Jan 01, 2006, 03:54 AM // 03:54
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#1
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Academy Page
Join Date: Jul 2005
Guild: elite ranger force
Profession: W/Mo
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My Prot Boon monk/necro
Well I'm just getting used to this build for pve but im pretty good at pvp and shit with this build
Protection should be 10 with the protection helm and a superior rune for 14
Divine should be max 12 with a minor for 13
Blood magic 8 normal
Reversal of Fourtune
Gaurdian
Offering of Blood
Mend Aliment
Mend Condition
Smite hex or Remove hex depends on condition im going for
Divine Boon
Rebirth or any other ressecert skill
I like to bring mend condition becuase it heals 66 more life when i remove a condition from target other ally so it helps heal nad mend aliment just for me.
I use gaurdian when me or someother person is being attacked by melee or bows and stuff. Offering of blood is constanly it gives +14 energy so really it only gives u 9 since it takes 5 energy to cast. Just remember to cast gaurdain constanly cuz it helps the person taking hits survive longer and mend condition for a super heal.
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Jan 02, 2006, 05:41 AM // 05:41
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#2
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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DF should be 15 or 16 (sup + headpiece)
Blood should be 10.
Prot should be your leftover (with minor rune). That should give you better breakpoints. You don't need a high prot, as your healing power comes from DF. A high prot, in all cases but guardian (and mend, but higher DF heals more than higher Prot in this case) Prot increases length, and that shouldn't be a problem, really.
A monk should NOT be ressing in PvP (unless in TA/CA, and then as a last resort).
I run this, and it feels better:
Reversal of Fortune
Guardian
Offering of Blood*
Mend Ailment
Holy Veil -->run it but learn how to use this properly/Contemplation of Purity
Divine Spirit/Contemplation of Purity
Divine Boon
Prot Spirit
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Jan 02, 2006, 08:58 PM // 20:58
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#3
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Academy Page
Join Date: Jul 2005
Profession: Mo/A
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8 Blood is just fine in my opinion and yes you should bring Holy Veil instead of smite/remove hex.
Contemplation of purity it's just a waste paired with Offering of Blood.. you waste 10 energy just by using it and recasting Div. Boon.. CoP matches better with Mantra of Recall.
Don't bring resurrecting spells to Competition / Team Arenas 'cause them spells are just too slow, bring Resurrection signet instead and like Siliconwafer said, don't even bother with resurrection spells/signet in HoH/Guild matches.
The rest seems just fine
Last edited by Nicolas Elensar; Jan 02, 2006 at 09:02 PM // 21:02..
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Jan 02, 2006, 10:10 PM // 22:10
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#4
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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I agree with needing 16 divine, I run with 10 blood, 16 divine, 9 prot. Also don't forget protective spirit, and with the insanely fast recharge of mend ailment, you shouldn't be needing both that and condition.
also agree with holy veil instead of remove/smite hex.
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Jan 03, 2006, 12:58 AM // 00:58
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#5
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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Ahhh...forgot about the MoR+CoP/OoB thing. It's more of a personal choice, I think, because both sides have their own reasons of running it. CoP for me is very much a last ditch thing, if I'm overwhelmed with hexes/conditions-really, veil or something should be all you need for hex removal.
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Jan 03, 2006, 05:30 AM // 05:30
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#6
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Ascalonian Squire
Join Date: Dec 2005
Guild: The Shadow Spectres
Profession: R/Me
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If you suggest only 8 in blood, you might as well bring it down to 7 because 7 and 8 only return 14 energy.
I personally feel more comfortable with the 10 in blood
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Jan 05, 2006, 02:49 AM // 02:49
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#7
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Academy Page
Join Date: Jul 2005
Profession: Mo/A
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Meh it makes no difference .. the spare attribute points won't be enough to boost any other important attribute anyways
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Jan 08, 2006, 05:54 AM // 05:54
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#8
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Academy Page
Join Date: Jan 2006
Location: California
Profession: Mo/
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Contemplation makes sense if you're running draw conditions. You might want to think about running a hybrid instead of straight prot and divine favor. I like to run Heal Other and Kiss if I have another boon prot with me to coordinate skills (GvG).
Monk 1: Reversal, Kiss, Other, Mend Ail, OOB, Divine Intervention, Veil, Boon
9 Blood, 9 Heal, 6 Prot, 16 Divine
Monk 2: Reversal, Draw Conditions, Guardian, Prot Spirit, OOB, Contemplation, Convert Hexes Boon
10 Blood, 16 Divine, rest in Prot
The downside to this build is there's not much hex removal but with good skill this 2 monk backline is doable. For teams I'd lean more toward the hybrid
Last edited by Slooty Booty; Jan 08, 2006 at 05:59 AM // 05:59..
