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Old Jul 25, 2005, 06:28 PM // 18:28   #1
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Default let's maintain 14 enchantments in PvE

Life Bond (to protect 7 players from damage)
Balthazar's Spirit (on yourself to gain energy everytime anyone takes damage from attacks)
Blessed signet (to get energy for maintaining enchantments, and to support warriors)
Unyielding aura (to keep the people up. okay its more to maintain enchantments, and you can not maintain without people)
...

Blessed Signet:
For each "Enchantment" you are maintaining, you gain 3 Energy, maximum 3-20.

the "maximun"-variable sadly barely has anything you can divide by 3, this is how it increasses:
3-4-6-7-9-10-11-13-14-16-17-18-20-21-23-24-25

Its increasing relatively strong, so 13-divine favour is most effective, and it gives you 21 energy max, thats 7 enchantments.
You CAN maintain 7 enchantments with this signet only (as long as you dont get "Rust" or "migraine")
Also wornks with 15-divine Favour, 24 energy max (equals 8 enchantments)

Skillpoints:
11+4 divine
10+1 protection
10+1 Smiting
1 rest.
(change your headgear between skill casting)

Skills:
1. Unyielding Aura (hey, we are maintaining enchantments here! and we need this in case one enchantment carrier dies) / can be Blood Is Power, also, but its not as good here as you think.
2. Balthazar's Spirit (cast this on yourself only first)
3. Life Bond (cast this on 3 other players that take attacks)
4. Blessed signet (now cast Balthazars on warriors ..., unles you maintain 7 to 8 enchantments. CAST Blessed signet to reach that amount of maintained enchantments, and you will be able to keep them mainteined while idling!)
5. Shielding Hands (cast this on anyone whos health goes down slowly, use on self first!)
6. Signet of devotion (cast on anyone who is below 50 hp, this is your healing skill)
7. Zealots fire (whenever you have to much energy (hapens quite a lot, even with 10 mainteined enchantments) use this skill to smite)
8. Divine Spirit (not really needed at all, BUT cas it after zealots fire, to trigger zealots with Life Bond or Baltazars. Or just use it to cast the baltazars once you have 7 Life Bonds to reach as many mainteined enchantments as possible. / You can put a capture signet here also.

I know this build is not THAT original, just want to know what the record of maintained enchantments of a single person is...

Attatchment shows me maintaining 12 enchantments, then one died and soon i had 2 unyieldings and a lot of baltazars with it pushing it up to 14 maintained enchantments while the team pushed into a mob of 20 foes (thats were the energy comes from).
Note the BIG energy degen (that luckyily caps at -10) , but I still gain enough energy from attacks.
Everytime we killed most of the foes all of a sudden all enchantments die because you gain not enough from baltazars (here 10 at once +4 that I could keep with normal energy regen of 4), dont let that happen too early

This was done in Mineral Springs, and the mobs get really nasty to you with exploding arrows when you do that!
Of course you can barely use that in PvP, because you rarely meet enough foes at once that do not strip enchantments.
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Old Jul 25, 2005, 07:00 PM // 19:00   #2
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And what's the point of maintaining all those enchantments in the first place ? You know you could instead heal people and not let them die so you don't have to use Unyielding Aura (aka the crappiest monk elite there is)

You also have a smite monk that does no damage since you donT' have spammable skills and your only heal is Signet ? And why do you use it when the tyarget goes below 50hp ? So he can die before your signet goes off ? Bring a normal heal build, people won't die and you'll be useful

Last edited by Odd Sock; Jul 25, 2005 at 07:08 PM // 19:08..
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Old Jul 25, 2005, 07:16 PM // 19:16   #3
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Change to a Monk/Ranger and use Quickening Zephyr - it'll make skills 30% more expensive and cut the recharge time in half. Since 0+30%=0 you still pay nothing for the blessed signet and can then use it nearly twice as often. The extra bursts of 21 energy may be useful in maintaining that many spells.
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Old Jul 25, 2005, 08:42 PM // 20:42   #4
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To make this thread the least bit usefull and not just a bash I'll post the most rudimentary PvE heal build there is:

