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Old Sep 30, 2005, 03:31 PM // 15:31   #21
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The only, and I mean only way for a monk to be really really good, is if your build depends on as less enchants as possible, because an enchantement-build gets pwned by rend enchants or enchant removes.

SO try to figure something out what works with skills that arent enchants.
I give you a clue: mesmer stances are the way to pwnage. As they cant get removed by any ennemi spell. (except from a warrior, but noone uses that skill, and its not a spell but an attack =D)
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Old Sep 30, 2005, 03:59 PM // 15:59   #22
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For what it's worth, I like the core of this build. When I read the update list, I put it on top of my 'to be tested' list (at least when I need to farm faction from the random arena). The combination of high armor and partial untargettability vs spells is interesting. It's by no means invincible, but it sure has the potential to piss off many players who need to learn their basics. Personally I would include Glyph of Sacrifice to ensure your long spells (kinetic, rez) are not interrupted.

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I give you a clue: mesmer stances are the way to pwnage.
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Old Sep 30, 2005, 05:20 PM // 17:20   #23
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this is actually very near invincible. you are going to cry when you see a necro tho, tested and tried the crap like vamp somethingorother and dark something else all do full damage. meaning you get owned very quickly while you waste your time putting up ARMOR OF EARTH. lol.

oh and some problems with this build: energy, mobility, and conditions like bleeding/poison/disease.

i used a similar build extensively, and believe it or not in TA/CA there are some persistant jerks who will wait for that 5 second wait in between obs flesh's and hit you with something like arcane conundrum.

nice build but with all those dark aura/aotl necros not overly effective
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Old Oct 01, 2005, 06:05 PM // 18:05   #24
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Actually I didn't find it too hard from the armor ignoring guys, mainly due to... I was a healing monk... I mean come on... I just ignore every other damage, I can afford some energy in keeping myself alive... at least until my team mate is done whooping other people's ass.

I didn't find bleeding/poison/disease too much of problem (healing breeze), however... Obviously it did hurt when both dark aura necro and condition madness get on me.

Mobility was a big problem actually, but that can be fix just by having team mate closer to you =/ You wouldn't really need to run much (we know why).

Anyway, the point about this thread is mainly that
"there are not many reasons for other kind of healing/protection monks anymore" especially in arena case. Mo/me used to be good with hex breaker, not anymore... Not many monk build other who can handle both spell and regular straight damage at the same time. While every monk would have the problem with armor ignoring damage anyway (so does every class), unless you equip yourself with few running skills and just keep running away praying for no super snare of any kind.
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Old Oct 01, 2005, 06:25 PM // 18:25   #25
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We end up targeting offense more than monks. Having near invincible monks with mediocre healing and energy management is not the wisest idea if you can't support your offense.

The lack of mobility is awful too especially in gvg.
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Old Oct 01, 2005, 06:43 PM // 18:43   #26
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That is what I did exactly as well, I just tab through all the opponent and see "Mo/E" then I just try to ignore them and go for the other monks or casters first.

It would be most effective if you split your attack force in different directions so this mo/e would have trouble keeping up with the healing on couple different people with the energy. If the Mo/E is smart enough, he would sacrifise one team mate over another to be more efficient.

The build I posted earlier was more like a branch of what I used to use (made it in 30 sec), I am sure one can push it to another level if he/she tries...

Here I offer the possibilities with kinetic armor and obsidian flesh. I am done here =P
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Old Oct 01, 2005, 09:18 PM // 21:18   #27
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actually, this might work: taking a mo/e using kinetic armor and obs flesh, but have that monk use life bonds on the entire team. that way, *if* blessed signet counts towards kinetic armor you can actually make the entire team have a pretty high defense. but then you wouldnt be able to move well at all so i doubt it would work in gvg.

the if is a big one though, im not really sure a signet counts towards kinetic armor
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Old Oct 01, 2005, 09:37 PM // 21:37   #28
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I belive its when you cast a spell...... sig is a...... sig.
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Old Oct 01, 2005, 11:40 PM // 23:40   #29
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Quote:
Originally Posted by rii
I belive its when you cast a spell...... sig is a...... sig.
yea i kinda thought so..

sucks
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Old Oct 02, 2005, 12:45 AM // 00:45   #30
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Hardly invincible. This build is a halfass monk buried under some enchantments. Sounds awfully familiar...
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Old Oct 02, 2005, 01:15 AM // 01:15   #31
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Quote:
Originally Posted by Bast
Hardly invincible. This build is a halfass monk buried under some enchantments. Sounds awfully familiar...
but its halfassed enchantments that can only be removed in a 6 second window.

i've used this with life bond + balathazar's spirit and it works great. bond the party armor up and spam the healing when you need it. if they hit you energy. if they don't hit you more energy.

worked quite will in gvg and hoh. this monk is used for keeping the other monks alive. bond the monks balth spirit yourself and you're good to go.
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Old Oct 02, 2005, 01:54 AM // 01:54   #32
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honestly i would never do this in hoh... wasting an elite on something like obsidian flesh doesnt sound too clever IMO
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Old Oct 02, 2005, 02:54 AM // 02:54   #33
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Kinetic armor and obsidian flesh work very well in arenas because it takes a fair bit of effort and some "know-how" to take them down, and we all know that's a bit lacking over there. Not only are most teams just not going to have enough enchantment removal, but they will most often miss the window of opportunity within which to do so.

