May 13, 2008, 09:01 PM // 21:01
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#1
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Frost Gate Guardian
Join Date: Jun 2006
Profession: Mo/
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A Beginner's PvP Monk Guide
Let me begin by saying that I'm going to try and write a guide for getting started in any sort of PvP, be it Team Arenas, HA or GvG, so this will be a bit more general. [edit] Upon review, I can see my GvG bias slipping in, so do take it with a grain of salt. You'll also notice that I have no love for the smiting monk. This is due to the fact that the majority of monks run in GvG are not of the smiting persuasion.
Table of Contents
Code:
1) A Monk's Job
2) The Right Tools
a) Skills and Builds
i) General Arch Type
ii) Key Skills
iii) Common Builds
b) Equipment
3) Player Skills
a) Individual
i) Energy Management
ii) Battlefield Awareness
iii) Movement
iv) Comfort
b) Team
i) Communication
ii) Positioning
4) FAQ
A Monk's Job
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This section exists to help define, in my opinion, what I feel a monk's job is. I think however, that this can be most easily accomplished by stating what a monk's job does not entail.
No monk intending to go into PvP should be carrying a resurrection spell. There are no exceptions, simply because of two reasons. Firstly, if you spend time resurrecting a fallen teammate in battle, you are altering your team's survival chances. Leaving yourself unable to restore HP for upwards of 6 seconds is asking for a death, which could very well be your own. Also, you never have downtime to resurrect. In PvP, there is a reason why resurrection signet is the res of choice.
Your job is not to keep people alive; your job is to keep people from dying. That is, you are not responsible if someone who is out of position dies because it was their responsibility to stay alive. The name of the game is keeping the team's HP from getting to 0. The more buffer they have produces a higher chance of survival; what they do with that buffer is up to them. Your job is to keep their buffer up as long as it's reasonable for you to do so. Determining what is reasonable takes into account many factors, such as your energy, your position relative to them, your relationship to the enemy team, their position in relation to the team, and their relationship to the enemy team. Relationship is to say, are they under attack, getting spiked, being trained, diversion spam etc etc.
The Right Tools
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In this section, I will provide what I feel is the most effective template for monk builds, and then I will go over some skills that I feel are important and then I will give some typical monk builds and explain how and why certain skills are included. Doing the best job you can really depends on your build and to a lesser extent your equipment. Is it appropriate? Is it efficient? All of these are questions that you should consider when trying to make a monk build.
Skills and Builds
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The Arch Type
Most monk builds have to have enough skills to cover all the important jobs of a monk to be effective in combat.
First, a monk should be efficient at restoring HP; this is the main job ot the monk, to maintain that buffer so your team has a better chance of survival. Second, a monk should have efficient means of dealing with both conditions and hexes. This category and the resulting skills taken usually depend on the meta game at hand. Heavy conditions call for some skills over others, and likewise; the same is true for hexes. In addition, another area that monks have to cover is energy management. While this area is a bit more build oriented, you can have skills that supplement your natural energy regeneration. For a more in depth look at energy management skills and the required player skill to use them effectively, please see section 3a. Finally, any monk build needs damage mitigation, that is to say, damage prevention. One of the most important aspects of monking is the ability to prevent damage before you have to heal it. Preventing damage is always better than having to heal damage.
In my experience, all monk builds should include skills that cover the following: damage prevention, energy management, healing, and aliment handling. Exceptions happen when the rest of the team build helps to move some of these aspects to other support characters. In PvP areas like Arenas and Hero's Ascent, monk builds are usually expected to be able to cover all of these areas on their own.
Key Skills
The following list of skills will have the name of the skill, its description, followed by which attribute it is in, and finally the stats, in "energy/cast time/after-cast time/recharge - set" form. In the description, x..y..z is the values at 0-12-15 for that respective attribute.
Some of you may be wondering, "What's the after-cast time?" Well, most spells in Guild Wars will not allow you to move after you finish casting them. For most spells it is 0.75 seconds, but on some skills they can be as high as 1 second. The after-cast is simply the time it takes for your character to return to your control after casting a spell.
Remember that there are plenty of skills that are worth looking into. For a beginner, these skills are the ones that you should at least attempt to master or understand as they form a basis for you to get acquainted with monking in PvP.
Quote:
Reversal of Fortune
Enchantment Spell. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 15...67...80
Protection Prayers 5/0.25/0.75/2 - Core
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This is one of the staple monk skills in the game. It prevents damage and heals it as well. Cheap, fast and reliable.
Quote:
Protective Spirit
Enchantment Spell. For 5...19...23 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell.
Protection Prayers 10 Energy/0.25/0.75/5 - Core
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Another skill that is seen on almost every monk bar, this skill combines with Spirit Bond very nicely to prevent large spike damage skills.
Quote:
Spirit Bond
Enchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40...88...100 Health.
