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Old Nov 14, 2005, 11:16 PM // 23:16   #1
Frost Gate Guardian
 
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Default Great Alternate Monk If You're Tired Of Boon Protect

The earth skills of an elementalist are very nice indeed:

Obsidian Flesh
Kinetic Armor
Orison Of Healing
Healing Touch
Divine Spirit
Heal Other
Healing Breeze
Dwanya's Kiss

The only skills REQUIRED are Kinetic Armor and Obsidian Flesh with 10 Earth Magic and I use Earth Saff for casting speed on OF and recharge, but do have the 20% enchantment increase mod, you can edit the rest of the skills and attribute to your liking. Basically at beggining of match, cast Kinetic armor and every 8 second cast a 5 energy spell to keep it up whole game. When the enemy is approaching you, throw up obsidian flesh and just sit there, you will have 140 armor and cant be targeted by spells, the only downside to this build is the period when Obsidian Flesh is off and recharging (I use Earth Staff just incase I get into a sticky stiuation with casters). Divine Spirit is great because you can spike heal with Heal Other for only 5 energy
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Old Nov 14, 2005, 11:40 PM // 23:40   #2
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To be quite honest, I don't read many of the builds that are posted on these forums, mainyl because I enjoy creating builds myself : ) But this one, nice and to the point with the description. Though I doubt I will try this, I like the idea behind it : )
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Old Nov 14, 2005, 11:42 PM // 23:42   #3
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Your monk would be unable to keep anyone alive but himself, and even then only has long as he had energy, which wouldn't be very long.

Divine spirit can't be used enough to keep your energy up.

Last edited by Morganas; Nov 14, 2005 at 11:45 PM // 23:45..
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Old Nov 14, 2005, 11:57 PM // 23:57   #4
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You can spike heal other with divine spirt for 15 seconds IF your ally is taking major damage (dont just use divine right away), then continue to heal with 5 energy cost spells, if you spam it to heal then ya say goodbye to energy so you have to pace yourself unless your teammate has no form of heal and is getting spiked to hell(which occassionaly happens when youre in a noob group), only problem is boon protect heals + protect which cant be beaten, its fun to watch warriors hit 4s on you occassionally dealing their adrenaline attacks for +X damage which isnt bad, kind of like being wanded lol
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Old Nov 15, 2005, 12:08 AM // 00:08   #5
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The energy required and lack of energy management = standard build with lack of playtime. It's a theory build that will fail.
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Old Nov 15, 2005, 12:11 AM // 00:11   #6
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Actually I play it all the time
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Old Nov 15, 2005, 12:16 AM // 00:16   #7
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Heal Other is not a spike heal. The only heal that can be considered remotely spike is Infuse Health, but that leaves you in a precarious position.

Divine Spirit only helps with mana regen if you spam spells that originally cost 5e. I personally think it's useless without Glyph of Renewal, but meh.

The build is fairly solid and should work very well for CA, but expect those Enchantments to be stripped right away and to be dealt damage you can't keep up with in any higher PvP.
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Old Nov 15, 2005, 12:34 AM // 00:34   #8
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Yeah it's probably good for faction farming in CA, but it'll still lose to any team with an iota of intelligence, unless you're the only monk on a team of 3 warriors or rangers who bring defensive stances. Even then, there are few organized teams who travel without rend, sometimes at zero attributes, and furthermore you rely on your damage taking armor into account. I'm pretty sure you'd eventually lose to even one blood nec with offering due to a lack of energy.
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Old Nov 15, 2005, 01:11 AM // 01:11   #9
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Quote:
Originally Posted by Morganas
Yeah it's probably good for faction farming in CA, but it'll still lose to any team with an iota of intelligence, unless you're the only monk on a team of 3 warriors or rangers who bring defensive stances. Even then, there are few organized teams who travel without rend, sometimes at zero attributes, and furthermore you rely on your damage taking armor into account. I'm pretty sure you'd eventually lose to even one blood nec with offering due to a lack of energy.
IF you are still talking about CA losing against a team with any iota of intelligence your wrong, this is like my Earth Elementalist thread when everyone said oh no good you will have no energy due to exhuastion yet I kept saying at the end of the match I still had a little above half mana and I spam those spells, same goes for here I see no energy problems AT ALL when I play this build
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Old Nov 15, 2005, 01:11 AM // 01:11   #10
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Yeah, that build's going to find itself out of energy in a bad, bad way. Oflesh is good in theory, but it locks you into a secondary (ele) with no nonelite energy management. You might be able to swing something with balth's spirit, bonds, and blessed signet, but then the Arena Savage Shot FOTMers will eat you alive.
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Old Nov 15, 2005, 01:12 AM // 01:12   #11
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Quote:
Originally Posted by Entropius
Yeah, that build's going to find itself out of energy in a bad, bad way. Oflesh is good in theory, but it locks you into a secondary (ele) with no nonelite energy management. You might be able to swing something with balth's spirit, bonds, and blessed signet, but then the Arena Savage Shot FOTMers will eat you alive.
Like I said in above post, I have no energy problems at all and yes I do admit interrupters put up a challenge that is always fun to play against
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Old Nov 15, 2005, 03:32 AM // 03:32   #12
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It's certainly alternate -- whether it's as good as the Boon Prot is debateable....

