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Old Aug 10, 2005, 03:22 PM // 15:22   #1
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Question Tombs Protection Monk

Good morning GWG,

I'm still delving into the mysterious world of PvP. It's difficult to grasp from playing PvE so long... not just in this game, but in many others. I'm mean lets face it: I get a real kick pwning the hell out of monsters. It's a super ego boost. Bad day at work? Those monsters are facing some EZPK. Anyways, enough digression.

I have a Monk. I love being a monk. Partly because I love helping people IRL. I'm an aspiring teacher! I want to be a protection monk in the tombs. I've played some PvP in the other arenas. It sucked ass.

Can anyone recommend some possible strategies playing a protection monk the the tombs? A build is a start, followed by a good stategy. Perhaps this post exists elsewhere, but I didn't find it -- not to say I wasn't lazy in my endeavors to find one.

The purpose of this thread is for PvP Tombs Protection Monk and Strategies.

Let the games begin.
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Old Aug 10, 2005, 04:16 PM // 16:16   #2
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Have your team bring assloads of spirits and cram them down the other team's throat. Now, there is no need for a prot monk because if you aren't spamming Natures, it is guaranteed someone else will spam your face with it. Now you can bring a heal monk with energy drain and sig of devotion.


But, if for some reason you still want to be a prot monk and be the most pissed off person in the world, Aegis, Prot spirit, Reversal of Fortune, Guardian, and Mend Ailment are some basic prot skills that should be on every prot monks bar. This leaves you room for an elite, and 2 more slots for energy management, hex removal, or maybe a stance to protect you.
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Old Aug 10, 2005, 07:20 PM // 19:20   #3
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Now I don't think you would be going full protection-Here is a sample hybrid heal/prot

12 heal base
8/9 divine base
9/10 prot base

(Base Stats ^)

Anyway, the only skills that I see as useful in tombs are: Reversal of Fortune, Aegis, and Guardian. These are of course, to heal, and make other people miss. The Aegis and Guardian are used for when your hero is capturing and alter and Marvel Super heros is trying to interupt Anyway for skills I suggest this (Sample build)

Heal other
Orison
Touch
Seed
*whatever elite you see fit, if you are mo/n/me I suggest dropping divine favor and getting inspiration/blood with 8 base prot 12 base heal and 0 base favor, maybe even dropping heal if you want. The elite for mesmer=Energy drain, necro=offering of blood. Offering can be used through mo/n pre-made*
Aegis
Guardian
Res signet.

In this case I did not use reversal due to orison, you can switch them up if you see fit.
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Old Aug 10, 2005, 07:47 PM // 19:47   #4
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1. She said a PvP tombs prot monk, not a hybrid.

2. Don't bring a res sig on a monk. You have a ton more useful things that can be used in that 8th slot. The time you spend ressing is the time you spend not healing. If you can't do it in 5 res sigs you can't do it at all.

3. I don't see how you find prot spirit not useful in tombs. I bet you were one of the people saying air gank needed to be nerfed too.

4. If you run a hybrid at all, run it with a full prot monk and a heal monk. You can use an elite like Mark of prot which won't affect your healing skills.

5. Besides the seed, because you can NEVER have too many of those, and maybe dual or triple copies of Aegis, there is no point running 3 monks that can heal unless you are an EXTREMELY organized group. You will step on each others toes too much. The other exception to this case is the super overkill energy denial builds where no one ever has energy, and 3 monks chaining sig of devotion non stop actually becomes useful.

6. Mend ailment is one of the most powerful prot skills in the game. Another one of the skills you see no need in.

7. No hex removal and no hex prevention. Granted everyone and their mother runs natures, but getting into bad habits of not running hex removal is dumb. Hex breaker is another good preventative measure. I would rather have all 3 monks running inspired hex or some other means to remove hexes quickly, but preventing them in the first place never hurt.
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Old Aug 11, 2005, 06:02 AM // 06:02   #5
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i use

prot 16 (rune + head )
divine 10 (rune)
insp 9

1. Reversal
2. Aegis
3. Prot Spirit
4. Martyr
5. Shielding Hands
6. Inspired Hex / hex Breaker
7. any energy managment spell ( channeling etc.)
8. signet of devotion
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Old Aug 11, 2005, 11:26 AM // 11:26   #6
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Quote:
Originally Posted by Kaylee Ann
1. She said a PvP tombs prot monk, not a hybrid.