Protection Prayers 10/0.25/0.75/2 - Factions
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Combines with Protective Spirit really well because this skill triggers before Protective Spirit does. What this means is that Spirit Bond will activate before Protective Spirit will limit the damage. A very potent combination for stopping huge spike damage.
Quote:
Holy Veil
Enchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
No Attribute 5(-1 pip)/1/0.75/12 - Core
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Hands down, one of the most versatile hex removal skills in the game. With the ability to maintain it on someone until needed, it becomes the ultimate in usability. Just remember to stop maintaining it to remove the hex!
Quote:
Guardian
Enchantment Spell. For 2...6...7 seconds, target ally has a 50% chance to block attacks.
Protection Prayers 5/1/0.75/4 - Core
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Another staple skill that most monks run. In light of melee pressure, a 50% block is quite juicy and so monks will often pre-prot melee convergence with this spell.
Quote:
Aegis
Enchantment Spell. For 5...10...11 seconds, all party members within earshot have a 50% chance to block attacks.
Protection Prayers 10/2/0.75/30 - Core
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Like Guardian above, this skill provides party-wide melee protection. This skill is a bit more cumbersome to use, as it demands that you also run Glyph of Lesser Energy. Can be very effective if multiple copies are used in builds.
Quote:
Patient Spirit
Enchantment Spell. For 2 seconds, target ally is Enchanted with Patient Spirit. When this Enchantment ends, that ally is healed for 30...102...120 Health.
Healing Prayers 5/0.25/0.75/3 - Eye of the North
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A relatively new skill on the scene, this enchantment serves very well as a heal that can't be interrupted. Works very well combined pre-prot, and also works well with Dismiss Condition.
Quote:
Dismiss Condition
Spell. Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 15...63...75 Health.
Protection Prayers 5/0.75/0.75/3 - Nightfall
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The newest of the three non-elite condition removal spells, this version has found favor with a lot of monks because of its heal condition, as well as the recharge time.
Quote:
Mend Condition
Spell. Remove one Condition from target other ally. If a Condition is removed, that ally is healed for 5...57...70 Health.
Protection Prayers 5/0.75/0.75/2 - Prophecies
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One of the three non-elite condition removal spells, Mend Condition boasts the fastest recharge time of all. The heal condition isn't bad either, but the drawback is the lack of being able to remove your own conditions.
Quote:
Mend Ailment
Spell. Remove one Condition from target ally. For each remaining Condition, that ally is healed for 5...57...70 Health.
Protection Prayers 5/0.75/0.75/5 - Core
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One of the three non-elite condition removal spells, Mend Ailment is rarely used now as its benefits were outclassed when Dismiss Condition was introduced. Perks that it shares with Dismiss is the ability to self target, but the recharge really kills this skill. The heal condition also leaves something to be desired as an RC would do a better job in a condition heavy metagame.
Quote:
Mending Touch
Spell. Touched ally loses two Conditions and is healed for 15...51...60 Health for each Condition removed in this way.
Protection Prayers 5/0.75/0.75/6 - Nightfall
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This touch spell is sometimes seen on an RC monk so that they can remove conditions on themselves. More commonly, this spell is seen on rangers or warriors that are designed to be split off away from the main monks.
Quote:
Draw Conditions
Spell. All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 6...22...26 Health.
Protection Prayers 5/0.25/0.75/2 - Core
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This condition "removal" is sometimes run in conjunction with an RC monk so that all the conditions are in a central place. This skill generally is run if a build tends to stay in an 8v8 formation.
Quote:
Purge Signet
Signet. Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed.
No Attribute 0/2/0.75/20 - Core
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This signet sometimes shows up in a hex/condition pressure meta game. The idea is that the monk using this signet is in his low energy set so that the penalty is negated somewhat. Expensive to use, it takes a lot of insight to know when it is appropriate to use this skill.
Quote:
Shield Of Absorption
Enchantment Spell. For 3...6...7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment.
Protection Prayers 5/0.25/0.75/10 - Nightfall
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Shield of Absorption is one of those protection spells that are really great at certain things. Against a spike, it can give the monks a bit more time to react. Most monks take this spell if there is nothing else that would be better in a prot bar, consequently, this skill is not run very much anymore (though recently, it's seen a bit more usage).
Quote:
Aura of Stability
Enchantment Spell. For 3...9...10 seconds, target other ally cannot be knocked down.
Protection Prayers 5/0.25/0.75/12 - Eye of the North
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A newer enchantment that Eye of the North brings to us, this skill can be used very effectively to help make that flag push. It can also help to prevent the other monk from being knocked down.
Quote:
Signet of Rejuvenation
Signet. Heal target ally for 15...63...75. If target ally is casting a spell or attacking, that ally is healed for an additional 15...63...75 Health.
Healing Prayers 0/1/0.75/8 - Factions
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This signet has seen some slight use recently. It is just as powerful as your typical healing spell, and when the condition is met it can become a pretty beefy heal. The plus side is that it is a signet, and the flip side of that is the recharge on it is not as good as a healing spell that costs energy. You win some, you lose some.
