
    does not: the ability to steal Energy from other players. As mentioned, Energy
    management is a constant problem for Monks, and in difficult battles you'll 
    find yourself running low before the fight is over. At moments like this the 
    Inspiration spells available to you really show their worth; many of them allow
    you to steal an opponent's Energy outright for your own use, or to cancel a Hex
    or Enchantment and convert it into Energy.I've also been seeing a lot of "Echo
    Healers" lately in PvP, and Mo/Me overall is a very popular PvP combination.
    Necromancer: I've seen these combinations before, but I'm not sure I'm on this 
    bandwagon. There are good spells in the Necromancer skill set, but I'm not sure
    that as a Monk you'll find yourself using them. Offering of Blood, an Elite 
    Blood Magic skill, will allow you to sacrifice Health and a little Energy for 
    an Energy boost, but there are better ways to regain Energy (see the Mesmer 
    class, above). And while the Death Magic and Curse lines offers minion 
    summoning, additional damaging attacks, and ways to impede your enemy, these 
    skills are not really first and foremost of use to you profession as a Monk. 
    While many people can make this work, I would not say this is the best choice 
    for a Monk's secondary.
    Ranger: Like the Necromancer, above, this secondary seems of limited use to a 
    Monk. Carrying a bow will be of no use to you, so Marksman skills are useless.
    Pets are generally not considered useful to anyone (even Rangers) without a 
    significant investment in Beast Mastery, and you will not want to spend that 
    many much-needed attribute points (nor free up enough space on your skill bar)
    to make having a pet useful. Lastly, although the Wilderness Survival line has
    several interesting and useful skills, none really do anything to help you out
    as a Monk. I would say, in my personal opinion, that this is the least useful 
    secondary for a Monk. Some take this in PvP for use in Spirit spamming, but I
    assert that the Monk should not be the one in the party dropping spirits.
    Warrior: Ahh... the ever popular Mo/W build, first choice of farmers the world
    over. 99% of people that take this secondary do so for one stance: Bonetti's 
    Defense. It's a powerful addition to your arsenal, and well worth considering 
    for PvE play. However, don't plan on being some sort of holy warrior, running
    into the fray wielding sword and spell. Monks are not designed to be primary 
    tanks and frontline fighters - they can be, but it is a waste of resources to
    do so, and an ineffective way to be part of a team.
    On a final note I would say this: there really aren't any "Bad" choices when 
    it comes to choosing a secondary. Guild Wars is fairly remarkable in that all 
    six classes are well balanced, and even a seemingly unlikely combination can 
    become quite potent in the hands of a skilled player. So don't worry that 
    you're choosing the "wrong" secondary - there is *no* "wrong" secondary. It 
    all comes down to player preference. And, if all else fails, you can change 
    your secondary towards the end of the game anyway. (But that is a subject for 
    another FAQ.)
    3. PvP
    To be honest, I do very little PvP as a Monk. I've done it on occasion, but
    usually there are so many Monks already out there I just use another class. So
    while I know how to PvP with a Monk, I don't consider myself the final word on
    Monk PvP. However, many of the regulars on GameFAQs know a lot about Monk PvP,
    so I'm just going to let them do all the work of educating you for me, while I
    sit back and watch movies I most certainly did NOT download illegally off the 
    [1.2 Update: okay, so I PvP quite a bit with my Monk now, and I can comment much
    more intelligently on the subject of Monks in PvP. I'll let stand the work
    others have contributed here, but I may comment from time to time based on my
    own experience.]
    Let's start with Diamond Angel99. He has a lot to offer regarding Monk PvP; in 
    fact, he probably knows enough to write his own FAQ. However, he's lazy, so he 
    just phoned in the data, and left it to me to organize. Still, it's good stuff,
    and if you're a new Monk wanting to try PvP then you'll wanna digest the 
    following words of wisdom. Here he discusses basic skills useful to several 
    incarnations of Monk you'll see in PvP. I'll post his suggested "basic" builds
    in the "Builds" section.
    "Ok, since Dao is awesome for writing this up while I'm busy sitting on my lazy
    ass chatting to my girlfriend on vent... Here's some expertise from what I've 
    seen high ranked players do (I'm in TmA, rank 17 guild and I've played with 
    members from most of the top guilds, sB/Bs, ZPZG, etc.)
    This is all PvP advice, you can get away with almost any half assed build in 
    PvE. Please note that this is a description of popular builds, lots of other 
    choices work just as well.
    Elite Skills Rundown:
    Top 5 (no order):
    Word Of Healing
    Peace and Harmony
    Energy Drain
    Offering of Blood
    Monk Elites:
    Word of Healing:
    A popular choice, but not as good as it sounds. A huge boost for 5 energy when 
    the target is below 50%, but it's also taking up an elite skill slot. You'd get
    the same bonus from Heal Other at 10 mana a shot, but free up your elite skill 
    slot for something that benefits everything you're doing or something that's 
    more unique to an elite skill. Nonetheless, it's still a very very utilitarian 
    elite to use, and likely the first one you get. Definately servicable and 
    always a respectable choice. [Editor's Note: I carry this in my Monk's skill
    bar 99% of the time. In my experience, unless your build specifically calls
    for another elite, this should be the one you use. It's cheap, fast, recharges
    quickly, and heals for a goodly amount.]