2. Don't bring a res sig on a monk. You have a ton more useful things that can be used in that 8th slot. The time you spend ressing is the time you spend not healing. If you can't do it in 5 res sigs you can't do it at all.

3. I don't see how you find prot spirit not useful in tombs. I bet you were one of the people saying air gank needed to be nerfed too.

4. If you run a hybrid at all, run it with a full prot monk and a heal monk. You can use an elite like Mark of prot which won't affect your healing skills.

5. Besides the seed, because you can NEVER have too many of those, and maybe dual or triple copies of Aegis, there is no point running 3 monks that can heal unless you are an EXTREMELY organized group. You will step on each others toes too much. The other exception to this case is the super overkill energy denial builds where no one ever has energy, and 3 monks chaining sig of devotion non stop actually becomes useful.

6. Mend ailment is one of the most powerful prot skills in the game. Another one of the skills you see no need in.

7. No hex removal and no hex prevention. Granted everyone and their mother runs natures, but getting into bad habits of not running hex removal is dumb. Hex breaker is another good preventative measure. I would rather have all 3 monks running inspired hex or some other means to remove hexes quickly, but preventing them in the first place never hurt.
Notice the word "Sample". There are skills that I should never have forgotten, hex removal, mend ailment. Thank you for correcting me. As for not needing prot spirit. I just lost interest in using it over time. It was and still is a great spell.
This was also my opinion on a prot monk.

So I'll try revising it

1.other
2.touch
3.reversal
4.seed
5.martyr
6.mend ailment
7.drain enchantment
8.smite hex

Anyway, IN MY opinion, a full prot monk is not as useful as a hybrid

Here agian is a sample attribute build

15 heal (11+4)
10 inspiration
11 prot (10+1)

About spike teams, I used to play them, I thought they were the best thing since sliced bread until people started using fertile.

You can also use channeling but I never liked it.

^All this is off the top of my head^
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Old Aug 11, 2005, 12:29 PM // 12:29   #7
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I'm all with Kaylee Ann here.

IMO it's much better to have high divine, so the spammables like reversal, guardian, mend ailment heal for a bit, and u don't have to loose focus in Prot by trying to heal around.

If u want to heal more, use even Divine Boon if you think you can keep up with the energy loss.
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Old Aug 11, 2005, 02:56 PM // 14:56   #8
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Difference between 14 and 16 Divine Favor is a few points of extra heal per Signet of Devotion and an extra 6.4 health per spell cast targetting on ally. For 75 HP when you are most likely to be attacked? Not a good deal...prot monks should be holding all minor runes.

Standard skills are Mend Ailment + Martyr. Inspired Hex is also quite nice for some regen, Protective Spirit is a must.
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Old Aug 11, 2005, 03:25 PM // 15:25   #9
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Quote:
Originally Posted by cookiehoarder
Notice the word "Sample". There are skills that I should never have forgotten, hex removal, mend ailment. Thank you for correcting me. As for not needing prot spirit. I just lost interest in using it over time. It was and still is a great spell.
This was also my opinion on a prot monk.

So I'll try revising it

1.other
2.touch
3.reversal
4.seed
5.martyr
6.mend ailment
7.drain enchantment
8.smite hex

Anyway, IN MY opinion, a full prot monk is not as useful as a hybrid

Here agian is a sample attribute build

15 heal (11+4)
10 inspiration
11 prot (10+1)

About spike teams, I used to play them, I thought they were the best thing since sliced bread until people started using fertile.

You can also use channeling but I never liked it.

^All this is off the top of my head^


No divine favor? You might as well be an E/Mo then. And you are going to waste 10 points into prot just for RoF and mend ailment? And why take smite hex if you have points in inspiration anyways? Inspired hex gives you some energy for an extra 5 seconds of recharge.