It can't remove conditions at all and the same goes for hexes ( even Holy Veil takes 1 off every 10 secs, which is better than nothing )

With the way your using Obsidian Flesh and Kinetic Armor it'll be interesting to see your attribute point distribution. Too little in Earth and Obsidian Flesh is down more than it's up -- hence pointless. Too much and your healing can simply be overpowered. 50% slower isn't a great perk either...

Missing a way to regain energy too.


The Boon Prot still wins it:

16 Divine
10 Prot
9 Blood

Divine Boon
Mend Ailment
Reversal of Fortune
Guardian
Signet of devotion
Holy Veil
Offering of Blood
Skill of Choice

Last edited by Man With No Name; Nov 15, 2005 at 03:47 AM // 03:47..
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Old Nov 15, 2005, 03:47 AM // 03:47   #13
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Hehe where would the fun be if I told everyone what my personal settings are , I just give you the skills and some hints and you decide the rest and honestly I can't think of an efficient monk build besides boon protect and this (I don't mean to toot my own horn just my opinion =O) that has staying power and heals
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Old Nov 15, 2005, 07:46 PM // 19:46   #14
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Quote:
Originally Posted by Man With No Name

The Boon Prot still wins it:

16 Divine
10 Prot
9 Blood

Divine Boon
Mend Ailment
Reversal of Fortune
Guardian
Signet of devotion
Holy Veil
Offering of Blood
Skill of Choice
Contemplation of Purity > Holy Veil. You can't get a Holy Veil off when you have Migraine + Mesmer or Ranger interrupt. Removing hexes AND conditions and healing yourself = very good stuff.
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Old Nov 15, 2005, 07:52 PM // 19:52   #15
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Boon Prot and Life Bond builds own this build for CA...you have no energy management at all. I know you keep saying that you have plenty of energy but that doesn't change the fact that anyone who has played an effective monk build will know that this build lacks energy management. It's a good theory build...but like someone said it will fail.
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Old Nov 15, 2005, 08:07 PM // 20:07   #16
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Quote:
Originally Posted by Vexed Arcanist
Contemplation of Purity > Holy Veil. You can't get a Holy Veil off when you have Migraine + Mesmer or Ranger interrupt. Removing hexes AND conditions and healing yourself = very good stuff.
Why would I have Migrane on me :?

You place Holy Veil on yourself at the very start of the fight and then drop it off when something nasty lands ( which it will ). CoP only helps in removing hexes and conditions from yourself.

Holy Veil can take hexes off teammates and yourself -- there is more than 1 person playing on the team -- I need to keep them functioning too -- so I favour Holy Veil with Mend Ailment.


Worst case scenario:

Your Warrior has 50% slower attack speed, your ranger is blinded and your Necro has a Backfire on him -- it's OK though -- I can take off Hexes and Conditions from myself only :P


Run CoP in CA if you must. In TA I'd rather bring someone with an additional hex removal spell -- like Inspired Hex / Convert Hexes -- for when the going gets tough...

Also Holy Veil is a 1 second cast.

Last edited by Man With No Name; Nov 15, 2005 at 08:26 PM // 20:26..
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Old Nov 15, 2005, 08:58 PM // 20:58   #17
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Quote:
Originally Posted by Man With No Name
Why would I have Migrane on me :?