    Situational use, but can be very devastating especially vs spike teams. If you
    can guess their target (90% of the time it's one of your three monks provided 
    you're not running a mesmer), throw Spellbreaker on both your healing monks 
    and protective spirit on your prot monk, a spike team will do a countdown and
    all of their spells will likely fail causing a huge waste in energy and 
    cooldown time. Pretty useless vs ranger teams, not as many people are packing
    this nowadays.
    Peace and Harmony:
    +1 regen is useful to no end, especially if you have a high divine favour rank 
    with a +20% enchanting staff wrapping/sword pommel(+5 Henge Sword). With that 
    duration boost you can usually afford to keep Peace and Harmony up on yourself 
    and a partner monk. It's a great elite to consider, but most teams run it on 
    their protection monk if they're not using Martyr.
    Aura of Faith:
    Good spell, probably not worth the 10 mana to consistently keep up on more than
    one or two members of your party.
    Unyielding Aura:
    Absolutely horrendous choice, way too much enchant removal/nature's spam in the
    PvP aspect of the game. It's a waste of an elite slot, monks shouldn't be 
    carrying any sort of Res at all except for Res Sig, if they can spend the 4-8 
    seconds casting a res, then you're team's already steamrolled the other team 
    and it wouldn't matter whether or not they res'd the dead player. Otherwise, 
    losing a monk for 4-8 seconds is usually very bad.
    Healing Hands:
    You'll never cast this on yourself, and both of your healing monks should carry
    seed so that they could seed the other, so this shouldn't even be a 
    consideration. It's a horrible team spell.
    Do I need to say anything at all? [Editor's Note: I've seen this tried several
    times in PvP, and it's proven to be all but useless every time. Against an IWAY
    build (Warriors relying on the skill "I Will Avenge You", for the uninitiated),
    it might have some use, but otherwise it's a waste of an elite slot.]
    Other Elites:
    Energy Drain (Mesmer):
    A lot of monks run Mo/Me, mostly for Hex Breaker/Inspired Hex, but Energy Drain
     with about 9 ranks in inspiration will return 10 energy or so, and deprive 
    your target of those 10 points of energy. It's definately a useful skill for a
    quick fill that cools down rather quickly. It also helps to cripple your 
    Offering of Blood (Necromancer):
    Yea.... really only used when you are using a build that cripples your regen...
    even then... I'm not a big fan of damaging yourself for mana, Monks are always 
    spike targets anyways...
    Other Skills:
    Heal Other:
    It's essential, you'll be using it a lot, especially if you don't have Word of 
    Healing. If you do, consider substituting something else in here, maybe even 
    Dwayna's Kiss. Definately not Healing Breeze.
    Orison of Healing:
    Bread and butter skill right here. Low cost, short cooldown, decent 80-90 point
    heal with divine favor, what's not to like? [Editor's Note: I never use this
    skill, personally. I slot Dwayna's Kiss, instead.]
    Healing Seed:
    The anti-smite spell, toss it on your partner and stand next to him if they're
    trying to smite you. Pretty much nullifies Balth Aura and Zealot's fire. The 
    ever popular healing ball is a wonderful strategy for holding altars.
    Healing Touch:
    Not exactly all that useful, it's primarily employed as a self heal due to its
    quick cast and self target ability. More often than not, monks in PvP expect 
    the other monks to look after them and don't spend as much time healing 
    themselves, still a good quick fix if needed. [Editor's Note: "expect" is the
    operative word here. I got into a lot of trouble early on because I expected
    the other monk(s) on my teams to heal me. This did not always happen, and for
    a while I was running a build that was almost useless for self-healing. In a
    good group the Monks need never fear, but in random groups always make sure
    you can keep yourself alive.]
    Signet of Devotion:
    People often think it's not worth it to take a 2 second cast for a 80 something
    heal. The thing is, Signet of Devotion isn't a spell, that means a mesmer can't
    shut you down as easily and you can remain active even through backfire until
    someone takes it off you. It's also a zero mana cost skill that's always useful
    in a bind.
    Inspired Hex (Mesmer)/Remove Hex:
    Inspired Hex if your prot monk has a good hex removal. It's a free removal 
    basically that returns you some energy. It's not your job to worry about hexes 
    and conditions anyways.
    Resurrection Signet:
    Simple, 2 second cast time. if you're a monk and you're out of the action for 
    more than 2 seconds, your team is at a huge disadvantage. You shouldn't be the
    primary res'r anyways. A Me/Mo with a fast res should be the primary res'r.
    Elite Skills Rundown:
    Top 5 (no order):
    Shield of Regeneration
    Energy Drain
    Peace And Harmony
    Restore Condition
    Monk Elites:
    A lot of builds run Tainted Flesh making Martyr not exactly useful, same goes 
    for any type of fragility build; if you Martyr, you'll most likely kill a 
    teammate. It's still a powerful skill and helps tremendously vs a traditional 
    build. Take it if you want, but use it selectively. [Editor's Note: this
    skill is awesomely useful in most places. A lot of pvp teams stack conditions
    like poison and disease, and Monks can go through energy quickly just trying
    to counter degen with Mend Ailment. However, without conditions present this
    skill becomes a massive waste of an elite. Get a sense for what sort of builds
    are out there before you slot this skill.]
    Shield of Regeneration:
    Actually useful, despite the 15 energy cost, the +40 armor will reduce damage 
    to a target by 50%, and the regen never hurts. Basically, you'd toss shield on
    one of your characters that's not taking spike damage, but is being targetted 
    (usually the off-target monk) to make life easier for that player.