Atleast Zehly is getting some really good examples of what not to do off of you.....
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Old Aug 11, 2005, 06:09 PM // 18:09   #10
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Ok, since we're playing the builds game I'll toss my latest build out there...

I currently play a protection E/Mo (but reversing it to be Mo/E is still workable)

To go the Mo/E route, focus your attributes on:
Protection Prayers
Earth Magic
Divine Favor

To go the E/Mo route (which I prefer due to energy storage), focus on:
Protection Prayers
Earth Magic
Energy Storage

Some skills to choose from:
Ward against Mellee
Ward against Elements
Ward against Foes
Aegis
Shielding Hands
Protective Spirit
Martyr
Mend Ailment
Reversal of Fortune
Guardian
.... the list goes on but you get the idea.

I just re-specced my Healing E/Mo to be a protection E/Mo in order to utilize Wards and damn was I impressed. I never run out of energy and with a primary healer on hand, our allies stay very healthy
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Old Aug 11, 2005, 06:50 PM // 18:50   #11
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Now now everyone, play nice on the boards.

I've been monking since the BWEs and I've been playing a lot of protection the last few months. Here are some issues you'll need to address for any prot monk.

Condition Removal: You are a protection monk. You have the best condition removal spells in the game and deciding how to counter conditions is one of your primary concerns when designing a build and while you are on the field.

Options: Mend Ailment, Mend Condition, Draw Conditions, Restore Condition {E}, Martyr {E}(Unlinked)

Mend Ailment vs Mend Condition:
Similarities: Both remove only one condition. Identical in energy cost and cast/recharge times.
Differences: Mend Condition is target other ally, Mend Ailment can be self cast.
Mend Ailment only heals if the target has multiple conditions stacked on them. Excels against builds that stack conditions (like fragility), mediocre against light conditions.
Mend Condition heals the same as an Orison, regardless of how many conditions are on the target.

These are your standard choices for dealing with conditions, and the majority of monk builds will be running one of these two skills. There is no cut and dry answer to which one to bring. In Tombs I always play with at least one other monk, most of the time two, and between the three of us we bring 2 copies of condition removal. Against teams that don't use a lot of conditions one copy of removal might suffice, but in the Tombs tournament you have to plan for every type of team you might face. That means being prepared to deal with fragility and ranger teams that stack many conditions. Mend Condition on two people is a great way to go, especially since you know (or should know) to watch out for each other.

Draw Conditions is sub-par on a protection monk build. It's terrific on an elmo under Ether Renewal because it can work like Martyr Jr, counteracting the threat from builds that stack conditions. If you do use it, make sure someone else on your team brings Mend Ailment, as you're likely to have a lot of conditions on you at once. Mend Ailment will go nuts.

Restore Condition provides some amazing healing under the right conditions, but it lacks flexibility to make it a compelling elite. At 7 or 8 energy it would be a lot more palatable, but we don't have 7 or 8 energy skills.

Martyr is unlinked, and is incredibly useful in a Tombs setting where you're guaranteed to run into teams that use conditions, whether to stack them, spread them, or spot use (AOE blind on your warriors). Combos well with Mend Ailment, like Draw Conditions. The trouble is that it's unlinked. Martyr can really go on any monk subjub and be equally effective. In addition, as a prot monk you're best suited to bring Mend Ailment to cast on your Martyr user.

I find it hard to break away from the Mend Ailment/Condition mold on my prot monks, even after months of playing.

Evasion: Outside of ward against melee and a few stances (or stance-like effects such as Swirling Aura) Protection offers one of the few ways to avoid damage entirely. Evasion is an excellent ability to bring to every team, and since you'll be specced in Divine Favor (I'll get to that later) you provide a moderate amount of healing in addition to damage avoidance. Not only that, Protection Prayers lets you give evasion to your allies, when they need it. Stances are all target self only. The key is using them at the appropriate time. Part of that will be identifying likely targets on your team and protecting them in advance, or reacting quickly at the first sign of attack (giving a minor heal up front and avoiding the brunt of an attack).