Quote:
Gift of Health
Spell. All of your other Healing Prayers skills are disabled for 10...6...5 seconds. Target other ally is healed for 15...123...150 Health.
Healing Prayers 5/0.75/0.75/5 - Factions
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Gift of Health was a big skill back in the Blessed Light meta monk pair. The idea was that the monk would primarily spec Divine Favor and Protection Prayers, thus negating the negative effect of Gift. It gives a protection monk an option of having a bar pusher available to them. The skill itself is very efficient.
Quote:
Dwayna's Kiss
Spell. Heal target other ally for 15...51...60 Health and an additional 10...30...35 Health for each Enchantment or Hex on that ally.
Healing Prayers 5/1/0.75/3 - Prophecies
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This healing spell can be great in a hex heavy meta game because of its healing condition. The only problem with this skill is that it doesn't actually remove the hexes. Still, it can be very effective if used well, as the healing potential is only limited to how many hexes and enchantments are on the target. One downside is that the monk can not use this skill on themselves.
Quote:
Cure Hex
Spell. Remove one Hex from target ally. If a Hex was removed, that ally is healed for 30...102...120 Health.
Healing Prayers 5/1/0.75/12 - Eye of the North
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With this skill comes the ability for a healing monk to actually remove a hex. This gives the healing monk a bit more bar pushing power, however this skill is not as versatile as Holy Veil is. None the less, it can be very effective.
Quote:
Signet of Devotion
Signet. Heal target ally for 14...83...100 Health.
Divine Favor 0/2/0.75/5 - Core
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It's a free heal, but beware of the cast time. This skill is not great, but it is not bad either. The slow cast time does not help, but it can be used to help alleviate energy denial pressure.
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Infuse Health
Spell. Lose half your current Health. Target other ally is healed for 100...129...136% of the amount you lost.
Healing Prayers 10/0.25/0.75/0 - Core
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Infuse Health heals big spike damage at a cost. The skill is fun to play, but most spikes can be handled by protection and mid-line interrupts. In spike heavy meta games, you will see Infuse pop up. Over-all a decent skill, but there are definitely pros and cons.
Quote:
Blessed Light*
Elite Spell. Heal target ally for 10...114...140 Health and remove one Condition and one Hex.
Divine Favor 10/0.75/0.75/3 - Factions
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This skill was picked up during the Factions World Cup. As it stands now, this elite is not as great as some of the other elites you can pick; however, this skill can be a great skill to run.
Quote:
Light of Deliverance*
Elite Spell. All party members are healed for 5...57...70 Health.
Healing Prayers 5/1/0.75/10 - Nightfall
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This skill was introduced in Nightfall. When it first came out, it provided too much defense for the team running it. As it stands now, the recharge on this skill does not allow it to be run effectively.
Quote:
Divert Hexes*
Elite Spell. Remove up to 1...3...3 Hexes from target ally. For each Hex removed in this way, that ally loses one Condition and gains 15...63...75 Health.
Protection Prayers 10/1/0.75/5 - Nightfall
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In a hex heavy meta game, this skill can really shine. This skill can be very effectively used to clean up a person, but most hex heavy meta game builds usually include a Purge Signet or Convert Hexes.
Quote:
Healer's Boon*
Elite Enchantment Spell. For 10...46...55 seconds. Healing Prayers Spells cast 50% faster and heal for 50% more Health.
Divine Favor 5/5/0.75/10 - Nightfall
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This Nightfall skill can give healing monks an extra "Ompphh". A cover enchantment is recommended, as it will likely be the target of enchantment stripping. Can be very effective if used well.
Quote:
Restore Condition*
Elite Spell. Remove all Conditions from target other ally. For each Condition removed, that ally is healed for 10...58...70 Health.
Protection Prayers 5/0.75/0.75/2 - Prophecies
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The best condition removal in the game, and of course it is elite. The only down side is that the user is unable to target themselves.
Quote:
Shield of Deflection*
Elite Enchantment Spell. For 3...9...10 seconds, target ally has a 75% chance to block attacks and gains 15...27...30 armor.
Protection Prayers 10/0.25/0.75/10 - Prophecies
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This elite is seen sometimes in the meta game where melee pressure is prevalent. If this elite is left uncovered it will probably get removed, so play it wisely.
Quote:
Word of Healing*
Elite Spell. Heal target ally for 5...105...130 Health. Heal for an additional 15...83...100 Health if that ally is below 50% Health.
Healing Prayers 5/0.75/0.75/3 - Core
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Word of Healing is now a very good healing elite because of the sheer amount of health that it can restore. This skill has become a staple of the current meta game back-line.
Quote:
Zealous Benediction*
Elite Spell. Heal target ally for 30...150...180 Health. If target was below 50% Health, you gain 7 Energy.
Protection Prayers 10/0.75/0.75/4 - Nightfall
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While it is the Protection Prayers counterpart to Word of Healing, it is now not quite as effective as it used to be. The energy return on Zealous Benediction makes using it well a requisite.