    Shield of Deflection:
    Not exactly as useful as Shield of Regeneration. It has only a 5 second 
    cooldown, so you can spam it, but at a 15 energy cost you may not want to. The
    up to 75% chance to block is nice, but Aegis grants a 50% to the party at the 
    same cost, which may be nicer.
    Mark of Protection:
    Horrible skill, losing your protection prayers for 10 seconds is just bad. 
    Never take this in PvP. You need your protection prayers skills.
    Peace and Harmony:
    A bit different, this is useful if you run a slightly different type of build,
    more on this later.
    Life Barrier:
    Just no.
    Restore Condition:
    Underrated skill, because of its spammability, I would personally prefer this 
    over martyr. In most situations when you would martyr a team, you would only be
    pulling conditions off 3 or 4 people, you may as well just purge them right off
    using this."
    Other Skills:
    Mend Ailment:
    Pound for Pound better than Mend Condition in PvP, do not take this if you are
    taking restore condition obviously.
    Protective Spirit:
    Single-handedly protects against spike damage, keep this up on all 3 monks all
    the time.
    Shielding Hands:
    Reduces smite damage, plus when coupled with Protective Spirit allows your 
    monks to forget about a target for 10 seconds.
    Not essential, lots of people sub it out for something else, it's a useful 
    skill that's spammable. Most often replaced by a res sig.
    Clutch clutch spell, time it right and it can be a very effective counter to 
    most traditional teams. Obviously does nothing vs Ele Spike teams, still, very
    nice to have around.
    Inspired Hex/Remove Hex:
    Once again, depends on what you need and how much hex removal you need. Lots of
    people run hex breaker in their builds so quick hex removal isn't necessary.
    Reversal of Fortune:
    Nothing to say here... just use it all the time and you're good to go...
    4. Builds For PvE & PvP
    All builds include commentary from the original poster. My builds, of course, 
    have my wisdom and genius appended to them.
    My Simple PvE Healer/Prot Monk
    Healing Seed
    Dwayna's Kiss
    Word of Healing
    Reversal of Fortune
    Free slot
    Free slot
    Rebirth/Restore Life
    12 (+3) Healing Prayers 
    10 (+1) Divine Favor
    08 (+1) Protection Prayers
    This was a basic build that helped me beat the game, and did very well in the
    Fissure of Woe and the Underworld. In places where you can't guarantee you'll
    have a good second Monk, or a dedicated healer/protector this build works well.
    Basically, I start battles with Aegis to slow down the initial damage from 
    melee, then Seed whichever Warrior is taking damage (or whoever is most popular
    with the enemy). I then alternate between WoH, RoF and Dwayna's to keep party 
    members healthy. They all cast fast, have fast recharge times, and cost 5 
    Energy. I've found Reversal of Fortune to be a fantasticly useful spell in the
    later stages of the game, as well as the UW/FoW. I cast it, and it heals for 
    ~40 health via DF. Next, something hits the target, and that damage is 
    instantly negated (which is basically like healing...), then the player gets 
    healed for that amount, which is up to about 55 points. Considering how much 
    damage an Aataxe can dish out, that damage negation can be huge. I should 
    mention that I carry a +27 Energy -1 Regen focus from the desert collectors, 
    which boosts my overall Energy to around ~60 (I also use some tattoo armor,
    and the crafted Henge of Denravi sword, which adds 5 more Energy), and people
    using builds with less initial Energy will find my play style ineffective. 
    (Since I blow 20-30 Energy within seconds of starting a fight, people with 
    around 40 Energy are going to tap out real fast.)
    I prefer Rebirth over other forms of Resurrection because most of the time 
    there is someone else in the party that can do the mundane resurrections. I 
    save Rebirth for those times when I'm one of the last people alive, and the 
    entire dead party is being camped by monsters. When things go horribly wrong, 
    your Monk usually has the best chance to escape alive due to your healing 
    abilities, so there were many times when I was the last man standing. However,
    you should always carry some type of Resurrect ability, and I find Restore
    Life to be an excellent choice in areas where Rebirth is less useful (Sorrow's
    Furnace, for example, because monsters camping your corpse are less frequent
    This build works fairly well in PvP, although it lacks much in the way of 
    Energy management. I usually have either Mend Ailment, Healing Touch,
    Shielding Hands, or some type of hex removal in my two free slots.
    My soloing PvE Smiter
    Zealot's Fire
    Balthazar's Aura
    Symbol of Wrath
    Divine Boon
    Spellbreaker/Shield of Judgement
    Blessed Aura
    Balthazar's Spirit
    Blessed Signet
    12 (+4) Smiting Prayers
    12 (+1) Divine Favor
    This is a simple, but effective soloing Monk. You're a little lacking in damage
    reduction, so wearing Judge's/Censor's armor might help. I also carry a +27 
    energy -1 regen icon from the desert collector, so I start battles with a lot 
    of Energy. Use Spellbreaker in places where you expect Hex-casting or 
    Elementalist enemies, and Shield of Judgement against melee. Precast Balth's 
    Spirit, Zealot's Fire and Blessed Aura, then use Blessed Signet to help 
    recover Energy. Right before you enter battle against Hexers, make *sure* you 
    cast Spellbreaker, otherwise you can most likely kiss your enchantments (and 
    then your life) goodbye. Cast Shield of Judgement (if carrying it) Balthazar's
    Aura, Symbol of Wrath, then Divine Boon as needed to keep your Health up (and 
    trigger Zealot's Fire). Things will be dead before your Balth's Aura runs out.