Options: Guardian, Aegis, Shield of Deflection {E}.
As important as this category is to a Protection Monk, it's a short discussion. Guardian requires a high level of protection prayers to be playable, and is one of the few compelling reasons to pump your protection above the 8-10 range. However, it's an enchantment with a 1s cast time, and I find it completely unplayable under Nature's Renewal. Sorry buddy, see ya when the metagame condtiions are more favorable. Unfortunately Guardian is one of those abilities that can really hose Ranger Spike teams, but they're the most likely candidates to use NR frequently.

Shield of Deflection used to be one of the most broken elites in the game, at 10 energy, 1s cast time, 4s recharge. Thankfully it's been toned down. I think it's approriately priced now, but the 2s cast time has always bugged me. It was (and is) an enchantment that obliterates focus-firing, and screams to be removed immediately by the other team. More trouble: Can be beaten by switching targets quickly. A good team will know if they have spot enchantment ready to use, and if not they will simply move on, and you're down 15 energy. It does it's job keeping one target up, but you can't spam it around, despite the 4s recharge. Speaking of...a 4s recharge is still out of whack, but the cast time and energy cost keep it in check. Unfortunately it gets hosed by NR as well- if someone is getting focused so heavily that they need SOD on them, they needed it on them 2 seconds ago, not 4 seconds + your reaction time later. Goes to the trash heap.

Aegis is your big winner in this department. Aegis alone will give you enough to beat mediocre ranger teams. The cast time is bearable under NR for the team-wide effect it gives, and it can't be beaten by switching targets either. Compares very favorably with Ward Against Melee, with a few significant advantages.
1) Doesn't force you to stay within ward radius (and vulnerable to AOE spells)
2) Affects your entire team (related to #1)
3) Works against ALL attacks, not just melee. (Rangers and Wands too).

I haven't tested the Range, but it works even at long distances. Allows you to protect someone even if they get caught behind enemy lines. One of the biggest problems as a monk is running to try and heal/protect someone- sometimes they're dead before you arrive. Aegis beats that problem, usually giving enough time for the person to get away with their life.

Be sure to bring your +20% enchantment duration mod. Aegis lasts 9 seconds at 9 protection, and doesn't increase to 10 seconds until you get to 12 protection. I don't think it's worth the attribute investment most of the time to get 1 extra second from Aegis, but the +20% mod definitely is.
This lets you use a 12/10/8 attribute setup easily, with only an 8+minor rune in protection giving you full use of your Aegis. Or you can get creative with your attribute spreads, but 8+1 in Protection is a very comfortable spot and easy to achieve with most attribute spreads.

Damage Reduction Like evasion, a strength of the protection line and one of the only ways to give damage reduction to others.
Options: Shielding Hands, Protective Spirit, Protective Bond, Life Bond, Life Barrier {E}, Shield of Deflection {E}, Shield of Regeneration{E}.

To get to the point: Shielding Hands is one of my favorite spells in the game. It's a pet spell, and I'm glad it has a chance to shine now. Where Protective Spirit protects well against powerful singular attacks (lightning orb/chain lightning at 16 air magic, for example), Shielding Hands protects against a flurry of weaker attacks. Is great against multiple sources of weaker, buff-stacked damage (i.e. Rangers and sword warriors). The cast time is very playable under Nature's Renewal. Is still a good skill in the non-NR metagame, but was unpopular during the big spike phase and sometimes gets pushed off the skill bar. It's excellent against rangers with preps, sword warriors, minions, and is even better under QZ. Prot doesn't need to be maxed to benefit from it- fine in the 8-10 range.

Protective Spirit is useful in tombs, and necessary against some teams. It's really the sort of skill you want to split between multiple monks. Increasing your Protection attribute only affects the duration, so there's no need for a maxed out attribute. You're most interested in the 3-5 seconds immediately following casting Protective Spirit- either they remove the enchantment and continue spiking, or move on. Having a 15s vs 20s protective spirit is largely irrelevant.

