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Old Jul 25, 2009, 01:36 AM // 01:36   #1
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Wink Couple Of 600 Monk Questions...

Hi guys, Im in process of making a 600monk...
Just wondering how much health and energy you guys have Before the smite casts maintained Enchantments on you?
And if possible a list of runes and Weapon you use?
I currently have the kephets refuge uniqe staff.

Thanks In Advance, Markus
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Old Jul 25, 2009, 01:44 AM // 01:44   #2
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I perfer full energy.
Just better, depending on how many enchantments you keep up and what mobs you're facing. I use sup divine and sup prot. 7 Second Shield of Absorbtion is great. You're going to want a 12 energy offhand with posion -20% insc, it's just better. Totem axe is also ideal, because you want the most extent out of your enchantments.
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Old Jul 25, 2009, 01:46 AM // 01:46   #3
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Thanks.. Ive read the pvx wiki 600/smite Uw guide a couple times... but do you actually need 600+ health to make your 600monk work? think i have around 550 health atm Lol
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Old Jul 25, 2009, 01:55 AM // 01:55   #4
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Originally Posted by MarkusParkus View Post
Thanks.. Ive read the pvx wiki 600/smite Uw guide a couple times... but do you actually need 600+ health to make your 600monk work? think i have around 550 health atm Lol
Not really. You should get vital blessing from the smiter. While I believe the original required you to have 600 health, the one I've always played doesn't require 600 health. I try to have 400 health though. More is better
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Old Jul 25, 2009, 01:55 AM // 01:55   #5
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Once your smiter puts Vital Blessing on you, you will have well over 600hp.


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Old Jul 25, 2009, 02:03 AM // 02:03   #6
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Yes 600+ health is a must for it to work (to activate spirit bond, so you gain more health than you lose due to protective spirit) And 600 health is easy to achieve due to Vital Blessing maintained by your hero/friend.

Seems your hero/friend idealy won't be catching aggro, you can stick all the runs you want on him because you don't care about his health, so with protection prayers at 15, his vital blessing will give you +200 health.
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Old Jul 25, 2009, 02:10 AM // 02:10   #7
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600 health is not necessary because no matter what order you cast them in, spirit bond's healing triggers before protective spirit's damage reduction.

Say you have have 105 health and an Aatxe hits you in Hard Mode. Spirit bond will you heal you for the full 100 even if you only take 10 damage.

This is because the Aatxe actually hit you for 500 damage (which is 60+) then you get healed for 100, and prot spirit reduces the damage to 10.
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Old Jul 25, 2009, 02:15 AM // 02:15   #8
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Quote:
Originally Posted by IcyFiftyFive View Post
600 health is not necessary because no matter what order you cast them in, spirit bond's healing triggers before protective spirit's damage reduction.

Say you have have 105 health and an Aatxe hits you in Hard Mode. Spirit bond will you heal you for the full 100 even if you only take 10 damage.

This is because the Aatxe actually hit you for 500 damage (which is 60+) then you get healed for 100, and prot spirit reduces the damage to 10.
this, but the reason it's suggested to have 600+ life is because the more life you have, the more damage you're taking, thus the more damage your smites are giving off.
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Old Jul 25, 2009, 03:05 AM // 03:05   #9
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this, but the reason it's suggested to have 600+ life is because the more life you have, the more damage you're taking, thus the more damage your smites are giving off.
I found this one out the hard way. Ret/Holy Wrath deal damage back based on damage after modifiers. So if you're taking 500 damage per hit, but prot spirit only reduces that to 60, then you'll deal back 60 damage.

Real shame too.
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Old Jul 25, 2009, 04:00 AM // 04:00   #10
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Something I just realized is depending on the energy pips you have left (1 or 2 varying on the builds you run). You should run a +15 -1 regen set. Your gaining energy from balthazars/ essence and to have it stacked at a lower amount is a shame. Plus having it for times when your dealing with a caster or left overs and need that extra energy just whip it out and finish the casts.