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May 13, 2008, 09:02 PM // 21:02
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#2
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Frost Gate Guardian
Join Date: Jun 2006
Profession: Mo/
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Common Builds
This section will list monk builds that have seen use, and will attempt to explain them. Just to note, the names are arbitrary and are just something that helps me identify the build in my own library. Many of these builds can be expanded and changed, and are only listed here for reference purposes. For more recent builds, feel free to visit this thread. I don't claim to have made these builds up! It should also be noted that all the builds utilize only minor runes, so (x+1+1) means head peice + minor rune.
Quote:
Originally Posted by Older Builds, circa Nightfall release
Quote:
Mo/A Blessed Dark Escape
Divine Favor: 13 (11+1+1)
Healing Prayers: 11 (10+1)
Protection Prayers: 9 (8+1)
Shadow Arts: 6
Dismiss Condition (Protection Prayers)
Blessed Light [Elite] (Divine Favor)
Signet of Devotion (Divine Favor)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Dark Escape (Shadow Arts)
Return (Shadow Arts)
Skill Template
Code:
AzRRTfIc/2spbdlkw4MRL2AFYA
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This monk build capitalizes on positional play, using the stance Dark Escape to enable quick movement and massive damage mitigation. It is important here to use Blessed Light wisely as this build relies on passive energy management.
Quote:
Mo/A Zealous Benediction Dark Escape
Divine Favor 13 (11+1+1)
Healing Prayers 11 (10+1)
Protection Prayers 9 (8+1)
Shadow Arts 6
Dismiss Condition (Protection Prayers)
Zealous Benediction [Elite] (Protection Prayers)
Signet of Devotion (Divine Favor)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Dark Escape (Shadow Arts)
Return (Shadow Arts)
Skill Template
Code:
AzRRLfJc/2spv0lkw4MRL2AFYA
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This monk is similar to the previous in that it uses assassin stances as a way to capitalize on positional play. Again, wise use of the elite is necessary to manage energy.
Quote:
Mo/E Light of Deliverance Infuse
Divine Favor: 11 (10+1)
Healing Prayers: 14 (12+1+1)
Protection Prayers: 9 (8+1)
Dismiss Condition (Protection Prayers)
Holy Veil (Monk other)
Infuse Health (Healing Prayers)
Dwayna's Kiss (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Glyph of Lesser Energy (Elementalist other)
Light of Deliverance [Elite] (Healing Prayers)
Skill Template
Code:
AjNRjfIUnNdNhksRmJaRkRdF
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This build is more of a support monk build and replaces the need for heal party on an E/Mo, usually paired with another more "traditional" Zealous Benediction or Blessed Light monk.
Quote:
Mo/W Divert Hexes Stance
Divine Favor: 11 (10+1)
Healing Prayers: 10 (9+1)
Protection Prayers: 13 (11+1+1)
Tactics: 4
Dismiss Condition (Protection Prayers)
Divert Hexes [Elite] (Protection Prayers)
Signet of Devotion (Divine Favor)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Balanced Stance (Tactics)
Shield of Absorption (Protection Prayers)
Skill Template
Code:
ATQRLfLUr0sp50lkw4MRLOXurA
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This build is used in a hex heavy meta game to help alleviate the pressure of hexes. As discussed in the skill discussion of Divert Hexes, this build is only useful when hexes are prominent.
Quote:
Mo/W Zealous Benediction Stance
Divine Favor: 11 (10+1)
Healing Prayers: 10 (9+1)
Protection Prayers: 13 (11+1+1)
Tactics: 4
Dismiss Condition (Protection Prayers)
Zealous Benediction [Elite] (Protection Prayers)
Holy Veil (Monk other)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Balanced Stance (Tactics)
Shield of Absorption (Protection Prayers)
Skill Template
Code:
ATQRLfLUr0spv01kw4MRLOXurA
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This monk is a variation on the other Zealous Benediction in that the two stances have now been dropped in favor of Balanced Stance and Shield of Absorption. Like the other monk builds, careful use of skills is essential, especially since Holy Veil is on the bar instead of Signet of Devotion.
Quote:
Mo/E Zealous Benediction Glyph Lesser
Divine Favor: 11 (10+1)
Healing Prayers: 11 (10+1)
Protection Prayers: 13 (11+1+1)
Dismiss Condition (Protection Prayers)
Zealous Benediction [Elite] (Protection Prayers)
Holy Veil (Monk other)
Gift of Health (Healing Prayers)
Reversal of Fortune (Protection Prayers)
Spirit Bond (Protection Prayers)
Glyph of Lesser Energy (Elementalist other)
Shield of Absorption (Protection Prayers)
Skill Template
Code:
AjNCk+sN6spv01kw4MRLiMurA
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This build is very similar to several of the others posted, however; with more and more teams bringing Wild Blow and similar skills into PvP, it has become almost pointless to bring stances. Glyph of Lesser Energy makes a nice replacement because it adds an element of passive energy management, much like Signet of Devotion does. Also notice that Signet of Devotion is not present and thus, wise usage of skills will help to maintain energy. One combination that works well is Glyph Lesser and hitting a Zealous Benediction that gives you +10 energy.