Prot Bond is unplayable for multiple reasons. #1, maintained enchantments are a joke at the moment. #2, there's little reason to max out protection, and even then you can't use the 10+1(20% chance) trick to get a -1 energy Prot Bond up- you don't have the time or energy to waste recasting Protective Bond. It's not good for spot duty either- the cast time is bad under NR and using it will suck your energy dry in a heartbeat against most forms of spike damage. Stick to protective spirit.

Life Bond is great- when NR isn't around. The problem with running multiple life bonds is that you're taking a lot of incoming damage, and who puts life bond up on you? There are creative solutions to the problem, but having all of your 10 energy life bonds stripped from one NR is a horrible feeling, and it's bound to happen in tombs. Trying to reapply 4 life bonds, with doubled cast times, is a joke. You can try using them dynamically but the doubled cast times makes it really problematic- when a target starts taking heavy fire, you need to have a "go-to" ability. Bringing 3 or 4 options doesn't help. It might be Protective Spirit, it might be Shielding Hands, it might be spamming Reversal Of Fortune. Sometimes you want two options, holding one in reserve while the first is recharging. With its 2 second cast time(4 under NR), Life Bond is not that option.

Attributes
I've been making the point up til now- you don't need a maxed Protection Prayers attribute. Unlike a healing monk who always wants maxed healing prayers, most of the spells you're using don't gain a significant benefit at high levels of protection. That's important because it frees up attribute points to invest into another line. Most often that will be Divine Favor, but you'll definitely have enough points left over to invest heavily (9 or 10 levels) in a third attribute or even splitting those points between 2 other attributes. Energy management will be a big concern in tombs- Inspiration(many choices) and Offering of Blood are the best energy management solutions in the game.

Tactics (warrior secondary) is ok, but many of your skills(stances) will overlap with the abilities protection offers. The same goes for Earth Magic(elementalist secondary), and I don't recommend picking elementalist to add to the offense. I haven't really toyed with Mo/R much, but there are some possibilities in Wilderness Survival, but it's hard to argue against the energy management from a Mo/Me or Mo/N.
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Last edited by Scaphism; Aug 23, 2005 at 07:37 PM // 19:37..
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Old Aug 11, 2005, 07:11 PM // 19:11   #12
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Quote:
Originally Posted by Kaylee Ann
No divine favor? You might as well be an E/Mo then. And you are going to waste 10 points into prot just for RoF and mend ailment? And why take smite hex if you have points in inspiration anyways? Inspired hex gives you some energy for an extra 5 seconds of recharge.

Atleast Zehly is getting some really good examples of what not to do off of you.....
Can't believe I forgot Aegis and Guardian. Anyway it is off the top of my head. Never said it was any good. I'd rather play Ranger.

Thanks to Kaylee for pointing out the things that were obviously wrong with my build

Anyway the reason I didn't use DF because if you're running a heal ball (My suggestion) you need a good healing prayrs to outweigh the damage of most teams (smite and ranger)

Last edited by cookiehoarder; Aug 11, 2005 at 07:13 PM // 19:13..
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Old Aug 11, 2005, 07:48 PM // 19:48   #13
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I like the 12/12/10 set up (11+1/10+1+1/10), 10 for the secondary class. Although, I have done the 8 + 1 set up also and like it just as much. 20% staff wrapping is definately a must.

I personally like mend ailment because I am normally running martyr. The self healing capabilities when you have 4 or 5 conditions on you are great.

Shielding hands is a great skill, especially under the NR environment. It makes rangers absolutely cry. The only thing I don't like about it is the recast time. Under a QZ environment it is definately a must have spell. But, against teams that jump targets very frequently, I like guardian more. NR hoses guardian though, and it is dependant on how high your prot skills are.

Last edited by Kaylee Ann; Aug 11, 2005 at 07:53 PM // 19:53..
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Old Aug 11, 2005, 09:55 PM // 21:55   #14
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Wow guys, this is great! I certainly appreciate the feedback! So Mo/N is good to regenerate your energy? One would use blood ritual, right? Are there any other Necromancer spells worth bringing?
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Old Aug 11, 2005, 10:06 PM // 22:06   #15
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Quote:
Originally Posted by Scaphism
Now now everyone, play nice on the boards.