Mesmer/Whatever
High Divine, Healing, Dump points protection
1. Word of Healing
2. Orison
3. Signet of Devotion
4. Mend Ailment or Condition, pick one
5. Heal Breeze
6. Whatever you want that doesn't suck, I like intellingently used Heal Seed
7. Whatever you want that doesn't suck, I like dynamic Essence Bond
8. Rebirth

Skills that are trash and that are for some reason used by PvE monks:
- Mending, seriously use this and it spells dumbass all over your forehead
- Heal Area, great for healing your ennemy monsters, your wa will be happy
- Heal Party, no need to say more cost/effect is just dumb
- Peace and Harmony, lol
- Contemplation of Purity, ouch
- Unyielding Aura, why waste an elite on a res ?
- Restore Condition, wtf lol ?
- Anything smite that's not at 16 (except maybe smite hex)
- Mark of Protection, it's sweet but the cooldown/cost is just horrible
- Resurrect and res sig, absolutely no need for these in PvE.

I've seen all the above used by dimwitted monks. For those interested I finished the game in 23 hours and 41 minutes using this setup but with Boon. Every mission was with a PUG except Bloodstone which I did with henchies (cause no one was in the districts). It works and it's straightforward. Total casualties excluding Thirsty River including myself: 7. Including Thirsty River, over 40 (yea I caught the streak of dimwits in that mission). This isn't to brag or anythjing, simply pointing out that if you use a normal well established build no one will ever die.
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Old Jul 25, 2005, 08:52 PM // 20:52   #5
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Quote:
Originally Posted by Odd Sock
To make this thread the least bit usefull and not just a bash I'll post the most rudimentary PvE heal build there is:

Mesmer/Whatever
High Divine, Healing, Dump points protection
1. Word of Healing
2. Orison
3. Signet of Devotion
4. Mend Ailment or Condition, pick one
5. Heal Breeze
6. Whatever you want that doesn't suck, I like intellingently used Heal Seed
7. Whatever you want that doesn't suck, I like dynamic Essence Bond
8. Rebirth
I think you should scrap divine for fast casting
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Old Jul 25, 2005, 08:53 PM // 20:53   #6
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Quote:
Originally Posted by Odd Sock
To make this thread the least bit usefull and not just a bash I'll post the most rudimentary PvE heal build there is:
What the hell is your point? He wanted to see what the most maintainable enchantments he could support was. If you have ways to increase the number contribute, but posting some build of yours that has nothing to do with the topic at hand is just dumb.

I don't care what you did. I'm sure the OP doesn't care either. Playing with the mechanics to see what's possible isn't an attempt to build the best character, but to see what is and isn't feasible - and explorations like this lead to new builds sometimes. Posting some half-assed monk-clone has nothing to do with how to get more than 14 enchantments maintained.
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Old Jul 25, 2005, 09:08 PM // 21:08   #7
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hehe im a protector that doesnt heal much, and I do good enough to steamroll mineral springs with any pug and 4 hencheman.

Unyielding is not crap, its essential in this build!
Oddshock MUST learn monks do WAY more than healing asses like bots.
Oh and there is no such thing as a better spell as...

I dont think quickening is worth it because you dont use the signets often enough.
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Old Jul 25, 2005, 10:34 PM // 22:34   #8
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Quote:
Originally Posted by Epinephrine
Playing with the mechanics to see what's possible isn't an attempt to build the best character, but to see what is and isn't feasible - and explorations like this lead to new builds sometimes.
Exactly. Sometimes people post builds without clearly defining where they want the build to go, just that they want to improve it. In that case, giving them a solid vanilla build is often a good idea (note we already have many of these in our builds section and in the stickies).

However, when someone comes with a specific idea searching for pointed criticism, posting something off-topic is hijacking the thread. Furthermore, when you do it in a rude manner you upset anyone reading the thread. To everyone reading, when someone asks for specific criticism, please do your best to address their concerns. If they just want to know what they can do "to beat mission X", then by all means, post a build that's worked for you. Otherwise, keep it on-topic, and keep it polite.
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if it weren't elite you could pull off the dreaded oath shot/signet of midnight/determined shot combo
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Old Jul 25, 2005, 10:38 PM // 22:38   #9
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El/Mo

Ether Renewal
Divine Boon
Mending
Watchful Spirit
Live Vicariously
Essence Bond
Life Bond
Vital Blessing

Energy Storage 16, whatever Healing/Protection

Should be able to maintain 49 enchantments on the entire party indefinitely. Unless, of course, they stop you from casting more maintained enchantments once you hit -10 degen.

