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Old Jul 13, 2006, 09:21 AM // 09:21   #21
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heres the Air of Enchantment boon/smite that I use for TA/RA
http://www.guildwarsguru.com/forum/s...php?t=10002181
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Old Jul 24, 2006, 07:06 AM // 07:06   #22
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Adding my Mo/E spike healer build

http://www.guildwarsguru.com/forum/s...56#post1727556
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Old Jul 24, 2006, 08:07 AM // 08:07   #23
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Guild: True Gods Of War [True]
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Profession: Monk / Assassin
Name: Return Monk
Type: PvE / PvP
Category: Support / Healing
Attributes" Healing Prayers : 12 + 1 + 3, Protection Prayers : 3 + 1, Divine Favor : 12 + 1
Skills Set

Signet of Devotion
Orison of Healing
Etheral Light (Healing Touch / Healing Whisper)
Jamei's Gaze
Guardian
Healing Breeze
Return
Rebirth (any other res)

Summary: General healing build. Use Return to get yourself out of combat, or to a troubled party member faster. It's really handy, as it not only removes you from direct threat, but cripples anyone on you, so they can't immediately chase you down.

Notes & Concerns: If I had some elites in HP or DF I might have something in there, but I don't...so I don't. I really like this build, but without paying attention to your energy, you will be in every other players shoes when the party dies...blaming the healer.

Use SoD when times are slow or when you're running low on Energy. Etheral Light for fast spikes / Jamei's Gaze for heavy hits.

All-in-all, I feel that this is a pretty solid build for what it's meant to do.

It has no condition removal and no hex removal, so when you're PvE'ing, make sure the other healer in the party is carrying something that can remove condotions / hexes. If they don't want to, you can swap Healing Breeze for something. But, with +9 hp regen, it's easy to toss that on someone in the back lines occassionaly getting attack with ranged weapons.

Credit:* Myself for having the awesome idea of using Return to get to other party members faster than most people would ever think of being able to do without sacrificing an energy pip (recall)
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Old Sep 05, 2006, 09:05 AM // 09:05   #24
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Guild: [DA]DreamingAngels
Profession: Mo/E
Default The Running Monk build.

Profession: Monk/Anything
Name: Runner Monk
Type: PvE (Running Only)
Category: Runner.

Attributes:
Divine Favour: 12+3+1
Protection: 12+2
Smiting: Unnecessary
Healing: Unnecessary

Skills Set: Divine Boon, Balthazar's Spirit, Essence Bond, Blessed Aura, Watchful Spirit, Reversal of Fortune, Protective Spirit, Shield of Regeneration {Elite}.


Summary: Obviously this is a monk runner build. A lot of people don't think monks can run because of their low HP but really, it is possible.
As soon as you step outside cast Divine Boon, Balthazar's Spirit and Essence bond on yourself. You don't need much energy because Essence Bond and Balthazar's will be keeping you supported from all the nasty critters that will be trying to kill you. There are 3 different ways to keep yourself alive. If you see a particularly difficult group ahead cast Blessed Aura then Watchful Spirit on yourself, hopefully the attacks will keep yourself supported while you're running through them all. Should your health begin to waver in the 50%s then cast Reversal and Protective. If there's a big chunk of critters than cast Shield of Regen. (That's why we have Blessed Aura) and then drop Watchful to boost your health up again. Just keep going and going. This build rely's on you getting attacked, and as a runner you are surefire to get attacked!
Notes & Concerns: There are a couple faults with this. I.e.: Ice Imps and Mesmers. Strip enchantment is a B**CH when you're running past a throng of deadlies. Ice Imps and their infamous slowing effects wreak HAVOC with ANY runner, especially monks.

Credit: Credit goes to myself, (The Author), and my lovely guild who always is putting up with me so I could fuel my crazy ideas, of which one finally made sense!

Last edited by Burnt_Feet; Sep 05, 2006 at 09:44 AM // 09:44..
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Old Oct 08, 2006, 09:10 PM // 21:10   #25
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http://www.guildwarsguru.com/forum/s...08#post2069808
Profession: Monk/Anything
Name: Yet another WoH monk
Type: PvE
Category: Healing

Attributes:
Divine Favour: 12+2
Protection: 3
Smiting: Unnecessary
Healing: 12+1+3

Skills Set:
1Word of Healing:5E 3/4 4R : Elite Spell. Heal target other ally for 16...67 points. Heal for an additional 15...83 points if that ally is below 50% health.