I've been monking since the BWEs and I've been playing a lot of protection the last few months. Here are some issues you'll need to address for any prot monk.

Condition Removal: You are a protection monk. You have the best condition removal spells in the game and deciding how to counter conditions is one of your primary concerns when designing a build and while you are on the field.

Options: Mend Ailment, Mend Condition, Draw Conditions, Restore Condition {E}, Martyr {E}(Unlinked)

Mend Ailment vs Mend Condition:
Similarities: Both remove only one condition. Identical in energy cost and cast/recharge times.
Differences: Mend Condition is target other ally, Mend Ailment can be self cast.
Mend Ailment only heals if the target has multiple conditions stacked on them. Excels against builds that stack conditions (like fragility), mediocre against light conditions.
Mend Condition heals the same as an Orison, regardless of how many conditions are on the target.

These are your standard choices for dealing with conditions, and the majority of monk builds will be running one of these two skills. There is no cut and dry answer to which one to bring. In Tombs I always play with at least one other monk, most of the time two, and between the three of us we bring 2 copies of condition removal. Against teams that don't use a lot of conditions one copy of removal might suffice, but in the Tombs tournament you have to plan for every type of team you might face. That means being prepared to deal with fragility and ranger teams that stack many conditions. Mend Condition on two people is a great way to go, especially since you know (or should know) to watch out for each other.

Draw Conditions is sub-par on a protection monk build. It's terrific on an elmo under Ether Renewal because it can work like Martyr Jr, counteracting the threat from builds that stack conditions. If you do use it, make sure someone else on your team brings Mend Ailment, as you're likely to have a lot of conditions on you at once. Mend Ailment will go nuts.

Restore Condition provides some amazing healing under the right conditions, but it lacks flexibility to make it a compelling elite. At 7 or 8 energy it would be a lot more palatable, but we don't have 7 or 8 energy skills.

Martyr is unlinked, and is incredibly useful in a Tombs setting where you're guaranteed to run into teams that use conditions, whether to stack them, spread them, or spot use (AOE blind on your warriors). Combos well with Mend Ailment, like Draw Conditions. The trouble is that it's unlinked. Martyr can really go on any monk subjub and be equally effective. In addition, as a prot monk you're best suited to bring Mend Ailment to cast on your Martyr user.

I find it hard to break away from the Mend Ailment/Condition mold on my prot monks, even after months of playing.

Evasion: Outside of ward against melee and a few stances (or stance-like effects such as Swirling Aura) Protection offers one of the few ways to avoid damage entirely. Evasion is an excellent ability to bring to every team, and since you'll be specced in Divine Favor (I'll get to that later) you provide a moderate amount of healing in addition to damage avoidance. Not only that, Protection Prayers lets you give evasion to your allies, when they need it. Stances are all target self only. The key is using them at the appropriate time. Part of that will be identifying likely targets on your team and protecting them in advance, or reacting quickly at the first sign of attack (giving a minor heal up front and avoiding the brunt of an attack).

Options: Guardian, Aegis, Shield of Deflection {E}.
As important as this category is to a Protection Monk, it's a short discussion. Guardian requires a high level of protection prayers to be playable, and is one of the few compelling reasons to pump your protection above the 8-10 range. However, it's an enchantment with a 1s cast time, and I find it completely unplayable under Nature's Renewal. Sorry buddy, see ya when the metagame condtiions are more favorable. Unfortunately Guardian is one of those abilities that can really hose Ranger Spike teams, but they're the most likely candidates to use NR frequently.

Shield of Deflection used to be one of the most broken elites in the game, at 10 energy, 1s cast time, 4s recharge. Thankfully it's been toned down. I think it's approriately priced now, but the 2s cast time has always bugged me. It was (and is) an enchantment that obliterates focus-firing, and screams to be removed immediately by the other team. More trouble: Can be beaten by switching targets quickly. A good team will know if they have spot enchantment ready to use, and if not they will simply move on, and you're down 15 energy. It does it's job keeping one target up, but you can't spam it around, despite the 4s recharge. Speaking of...a 4s recharge is still out of whack, but the cast time and energy cost keep it in check. Unfortunately it gets hosed by NR as well- if someone is getting focused so heavily that they need SOD on them, they needed it on them 2 seconds ago, not 4 seconds + your reaction time later. Goes to the trash heap.