Peace,
-CxE
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Old Jul 25, 2005, 11:20 PM // 23:20   #10
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Quote:
Originally Posted by Dac Vin
I think you should scrap divine for fast casting
Yea I wanted to put up Monk/Mesmer
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Old Jul 25, 2005, 11:23 PM // 23:23   #11
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Quote:
Originally Posted by Ollj
I know this build is not THAT original, just want to know what the record of maintained enchantments of a single person is...
You know, I've always wondered what you can do with a blessed signet and mantra of inscriptions, then maybe echo just for fun. I wonder if it's possible to build a smiting monk that maintans 50 billion protection enchantments then dumps the blessed sig energy into smite.

Last edited by QuixotesGhost; Jul 25, 2005 at 11:26 PM // 23:26..
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Old Jul 25, 2005, 11:31 PM // 23:31   #12
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Quote:
Originally Posted by Odd Sock
To make this thread the least bit usefull and not just a bash I'll post the most rudimentary PvE heal build there is:

Mesmer/Whatever
High Divine, Healing, Dump points protection
1. Word of Healing
2. Orison
3. Signet of Devotion
4. Mend Ailment or Condition, pick one
5. Heal Breeze
6. Whatever you want that doesn't suck, I like intellingently used Heal Seed
7. Whatever you want that doesn't suck, I like dynamic Essence Bond
8. Rebirth

Skills that are trash and that are for some reason used by PvE monks:
- Mending, seriously use this and it spells dumbass all over your forehead
- Heal Area, great for healing your ennemy monsters, your wa will be happy
- Heal Party, no need to say more cost/effect is just dumb
- Peace and Harmony, lol
- Contemplation of Purity, ouch
- Unyielding Aura, why waste an elite on a res ?
- Restore Condition, wtf lol ?
- Anything smite that's not at 16 (except maybe smite hex)
- Mark of Protection, it's sweet but the cooldown/cost is just horrible
- Resurrect and res sig, absolutely no need for these in PvE.

I've seen all the above used by dimwitted monks. For those interested I finished the game in 23 hours and 41 minutes using this setup but with Boon. Every mission was with a PUG except Bloodstone which I did with henchies (cause no one was in the districts). It works and it's straightforward. Total casualties excluding Thirsty River including myself: 7. Including Thirsty River, over 40 (yea I caught the streak of dimwits in that mission). This isn't to brag or anythjing, simply pointing out that if you use a normal well established build no one will ever die.
Heal Party has it's uses.

As for Unyielding Aura it can be very useful if not facing lots of enchant stripping. If the person dies while this enchantment is on them they get no added DP. The person is ressed with full health and energy. (Great for getting that monk or caster back in the battle quickly). This skill is also excellent for controlling that annoying character in the PUG. Once they die res them with this and if they misbehave turn it off. They die.

Peace and Harmony is great for a protection or healing monk if your build doesn't require another elite. this is what it does
Quote:
Originally Posted by GuildWarsGuru
For 30-78 seconds, target ally gains +1 Energy regeneration. Peace and Harmony ends if that ally attacks or casts a spell that does not target an ally.
If you arn't attacking and only useing skills that target your allies (which most healers and protectors are doing) you gain +1 regen for at least half a miniute. This is one more enchantment or about 10 more energy which is 1-2 more heals (and this is at the lowest level for its linked attribute)

Now for contemplation of purity.
This is what it does:
Quote:
Originally Posted by GuildWarsGuru
Lose all "Enchantments", for each one lost gain 6-65 health, lose one "Hex" and lose one "Condition."
5,1/4,5
If you arn't playing an enchant heavy build this is a realy nice skill. Your target loses a Hex and a Condition at a cost of 5 energy with 1/4 second cast and 5 second recharge making it one of the most spammable Hex Removals along with a reasonable spammable condition remover. With a 5 second recharge you give your enemies just enough time to reapply a condition or hex to the target before removing it again. It also is the only skill that removes both a condition and a hex for less than 20 energy (Purge Signet removes all conditions and hexes from a target but costs 10 energy per condition and hex removed and has a 3 second cast and 30 second recharge).