2Orison of Healing:5E 1 2R : Spell. Heal target ally for 20...60 points.

3Healing Whisper:5E 1 1R :Spell. Target other ally is healed for 40...88 Health. This spell has half the normal range.

4Jamei's Gaze:10E 3/4 3R: Spell. Heal target other ally for 35...151 health.

5Signet of Rejuvenation:1 8R: Signet. Heal target ally for 5...49. If target ally is casting a spell or attacking, that ally is healed for an additional 15...63 Health.

6Healing Whisper:5E 1: Spell. Target other ally is healed for 40...88 Health. This spell has half the normal range.

7Mend Ailment:5E 3/4 5R: Spell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, or Deep Wound) from target ally. For each remaining Condition, that ally is healed for 5...57 health.

8Resurrection Chant:10E 8:Spell. Resurrect target party member with up to your current health and 5...29% Energy. This spell has half the normal range.

Armor: Any Ascetic's Armor
Weapon: A Insitefull Healing Staff Of Fortitude 20/20 on healing

Summary: Well this is my first guide. First of all youre going to get a +45 bonus on all heals due to divine favor. So youre heals are going to look a little like this after all the math. (all math is figured after divine favor bonus)
1 Over 50% health 129 / Under 50% health 235
2 118
3 149
4 235
5 Doing nothing 109 / Useing spell or attacking 188
6 ---
7 +9 health regen
8 37% energy

Ok so youre healing for a lot for very little energy in bad fights you might get as low as 20 energy eliminateing the need for energy management skills.

Now for the use: you shouls spam 1-3 as needed dont over heal, rember the only health point that matters is the last one if some one is at 95% health dont worry about them.

4 should only be used as a back up if WoH is rechargeing

5 is good for Tanks/sins and casters doing something dont waste it on someong just siting there its not worth it

6 use on all as needed

7 +9 pips of health regen is a good counter for degen

8 Use rez chant for back row only, if in the middle of a fight let the other monk worry about the front lines on rezing, or even a W/mo. This skill rocks if used at the right times in the middle of a fight this is a god send. IE:Nuker goes down you can get him back up with a bit of energy and he can be usefull agen, wanding FTL!

Happy healing!

Last edited by Prefectus; Oct 08, 2006 at 09:24 PM // 21:24..
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Old Oct 15, 2006, 01:11 PM // 13:11   #26
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Talking mo/w jade farm vid

hi all this is my first attempt at a vid so be kind and i hope u enjoy it http://www.youtube.com/watch?v=Q9DBJ2Tk9iA
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Old Oct 29, 2006, 12:57 AM // 00:57   #27
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Profession: Mo/Me

Name: Covenant Healer

Type: PvE, anything you can use the build well in

Category: Healer

Attributes: Healing Prayers 12 + 1 + 3
Divine Favor: 8
Inspiration Magic: 10

Skills Set: Heal Other (healing prayers), Jamei's Gaze (healing prayers), Healer's Covenant {Elite from Nightfall}, Inspired Hex (inspiration magic), Revealed Hex (inspiration magic), Rez of your choice, Healing Touch (healing prayers), Dwayna's Kiss (healing prayers)

Summary: Once I found out Glimmer of Light turned into a 2 sec recharge, I came up with this. Sadly I haven't had much of a chance to test it, but it would work well. This will let you use dual Heal Other for 7 energy and a 143 point heal, as well as Dwayna's Kiss for 2 energy and a large heal depending on the target. The build might be a viable solo healing build, but I haven't had much of a chance to see how a 7 energy spell works for that kind of stuff. This should be viable in PvP as well as a general healer, but having 256mb of RAM I don't do much PvP. This build DOES still need to be tested.

Notes & Concerns: Energy might be a problem constatly spamming a 7 energy heal, with only 3 energy regen. I haven't found much of a way around this, and since they nerfed Insp Hex, you might be in trouble. You could take along power drain and interrupt spells, or bring drain enchant for energy. As I said, I haven't tried the build yet. Some people have said the build could be shattered easily and then you'd lose energy quickly. Healer's Covenant has a recharge of 5 seconds and a cost of 5 energy, so you can keep it up almost constantly.