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Jan 08, 2006, 02:48 PM // 14:48
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#9
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Ascalonian Squire
Join Date: Dec 2005
Guild: The Shadow Spectres
Profession: R/Me
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For your monks what types of staves / wands do you use?
If I went for staff I think I would go 10% fast casting/ 10% recharge, +20% Enchantments last longer mod, +5 Energy mod
It's just hard as no staff has a 20% fast casting chance for protection skills.
However, I was looking and wands/focii and it is possible to get a 20% chance to fast cast/recharge.
If you got a wand that had 10% fast casting/ 10% recharge, and a focii that had 10% fast casting/10% recharge you'd have 20% fastcasting/recharge.
However is do you think the extra 10% is worth the enchantments last longer. I personally say no as it only adds a second to guardian and protective spirit.
What's your input?
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Jan 08, 2006, 10:03 PM // 22:03
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#10
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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You should have all your weapon slots full. I don't think fast cast or recharge will help a boon prot at all; you have plenty of spammable, quick-cast skills on your bar. I think the +20% longer enchantment always is better than the chance of getting faster recharges, or whatever. But it's a good idea to have necro cestas for the fast recharge on blood.
Oh, and don't forget, MoR doesn't work well with the longer enchanting mod.
For boon prot, I use this:
1. Staff: +5 armour, +20% longer enchants
2. PvP Holy Rod +15/-1; PvP Divine Symbol +5AL, +45H (while enchanted), or necro set that has +20/20 chance of fast recharge.
3. PvP Holy Rod +15/-1, PvP Divine Symbol +15/-1
4. Blank/negative energy slot.
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Jan 08, 2006, 11:14 PM // 23:14
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#11
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Ascalonian Squire
Join Date: Dec 2005
Guild: The Shadow Spectres
Profession: R/Me
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Forgive me for not really understanding but I am new to the monk scene :P
What is the purpose of negative energy slot? And why would you get a rod/cesta that does 20/20 for blood magic why not one staff that does that?
Finally, when would you use what set? What I am understanding from this is:
Set 1 when you are casting guardian/prot spirit/veil
Set 2 Whenever You need OoB
Set 3 When you are at 0 En (basically when everyone starts losing a lot of life and you are constantly healing)
Set 4 ???
Please, correct me if I am wrong
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Jan 09, 2006, 12:39 AM // 00:39
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#12
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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Quote:
Originally Posted by xDem0nic_Requi3mx
Forgive me for not really understanding but I am new to the monk scene :P
What is the purpose of negative energy slot? And why would you get a rod/cesta that does 20/20 for blood magic why not one staff that does that?
Finally, when would you use what set? What I am understanding from this is:
Set 1 when you are casting guardian/prot spirit/veil
Set 2 Whenever You need OoB
Set 3 When you are at 0 En (basically when everyone starts losing a lot of life and you are constantly healing)
Set 4 ???
Please, correct me if I am wrong
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negative energy slot: for removing malaise / wither if you encounter it.
rod/cesta can have 20 cast / 40 recharge on blood skills, meaning a 40% chance oob will recharge faster. which is SWEET.
Quote:
8 Blood is just fine in my opinion and yes you should bring Holy Veil instead of smite/remove hex.
Contemplation of purity it's just a waste paired with Offering of Blood.. you waste 10 energy just by using it and recasting Div. Boon.. CoP matches better with Mantra of Recall.
Don't bring resurrecting spells to Competition / Team Arenas 'cause them spells are just too slow, bring Resurrection signet instead and like Siliconwafer said, don't even bother with resurrection spells/signet in HoH/Guild matches.
The rest seems just fine
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I prefer OoB over MoR... because OoB is simpler to use. it's energy whenever you want it, not 20 seconds from now. Also, I find myself at 6-7 energy a lot in CA/TA and recasting MoR becomes a problem. (for example you die and you get rezed, you have about 9-10 energy... casting oob right then lets you immediately cast boon and still have about 10 energy to do all sorts of cool things.)
I think I just find offering much more reliable.
EDIT: just thought about this... mantra of recall can be interrupted easily by a good mesmer. offering can't.
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Jan 09, 2006, 01:46 AM // 01:46
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#13
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Lion's Arch Merchant
Join Date: Oct 2005
Location: Australia
Guild: Shameful Spirits
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Having negative energy slots prevents you from being shutdown by edrain and stuff like wither/malaise.