    Blessed Aura will make everything last 32% longer, which means Spellbreaker 
    runs ~20 seconds, Balth's Aura ~13, Shield of Judgement ~28, and even lowly 
    Symbol of Wrath gains a second or two.
    I only offer this warning: this build works for me, because I'm also a careful
    player. I can run against packs of 4-5 Flesh Golems with no trouble with this 
    build, but 6 or more *always* kill me, because I can't heal fast enough. So 
    this is certainly not "the best" solo Smiter out there. It's just the one that 
    works for me. [Editor's Note: recent patches have put a 1 second recharge on
    Divine Boon, making it less effective. Additionally, it no longer seems to
    trigger Zealot's Fire, although I have not definitely proved this theory at
    the time of this writing.]
    The 105hp PvE Protection Smiter
    Protective Bond
    Balthazar's Aura
    Balthazar's Spirit
    Zealot's Fire
    Bonetti's Defense
    Mending / Healing Breeze / Orison of Healing / Healing Hands / Essence Bond 
    / Symbol of Wrath / Shield of Judgement
    12 (+4) Protection Prayers
    10 (+3) Healing Prayers
    08 (+3) Smiting Prayers
    02 (+3) Divine Favor
    At level 20 you will have a base Health of 480 without any mods. The goal of 
    this build is to lower that amount as low as possible. Why? Simple magic: 
    Protective Bond prevents you from taking more than 5% *max* Health in a single
    hit. At 480 Health, this is a cap of 24 damage per hit. But at 105 Health, 
    you're looking at 5-6 points *max* per attack. How do you get 105 Health? 
    Simple: five superior runes in your gear (one of each type, and double up on 
    one for the last). With level 13 Mending, you'll have a Health regen of +4, 
    and a Healing Breeze regen of +8. Together, you can pretty much blow off even 
    the most wicked degen. Balthazar's Aura and Zealot's Fire are your main damage
    dealers. The last 7 listed spells are generally "choose what you like" spells.
    I've seen several variants of the 105hp build, and although the first 5 were 
    common to all of them, the last 7 varied frequently. Essence Bond will help 
    with your Energy management, while Orison and Healing Hands are there for 
    additional healing (which is good if you're crazy enough to solo the 
    Underworld's Aataxes). Symbol of Wrath and Shield of Judgement, of course, 
    are just additional sources of damage.
    With this build, soloing any melee opponents is ridiculously easy. Your mortal
    enemy is the enchantment-breaking monster (which ArenaNet is inserting into 
    areas with increasing frequency). I'm surprised more people don't carry 
    Spellbreaker to help with these sort of foes. And it goes without saying that 
    this build is all but useless in PvP, because one Mesmer or Necro will ruin 
    your day.
    As of the more recent patches, Protective Bond is now capped at 3 Energy lost
    per attack, which makes it less effective. There are still ways to make a
    105/55 (there is a focus item that gives you -50hp, lowering your overall HP
    to 55) work, but I don't really know them currently, nor do I really care to.
    ILoveEverything's FoW/UW Protector
    Protective Spirit
    Reversal of Fortune
    Shield of Regeneration
    Purge Condition
    Smite Hex
    Remove Hex
    I tried that out with 16 protection prayers and 14 divine favor and I have to 
    say it worked wonders in FoW. If your second profession is mesmer I would go 
    with arcane mimicry, to cast aegis two times, or hex breaker instead of one of 
    those skills, probably reversal. Hexes are usually what screws up a monk in 
    FoW, so having hex breaker helps a lot.
    I easily made it very far in FoW using that build with another healing monk 
    backing up the party. I guess it would work in UW as well, but I didn't try 
    it out.
    SineNomine's 2-man UW Smiting Team
    Protective Bond
    Bonetti's Defense
    Symbol of Wrath
    Zealot's Fire
    Healing Breeze
    Healing Hands/Restore Life/Holy Strike/Balthazar's Spirit/something spammable
    This build is similar to the basic 105hp Prot Bond Smiter, and will try to get 
    his max Health down low. He casts Prot. Bond on both party members, Mending on 
    himself, and recasts a spammable spell to trigger Zealot's Fire. This guy is 
    the "tank", who will be the target of the enemies' attacks.
    Balthazar's Spirit
    Balthazar's Aura
    Zealot's Fire
    Healing Hands
    Blessed Signet
    Watchful Spirit
    Essence Bond
    This member has +enchantment duration, so the balth aura always lasts 15 
    seconds or more. Between the two members, healing hands will last 23 out of 
    every 25 seconds. The tanker will have 7 life regen [4 mending, 2 watchful 
    spirit, 1 succor] and 2 energy regen [1 from succor].
    The 'protector' who is actually just a second smiter, will have the most 
    problems here. No energy regeneration and a constant drain from succor. 
    However, the essence bond is generally good enough to counter this in crowds 
    of more than one. Obviously the second smiter is the one constantly casting 
    balths aura onto the first guy.  When fighting dryers or terrorwebs, the 
    essence bond gets dropped as does succor.