Credit: As I was letting my hours trickle away on my buddy key for Nightfall, I came up with this, so I'll take all the credit!
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Old Nov 15, 2006, 06:01 AM // 06:01   #28
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Interesting so far noone posted a Healer's Boon Build, I personally am loving that skill, so here's Mine. ~


Profession: Mo/Me
Name: None ~
Type: PvE-
Category: Healer

Attributes :
10 +1 Divine Favor
10 Inspiration Magic
11 +1 +3 Healing Prayers

Skill Set :

Orison of Healing ~
Dwayna's Kiss ~
Ethereal Light ~
Heal Other ~
Heal Party ~
Healer's Boon [e] ~
Power Drain ~
Revealed Hex ~

Recommended Items :

Ascentics Armor
20% Faster Recharge (Healing Prayers) Wand
20% Faster Recharge (Healing Prayers) Offhand
( +Energy or +Health is always welcome aswell )

Summary: I always enjoyed being a healing MOnk over being a Prot Monk, or Prot/Boon even, though it was usually the best choice to go, cause of the speed you can cast heals, and the amount.. Now, with Healers boon, you halve the casting time of all your healing prayers, making them alltogether a 1/2 sec cast time. But not only that, ontop of that it'll add 50% to the amount healed. Saving you alot of time and energy in the long run..

With Heal Other you can heal for 305 Health, with a 0,5 Second Cast time, for 10 energy.. Sounds for me reasonate enough..

Basically with that build you'll be able to heal for rather large amount, for low energy cost (185 with Ethereal Light, for 5en). It's a good build all around, allows you to react quick, and in needed situations almost at infuse cast speed heal an ally..

Notes & Concerns: Using Power Drain as an energy management can for not as experienced players be a burden, since you have to not only look out for the health bars and similar, but also tab through the mobs to find one you can Power Drain, also timing the drain can be rather difficult..
Also, given at the speed you cast your spells, it's rather easy to overheal and run out of energy, so you should really think twice before casting on an ally.. heal other is just more of an emergency spell, the powered up version of Kiss/Orison/Ethereal Light are enough in most cases.
Also, you have no Condition Removal, and only a self hex removal (Use it to pull critical hexes off you, not randomly remove any hex you see). Against alot of degen you'd have problems managing your energy in the long run..


Credit:To Wrynn, for helping me cap that Skill after I failed 9 times with henchmen (Grr) And to anyone who didn't run away as I was testing that build out..

Last edited by maienGerl; Nov 15, 2006 at 06:10 AM // 06:10..
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Old Jan 25, 2007, 03:58 AM // 03:58   #29
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Quote:
Originally Posted by thesmithy
hi all this is my first attempt at a vid so be kind and i hope u enjoy it http://www.youtube.com/watch?v=Q9DBJ2Tk9iA
The Vids nice, but weres the build stats
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Old Feb 26, 2007, 10:37 PM // 22:37   #30
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Just wanted to say thanks to all who've posted builds. For someone who's been out of the GW world for a spell, they help get the brain meets flowing!
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Old Mar 04, 2007, 12:58 AM // 00:58   #31
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Guild: DKN
Profession: Mo/E
Default Invinci Mo/E Build

Profesion: Mo/E
Name: IDK...
Type: PvP
Catergory: Healer/Prot/Rezer
Attributes: 16 Protection 11 Earth Magic 5 Divine Favor
Skills:
1. Prot Spirit
2. Reversal of Fortune
3. Dismiss Condition
4. Remove Hex
5. Blessed Sig
6. Armor of Earth
7. Stonflesh Aura
8. Unyeilding Aura [E] - Most Dont Know Wat This Is So Here It IS..... Res Target Ally to Full Health and As Long As U Are Alive He Will To Unless He Dies Again.... The Only Downside Is 50% Fail with Divine 4 or Less and If U Die And Uve Already Ressed Ur Entire Team.... Ur WHOLE Team Dies and 1 Energy Degen For Eached Resed Preson


Credit: MYSELF
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Old Mar 04, 2007, 08:39 PM // 20:39   #32
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Just a variant of the WoH healer for play in groups with another (ZB/DH prot) monk that has hex removal:

Healing, 15 (sup)
Protection, 9 (minor)
Inspiration, 6
Divine, the rest (i think it's 10) (minor)

Dwayna's Kiss
Word of Healing {E}
Dismiss Condition
Reversal of Fortune
Protective Spirit
Vigorous Spirit
Channeling
[rez]

Obviously a 20% enchanting would work well here; I use the Totem axe and a prot icon.