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Quote:
Mo/E Word of Healing - Glyph
Divine Favor: 11 (10+1)
Healing Prayers: 14 (12+1+1)
Protection Prayers: 9 (8+1)
Dismiss Condition (Protection Prayers)
Patient Spirit (Protection Prayers)
Guardian (Protection Prayers)
Signet of Rejuvenation (Healing Prayers)
Word of Healing (Healing Prayers)
Holy Veil (Monk Other)
Glyph of Lesser Energy (Elementalist other)
Protective Spirit (Protection Prayers)
Skill Template
Code:
OwYT04HCVaTrBUg4uRjomAZoeAA
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This is one of the newer WoH builds. This build combines some of the protective power of Guardian along with a healing build to bring more versatility to the table.
Equipment
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The equipment a monk uses also plays into how effective a monk can be. Of course, there are some differences in the way monks use weapon sets. The way presented here has worked for me in the past, and continues to work for me. I encourage you to search out other people's preferred weapon sets because I am only one monk, and my way isn't always the best way. Like I said, this is what has worked for me, and so I will continue to use it. It should be noted that I prefer the higher defense over health, but +health is always an option too on these sets.
For me it has always been 4 sets.
1: Shield
2: Normal
3: High
4: Convince set
1: This is the set that I try to stay in as much as possible. It consists of a spear that is +5 Armor and -5 Energy combined with a Shield that is +30 HP and - damage. The - damage will sometimes be specialized depending on the meta. That shield can change per match if needed.
2: This is what I call my "normal" set. This set gives me enough energy to comfortably work. A +5 Armor and +5 Energy Spear combined with a +12 Energy Focus that gives me half recharge time on my major attribute. This focus also has +30 HP.
3: This set third set is what I call the high set. This set utilzes a wand of the major attribute with +15 energy -1 energy regeneration and half recharge of the attribute. This is combined with a focus that gives me +15 energy -1 energy regeneration and 30hp. It should be noted that a monk should not stay in this set, but rather should swap into it, cast and swap back out. This is because the regeneration on this set is half as much as in the other sets.
4: This set is what I call a convince set. This slot varies with each build I play. If I'm playing an enchantment heavy protection monk, it might be a protection staff with +20% enchant length and half recharge mods. With a healing build, it might be a 40/40 set.
As for armor, I always use a superior Vigor rune, and all minor runes. I only use Survivor armor (+health armor). I do possess 6 pieces of armor so I can fluidly change my runes around without having to replace runes. This includes 3 head pieces (one of each attribute: Healing, Protection, Divine Favor), 1 chest piece, 2 hand wraps (one healing and protection), 2 leggings (one healing and divine), and 1 pair of shoes with a vitae rune.
Player Skills
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This section of the guide talks about things that you have to master both by yourself and also in a team setting. These small things can really help to improve the quality of your game, and when told to you may seem simple enough but will take a bit to get used to. Often times, it is just a small adjustment in the way you play.
Individual
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Energy Management
This is a hot topic among the community of monks. Should I use x over y? Would using x, y and z in combination be more energy efficient vs using a, b and c? These questions are always thrown up and sometimes it's tough to answer. The old boon/prot builds relied on external energy management, from skills like Mantra of Recall to Energy Drain to Inspired Hex; all these skills were selected to help the monk maintain his energy. Newer builds such as the Blessed Light Dark Escape use skills like Signet of Devotion and good skill usage to manage energy.
Within those two examples lies two different types of ways to manage energy. Builds that manage energy with skills like Energy Drain and Inspired Hex are said to use active energy management. This is called active energy management because the energy is generated from one source or another. For example, if you hit Energy Drain, you will inevitably get some energy. Now contrast that with skills like Signet of Devotion and Glyph of Lesser energy. The technique of using these skills combined with good skill usage is often called passive energy management. Skills like Signet of Devotion don't generate energy, but rather save you energy.
Usually when talking about energy management, monks refer to their equipment. If you don't remember, refer back up to the equipment section of the guide as you read this. As I had stated previously, my three main weapon sets are called my negative energy, normal energy, and emergency energy sets. Using these sets wisely is called energy hiding, and here, courtesy of Aiiane, is energy hiding explained:
Quote:
Originally Posted by Aiiane from here
The important factor here is that when you increase or decrease your maximum energy, your current energy also changes. In addition, you can go into negative energy, and regenerate back up to zero but you cannot be drained below zero energy by another player. What this means is that anytime you are in negative energy, you are regenerating energy and there is nothing your opponents can do about it. So, consider two scenarios:
Scenario A:
Monk has 40 base max energy, 10 current energy, normal weapons.