Aegis is your big winner in this department. Aegis alone will give you enough to beat mediocre ranger teams. The cast time is bearable under NR for the team-wide effect it gives, and it can't be beaten by switching targets either. Compares very favorably with Ward Against Melee, with a few significant advantages.
1) Doesn't force you to stay within ward radius (and vulnerable to AOE spells)
2) Affects your entire team (related to #1)
3) Works against ALL attacks, not just melee. (Rangers and Wands too).

I haven't tested the Range, but it works even at long distances. Allows you to protect someone even if they get caught behind enemy lines. One of the biggest problems as a monk is running to try and heal/protect someone- sometimes they're dead before you arrive. Aegis beats that problem, usually giving enough time for the person to get away with their life.

Be sure to bring your +20% enchantment duration mod. Aegis lasts 9 seconds at 9 protection, and doesn't increase to 10 seconds until you get to 12 protection. I don't think it's worth the attribute investment most of the time to get 1 extra second from Aegis, but the +20% mod definitely is.
This lets you use a 12/10/8 attribute setup easily, with only an 8+minor rune in protection giving you full use of your Aegis. Or you can get creative with your attribute spreads, but 8+1 in Protection is a very comfortable spot and easy to achieve with most attribute spreads.

Damage Reduction Like evasion, a strength of the protection line and one of the only ways to give damage reduction to others.
Options: Shielding Hands, Protective Spirit, Protective Bond, Life Bond, Life Barrier {E}, Shield of Deflection {E}, Shield of Regeneration{E}.

To get to the point: Shielding Hands is one of my favorite spells in the game. It's a pet spell, and I'm glad it has a chance to shine now. Where Protective Spirit protects well against powerful singular attacks (lightning orb/chain lightning at 16 air magic, for example), Shielding Hands protects against a flurry of weaker attacks. Is great against multiple sources of weaker, buff-stacked damage (i.e. Rangers and sword warriors). The cast time is very playable under Nature's Renewal. Is still a good skill in the non-NR metagame, but was unpopular during the big spike phase and sometimes gets pushed off the skill bar. It's excellent against rangers with preps, sword warriors, minions, and is even better under QZ. Prot doesn't need to be maxed to benefit from it- fine in the 8-10 range.
Protective Spirit is useful in tombs, and necessary against some teams. It's really the sort of skill you want to split between multiple monks. Increasing your Protection attribute only affects the duration, so there's no need for a maxed out attribute. You're most interested in the 3-5 seconds immediately following casting Protective Spirit- either they remove the enchantment and continue spiking, or move on. Having a 15s vs 20s protective spirit is largely irrelevant.

Prot Bond is unplayable for multiple reasons. #1, maintained enchantments are a joke at the moment. #2, there's little reason to max out protection, and even then you can't use the 10+1(20% chance) trick to get a -1 energy Prot Bond up- you don't have the time or energy to waste recasting Protective Bond. It's not good for spot duty either- the cast time is bad under NR and using it will suck your energy dry in a heartbeat against most forms of spike damage. Stick to protective spirit.

Life Bond is great- when NR isn't around. The problem with running multiple life bonds is that you're taking a lot of incoming damage, and who puts life bond up on you? There are creative solutions to the problem, but having all of your 10 energy life bonds stripped from one NR is a horrible feeling, and it's bound to happen in tombs. Trying to reapply 4 life bonds, with doubled cast times, is a joke. You can try using them dynamically but the doubled cast times makes it really problematic- when a target starts taking heavy fire, you need to have a "go-to" ability. Bringing 3 or 4 options doesn't help. It might be Protective Spirit, it might be Shielding Hands, it might be spamming Reversal Of Fortune. Sometimes you want two options, holding one in reserve while the first is recharging. With its 2 second cast time(4 under NR), Life Bond is not that option.