Dismiss is used as your self heal. If you've got Vigorous Spirit on you when you cast it, then you get 51+32+20hp (i think that's around the correct number for divine anyway). With this build you'll be using Reversal as your main heal most of the time, along with Dismiss for cheap as free condition removal + orison level heals. Keep channeling up when around foes and remember to stand next to them if it's safe to do so.

Last edited by Samuel Dravis; Mar 04, 2007 at 08:43 PM // 20:43..
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Old Mar 07, 2007, 02:11 AM // 02:11   #33
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Join Date: Jan 2007
Guild: Unknown Warriors
Talking Shiverpeaks Farmer

http://www.guildwarsguru.com/forum/s...php?t=10127590

let me know what you guys think about this one!!
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Old Mar 19, 2007, 09:06 PM // 21:06   #34
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The ZB build counterpart to my above build:

Protection: 14 (12+1+1)
Divine: 12 (11+1)
Inspiration: 6
Major/Superior Vigor Rune

Equipment: +5 en, 20% enchanting weapon and shield with max AL and +30 hp.
Second offhand is a prot icon, +30hp and max energy for swapping.

Zealous Benediction {e}
Shield of Absorption
Dismiss Condition
Reversal of Fortune
Protective Spirit
Shielding Hands
Channeling
Holy Veil
[rez]
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Old Apr 09, 2007, 01:00 PM // 13:00   #35
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Guild: Golden Light Keepers [Gold]
Profession: Mo/
Default Light Bonder

Discussion thread here


Profession: Monk/any
Name: Light Bonder
Type: AB
Category: Support
Attributes:
Healing prayers: 10+2
Protection prayers 10+2
Divine favor: 11+2+1
Skills:
[skill]Holy Veil[/skill][skill]Balthazar's Spirit[/skill][skill]Blessed Signet[/skill][skill]Reversal Of Fortune[/skill][skill]Healing Light[/skill][skill]Extinguish[/skill][skill]Healing Breeze[/skill][skill]Life Bond[/skill]
Template: ADMRTfKclaSeSpZasfdQKeA

Summary: This build intended to support your party in Alliance Battles, basically by using bonds on your party and keeping Balthazar's Spirit on yourself. The basic use is keeping Life Bond active on every member and then use Blessed Signet to refill your energy while your group is not battling at the moment. Extinguish has proven real useful on massive degen you can found on shrines (basically, traps) and let you save lots of time needed when using individual conditions removal instead. Holy Veil is the usual hex remover, if you are on need of energy you can keep it off and recast only when near to face the enemy group. Reversal Of Fortune is mainly used during fight, when some of your party member suffer high dmg single hits. It is also a cheap source of little healing when needed. Healing Light is your primary healing source (read notes about it and ZB then), 88 pts for just the cost of 2 energy if more than good, more often you are always full of energy even when you are spamming all your skills, because bonding, this makes energy management (i.e. weapon switching) really simple.
Healing Breeze, even really a wasted skill on PvP, it is proven useful in AB battles, because you aren't full time PvP there, but you need even do some tactics who needs sometime running in map withut face enemy, and even within battle, your members are sometime not primary targets of opposing parties. Its main use is after Extingish and still degen on, you cast it on member who has about 2/3 health (NOT to the lowest, he has to be healed) and heal others in the while. After healing all other members, most likely you don't need to heal him too. Another reason is the facing of Assassins (read note).

Notes & Concerns:
ZB and HLnotes: ZB [skill]Zealous Benediction[/skill] maybe seems better than HL, but most of the times the builds, of party members you are dealing with, are self-supporting, I have tried it, but most often, when health is low enough to trigger the ZB advantage, the member will selfheal (or has been healed by another good monk around ) while casting ZB, nullyfing the advantage and giving you -10 energy on the shot. Make it 2 times in a row, and add a simple energy denial on you, and you're done . If you plan to use it, make sure your party is smart enough to let you use it effectively!
Healing Breeze: When you were target of an Assassin, nowadays they are smart enough to let you have to deal with 2 hexes, becuse they know well the 1st hex is removed in no time, but the time needed to remove 2nd hex is enough for him to kill you. Most Assassin builds rely on conditional dmg spells (when target hexed) and giving degenerations, so if you cast HB and removing the first hex while casting HB, you can face him long enough to let your party members help you (all degen spells are denied by your +8 regen pips). I had experiences of Assassins who ran out of energy before finishing me off, and had to resign me as target. But, even you can keep alive, you will be enough busy to have some problems on helping your party. You can also benefit of enchantments and set Dwayna's Kiss [skill]Dwayna's Kiss[/skill] in place of HB.
Armors, weapons: anything who gives bonus while enchanted are good, focus on health and/or armor improvements, you will have plenty of energy and you really don't need energy bonuses on your armor. Example template: RmHK1MrWMCysq/Vgwyk9YkxykeiMx0kApMwykh10wyk/AA