I'll just quote people, because I can't say it any better:
Quote:
Originally Posted by Ensign
Let's say that everything has failed, and you're down to zero energy - with your shield equipped. Your opponent can't do anything else to hurt your energy. But you can still cast - the instant before you want to cast a spell, swap in your +energy focus, kicking your current energy up to 10+. Cast your spell, then immediately unequip your focus again. This should drop you down into negative energy, where you're still regenerating energy but your opponent cannot touch it. Once you've regenerated a bit, you can swap your focus back in and blast away yet again. With just a +10 energy focus in reserve, your opponent can never prevent you from casting 10 energy spells, not matter how many Energy Drains and Ether Feasts they throw at you.
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Or an analogy:
Quote:
Originally Posted by Sarus
If you think of +energy items as batteries (the way ensign describe it) you can either keep the battery in your pocket where nobody can touch it, or you can go ahead and use the battery but expose it to being drained. The best strategy of course is to keep the batteries in your pocket until you need them at which point you whip them out and use them up before the other team can drain them.
Once you've used them up you stick them back in your pocket to recharge. This is essentially what focus swapping is. Thus getting back to your original question of always equipping a +10 focus. This is like always keeping your battery out and exposed for draining when in reality you want to keep it tucked away and safe.
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So you can essentially operate at ~75 energy with 4 pips of regen most of the time-with a large amount of that protected from e-drain-by swapping to larger energy pools provided by your foci-and then back to smaller energy pools with more pippage.
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Jan 12, 2006, 07:56 PM // 19:56
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#14
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Academy Page
Join Date: Oct 2005
Guild: N.A.P.
Profession: Me/
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Quote:
Originally Posted by remmeh
negative energy slot: for removing malaise / wither if you encounter it.
rod/cesta can have 20 cast / 40 recharge on blood skills, meaning a 40% chance oob will recharge faster. which is SWEET.
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actually, its not 40% ...
its two separate 20% calculation, which gives more something around 30%.
i don't feel like doing the math for you, but if you feel like arguing to this, please do that math first.
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Jan 12, 2006, 10:09 PM // 22:09
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#15
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Wilds Pathfinder
Join Date: Aug 2005
Location: Upstate
Profession: Me/
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Quote:
Originally Posted by projectnavi
actually, its not 40% ...
its two separate 20% calculation, which gives more something around 30%.
i don't feel like doing the math for you, but if you feel like arguing to this, please do that math first.
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Yup, It's around 32%, with a something like a 4% chance to get a double-recharge/cast.
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Jan 12, 2006, 10:28 PM // 22:28
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#16
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Siliconwafer
DF should be 15 or 16 (sup + headpiece)
Blood should be 10.
Prot should be your leftover (with minor rune). That should give you better breakpoints. You don't need a high prot, as your healing power comes from DF. A high prot, in all cases but guardian (and mend, but higher DF heals more than higher Prot in this case) Prot increases length, and that shouldn't be a problem, really.
A monk should NOT be ressing in PvP (unless in TA/CA, and then as a last resort).
I run this, and it feels better:
Reversal of Fortune
Guardian
Offering of Blood*
Mend Ailment
Holy Veil -->run it but learn how to use this properly/Contemplation of Purity
Divine Spirit/Contemplation of Purity
Divine Boon
Prot Spirit
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I actually only run minors on my Boon Prot, I find the extra durability helps a lot in arena when 90% of the time you are the target.
Monk/Necromancer
Blood Staff (+30/+30 Health)
+15 Energy Wand / 20% Blood Rechage Focus
+15 Energy Wand / +15 Energy Focus
-5 Energy Sword / -2 Energy Scroll
Divine Favor: 14 (12+2)
Protection Prayers: 9 (8+1)
Blood Magic: 10
- Reversal of Fortune (Protection Prayers)
- Protective Spirit (Protection Prayers)
- Guardian (Protection Prayers)
- Mend Ailment (Protection Prayers)
- Holy Veil (Monk other)
- Smite Hex (Smiting Prayers)
- Divine Boon (Divine Favor)
- Offering of Blood [Elite] (Blood Magic)
I generally build for GvG even if I plan to use the character in arena, which is why you wont find me using MoR. CoP isn't terrible, but I find a second hex removal works just fine, and it allows you to remove hexes from team mates a lot faster. If you precast Holy Veil you can remove 3 hexes in just over 2 seconds with Smite Hex aswell. Mend ailment can be spammed so conditions aren't usually a problem either.
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