    Diamond Angel99's Basic PvP Healing Build:
    Elite Skill*
    Heal Other
    Orison of Healing
    Healing Seed
    Healing Touch
    Signet of Devotion
    Inspired Hex/Remove Hex
    Res Sig
    (*of your choice)
    Although the Fi-Boon healer template is effective in PvE, and often times 
    works well in competition arenas, the -1 regeneration from Divine Boon tends 
    to have you relying on Offering of Blood a lot more frequently which in turn 
    makes you a huge spike target.
    Healing Breeze sucks. Don't ever take it. Especially if you want people to 
    take you seriously. It's a regen boost, which is good in PvE, however, in PvP,
    90% of damage is spike damage, the other 10% is condition damage, and healing 
    breeze will only help to balance out the degen. You're better off running 
    hex/condition removal instead.
    Coordinate with your other healer and your prot, don't randomly do things like 
    you would if you were the only monk in a PvE group. When you're about to do 
    something big, say it. "I'm seeding X" is a very important call, otherwise if 
    you both see that he's under smite damage and you seed him at the same time, 
    you just wasted a 25 second cooldown skill that's very important vs smiters 
    and you've wasted 15 energy.
    Your prot monk is important! Don't forget him, and don't think he can heal 
    himself, because he can't. He should be top priority for heals.
    Diamond Angel99's Basic PvP Protection Build:
    Elite Skill*
    Mend Ailment
    Protective Spirit
    Shielding Hands
    Inspired Hex/Remove Hex
    Reversal of Fortune
    (*of your choice)
    Many people have suggested running Blessed Aura in place of Guardian and Peace 
    and Harmony in place of your elite skill. Not only will you maintain 4 regen 
    pips, but with Blessed Aura and a 20% enchanting weapon upgrade, you can 
    effectively maintain Peace and Harmony on your two other monks as well as up 
    to 4 protective spirits.
    Shield of Regeneration is a plausible choice here despite my early rant about
    regen because the +40 armor is equivalent to a 50% damage reduction which 
    helps tremendously against spike damage.
    Always work in coordination with your healer monks, tell them what you're doing
    so that they can pick which targets are more susceptible to damage.
    Alternatively, you can run a Life Bond with Blessed Signet and bond up your 
    entire team and use Blessed Signet to replenish your energy. Keep Peace and 
    Harmony up so you can spare an arrow of degen and cast protective 
    spirit/shielding hands/reversal of fortune as needed. This is much more 
    effective on an altar map.
    Theallstarcrab's PvP Self-Smiter
    11 (+4) Smiting Prayers
    11 (+1) Divine Favor
    08 (+0) Inspiration Magic
    Mantra of Recovery
    Divine Spirit
    Divine Boon
    Balthazar's Aura
    Smite Hex
    Zealot's Fire
    Resurrection Signet
    This is a good smiting build for Tombs, but not for Team Arenas. To begin make 
    sure to have Zealot's Fire and Channeling up always. Your objective is simple 
    head to areas where there are lots of enemies that will be adjacent to you. 
    When you initialize your attacks make sure to cast Balthazar's Aura followed 
    by Mantra of Recovery and Divine Spirit immediately after. Mantra of Recovery 
    will allow Divine Spirit to recharge in half the time which is very important.
    Then begin to spam Divine Boon as fast as possible. You will be using 1 energy
    per Divine Boon and as long as 2 enemies are near you you should actually be 
    gaining energy from this because you will be stealing energy due to channeling.
    After Divine Spirit has ended if you have any hexes on you feel free to cast 
    Smite Hex for a substantial amount of damage. Now recast Zealot's Fire and 
    Channeling and repeat everything again. This build is especially effective in 
    Altar matches where many people are stacked right on top of each other and 
    doesn't even require Divine Spirit to keep your energy up. Of course any build
    that runs Nature's Renewal will own you, but that is every Smiting Monks Bane.
    And of course since this is PvP always bring your Resurrection Signet, because
    nothing is more important then the ability to resurrect someone.
    As for equipment tattoos will probably be most beneficial in the initial attack
    to ensure you do not run out of energy. I would recommend using 20 20 Divine 
    Favor staff in hopes of your Divine Spirit recharging even faster and 
    increasing your Divine Boon casting rate by a bit. As for the mods I would use
    Insightful Staff Head and Staff Wrapping of Enchanting. The enchanting will 
    increase the length on your Divine Spirit and Balthazar's Aura, which can be 
    nice. For your secondary weapon use the Wand and Focus that add +15 Energy 
    just incase you run out and need a little extra in a tight situation.
    (Teams Arenas variant is a Mo/W with Axe Mastery who uses Shield of Judgement/
    Divine Spirit/Divine Boon/Balthazar's Aura/Smite Hex/Penetrating Blow/Zealot's 
    Fire/Res Signet)
    Theallstarcrab's PvP Healing Monk
    12 (+2) Healing Prayers
    12 (+1) Divine Favor
    03 (+1) Smiting Prayers
    Orison of Healing
    Heal Other
    Word of Healing
    Healing Touch
    Healing Seed
    Mend Ailment
    Smite Hex
    Resurrection Signet
    This is pretty straight forward. Orison of Healing and Healing Touch are the 
    best self healing skills. People may think Healing Breeze is effective, but 
    if you are dealing with hexes or conditions you might as well just get rid of
    them. Especially since Healing Breeze can be removed in so many ways. Heal 
    Other becomes more effective since it is an instant heal. Dwayna's Kiss is 
    nice, but since you can not target yourself with it and it is somewhat 
    conditional I prefer to leave it out. I choose Word of Healing over Peace 
    and Harmony, Aura of Faith, and Martyr because they are enchantments that 
    are usually shattered and Martyr really only help to fight disease other then
    that it isn't really effective. Word of Healing provides the power of Heal 
    Other for half the energy, which is helpful. As far as Healing Seed goes 
    there are usually only 2 things it should be cast on...Monks (especially if 
    one is using Life Bond) and Ghostly Hero in Altar matches other than that. 