Counters: Enchantments removal are your primary nightmare, but this build lets you be useful even with all bonds off, as long you can count on 4 pips energy regen and low cost healing. Surely you cant spam skills as before, but you aren't dead meat as some bond builds let you be, when facing ench removal parties.
Balthazar's Spirit: if you have Warriors in party, you can think to make some points on Smithing prayers and cast it on him, he will surely appreciate

Credit: all the KuKu who had let me test this build throroughly

Edit: some grammar, pnumm's hint
Edit: holymasamune's hint

Last edited by arimicci; Apr 10, 2007 at 12:03 PM // 12:03..
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Old Apr 23, 2007, 06:54 AM // 06:54   #36
techchaos
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i have one Question i have a monk starting in Factions. the Question is this Why Mo/A what kind of build is that i only know they use the shadow step part to make a quick escape from being harmed but wouldn't it be better just just fight for your life with smite,Divine to keep your self healed. or is it for Running purposes only??
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Old Jul 31, 2007, 01:19 AM // 01:19   #37
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Profession: Mo/N
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PvE - For the Monk who likes complete control
----

A simple but effective healing build to be teamed with a hero monk (Hero build listed below) that can be used anywhere apart from DoA, Deep and Urgoz.

Build Name: 'Generous Was Rachael'

Code - OwQUQkG/EIL5UGtRa0H96diMBA

Monk/Necromancer

2 Blood Magic
2 Protection Prayers
13 Divine Favor (12 + 1)
16 Healing Prayers (12 + 1 + 3)

Armour = Full Radient (Healing Prayers +1 Scalp Design)
Runes = 1x Superior Vigor
1x Superior Healing Prayers
1x Minor Divine Favor
2x Runes of Attunement

Slot 1 - Healing Touch
Slot 2 - Orison Of Healing
Slot 3 - Dwayna's Kiss
Slot 4 - Word Of Healing
Slot 5 - Heal Party
Slot 6 - Extinguish
Slot 7 - Blood Ritual
Slot 8 - Rebirth

Equipment:
I currently use - Wand - Dunshek's Purifier (for hct and hsr)
Offhand - Rien's Sacrifice (for +30hp and +1 heal)

Cast slots 1-4 for health maintenance with Heal Party for multiple injuries. Extingish when a number of conditions are present. Cast Blood Ritual after or during battles when possible.

Hero Build
---------

Build Name: 'Impregnable Party'

Code - OwAS8YIPzEByY8uuSqHBEZC

Monk/Any

13 Divine Favor (12 + 1)
16 Protection Prayers (12 + 1 + 3)

Armour = Full Radient (Protection Prayers +1 Scalp Design)
Runes = 1x Superior Protection Prayers
1x Minor Divine Favor
3x Runes of Attunement (or 1 Vigor and 2 Attunement if desired)

Slot 1 - Reversal Of Fortune
Slot 2 - Guardian
Slot 3 - Life Sheath
Slot 4 - Shield Of Absorption
Slot 5 - Shielding Hands
Slot 6 - Protective Spirit
Slot 7 - Aegis
Slot 8 - Rebirth

Equipment - Kepkhet's Refuge works well

Set your Monk hero to 'Aviod Combat'

This build is hero-friendly and will make healing a doddle

There is a limit to the ammount of damage a prot can reduce so that is where you come in - to aid with your Blood Ritual skill to keep the protters energy up and general heals to keep everyone in full working order

I hope you enjoy my guide
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Old Sep 15, 2007, 12:56 PM // 12:56   #38
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Join Date: Sep 2007
Profession: Mo/
Default PvE healer monk WoH