This build is obviously weak in anything other than arenas due to extensive enchantment removal and the fact that this build just sucks at healing others, but running it in arena with a team of warriors or rangers will yield good results.

My few runs with kinetic/obsidian right after kinetic got its boost yielded almost nothing but flawlesses, and the few kills were the result of mesmers and necros that obviously knew what they were doing. With the limited team sizes and player ability in arena, this is about as close as it gets to guaranteed faction.
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Old Oct 02, 2005, 07:40 PM // 19:40   #34
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Every build has a counter, that is directed to anyone that thinks otherwise and to all the comments about enchantment stripping, necro ownage, etc. If your necro is running from the tanks or shut down from the ranger, how much ownage do you have over this monk build? Zip? Yep.

Personally I would go Prot with fast spam spells to keep the armor up. You will, as someone said, have issues if you get into a healing ball formation and the other team has heavy AoE (not overly common in CA outside of KD/AS and rare Fire ele). A resolve trapper would be a bit problematic, but again everything has a counter. Ward against Melee, guardian, etc., are viable options.
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Old Oct 02, 2005, 08:27 PM // 20:27   #35
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Well, I dont see the need for kinetic armour. If we're talking about tombs here, get a warrior to spam watch yourself!, then +20 from flesh..... and get the +10al vestment armour.... your looking at a monk with 120al, kinetic armour is just total overkill. With that, you can focus a little more on healing (doesnt really require an elite).

However, energy management does, especially on mo/e. The only real way around it is to lifebond (-.- @ tombs use of lifebond) or my personal favorite... bIp.
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Old Oct 03, 2005, 05:16 AM // 05:16   #36
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Quote:
Originally Posted by unienaule
Flesh at 20 + a 20% = 24, downtime 6. Thats pretty good.
Blessed Aura + 20% Enchantment Staff for the win!

I think what he really wanted was this build...its pretty amusing in 4v4 random. Use the Healing Touch to keep your Kinetic Armor going. Between the double DF bonus from Healing Touch and the Signet of Devotion you get plenty of healing. Obsidian Flesh is up 28 out of 30 seconds and you're pretty much unkillable with roughly 200 armor. You can't heal the rest of your team for squat but in 4v4 often you getting pounded for 30 seconds is enough for your team to win.

[Note: I'm a freaking noob, forgot Blessed Aura is Monk Enchantments only...please pull forward to the second window where somebody else gives you good advise.]

Sponge Monk

Monk/Elementalist
Level: 20

Divine Favor: 16 (12+4)
Healing Prayers: 4 (3+1)
Earth Magic: 12

Blessed Aura (Divine Favor)
Signet of Devotion (Divine Favor)
Healing Touch (Healing Prayers)
Obsidian Flesh [Elite] (Earth Magic)
Glyph of Lesser Energy (Elementalist other)
Armor of Earth (Earth Magic)
Kinetic Armor (Earth Magic)
Resurrection Signet ()

Last edited by Moskel; Oct 03, 2005 at 05:31 AM // 05:31..
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Old Oct 03, 2005, 07:22 AM // 07:22   #37
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Once they figure out your monk is a gimped healer kiss any other cloth wearing teamates goodbye. Its a great build to survive, but you are a severely handicapped healer. God help a mesmer or anyone taking good damage, you wont be able to keep them alive.

Healing seed can help a little but it cant work miracles. The weak healing lineup and and the fact you will choke on energy are major drawbacks to the build. Against a stupid team (Competiton Arenas) there is a good chance all the melee will beat on you regardless of how little damage they are doing. So it could work in some cases. However against a KD build you are really screwed, mobility gone KDs every other second.
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Old Oct 03, 2005, 07:27 AM // 07:27   #38
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With a change to Glyph of Renewal u could easily keep obsidian flesh up 100%, and take rest in healing spells so ur teamates survives... I never tested monk build with this new Glyph yet as im sure it will be nerfed soon?
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Old Oct 03, 2005, 10:02 AM // 10:02   #39
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Quote:
Originally Posted by tafy69
With a change to Glyph of Renewal u could easily keep obsidian flesh up 100%, and take rest in healing spells so ur teamates survives... I never tested monk build with this new Glyph yet as im sure it will be nerfed soon?
No It wont, because Glyph of Renewal has always been an elite, so you cant stack it with obs flesh in your build. Glyph of Renewal is now worth the elite, and it will stay like that.

Quote:
Originally Posted by smurfhunter
actually, this might work: taking a mo/e using kinetic armor and obs flesh, but have that monk use life bonds on the entire team. that way, *if* blessed signet counts towards kinetic armor you can actually make the entire team have a pretty high defense. but then you wouldnt be able to move well at all so i doubt it would work in gvg.

the if is a big one though, im not really sure a signet counts towards kinetic armor
No it doesnt, Signet only counts for enchants that give you -1 energy regeneration.
Else a monk could just take 7enchants in his build, from wihich some heal, and spamm them and use the signet to overpower energy.
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Old Oct 03, 2005, 10:36 AM // 10:36   #40
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lol what was i thinkin! ah well use it with divine spirit and kinetic armour. Spam like hell with 5 energy skills and recast DS and Glyph when they run out. bamm hard as nails monk

Im gonna make a boon protector using glyph when im next on, ill post the build if i get a good1
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