    Otherwise your team should have enough raw healing power to take care of any 
    other person in need. As far as the condition and hex removal choices go they 
    are pretty straight forward. Mend Ailment has a much faster recharge time than
    Purge Conditions and there usually any heavy condition teams in higher end PvP.
    Mend Ailment is better than Mend Condition because it can be cast on yourself.
    As for hex removals Smite Hex provides damage and takes less time to cast than
    Remove Hex. You may argue that the recharge time is better, but the amount of 
    time it takes to casts tends to hurt you in the long run. Only hexes that you 
    should really be worried about removing are Backfire and Arcane Conundrum 
    everything else you are probably just going to have to deal with, because those
    will hurt you a lot more than anything else.
    If you are in a coordinated group I would recommend bringing either Smite Hex
    or Mend Ailment, but not both. Instead you should probably bring Divine Spirit,
    a hard resurrect (preferably Restore Life), or a skill of a secondary 
    profession such as sprint.
    Equipment selection for this I tend to wear Wanderer's with the +5 to 
    elemental attacks, because that is what you will be seeing the most of. Weapon
    choice for this should probably be the Divine Staff with 20 20 for Healing 
    Prayers. You will probably want to use the Insightful Staff Head and Staff 
    Wrapping of Fortitude. This will increase your health and energy pools, which
    is important to monks and why I avoid using superior runes. Monks need as much
    health as they can get otherwise they tend to die much faster. Of course for 
    your secondary weapon I would choose the +15 Energy Divine Wand and Focus for
    that little extra energy when you are in need.
    (Teams Arena Variant swaps out Word of Healing for Aura of Faith, since you 
    yourself will be the most common target of attacks.)
    5. Equipment
    First, the list of desert collectors, because there is where you can get some 
    of the best Monk gear in the game: 
    Second: a website with pictures of 15k and Fissure Monk armor: 
    A link to the new green items from Sorrow's Furnace:
    Also, for those of you seeking the +1 Protection Prayers focus for your 
    cookie-cutter 105hp Monk, the collector you want is Crispin Bryllis. He is
    located right outside Bloodstone Fen, and he wants 5 Jungle Troll Tusks. The
    +8 Energy version is carried by "Wintun the Black". He is located midway 
    between Lion's Arch and the Ascalon Settlement, and he wants 4 Feathered 
    Caromi Scalps for it.
    The -50 hp focus item that people want for their 105/55 Monks is given to you
    by Symon the Scribe in Ascalon City, as a reward for completing the "Cities
    of Ascalon" quest.
    Lastly, here's some useful info from "theallstarcrab" about the various weapon
    mods you'll be able to chose from:
    "Weapon choice is pretty straight forward. You can use staves or wand and a 
    focus. I am just going to go ahead and base this on the PvP weapon options, 
    because those are your best options. These are all maximums.
    Wand Options
    Improves Casting Speed 20% Chance
    Improves Skill Recharge 20% Chance
    Energy +15, Energy Regeneration -1
    The only reason you would have to use a wand is for the Energy +15 one, but 
    the Energy Regeneration makes it an unwise choice in longer battles.
    Focus Options
    Armor +5, Health +45 While Enchanted
    Attribute +1 20% Chance, +30 Health
    Energy +15, Energy Regeneration -1, Health +30
    Improves Casting Speed 20% Chance, Improves Skill Recharge 20% Chance
    As far as focuses go if you plan on being enchanted always Armor +5 and Health
    +45 can help some although can be ruined quite easy. Focuses get 2 more energy
    than staves, but if you put on a Energy +5 Head then that becomes more 
    advantageous as that.
    Staff Head Options
    Energy +5
    Health +30
    Armor +5
    All of the staff heads can be somewhat useful. Energy tends to be the most 
    important thing for a monk the extra energy can be quite useful. Due to the 
    large amount of health you will be losing in PvP the extra health may be the 
    difference between life and death. Armor +5 can reduce damage by about 8%. 
    That can help a little, but the energy would probably be most beneficial.
    Staff Wrapping Options
    Health +30
    Armor +7 (vs. elemental attacks)
    Armor +7 (vs. physical attacks)
    Armor +5
    Enchantments last 20% longer
    If you choose any of the armors you should probably get the basic +5 armor 
    unless you have a specific build changing physical damage to elemental. 
    Enchantments last 20% longer will only find much use in Smiting and Protecting
    Monks. Then there is the choice of Health +30, which will probably be your 
    best one for most of the time.
    There is rarely a time when you will find an advantage with focus/wand over 
    staff. My choice is a staff with +5 Energy Head and +30 Health Wrapping, but 
    there are many good options.