This is the build i have taken three chapters of guild wars to perfect and when i use it it always gets compliments from other as to how good it is :

its monk/whatever build

healing 12
protection 3
divine favor 12 add runes to healing and divine as you see fit

good 20/20 weapon and off hand focus

1] vigorous spirit - use this mostly on warriors to keep them buffed on healing, maybe use it on catsers if they get caught in a mob...
2] Word of Healing - the essential skill as it gives the huge heal when under 50%, you shouldn't use this until they are under 50% really...
3]Mend Condition - spammable condition healing so use when needed.
4]Dwayna's kiss - this is a life saver if anyone is completely clogged with hex's and conditions. also small healing boost while WoH is recharging
5]healing touch/orison of healing - either one for that patch of self healing
6]cure hex - immense for when some mesmer casts conjure phantasm or nightmare
7]this skill is for anything i have been playing around with what to put in here like dash or divine healing for that extra healing boost, but whatever help you tbh.
8]any res - i use res chant but its up to you for whatever you prefer...

Basically all the skills are 5 energy each so management is little or none
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Old Nov 16, 2007, 11:45 PM // 23:45   #39
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Join Date: Nov 2007
Guild: Guildless
Profession: Mo/
Default Auspicious Shielder

Profession: Mo/Me
Name: Auspicious Shielder
Type: General PvP
Category: Support (healing)

Attributes:
Protection Prayers- 11+3+1 (15)
Divine Favor- 10+3 (13)
Inspiration- 10
Skills Set:
Shield of Regneration (protection, Elite)
Auspicious Incantation (inspiration)
Dismiss Condition (protection)
Shield Guardian (protection)
Shielding Hands (protection)
Shield of Absorbtion (protection)
Remove Hex (n/a)
Channeling (inspiration)

Summary: The basic idea of any monk is to keep your team alive and in functioning condition.. aka not plagued by hexes or conditions, or dead. This is just another way to try it. The Auspicious Shielder is meant to be a versitile healer that can deal with mass physical or elemental damage. Here's the idea of how to run it. Constantly keep channeling up for health bonus and energy management- this is also good for dismiss condition. Use Ausp. Inc. in combo with Shield of Regeneration (E) for a net gain of 20 energy per 25 seconds. It is good to use Ausp. Inc. before the match starts, but after channeling, so you have max energy after your first SoR. Prep if the enemy is spike based with SoR, SoA, and SH. For Assassin combos use SG for a quick heal and to screw their combo. SG is also good for quick saves on allies.. I find that this works the best for a quick save- SG, SH, DC. Anyhow.. the idea is moderately powerful healing, high protection and good energy management.

Gear:
-A sword, spear, axe etc. (single handed melee wep) w/ +20% enchants, and +5 energy
-a offhand protection icon w/ +45 hp while enchanted and +5 armor while enchanted
-a Sup Vig rune
-its up to you how much hp you want to have.. w/ enchants the min health and max energy is 425hp and 59en. W/ enchants the max health and min energy is 485hp and 47en... I like running this build around 450hp and 55en

Notes & Concerns:
Strengths:
-good against physical and elemental, shielding spells can reduce even lightning spells to around 10-30 dmg depending on the spell.
-very versitile, can stop a single powerful spike, or can stretch its spells to keep a whole team taking damage alive w/ reduction of shield spells and quick heals of DC and SG
-strong verse interupts, as all prot spells are 1/4 second casts except DC (3/4) and SoA (1)
-strong verse degen spammers, esp. condition.. but degen hexes are weak against a removal and 10 health regen
-long lasting enchantments
-excellent energy management
-can handle high dp and still function well (up to -45%)
Weaknesses:
- fairly weak against powerful hexers, you only have one hex removal and it takes 8 seconds to recharge
-very weak against blood spikes, barely enough regular hp instant regain to stop a blood sac/dark aura necro
-generally low hp (425-470 w/ enchant depending on gear)
-enchantment rippers, as 6/8 of your spells are enchants
-weak vs. a daze spike.. no fast cast condition removal
-w/ Ausp. Inc. it takes SoR 15 seconds to recharge.. but w/ gear it lasts 16 seconds..
-weak when ressurected.. as you need 20 energy to get back your power heals.. and low hp..


Credit: To everyone who ever used the Mo/Me class.. and made me try it enough to have the idea. To all the Me/ that use Ausp. Inc. and made me realize its great energy management.
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