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Old Nov 14, 2009, 05:56 PM // 17:56   #1
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Default Let's Revive Protective Bond!

...What?
I've came up with some sort of teambuild which utilizes Protective Bond to replace Protective Spirit in a 600/Smite composition.

Why would you want to do that...
3 reasons:
  1. you can leave out Protective Spirit, allowing 1 extra skill
  2. you no longer have to fear Protective Sprit might get interupted
  3. Protective Bond reduces 95% of all damage rather then just 90%

Ok so show me the builds already...
I like to call this Super 600 Way:


Builds and screenshot made using Paw*ned². Thank you for this wonderful application.

Note: Specific armor and weapon modifiers are not included in the screenshot. More on that later.

LOL are you kidding me?
No.
At 13 Protection Prayers, the energy loss caused by Protective Bond is 3e / hit. Having 3 people/heroes cast and maintain Protective bond on one person (in this case the 600 tank) splits the energy loss, meaning each player/hero now loses 1e / hit. Now, have all 3 cast and maintain Essence Bond on the tank and Voila, you have 1 super 600 tank.

When you've done that, you probably want each bonder to cast and maintain Life Bond on the tank, then have each bonder self-cast Balthazar's Spirit (hope that's clear enough).
This stops all energy regenation, but for every hit the tank takes, the bonders will gain 2 energy.
(Life Bond itself is not really used to reduce damage, only to make Balthazar's spirit trigger.)

Hey there's 8 men in your team :[
Yep, since there's no way to combine a 4-men Protective Bond team with smiting skills (except for maybe Retribution only), You'll need a friend with his own heroes.
It shouldn't really matter what role the second human player takes. I'm just telling you it's probably going to be easier if the Ranger/Monk role is played by a human.

How do we use this?
Mo-N Bonders
Template code:
Code:
OwQTA5nSw4gxTe6Lll8OyE
Equipment:
  • Protection Prayers headpiece
  • +2 Protection Prayers Rune
  • Radiant Insignia's and Runes of Attunement on remaining upgrade slots
  • Staff or +5e weapon (no zealous or 15/-1 stuff)
Specific usage:
Best used by heroes. Cast bonds as explained above and flag at a safe distance (but not too far, of course).

Tank
Template Code:
Code:
OwUTA5XGSSL6uimMiwDCgQeQfA
Equipment:
  • Divine Favor headpiece
  • +3 Divine Favor Rune
  • +3 Protection Prayers Rune
  • Major/Superior Rune of Vigor, Survival insignia's and Runes of Vitae
  • Caster weapon (e.g. Totem Axe) and any off-hand
Specific usage:
Play as regular (chaining Spirit Bond and Shield of Absorption). Use IAU in zones with KD. Switch for Mantra of Resolve in zones without KD, or if you need the interupt-prevention more. Wait for Quickening Zephyr and run in with Spellbreaker on. Cast Anchestor Visage once things start to attack (but watch out for physical interupts: Distracting Shot, Savage Slash,... Cast your visage before battle if necessary).

Support Ranger
Template code:
Code:
OgMTYZM/EB52uyv6gOaSfkJ
Equipment:
  • Wilderness Survival headpiece
  • +3 Wilderness Survival Rune
  • Radiant insignia's, Runes of Attunement on remaining upgrade slots.
  • Staff or +5e weapon (no zealous or 15/-1 stuff)
Specific usage:
Serpents Quickness allows you to cast Quickening Zephyr without delay. It is only needed for the first cast, after the first QZ, it chains itself. Quickening Zephyr is used to keep up IAU, Spellbreaker and Anchestor's Visage without delay.
Famine is used to damage your enemies once Anchestor's Visage has drained their energy: it should trigger each time they hit the tank. Edge of Extinction is optional, change for a good PvE skill if you wish (hint: Ebon Battle Standard of Honor).
Maintain Essence Bond on the tank for energy management.
Use Primal Echoes when and only when there are enemies using signets (e.g. Healing Signet, Signet of Judgement,...). It disables their signets once visage has drained their energy, but the energy cost also applies to your team's energy!

Smiter
Template code:
Code:
OwQTAHH/4Af5jehMlnsTME
Equipment:
  • Smiting Prayers headpiece
  • +3 Smiting Prayers Rune
  • +3 Protection Prayers Rune (if played by a human, on a seperate Protection Prayers headpiece. Switch between headpieces when casting bonds.)
  • Survival insignia's, Runes of Vitae, optionally Rune of Vigor on remaining upgrade slots.
  • Staff or +5e weapon (no zealous or 15/-1 stuff)
Specific usage:
Should also be a hero. Bond the tank and flag at distance. Heavy health buff is necessary in area's where Reversal of Damage is used.

Healing support
Template Code:
Code:
Owgj0wPTIPU7q3wEj8F/I1VZC
Equipment:
  • Radiant insignia's, Runes of Attunement on remaining upgrade slots.
  • Staff, +5e weapon or an energy set
Specific usage:
Supposed to do exactly what the name suggests. Recovery reduces condition duration by about 40%, Recuperation gives all players in radar +3hp regen. cast healing spells as the situation demands.