    In PvP you get to have a secondary weapon also. In your secondary I would 
    recommend bringing the +15 Energy Wand and +15 Energy Focus. Some of you are 
    probably wondering why you would want -2 Energy Regeneration, but there is a 
    good reason. When you have run out of energy you can switch to that combo and 
    get somewhere between 27 and 32 depending on what Staff Head you are using. 
    This can be a great energy reservoir in emergencies, but make sure to switch 
    back to your first weapon when you have depleted that energy."
    6. Monking 101
    Let's talk about Monks. Monks are, in my humble opinion, the coolest class in 
    Guild Wars. They are the best healers and party protectors, which makes them 
    immensely popular, yet when configured for smiting attacks their damage can 
    rival even the most dedicated Elementalist. No other class has the versatility
    of the Monk. Plus, as mentioned, everyone loves you, so you'll be more popular
    than a plate of cookies at fat camp, as they say. However, just as there is 
    no character more beloved than a good Monk, likewise there is no character 
    more reviled than a BAD Monk. (Except for Mesmers. *shakes fist* Damn Mesmers!
    Stop countering my spells, you smug bastards!) So if you're planning on 
    playing a Monk, please do not embarass the rest of us by being the kind of 
    Monk that inspires "God I hate Monks" topics on websites around the world, 
    'kay? Just like you would not buy a car before you learn how to drive, so 
    should you not even *think* of creating a Monk until you know how to play one 
    Now, since I know you all came here to read a freakin' textbook on Monk 
    methodology (that's a joke, son), I'm going to post a very helpful email I got
    from a guy named "Surrealknight" that pretty much sums up the basics about 
    playing Monks that I think every new Monk should read. Correction: "every new 
    Monk that intends to be a GOOD Monk should read". If you're just looking for 
    builds, keep skimming. But honestly, if you don't have the patience to read 
    one page of text, then you probably won't make a good Monk. Seriously - go make
    a Warrior. Warrior FAQs have pictures! Of shiny things! Ohhh... shiny things! 
    Anyway - Surrealknight's Monk primer:
    "First of all, I see a lot of monks that are in my group who don't know how to 
    move. Monks who are stationary, especially when they're being melee'd or pelted
    with ranged weapons, die. Monks should practice dodging projectile weapons and 
    learn how to run around the field and get the monsters off of them. I've 
    learned that if I run around the tanks 180 degrees then I can cut back straight
    across right next to them and the monsters will "hang" on the tanks 9 times out
    of 10. That allows me to go back to focusing on the group. It's a lot easier 
    to keep tanks alive than yourself.
    I think most of the best monks will tell you that energy management is really 
    one of the biggest factors in being a "good monk". If you waste all of your 
    energy quickly, chances are good that you're going to lose teammates. The best
    way to manage your energy is to use 5 energy spells. Try not to cast 10 or 15
    energy skills unless it is strategically the most efficient way of handling 
    the situation. I see a lot of monks, especially in the mid-game, use healing 
    breeze a lot. Healing Breeze, in my opinion, is best used when combating 
    health degeneration. I don't think it's wise to use as a general healing spell.
    A lot of times (especially past Kryta) 7-9 pips of health regeneration doesn't 
    regenerate health fast enough and it would be wiser to use Dwayna's Kiss or 
    Word of Healing and get that 150 health in 1 second rather than 7 seconds.
    I think everyone has their own personality of healing. As far as which skills 
    are best, it's really a good thing for everyone to experiment with healing 
    spells to see what they need. Suprisingly there is a healing spell for just 
    about every situation. I have my own way of handling situations and so my 
    skill bar is full of skills that compliment what I do. I'm sure there are a 
    lot of people who use skills very similarly, and I'm sure there are people 
    who use very different skills. I'm sure there are good monks out there who 
    would look at my skill bar and say, "geez, I would never use *that*!".
    Don't feel bad if you can't save everyone. If a team completes a mission then 
    you did a good job; it doesn't matter if everyone died ten times. The first 
    time anyone on my team ever died in a mission was while doing the bonus part 
    of Frost Gate. I felt so incredibly bad that three people fell. As we finished
    the mission one said to me that they had never partied with a monk who was 
    able to keep their team so healthy through the bonus. The rest of the group a
    greed, and I realized then that it's more important to make certain that a 
    mission is completed than to make certain that not a single person ever dies 
    during that mission. (Even though it definitely helps if no one dies!)
    Last thing I'll put in here is that sometimes you party with a character who 
    believes that because there is a monk in the party they should automatically 
    become invincible. In the early game (pre-desert) I took a certain amount of 
    pride in being able to keep these reckless idiots alive. By the time I got to 
    the desert I learned that these individuals are a great risk to the success of
    the group. They tend to stand still while getting pounded by the enemy. They 
    may have very poor armor. They choose to place themselves in great danger and
    yet they're not built to do this. I most commonly find this mind-set in 
    elemental nukers. [Dao's note: I saw this as well. A LOT.] Not to stereotype
    nukers (because there are a lot of them that play very well), but some people
    play nukers and believe that since they have the highest damage output (until
    they run out of mana or stand there waiting on their skills to recharge) the
    monk should focus on keeping them alive over anyone else in the group. I have
    easily sacrificed 45+ energy over a period of 15 seconds trying desperately 
    to keep some of these people alive. Unfortunately that is not healthy for the
    rest of the group. I do not think it is impolite to ask these people to try 
    to hang back and stay out of harm's way so that I can more effectively protect
    them from death as well as save some energy for the rest of the team. Most of
    the time they comply and are nice. Sometimes you get nasty remarks and/or they
    just leave. Occasionally you will find this in necros or warriors. I handle it
    the same way with them as well. [Dao's note: I just tell them I won't be 
    healing/resurrecting them. That usually works well, too, and it's a *lot* 
    more satisfying for me.]