I am lazy and just resort to always using a +enchant mod. Helps to keep up protective spirit, spell breaker, shield of absorption. Only spellbreaker and soa are really "priority" to last longer but it helps.
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Old Jul 25, 2009, 05:58 AM // 05:58   #11
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It doesnt really make a difference as far as survivability goes how much health you have, but i prefer to haev 800 health (after vital blessing) so that holy wrath does the maximum of 53 dmg (at 16 smiting) because 66% of 80 is 52.8. Anything less than 800 health and u wont be able to maximize the amount of damage that you deal back. Another reason i like having 800 health is because if u mess up or lag or something u have an extra second or so to fix it because of the extra health. Also i have never run into energy problems having only 45 energy on my character. as long as u can cast spellbreaker+ps+sb+soa before a fight (40 energy) you should never have a problem.
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Old Jul 25, 2009, 06:59 AM // 06:59   #12
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run dual sups [prot and divine favour also divine head piece]
atts should be 15prot / 16 df

full survivors
should have 400hp
________
Cheap firepower palco plastic grenade black

Last edited by superraptors; Apr 05, 2011 at 09:29 PM // 21:29..
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Old Jul 25, 2009, 11:55 AM // 11:55   #13
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It depends. And there's a lot of mis-information in this thread.

--Runes and attributes--
As has been mentioned, you need at least 795hp* to deal max damage from Wrath. (At 16 smiting. You need more if smiting is higher).
However if you're tanking large groups, you may struggle to get a new s/b up after going s/b soa, as the first s/b will have been hit 10 times, run out, and you get beaten to death during/just after the cast of SoA.

You can get a 7 second SoA with a +1+1 headpiece; no need for superiors. All you sacrifice is some spell breaker time, so unless you are doing something that requires a few extra seconds of spell breaker (does such a thing exist?) full minors, vitaes, and survivors are best.

Of course, if you run with some sort of consumable sweets, then perhaps you can boost your prot to 17 and get 8 second SoA, probably with your hp still being over 790. Only then are superiors worth considering.

--Gear--
You don't need more max energy**. I'm curious about the posion -20% insc, but I imagine that's for some specific 600 role.
Assumptions
1) You cannot maintain spell breaker, and often it's required for when you first engage to avoid simultaneous enchant removals. (You can deal with periodic shatters/rips etc by just covering everything with spirit bond)
2) Experienced 600s should only ever die when renewing SoA
2) More health is generally a good thing
3) 20% enchant is necessary
With that in mind, I use a Hale Prot staff of Enchanting 1/2 cast prot when tanking larger groups, and a similar Divine staff otherwise.

----------
Edit:
*Max hp calculation;
Not that it matters much, but it's 795 not 800 due to how GW rounds values.

let d= max damage received
min(2*d/3) >= 53
min(d) >= 53*3/2
min(d) >= 80

So we must be able to be hit for 80. The max damage a foe can hit you for is restricted to 10% of max hp by prot spirit.
Ie, 10% * max hp >= 80
Here the mistake comes in; 800 comes from 80*10.
However 10% * 795 = 79.5, which gw will happily round to 80.
--

**
The 15/-1 idea is interesting, but I would say the wasted energy from balths etc doesn't matter much. You only need PS+Spell Breaker to aggro, so just make sure you have 25 energy ish ready when you finish the previous mob, or 15 with PS already up.
---

I am interested as to the compromise of wearing no chest/arm armour vs wearing 15 armour pieces with health runes.
As long as wand hits are hitting for 80 with armour 15, it's better to have the health. If you're reducing damage to below 80 with that 5 armour, then the bonus health is not useful to you.

Last edited by BlueNovember; Jul 25, 2009 at 12:15 PM // 12:15.. Reason: Added max hp calculation
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Old Jul 25, 2009, 12:07 PM // 12:07   #14
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Originally Posted by BlueNovember View Post
You can get a 7 second SoA with a +1+1 headpiece; no need for superiors. All you sacrifice is some spell breaker time, so unless you are doing something that requires a few extra seconds of spell breaker (does such a thing exist?) full minors, vitaes, and survivors are best.
If you go 600/smite/(QZ/Famine) then it can be kept up at 14, but 15 is best because it allows for 0 downtime in the spellbreaker.
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Old Jul 25, 2009, 12:18 PM // 12:18   #15
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Quote:
Originally Posted by Killamus View Post
If you go 600/smite/(QZ/Famine) then it can be kept up at 14, but 15 is best because it allows for 0 downtime in the spellbreaker.
Ah, a very good point.
Again, I refer to "It depends". 600 smite seems to have so many variations that the optimal gear would change accordingly. Eg, if you're running mantra of resolve, then a larger energy pool is much more appealing.
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Old Jul 25, 2009, 01:27 PM // 13:27   #16
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Thankyou for the quick replies guys i'll just be 600/smiting UW for the moment.. Think that's all my questions answered

Thanks Very Much, Markus
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