Now on to restore conditions. This skill is pretty conditional (no pun intended) but if you are facing an area in PvE were the monsters stack more than 3 conditions on a character at a time this can be a very potent skill. If 3 conditions are on your target at 12 protection prayers you will remove all those conditions and give the target a 246 point heal excluding your DF bonus. This is not an elite to take in just any build but when used in the right areas and with some skills that inflict a condition on the user it can be very good.

Now on to "Anything smite that's not at 16". I refer you to Signet of Judgment {Elite} "Target foe is knocked down" with a 2 second cast you can interupt those long cast skills with 0 in smite. As I don't play a smiter much I leave it to others to correct your stupidity in this field.

I don't use Mark of Protection so I won't comment on it.

I kinda agree with Resurrect just because there are many resses that are better in one way or another.

Now for res sig I don't think that a monk should carry this in PvE either.

Now as for this comment by you
"Mesmer/Whatever
High Divine, Healing, Dump points protection"

I assume that you ment to say Monk/Whatever as Mesmers can't get DF (They have fast casting)
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Old Jul 25, 2005, 11:45 PM // 23:45   #13
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hehe ensign.
I just wanted to use blessed signet most efficiently and you spam 50 enchantments for fun
Are you sure the long reload of ether renewal can hold that much energy degen?

Last edited by Scaphism; Jul 25, 2005 at 11:58 PM // 23:58.. Reason: Personal attack removed: Warning issued
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Old Jul 25, 2005, 11:49 PM // 23:49   #14
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Quote:
Originally Posted by Ollj
Are you sure the long reload of ether renewal can hold that much energy degen?
Degen and regen cap at 10.
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Old Jul 26, 2005, 12:09 AM // 00:09   #15
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Heal Party is useful mostly in the middle parts of the PvE game, though it has its uses throughout. If your party is all hurting and you need a quick heal for all of 'em instead of spending the time and energy to spam Orison and Breeze, you cast Party (which heals for more than Orison BTW), and then set to work with Breeze and the like.

I've saved the asses of various parties with it
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Old Jul 26, 2005, 12:12 AM // 00:12   #16
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^^
So have I, but I find it more useful on an E/Mo healer because the cost isn't so bad and as DF isn't added to this skill anyway it makes it a very viable heal for them.
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Old Jul 26, 2005, 12:31 AM // 00:31   #17
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Quote:
Originally Posted by Ollj
I just wanted to use blessed signet most efficiently and you spam 50 enchantments for fun
Well, you asked what the most enchantments that could maintained is. My answer is (6*n)+1, where n is the number of targets you can maintain enchantments on. For a party of 8, that's 49. Add pets on 7 characters and you get 91 enchantments. Give friendly NPCs and you can go higher.

Don't know of any solution better than that.


Quote:
Originally Posted by Ollj
Are you sure the long reload of ether renewal can hold that much energy degen?
lessee. You need 15 energy to start the combo. Max energy capacity is 120. 10 energy degen over 31 second recycle is 103.3- energy. Energy returned during the 10 second Ether Renewal burst is (5*8-7)*10 = 330 energy.

Yeah, I can swing it.

Peace,
-CxE
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Old Jul 26, 2005, 01:13 PM // 13:13   #18
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I have to say, I hadn't ever looked at it from the E/Mo perspective,thanks - I was always manipulating the recharges on the blessed signet, which doesn't provide nearly as much energy - I'll keep that in mind later
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Old Jul 26, 2005, 01:32 PM // 13:32   #19
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Here's my question to the OP:

With life bond up on 7 diff. players, how on earth are you staying alive? Wouldn't you be taking half the damage (albeit reduced) from 7 separate players? I see that you've pulled this off, but I'm just curious whether or not you saw your health drop significantly and the "healing" monk had to make you his number one priority. I'm guessing I missed something that explains this...
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Old Jul 26, 2005, 04:28 PM // 16:28   #20
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I used 10+ enchants all the time with my lifebonder/essence bond monk. Interesting I suppose.
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