    Monks will always be invited into parties. I've never been kicked out or 
    refused when asking to party with someone. Unfortunately, you have to be wary.
    I've joined tons of groups who simply invited me to join and, once we got 
    started, obviously thought that I should make them completely immune to severe
    damage. They do things like show me that their health is 150/400, while I'm 
    trying to keep alive two other teammates of theirs who have a sliver of life 
    left etc.  You have to have thick skin when dealing with people, even though 
    they may say awful things."
    7. Useful Links
    Below are some of the links I use all the time, as well as others that you may 
    find useful on a per-case basis.
    Probably the best site for information on skills and quests.
    The site I go to when I can't find what I need on the previous site.
    An awesome collaborative site, they have *the* definitive collector database. 
    Definitely worth a bookmark.
    All your questions about capping elite skills can be answered here. Bookmark 
    it, and save yourself a lot of time hunting.
    This site has the quest rewards and skill trainers for every class. Bookmark.
    Chrono put together a great site with pictures of all the 15k armors he could 
    find, and has included some additional info such as material requirements. This
    site is a life-saver when you're debating how to spend your 75k, and you want 
    to know what you'll look like when you've done it.
    8. Thanks & Disclaimer
    I'd like to thank the following people for their contributions to the FAQ. 
    Without you, I'd have actually had to do some real work:
    Diamond Angel99 & theallstarcrab - for writing half my FAQ for me, yet still 
    letting me take primary credit.  =)
    Surrealknight - for knowing what a Monk should be, and writing it up better 
    than I could.
    Chrono - for doing the thankless task of compiling pictures of all the 15k 
    armors available (and letting me link to it).
    ILoveEverything - for his FoW/UW Protection build
    SineNomine - for answering my question about how to make a two-man UW team, 
    and writing the other 90% of the GW FAQs for us.
    ParadoxGP, CamtheMan, Zafal the Waffle, Binro, Cazz, Shocking, reaper_41590, 
    and anyone else on GameFAQs who submitted information that didn't make it 
    into the final FAQ. I ended up changing the structure of the FAQ, and some of
    the things I asked for I didn't end up needing. But I'm still grateful for 
    your opinions, and they did influence the work.
    And a special thanks to all the crappy Monks I've teamed with in the past. Not
    only did you force me to become a better Monk, but you inspired me to sit down
    and hammer out this info. This FAQ is for you, my friends. Please stop sucking 
    Lastly, the disclaimer: Nothing written here is a challenge to NCSoft, 
    ArenaNet, or any individual or entities' rights or ownership. That's pretty 
    much a given, right? I'm all about love and respect, people. Love and respect.
    On that note, if you want to use anything from my FAQ for your own purposes, I
    only ask two things: 1) let me know, and 2) give me credit (or if you're 
    quoting someone I pulled info from, give them credit instead). I only posted 
    this FAQ to gamefaqs.com originally, but I don't mind if it spreads. I'm going
    to go out on a limb and assume that everyone who contributed thinks likewise.
    9. Final Thoughts
    I'm *much* more friendly than most FAQ writers - I answer almost all of the 
    email I get sent by people, and I try to help when writers have questions. In 
    addition, I was pleasantly surprised when I wrote my last FAQ that so many 
    people wanted to email me to thank me for my work - it is very gratifying to 
    hear how much they enjoyed my style of writing. (Heck, I still get an emailed 
    compliment every few weeks from people that use the FAQ.) Having said that, 
    however, I've learned that a few ground rules need to be established. 
    Before sending me an email asking me a question, ask yourself this: is Dao 
    the *best* person to be asked this question? Have I exhausted *all* other 
    avenues of inquiry? Remember: I'm just a guy that plays this game, same as 
    you. Writing a FAQ doesn't mean I've suddenly become an all-knowing guru with
    wisdom beyond the pale. Also important when emailing me a question: good 
    spelling and grammar. People that write like mentally challenged third-graders
    rarely get a response. If you want an intelligent answer to your question, 
    then ask the question intelligently. Lastly, a few "don'ts":
    DON'T ask me questions about how to beat missions/quests. There are other 
          FAQs for that.
    DON'T ask me how to get X item/find X place/locate X guy. I don't know, 
    DON'T add my email address to your "buddy list", and start emailing me chain 
          letters and pointless gibberish. You'd think this would be common 
          sense, because I'm not really your "buddy", and yet it has happened to 
          me more than once.
    DON'T email me to tell me what a crappy FAQ writer I am. I already know.
    DON'T ask me non Monk-related questions. What kind of FAQ is this? Exactly.
    DON'T email me to tell me cool stories about how 1337 you are, or some 
          awesome loophole you found in the game. I don't care, nerd.
    and lastly...
    DON'T ASK ME TO SEND YOU ANY &#@%ing FARMING BUILDS! I swear I will email 
          you a virus if you do.
    Assuming you follow the above rules, I'll do my best to answer your questions. 
    Email me at dao_jones@hotmail.com.
    So that's it! Sorry it was so text-intensive. Hope this guide was helpful to 
    you in some way. Now get playing, and good luck!

    View in: