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Old Oct 08, 2005, 06:59 PM // 18:59   #61
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Quote:
Originally Posted by octaviancmb
If I see that I'm currently up against a team without any melee fighters, I don't cast Channeling, so I don't lose the 5 mana, so I've never gained less than the casting cost. Please don't assume things about me you cannot possibly know.
Well my point is, that you could get something better in. And if you're really interested in my energy management, its so easy, I just use Blessed Signet. It's the best energy management skill Ever made for a monk.
You can go now on me *oh ohh, interruption, disabling skils, hu hu*, think about some mesmer stances. And Balthasars spirit is my 2. energy management skill I use.

It's an easy tactic: Spamming enchantements->Using Blessed Signet.
And you know why that tactic is much better than channeling?
Because it works in every case.

You can only call your tactic a good tactic if it works in every case, and not only in a few one's especially well.
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Old Oct 09, 2005, 01:56 PM // 13:56   #62
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Quote:
Originally Posted by Dont Look At My
Well my point is, that you could get something better in. And if you're really interested in my energy management, its so easy, I just use Blessed Signet. It's the best energy management skill Ever made for a monk.
You can go now on me *oh ohh, interruption, disabling skils, hu hu*, think about some mesmer stances. And Balthasars spirit is my 2. energy management skill I use.

It's an easy tactic: Spamming enchantements->Using Blessed Signet.
And you know why that tactic is much better than channeling?
Because it works in every case.

You can only call your tactic a good tactic if it works in every case, and not only in a few one's especially well.
The best energy management skill ever made for a monk? Works in every case? So why do plenty of other monks not use this combination? You're completely over-exaggerating the effectiveness of the spam enchant-blessed sig combination.

There are several viable types of protection monks, of which the topic creator should try out to see which one fits him/her best in their team; to say that one combination is superior to all the others is ludicrous.
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Old Oct 09, 2005, 02:14 PM // 14:14   #63
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..........have you ever stood on the dais with channeling up? I have, and its the best thing ever.

Blessed signet works on enchant maintainers, i.e. lifebonders. and then its quite clumsy. You could say it could be used by spamming some stuff up.... but thats not energy management, youll be using up far more energy than you gain back.

Channeling works in all cases. This is tombs im talking about here. In gvg, how many people dont use warriors. Pretty much every team uses at least one. Most have a large proportion of their offense as them. (Evis... then you want kd.... then its either a ranger ele or warrior for the last slot.... thats two warriors minimum. And that alone is easily enough to put channeling miles ahead of blessed signet.

And of course, this isnt just about warriors, your monks can easily go stand next to theirs, and you can feed of of each other -.-
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Old Oct 09, 2005, 04:56 PM // 16:56   #64
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Quote:
Originally Posted by romO
I have gotten up to rank 9 playing primarily monk and this is how i run a prot monk:

Mo/E

20/20 prot staff
+5 energy head
+20% enchant wrap
Prot helm (sup prot)
tatoo chest (sup vigor)
judges gloves (minor heal)
judges pants (minor smite)
judges shoes (minor divine favor)

attributes:
16 prot
13 divine favor

divine intervention
glyph of lesser energy
aegis
restore conditions{E}
convert hexes
shielding hands
guardian
prot spirit

if you know when to use each skill, energy should never be a problem.

oh and i should probably mention that this is a pvp prot build, and i have no idea how it would fare in pve ^^

This is really similar to what I am running now. I have found it highly effective. Just curious though, why the tats chest when most physical dmg will land there? I would think the judges chest and rest tats would be more effective. I actually run judges chest, wanderer's pants, hand/feet tats because I hate the whole loin cloth thing.

Last edited by dansamy; Oct 09, 2005 at 05:00 PM // 17:00..
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Old Oct 09, 2005, 04:57 PM // 16:57   #65
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Quote:
Originally Posted by rii
..........have you ever stood on the dais with channeling up? I have, and its the best thing ever.

Blessed signet works on enchant maintainers, i.e. lifebonders. and then its quite clumsy. You could say it could be used by spamming some stuff up.... but thats not energy management, youll be using up far more energy than you gain back.

Channeling works in all cases. This is tombs im talking about here. In gvg, how many people dont use warriors. Pretty much every team uses at least one. Most have a large proportion of their offense as them. (Evis... then you want kd.... then its either a ranger ele or warrior for the last slot.... thats two warriors minimum. And that alone is easily enough to put channeling miles ahead of blessed signet.

And of course, this isnt just about warriors, your monks can easily go stand next to theirs, and you can feed of of each other -.-
My guild rarely runs 2 warriors in GvG.
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Old Oct 10, 2005, 03:34 AM // 03:34   #66
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warriors are less prevalent since smite and double smite got the boot. that doesnt mean that channeling isnt very very efficient on dias maps. on other maps, it's hit and miss.
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Old Oct 10, 2005, 03:45 AM // 03:45   #67
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Quote:
Originally Posted by Joiya Byir
4vs4 boon prot:

All tats + Judge's Sandals, Defensive Staff of Enchanting

DF:16;Prot:10;Blood:9

Contemplation of Purity
Divine Boon
Guardian
Shielding Hands
RoF
Mend
OoB
Res Signet
very close to the ta monk i use. couple of things i would do differnet, but it may be just me. The one most people would agree with, tough, is res sig -> anything
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Old Oct 10, 2005, 05:31 AM // 05:31   #68
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For 4vs4

Mo/E

Prot 15 (12+1+2)
DF 15 (12+3)

Judge's Vest & Pants
Tattoo Hands & Feet
Insightful Staff of Enchanting

RoF
Guardian
Shielding Hands
Mend Ailment
Protective Spirit
Divine Spirit
Blessed Aura
Glyph of Renewal {E}

Have Fun
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Old Oct 10, 2005, 06:01 AM // 06:01   #69
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Quote:
Originally Posted by Jasso
For 4vs4

Mo/E

Prot 15 (12+1+2)
DF 15 (12+3)

Judge's Vest & Pants
Tattoo Hands & Feet
Insightful Staff of Enchanting

RoF
Guardian
Shielding Hands
Mend Ailment
Protective Spirit
Divine Spirit
Blessed Aura
Glyph of Renewal {E}

Have Fun
Backfire, GG. Having no hex removal (or at the very least, self hex removal) is a surefire way to end a long streak of wins in competition arena. Sure, the build can reduce damage and heal very well, but what good does that do if you cant cast due to backfire or any number of other caster killer hexes? Run Contemplation of Purity instead of Blessed Aura please. Also, use the staff of defense, not energy. This build is about complete energy efficience and raw protection power. Having an extra energy mod is overkill. You'd be better off using the Defense staff mod.
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Old Oct 10, 2005, 09:47 AM // 09:47   #70
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Quote:
Originally Posted by rii
..........have you ever stood on the dais with channeling up? I have, and its the best thing ever.

Blessed signet works on enchant maintainers, i.e. lifebonders. and then its quite clumsy. You could say it could be used by spamming some stuff up.... but thats not energy management, youll be using up far more energy than you gain back.

Channeling works in all cases. This is tombs im talking about here. In gvg, how many people dont use warriors. Pretty much every team uses at least one. Most have a large proportion of their offense as them. (Evis... then you want kd.... then its either a ranger ele or warrior for the last slot.... thats two warriors minimum. And that alone is easily enough to put channeling miles ahead of blessed signet.

And of course, this isnt just about warriors, your monks can easily go stand next to theirs, and you can feed of of each other -.-
yey but as the range is too tiny, and what I said before, smart people just move away from you, so your channeling wont really help you. I know that most people just dont care, but with my guild we always train some stuff, main trainings are realizing smite/channeling and moving out of its range. Same for spikers, we train to keep moving all over time, so we take the less damage.
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Old Oct 10, 2005, 10:58 AM // 10:58   #71
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Quote:
Originally Posted by wheel
Backfire, GG. Having no hex removal (or at the very least, self hex removal) is a surefire way to end a long streak of wins in competition arena. Sure, the build can reduce damage and heal very well, but what good does that do if you cant cast due to backfire or any number of other caster killer hexes? Run Contemplation of Purity instead of Blessed Aura please. Also, use the staff of defense, not energy. This build is about complete energy efficience and raw protection power. Having an extra energy mod is overkill. You'd be better off using the Defense staff mod.
I wouldn't say that backfire hurts this build much. Having protective spirit on, you take only 40 points of dmg / cast (405 health). Doesn't hurt much. You are right about defensive staff head might be better than insightful for that build.
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Old Oct 10, 2005, 11:28 AM // 11:28   #72
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I used to use Channeling, but soon got the feel of Drain Enchantment. Almost all of the time there will be a target to use it on, and Channeling is dependent on your placement, which I was never really comfortable with. I prefer to get "blocks" of energy as well; because I'm quite comfortable at casting at low energies.
Here's my build for Tombs/GvG:
10 insp/9+2+1 Prot/11+1 Div.

+30 health, +20% enchant staff.
+recharge, +15 energy/-1 energy regen focus.

Judge's Vest + pants, hand + feet tatoos.

Reversal of Fortune
Guardian
Shielding Hands
Prot Spirit
Aegis
Drain Ench.
Insp. Hex
Slot

Since the build I use this in runs Tainted, I use restore condition [E] instead of Martyr [E]. Got no energy management problems too; with focus swapping I can always get off Drain Ench, swap back, and have energy.
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Old Oct 10, 2005, 12:33 PM // 12:33   #73
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Quote:
Originally Posted by wheel
Backfire, GG. Having no hex removal (or at the very least, self hex removal) is a surefire way to end a long streak of wins in competition arena. Sure, the build can reduce damage and heal very well, but what good does that do if you cant cast due to backfire or any number of other caster killer hexes? Run Contemplation of Purity instead of Blessed Aura please. Also, use the staff of defense, not energy. This build is about complete energy efficience and raw protection power. Having an extra energy mod is overkill. You'd be better off using the Defense staff mod.
Prot Spirit, GG. Prot Spirit let u only take 10% damage of BF. So no use to remove it. But anyway I think if u are playing in TA/CA u should always have 1 form of hex removal for the whole team.
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Old Oct 10, 2005, 03:41 PM // 15:41   #74
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Although I don't play monks, I still do some research on them because there are some skills I NEED my monk teammate to have if anyone on the team is going to at least do their duty...

Restore Condition {E} / Draw Conditions
Mend Ailment
Remove Hex
Convert Hexes

Any of these four are musts on a protection monk on my team. The others are also staples:

Protective Spirit [the name says it all]
Reversal of Fortune
Sheilding Hands
Guardian

Now I'm not saying all 8 of these on one prot monk is perfect. [I'd like my prot monk to take advantage of his secondary stat. Energy Drain comes to mind ]
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Old Oct 10, 2005, 04:26 PM // 16:26   #75
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I'm using this nowadays in TA, tho it's not perfect:

Protection 13
Divine Favor 13
Inspiration 10

20/20 Inspiration Focus
20 Protection Wand
20/20 Prot Staff on switch

Mantra of Recall
Divine Boon
CoP
Prot Spirit
Guardian
RoF
Mend Ailment
Inspired Hex

It does need some learning but if ur used to it, than u can manage it pretty well. I think it's a pretty solid build but I'm not an expert on monks :P
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Old Oct 10, 2005, 04:39 PM // 16:39   #76
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Quote:
Originally Posted by Dont Look At My
yey but as the range is too tiny, and what I said before, smart people just move away from you, so your channeling wont really help you. I know that most people just dont care, but with my guild we always train some stuff, main trainings are realizing smite/channeling and moving out of its range. Same for spikers, we train to keep moving all over time, so we take the less damage.

If they move then move with them and continue gaining energy from channeling. It works & that is why so many good players use it.
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Old Oct 10, 2005, 04:48 PM // 16:48   #77
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Quote:
Originally Posted by Dont Look At My
yey but as the range is too tiny
You are aware that channeling's range is that of a ward? Certainly it is not tiny, by any means.
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Old Oct 10, 2005, 06:01 PM // 18:01   #78
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Quote:
Originally Posted by Eonwe
You are aware that channeling's range is that of a ward? Certainly it is not tiny, by any means.
well thats personal opinion, I think it is tiny.
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Old Oct 10, 2005, 06:13 PM // 18:13   #79
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The range of a spell is not personal opinion. I can have a personal opinion that Orison of Healing heals more than Infuse Health, but that doesn't make it so (unless I'm less than 100 hp, but, yeah.)
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Old Oct 10, 2005, 06:26 PM // 18:26   #80
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Quote:
Originally Posted by Entropius
The range of a spell is not personal opinion. I can have a personal opinion that Orison of Healing heals more than Infuse Health, but that doesn't make it so (unless I'm less than 100 hp, but, yeah.)
the statistical-numerical range of the spell cant be questioned, but the ambiguous language "tiny" is totally open to opinion. If one believes that a ward is tiny, then by all means that is their opinion. If they are comparing to the size of an entire map, then there is some validity.

Granted, that is similar to saying that flare deals massive damage.... if im comparing to wanding a warrior.

Dont Look At My, there are few spells taht have aoe the size of wards, so what are you comparing it to? spirits?
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