Mesmer drains them for 10 energy.
Monk tries to cast a spell, but can't.
Monk ends up with 0 energy.
Scenario B:
Monk is on energy-hiding weapon set, with 30 base max energy, 0 current energy.
Mesmer attempts to drain them for 10 energy, drains 0 (because there's none to drain).
Monk swaps to higher-energy weapon set, now at 40 max energy, and current energy also increases by 10.
Monk casts 10 energy spell.
Monk swaps back to energy-hiding weapon set.
Monk ends up with 0 energy.
Exact same end, exact same starting energy - but the monk in scenario B got the spell off. That is what "energy hiding" is about in Guild Wars PvP. The best PvP monks are ones that can operate normally on the lowest amount of maximum energy.
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So, to sum up what was quoted: the enemies can't drain energy you don't have. Part of good energy management is being able to stay in your negative energy set as much as possible. Coupled with good skill usage (ie, not over healing) it can be a powerful way to help you beat energy denial. It should be noted that if you do reach the emergency set, to never stay in it. Always swap to it, cast, and swap back off onto another set. This is because the emergency set has a reduced energy regeneration rate.
It should be noted that active energy management skills such as Energy Drain and Energy Tap benefit the most if you use them on spirits or pets, as they will usually have more energy than players.
Battlefield Awareness
Battlefield awareness ties in directly with helping you save energy, which in the long run means you'll be more prepared for curve balls the enemy throws at you. What constitutes battlefield awareness? A number of things, including but not limited to: watching the battlefield, keeping an eye on enemy warriors, enemy mesmers, being able to recognize skill animations, etc. Also, watching the battlefield means not staring at the health bars in the party window. Watching the field allows you to do two things. First, it allows you to watch what the enemy is doing. Second, it allows you to use your protection spells pro-actively, as opposed to reactively.This is what is called pre-prot'ing and it has the potential to save you a lot of energy.
Another upside to not getting tunnel vision is that you can now see what your team is doing as well. You can see things like the diversion animation and start removing the hex well before it is called. Watching the field is what separates the men from the boys. One very excellent way to practice this is to go into Random Arenas with a GvG monk build and start playing with the party window turned off forcing you to look at the field. (This tip was courtesy of JR- from GWG).
Another important part of battlefield awareness is being ready to handle all the threats that might pounce on you. As it stands, the defensive shield set can be your best friend if you stay in it as much as possible. This is because 1) you have the extra AL because of the shield, and 2) your energy remains low in case you are knocked down and can't swap. This becomes more of an issue if they are also using skills like Energy Surge and Energy Burn to spike/pressure you.
Movement
Movement is a term that I use to refer things I do to keep myself alive. Things like pre-kiting enemy warriors, knowing when to hide behind walls, or how to dodge slow, high arch projectiles all fall into this category. If you master pre-prot'ing then pre-kiting should not be an issue, and that is one of the main ideas being having good movement.
What is pre-kiting? Simply, if you see a warrior coming towards you? Run away from him, it'll buy you some time to pre-prot yourself, or they might be spiking you. Pre-kiting a spike can save some damage and give your partner monk more time to react and save your life. This ties into kiting as well. You might have already guessed, but kiting is the act of running from a source of damage in a small area so that the damage has to move, thus stopping the damage flow. For warriors, kiting side to side or in a small circle can be really effective. This allows you to stay in an optimal range to throw out heals, while preventing damage on you. Be careful about Bull's Strike as a monk, if a warrior has been chasing you for some time, chances are he will have Bull's Strike queued up. Sometimes it can be effective to kite him a bit, then stop to let him hit you once before you start to kite again. Against a caster spike, there are also a number of kite options, depending on the type of spike you may have different options.
On a bit of a tangent, I'm sure that people are aware that you can move in Guild Wars using the WASD movement scheme. As far as I know and have been told, mouse movement is superior to WASD because the mouse movement is handled on the server side, while WASD movement is localized first and then sent to the server. And as such, I would like to encouarge people to get comfortable with using click to move.
Comfort
One thing that is often understated is that a monk must be comfortable with what they are doing. In particular, a monk's input setup and heads up display should be customized to what they like best. I personally think that it is worthwhile for any monk using keyboard or mouse movement to get a key map that is comfortable for them. And as such, I will list my key binds and link to a screen shot of my HUD. Again, this is what has worked for me in the past and continues to work for me. Feel free to make your own key binds as this is about what makes you play your best.
Skills:
Code:
1 2 3 4 5 6 7 8
q 2 3 4 5 6 t g
Target self = h
Mouse4 = cancel action
Mouse5 = Vent
And I use ESDFWR (ESDF with strafe) when I'm snared.
Here's a screen shot of my screen layout:
It is important for every monk to be comfortable with their key maps and screen layouts. Key maps are especially important. If you feel like it's a stretch to hit a skill, remap that skill's button to someplace easier to get to.
Team
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Communication
Communication can make or break any battle. From monks to warriors, communication is one of the key elements of any form of PvP. It is important for monks to know how to communicate and what to communicate. The general rule here is, if you think it's important or will help your team better respond to a threat, say it. Things like "I'm moving into my emergency set!" are important. It should be worth it to note that advance warning will always be better. For example, if I feel that I need to go into my energy set soon to keep the team up, I will tell them ahead of time. Notice one of the enemy team's elementalist run off with a flag and did not hear it called? Make it known in your team's voice chat. Even as a monk, relaying this kind of information can help your team organize and respond well. Between the two monks in a GvG build, some communication is useful. Got a hex to remove? Don't want to double up on hex removals, so call it: "Off 4." Things like these can help to save energy and avoid over-healing. Also arrange before hand with your monk partner how multiple hexes, conditions, and/or dropping bars is/are handled. Maybe one of you goes from bottom up, and the other top down. Simple things like this can make both of the monk's play become top class.
Positioning
Positioning refers where you are standing relative to the rest of the team. Is your team on the push? You should be slightly extended from where you normally are so you can reach your offensive quickly if needed. Is your team falling back? Be sure to be one of the first ones to start falling back. Another important consideration that goes here is, how far are you from the other monk? Can you two save each other without having to waste time running to get in range? Your position relative to your team can make or break any team maneuver, offensive or defensive. The same is true of any character class in the team.
FAQ
=================
I hope all the information here is of use to those that are looking to start monking in PvP.
1) Why should I listen to you?
Well, you really don't have to listen to me. I think that I've acquired enough experience to be writing for an audience that is just starting to GvG. I've been in several guilds and have learned a lot from other great monks.
2) I have a question for you, how do I contact you?
If you want to contact me with any questions, I would prefer that you PM me in game on Alison Jacobbs. This is my monk character and I am often on her. Failing that, feel free to leave me a PM on this forum.
3) That's not what x told me to run, what is this; a joke?
As I've mentioned throughout my guide, this is just my perspective. There is indeed a whole plethora of things that can differ from what I've posted. I encourage you to post these options so that others can see the diversity that is the monk.
I've written this guide for the IncGamers Unofficial Guild Wars Monk forum and also for teamlove.us monks as a reference.
Please feel free to visit http://teamlove.us/ to find out more about the [kiSu] mentoring guilds. It is a great opportunity for new players to get into the world of pvp in a mature and friendly environment!
Last edited by Innocent; May 13, 2008 at 09:04 PM // 21:04..
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May 13, 2008, 09:37 PM // 21:37
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#3
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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I believe holy sticky already answers this.
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May 13, 2008, 09:40 PM // 21:40
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#4
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Frost Gate Guardian
Join Date: Apr 2007
Location: Massachusttes
Guild: None right now
Profession: W/
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Wow very good guide. I dont PvP much but looks good to me.
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May 13, 2008, 09:40 PM // 21:40
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#5
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Emo Goth Italics
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Divine's sticky, and Tommy's thread covers alot of this, but I believe this should be stickied aswell.
Just wondering though, at the ZB build, why not just go WoH hybrid?
You're speccing into Healing Prayers at the same time as Prot Prayers, and with WoH Hybrid you've not only got WoH, but Patient Spirit.
Plus LoD is kinda....nerfed...
Edit: Jacobbs, that's you?!
Last edited by Tyla; May 14, 2008 at 01:53 AM // 01:53..
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May 13, 2008, 09:46 PM // 21:46
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#6
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Jungle Guide
Join Date: May 2005
Location: Canada...... Eh!
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Great guide, lots of stuff in there that I was unaware of.
As much as I hate being the one to point out the obvious though, shouldn't this be in the PvP section?
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May 13, 2008, 11:09 PM // 23:09
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#7
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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decent guide, although 25% of it is wrong.
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May 13, 2008, 11:31 PM // 23:31
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#8
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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I'll let it run for a bit, and then sticky it as needed.
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May 14, 2008, 05:42 AM // 05:42
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#9
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Frost Gate Guardian
Join Date: Jun 2006
Profession: Mo/
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Quote:
Originally Posted by Tyla
Divine's sticky, and Tommy's thread covers alot of this, but I believe this should be stickied aswell.
Just wondering though, at the ZB build, why not just go WoH hybrid?
You're speccing into Healing Prayers at the same time as Prot Prayers, and with WoH Hybrid you've not only got WoH, but Patient Spirit.
Plus LoD is kinda....nerfed...
Edit: Jacobbs, that's you?!
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Yeap.
Quote:
Originally Posted by Yichi
decent guide, although 25% of it is wrong.
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Please elaborate. I would hate to spread misinformation.
Last edited by Innocent; May 14, 2008 at 06:14 AM // 06:14..
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May 14, 2008, 06:41 AM // 06:41
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#10
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Wilds Pathfinder
Join Date: Oct 2007
Guild: [BAAA] guest me NOW
Profession: Mo/
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I like Div's Guide more, because it has the best Build in the Game. The HB Monk.