Protection Support
Template Code:
Code:
OwUD08zzMPgUSNRk8Pu+qEZC
Equipment:
  • Protection Prayers headpiece
  • +3 Protection Prayers Rune
  • Radiant insignia's, Runes of Attunement on remaining upgrade slots.
Specific usage:
Yippee, even more bonds! Cast and maintain them on the tank. Not sure if you want to bring Holy Veil, Spellbreaker should stop all hexes anyway.
Purifying Veil further reduces condition duration by another 53%. Stacked on top of Recovery, the tank only has to endure about 3% of the regular condition duration!. Use Martyr if the tank becomes dazed.

What places can be farmed this way?
I have no idea, this build is purely theoretical, and I've not tested the damaging capabilities. All I know is that the Protective Bond thing works.

OMG THX I love you and I want your babies!!
You're welcome.

PS: Discuss.

Last edited by Aciid Bu5t0r; Nov 14, 2009 at 06:20 PM // 18:20..
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Old Nov 14, 2009, 06:02 PM // 18:02   #2
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I'm not sure but I think holy wrath and retribution deals less damage like this because of the 5% max health hits.
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Old Nov 14, 2009, 06:11 PM // 18:11   #3
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Quote:
Originally Posted by aresfrombe View Post
I'm not sure but I think holy wrath and retribution deals less damage like this because of the 5% max health hits.
I was thinking the same, but Famine should take care of that.
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Old Nov 14, 2009, 06:12 PM // 18:12   #4
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4/10 - Fair build

One thing that is bad in this build is the number of bonders. That means less drops, people in runs, which is bad. I can tell you got the same variant as the 105hp Assassin in Speed Booking of A Time for Heroes. Also it wouldn't be so fun casting all those enchantments on yourself. I would certainly like to have only one hero and cast them in seconds.

-6 = Number of Bonders
More info: Not many people want to take all those bonders in a 600 run. You would certainly not want to if you are running a dungeon.

Final Thoughts: Decent build, the number of bonders kill it. I would rather want to stick with the 600 variant.

Last edited by Braxton619; Nov 14, 2009 at 06:18 PM // 18:18..
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Old Nov 14, 2009, 06:22 PM // 18:22   #5
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The point is that, where other 600 builds fail, this might actually work.
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Old Nov 14, 2009, 06:24 PM // 18:24   #6
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Quote:
Originally Posted by Leet Tankur View Post
4/10 - Fair build

One thing that is bad in this build is the number of bonders. That means less drops, people in runs, which is bad. I can tell you got the same variant as the 105hp Assassin in Speed Booking of A Time for Heroes. Also it wouldn't be so fun casting all those enchantments on yourself. I would certainly like to have only one hero and cast them in seconds.

-6 = Number of Bonders
More info: Not many people want to take all those bonders in a 600 run. You would certainly not want to if you are running a dungeon.

Final Thoughts: Decent build, the number of bonders kill it. I would rather want to stick with the 600 variant.
Except that the bonders can be humans that are being ran, too. I could seriously see this being able to clear all of DoA in HM in a reasonable amount of time. Maybe excluding veil.
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Old Nov 14, 2009, 06:43 PM // 18:43   #7
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Perhaps you could fit Recovery, Purifying Veil, Martyr and other heals in one skillbar and bring another Spirit Supporter with Quicksand to add to Anchestor's Visage. By the way, Anchestor's Visage has a duplicate skill (Sympathetic Visage). But using 20% longer enchantments and Quickening Zephyr, you only need one of them.
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Old Nov 14, 2009, 07:39 PM // 19:39   #8
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Quote:
Originally Posted by Killamus View Post
Except that the bonders can be humans that are being ran, too. I could seriously see this being able to clear all of DoA in HM in a reasonable amount of time. Maybe excluding veil.
So you wanna shout in a outpost: Running dungeon only monks with 13+ Protection prayers may join. Wouldn't that kind of ruin the point of running?
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Old Nov 14, 2009, 07:42 PM // 19:42   #9
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The same is happening in some dungeon clears (sinway teams)...
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Old Nov 14, 2009, 07:48 PM // 19:48   #10
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Quote:
Originally Posted by Aciid Bu5t0r View Post
The same is happening in some dungeon clears (sinway teams)...
Yes but he was talking about running not Speed clears. Running dungeons for only monks just sucks.
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Old Nov 14, 2009, 08:08 PM // 20:08   #11
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Quote:
Having 3 people/heroes cast and maintain Protective bond on one person (in this case the 600 tank) splits the energy loss, meaning each player/hero now loses 1e / hit.
Er, really? That doesn't seem like that's how it's supposed to work.
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Old Nov 14, 2009, 08:09 PM // 20:09   #12
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I'm still looking for someone to test this thing, with or without me, and give me some feedback

EDIT: Protective Bond doesn't say it works that way, but it does.