You place Holy Veil on yourself at the very start of the fight and then drop it off when something nasty lands ( which it will ). CoP only helps in removing hexes and conditions from yourself.

Holy Veil can take hexes off teammates and yourself -- there is more than 1 person playing on the team -- I need to keep them functioning too -- so I favour Holy Veil with Mend Ailment.


Worst case scenario:

Your Warrior has 50% slower attack speed, your ranger is blinded and your Necro has a Backfire on him -- it's OK though -- I can take off Hexes and Conditions from myself only :P


Run CoP in CA if you must. In TA I'd rather bring someone with an additional hex removal spell -- like Inspired Hex / Convert Hexes -- for when the going gets tough...

Also Holy Veil is a 1 second cast.
veil drains yet more energy from a monk whose tipping point is pacing and energy management. veil is shatterable and does not heal when you pull it off.

I am totally convinced that cop is totally superior. CoP's 1/4s cast time is 4x better than veil. CoP heals you for at least 85 if not 170 or more. CoP does not eat away your energy like veil does. it canot be shattered or drained, it cant be interupted (unless they are very lucky) and it does need to be active beforehand. Oh, and it can get rid of conditions too.

The only fault with cop is that it is self-applicable only. However, that is acceptable as long as you accept and understand that it is not the monk's job to keep the offensive gears moving. Monks are already matched agaisnt 3 if not 4 enemies, their entire focus should be on one thing, keeping the team alive. he should not jepoardize the survival of the team to keep defensive hees/conditions off of people. CoP plainly gives the monk the best chance to keep himself (and therefore the team, alive) If they do not attack you, cop is moot but you should be able to keep allies alive just as well since you have 120+ hp heals per spell.

Just to repeat, it is not the monk's job to keep the offensive gears moving in team arenas. His primary (and pretty much only) job is to keep the team alive Assuming a 3 offense 1 monk team, the 3 offensive players are responsible for

1) Dealing enough damage to kill enemies
2) Hindering the enemy team's ability to deal damage (could be interupt, defensive conditions, hexes, etc)
3) Counter the enemy's methods of #2 to keep their offensive machine moving.
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Old Nov 15, 2005, 09:16 PM // 21:16   #18
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Quote:
Originally Posted by GWGuru
Boon Prot and Life Bond builds own this build for CA...you have no energy management at all. I know you keep saying that you have plenty of energy but that doesn't change the fact that anyone who has played an effective monk build will know that this build lacks energy management. It's a good theory build...but like someone said it will fail.
That made no sense at all, you agree with me that I dont have an energy problem and I do win often, yet you say its a theory that will fail. How hard is it to understand when I say I have no energy problems AND can heal my team efficiently? What brings up the energy issue is when you are being pounded on and healing yourself like crazy to save your ass, but this build lets you get pounded it on and not take any damage besides degen pips which arent a big deal, so I geuss people get misleaded by the healing people at a "pace", its called being smart not healing someone for 100+ health when he only needs 90 or so and healing them only when they really need it like an ally caster just standing there no one attacking, you let the pips heal him instead of wasting energy healling him

Last edited by Tainted Poon; Nov 15, 2005 at 09:20 PM // 21:20..
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Old Nov 15, 2005, 09:34 PM // 21:34   #19
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Quote:
Originally Posted by Tainted Poon
That made no sense at all, you agree with me that I dont have an energy problem and I do win often, yet you say its a theory that will fail. How hard is it to understand when I say I have no energy problems AND can heal my team efficiently? What brings up the energy issue is when you are being pounded on and healing yourself like crazy to save your ass, but this build lets you get pounded it on and not take any damage besides degen pips which arent a big deal, so I geuss people get misleaded by the healing people at a "pace", its called being smart not healing someone for 100+ health when he only needs 90 or so and healing them only when they really need it like an ally caster just standing there no one attacking, you let the pips heal him instead of wasting energy healling him
I wasn't agreeing with you. I was saying that regardless of the fact that you claim you don't have energy problems...you are wrong. This build is going to cause anyone who finds themselves coupled in a team with more than 1 other caster in serious serious trouble as far as energy is concerned. It's a decent build...it'd work great in PvE. It'd work ok in CA...but it will ultimately fail.
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