But seriously nice guide for someone who has no clue and cant be bothered to read Div's and Tommy's Massive onces
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May 14, 2008, 07:27 AM // 07:27
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#11
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The 5th Celestial Boss
Join Date: Jul 2006
Location: Inverness, Scotland
Guild: The Cult of Scaro [WHO]
Profession: E/
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From an aesthetic point of view, it would be nice to see the GW BBCode used for the skillbars. It'll provide much more information on the skills fia the pop-up cards and lazy people can simply copy the template code.
__________________
Knowledge is a process of piling up facts; wisdom lies in their simplification.
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May 15, 2008, 01:32 AM // 01:32
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#12
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Lion's Arch Merchant
Join Date: Mar 2008
Profession: N/A
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I actually run bonder all of the time in RA. RoF, Dismiss, <elite of choice> hex removal, and something like Patient Spirit, Gift of Health, Disciplined Stance or return would be good choices for the fifth slot. Blessed, Life Bond, and balths on your last three slots.
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May 15, 2008, 01:55 AM // 01:55
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#13
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Desert Nomad
Join Date: Oct 2006
Location: Southern California
Guild: Charter Vanguard [CV]
Profession: Me/Rt
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For one thing, Patient Spirit isn't a protection prayers spell.
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May 15, 2008, 04:14 AM // 04:14
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#14
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by mrmango
For one thing, Patient Spirit isn't a protection prayers spell.
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along with the weapon sets being wrong and half the builds being outdated that they aren't even ran outside of byob anymore...
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May 15, 2008, 09:49 AM // 09:49
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#15
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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I think that's the biggest thing with most guides taken from a while ago. I remember before we had these new sets of guides, Ensign's "ultimate guide" was still up, with horrible bars like healing breeze monks and healing hands wammos. Maybe if the builds were updated to more recent bars used in PvP, that'd make it a lot more helpful.
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May 15, 2008, 12:25 PM // 12:25
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#16
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Academy Page
Join Date: May 2008
Profession: E/Me
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/approve Nice simple guide for beginners
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May 16, 2008, 03:39 AM // 03:39
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#17
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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quick question, why do you call it a "convince set"?
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May 16, 2008, 06:56 PM // 18:56
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#18
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by joshuarodger
quick question, why do you call it a "convince set"?
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your set names will end up being "Prot Staff", "40/40 set", Sheild Set", Oh Sh*t" set...
Prot Staff = 40%HCT protection spells/20%recharge all spells/20% enchanting staff
40/40 set = usually a 20% hct/20% recharge wand and focus (usually a healing set, but sometimes divine favor. Rarely a prot set)
Sheild Set = +5en/+30 martial weapon and +10vsX (slash, fire, blunt, piercing, etc...) shield w/ +30 health
Oh Sh*t = 15/-1 en recgarge wand and focus, usually in divine favor. (Usually screamed when under a lot of pressure and out of energy, meaning oh sh*t i better heal or were dead) also refered too occasionally as an emergency set
alternative set:
"Negative energy set" = 15/-5 en/+30 hp martial weapon w/ a -5en/+30 focus (thres a green one that work great for this) This set isn't used as much anymore as e-denial isn't that common, but I keep one in my char's bag in case I ever need one. If I am runnign an all prot build and don't need the 40/40 set, i will equip this set in its place.
Last edited by Yichi; May 16, 2008 at 07:00 PM // 19:00..
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May 16, 2008, 09:27 PM // 21:27
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#19
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Unbanned
Join Date: Jan 2008
Guild: Trinity of the Ascended [ToA] -- IGN: Swirly
Profession: Mo/
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Quote:
Originally Posted by Yichi
your set names will end up being "Prot Staff", "40/40 set", Sheild Set", Oh Sh*t" set...
Prot Staff = 40%HCT protection spells/20%recharge all spells/20% enchanting staff
40/40 set = usually a 20% hct/20% recharge wand and focus (usually a healing set, but sometimes divine favor. Rarely a prot set)
Sheild Set = +5en/+30 martial weapon and +10vsX (slash, fire, blunt, piercing, etc...) shield w/ +30 health
Oh Sh*t = 15/-1 en recgarge wand and focus, usually in divine favor. (Usually screamed when under a lot of pressure and out of energy, meaning oh sh*t i better heal or were dead) also refered too occasionally as an emergency set
alternative set:
"Negative energy set" = 15/-5 en/+30 hp martial weapon w/ a -5en/+30 focus (thres a green one that work great for this) This set isn't used as much anymore as e-denial isn't that common, but I keep one in my char's bag in case I ever need one. If I am runnign an all prot build and don't need the 40/40 set, i will equip this set in its place.
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haha that's what i call my high energy set also. i guess my question was why the word "convince". any significance there?
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May 16, 2008, 09:48 PM // 21:48
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#20
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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I guess they ment to say convenience set but spelled it wrong.
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