Last edited by Aciid Bu5t0r; Nov 14, 2009 at 08:15 PM // 20:15..
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Old Nov 15, 2009, 12:18 AM // 00:18   #13
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old build on youtube


works...but no range and heros will die...end of line
(note the Hp)


will work..but the more U kill the more hp U get...

lets see..why do 600 monks not rull all...
monster skills on boss
bad bats
paragons skills
degre
strip enc
to low dmg...
hex

trust me..
the 5% spots this build will rull in is...bad
use 3 heros to get a extra slot..is bad
1/20 will kill to slow and spellbreker will run out
Lag can kill this build..shit happens..


this skill got a nerf...(UW)..long time ago
http://guildwars.wikia.com/wiki/Game.../20050825#Monk

U not the first ..or last to try..
http://www.guildwarsguru.com/forum/s...php?t=10256215

Last edited by CE Devilman; Nov 15, 2009 at 12:37 AM // 00:37.. Reason: Casual: Horrible player, has no intent on improving their play, and is quite content with waiting until the game is 'nerfed' to their level.
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Old Nov 15, 2009, 12:36 AM // 00:36   #14
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Congratz, you just dedicated a whole team to make a single build work (while 3 people max should suffice)
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Old Nov 15, 2009, 01:46 AM // 01:46   #15
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Quote:
Originally Posted by Aciid Bu5t0r View Post
...What?
I've came up with some sort of teambuild which utilizes Protective Bond to replace Protective Spirit in a 600/Smite composition.
What was so bad about protective spirit?

Quote:
Why would you want to do that...
3 reasons:
  1. you can leave out Protective Spirit, allowing 1 extra skill
  1. 1 extra skill but take 3 extra heroes, that's not a fair trade at all.

    Quote:
  2. you no longer have to fear Protective Spirit might get interrupted
  3. What? Even if it gets d-shoted, Spirit Bond can still keep you alive until the mob is dead. That can vary on the mob, but your not going to spam protective spirit as your life-saver.
    Quote:
  4. Protective Bond reduces 95% of all damage rather then just 90%
So, taking 10% damage is worse then taking 3 hero leechers and take 5% less damage instead. How is that trade off better?!

Quote:
Ok so show me the builds already...
I like to call this Super 600 Way:
Almost got the spelling right, it's Slower not Super.

Quote:
What places can be farmed this way?
I have no idea, this build is purely theoretical, and I've not tested the damaging capabilities. All I know is that the Protective Bond thing works.
YAAAAAAY!!! It's works!! So, does it do the job of a 600 monk? What does it do that's super useful.

Quote:
OMG THX I love you and I want your babies!!
You're welcome.
What the hell, where did this comment come from? Are we suppose to love and be astonished by your god-like game changing build?

Quote:
PS: Discuss.
Here is some tips.
1. Show the build in progress.
2. Show the build working in a very hard area with amazing time.
3. Don't let your ego get ahead of you.

If you really want to use protective bond to it's fullest, run an ER infuse.
Build
More importantly, find a good use for it before posting "purely theoretical" build.

Last edited by Zodiac Meteor; Nov 15, 2009 at 01:50 AM // 01:50..
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Old Nov 15, 2009, 11:28 AM // 11:28   #16
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@Zodiac Meteor
in certain areas it takes a miracle to survive without protective spirit. If you think it is an unneeded skill then why would you put it in a 600 build anyway?

@CE Devilman
LOL I've never heard such bullshit. First of all, all your interupt and hex arguments are false. You can bring mantra of resolve to deal with physical interupts. Spellbreaker takes care of spell interupts + enchantment removal + hexes. Spellbreaker will never run out as long as Quickening Zephyr is maintained, and so will Anchestor's Visage. After ~30 seconds of battle, Anchestor's Visage should have drained all energy and adrenaline anyway, making most type of interupts impossible. The only exceptions might be knockdown/interupt signets, but Primal Echoes takes care of those.

Quote:
works...but no range and heros will die...end of line
???????????????
you're supposed to keep them out of battle.

I challenge all of you haters to find something this team setup can't do (in area's not influenced by environment effects). This is, as far as I know, the only setup using 1 battle tank which counters all possible drawbacks: knockdowns, interupts, hexes, heavy damage, heavy degen, daze, snares, e-denial, high armored enemies, oversized groups

Last edited by Aciid Bu5t0r; Nov 15, 2009 at 11:31 AM // 11:31..
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Old Nov 15, 2009, 06:45 PM // 18:45   #17
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This build isnt too great overall. I seems to see something similar to this for Duo Kournan Farm with Bonder and Warrior or Duoing Djinn place for Rubies/Sapphires, that build actually worked really well.

Don't get me wrong after playing when got back from other game I notice drops happen more with more heros/henchmen than you get when soloing. It werid.
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Old Nov 16, 2009, 09:07 PM // 21:07   #18
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Quote:
Originally Posted by bartjé View Post
So you wanna shout in a outpost: Running dungeon only monks with 13+ Protection prayers may join. Wouldn't that kind of ruin the point of running?
Just like all the runners in doomlore who demands you to take fighting and healing skills.

Quote:
Originally Posted by CE Devilman View Post
Lag can kill this build..shit happens..

last time i checked, lagg killed most builds, or did something change?



-.- at both these posts, think before you type

Last edited by mastar of warrior; Nov 16, 2009 at 09:12 PM // 21:12..
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