Attributes
I've been making the point up til now- you don't need a maxed Protection Prayers attribute. Unlike a healing monk who always wants maxed healing prayers, most of the spells you're using don't gain a significant benefit at high levels of protection. That's important because it frees up attribute points to invest into another line. Most often that will be Divine Favor, but you'll definitely have enough points left over to invest heavily (9 or 10 levels) in a third attribute or even splitting those points between 2 other attributes. Energy management will be a big concern in tombs- Inspiration(many choices) and Offering of Blood are the best energy management solutions in the game.

Tactics (warrior secondary) is ok, but many of your skills(stances) will overlap with the abilities protection offers. The same goes for Earth Magic(elementalist secondary), and I don't recommend picking elementalist to add to the offense. I haven't really toyed with Mo/R much, but there are some possibilities in Wilderness Survival, but it's hard to argue against the energy management from a Mo/Me or Mo/N.

Wow. This is a damn near perfect analysis of the situation. My only gripe would be on a sidenote that wasn't very relevant to the post. I don't think any monks should run superior runes (Superior Vigor not included). On my healer I run a Major Healing Prayers rune. Then I use a Superior Vigor Rune and a +30 hp mod on my staff for a net gain of 30--saved my life many times.
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Old Aug 11, 2005, 10:09 PM // 22:09   #16
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You can't cast blood ritual on yourself.

Offering of blood if you go /n. Energy drain if you are a /m, along with some decent stances, hex removal, and hex prevention. That is also assuming you have the luxury of not having to bring a monk elite.
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Old Aug 11, 2005, 10:22 PM // 22:22   #17
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Quote:
Originally Posted by Kaylee Ann
You can't cast blood ritual on yourself.

Offering of blood if you go /n. Energy drain if you are a /m, along with some decent stances, hex removal, and hex prevention. That is also assuming you have the luxury of not having to bring a monk elite.
It sounds like /Me might be better for protection, whereas for healing it doesn't really matter? I have almost all the other classes unlocked anways ^.^ And enough skill points to get whatever skills I would need that I don't have (almost have all monk skills). I'll look into what the best Me skills might be, post them and see what you think (Can't let you guys do ALL the work for me, hehehe). Thanks for the help!!

EDIT:
Ok, I was looking at energy management from other departments I found Ether Prodigy which would require no attrib points (which isn't a problem, because for 10 seconds gaining +4 energy, you get 40 energy, and most monks dont have but around 60). I found Inspired Hex, which is nice. And Offering of Blood. OoB takes away 10% health (if I have 500, then I lose 50). Ether Prodigy will kill you 2hp for each point of energy you have. If you are timing it right, you can really exploit that.

Offering of Blood has a long recharge time (15s) and inspired hex has none. Ether prodigy is 5s. Offering of blood has thest best cast-time though (.25s), so less of a chance that you get interrupted. But if someone has sacrafice scourge on you... ouch.

So many choices

Last edited by zehly; Aug 11, 2005 at 10:43 PM // 22:43..
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Old Aug 11, 2005, 11:40 PM // 23:40   #18
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The key word in the ether prodigy spell description is exhaustion. It is a horrible spell for monk primaries because exhaustion lowers your max limit for energy every time you cast it for a specific amount of time. It is also a regen over time spell, meaning you still have to wait to get energy instead of the quick fix that some other spells provide.

If you want a quick easy way to get energy, that also has the ability to hurt the other team, use energy drain.
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Old Aug 11, 2005, 11:59 PM // 23:59   #19
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the best protection skills are: reversal of fortune, shielding hands, guardian, and protective spirit. that's your bread and butter. you can mix it up after that.

aegis is a pretty good spell but keep in mind that NR spam ruins it right now. as soon as i see aegis go up i call down the line to drop an NR. another issue is running short of energy either due to drains or QZ.
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Old Aug 12, 2005, 12:04 AM // 00:04   #20
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Quote:
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aegis is a pretty good spell but keep in mind that NR spam ruins it right now. as soon as i see aegis go up i call down the line to drop an NR.
Considering how long it takes you to call it in vent, the ranger to have it recharged, if not oath shot, and cast the spirit the skill has almost ran out anyways. And that is assuming you don't have someone harassing you.
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