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Old Nov 21, 2005, 11:20 PM // 23:20   #1
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Default Divine Protector, v1

I just recently made my monk.

On forehand, I tought up what skills I was going to use.

It works AWESOME, absolutely, awesome.

So here it is; I think it hasnt been posted yet, nor have I seen anyone use this yet either

Divine Protector

Reversal of Fortune - Enchantment Spell
For 8 seconds, the next time, the next time target ally would take damage, that ally gains that amount of health instead, maximum 15-67

Guardian - Enchantment Spell
For 5 seconds, Guardian has a 20-44% chance to "Block" attacks.

------------------------------------------
Aegis - Enchantment Spell
For 5-10 seconds, all party members have a 50% chance to block attacks

OR

Shielding Hands - Enchantment Spell
For 10 seconds, damage recieved by target ally is reduced by 3-15
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Mend Condition - Spell
Remove one "Condition" (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. That ally is healed for 5-57 points.

OR

Remove Hex - Spell
Remove a "Hex" from target ally.
---------------------------------------------

Signet of Devotion - Signet
Heal target ally for 14-83 points.

Divine Boon - Enchantment Spell
While you maintain this "Enchantment", whenever you cast a Monk spell on an ally, that ally is healed for 25-61 points, and you lose 2 Energy.

Peace and Harmony {Elite} - Enchantment Spell
For 30-78 seconds, target ally gains +1 Energy regeneration. Peace and Harmony ends if that ally attacks or casts a spell that does not target an ally.

Rebirth - Spell
Resurrect target party member. Target party member is returned to life with 25% health and zero energy, and is teleported to your current location. All of target's skills are disabled for 10-4 seconds. This spell consumes all of your remaining energy.

12+1+3 Divine Favor
12+1 Protection Prayers

Peace and Harmony + Divine Boon + 16 Divine Favor means that you can heal for a lot, without actualy using a healing skill, instead, you can protect your party against futher damage. Divine Favor adds 48 life each spell, and Divine Boon adds 76 life, so each spell, wether it is a heal or not, heals for 128 (!!!) life, wether you are removing a hex, or protecting your allies

You can keep up divine boon constantly with peace and harmony and even keep an allied monk high on energy aswell. Increasing the amount of healing in your party even futher. The duration of Peace and Harmony is 94 seconds, meaning that 2 people in your party will constantly have 1 extra regeneration pip.

So basicly, you're a 4 pip protector, with massive healing, combining the best of both worlds. For PvP, bring Aegis, as you're not using one tank like in PvE, for PvE shielding hands can easily keep your tank alive 19 reduced damage... thats like stacking 4 superior absorption runes. Combine with Guardian for block against enemies with physical attacks, and Reversal of Fortune for enemies with spells.

Well, thats my build, please try it out before critising it too much

Ñaz

Last edited by Nessaja; Nov 21, 2005 at 11:25 PM // 23:25..
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Old Nov 21, 2005, 11:43 PM // 23:43   #2
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/sigh Just a clarification for people: When a build runs Divine Boon, you add "Boon" as a prefix, not "Divine." So, the proper term for this build would be a "Boon Protector." And yes, Boon Prot has been done before, although I must admit, I was very pleased when I first figured it out myself.

For PvP, I would definitely get rid of Rebirth for Res Sig [for CA] or another spell [Tombs/GvG].

Please note that both Divine Boon and Aegis cancel Peace and Harmony, which is the reason I would strongly suggest another energy management spell for you. You'll probably have to go 12/10/8 with your Attributes, but I've always found running Boon with P&H risky.
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Old Nov 22, 2005, 12:34 AM // 00:34   #3
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Furthermore, P&H is a terrible elite. There are plenty of mesmer non-elite spells that end up giving you 1 pip of energy or more, and offering of blood can give you about 3 pips.

Due to the diminishing returns from bumping up your divine/prot to such high levels (i.e. costs a lot to get it from 11 to 12), there really isn't much reason not to take some attribute points away from divine/prot, put them in blood, and get energy management 3 times as good as your current one.

So in general, stay away from peace&harmony.
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Old Nov 22, 2005, 12:37 AM // 00:37   #4
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P&H isn't tooo bad if your using it with another monk
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Old Nov 22, 2005, 05:43 AM // 05:43   #5
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Well, if you are gonna be running more than one Divine Boon, id suggest Blessed Signet for energy management instead of Peace and Harmony. Then try and make room for a different elite...

my 2 cents.
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Old Nov 22, 2005, 06:55 AM // 06:55   #6
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Quote:
Originally Posted by Batou of Nine
Well, if you are gonna be running more than one Divine Boon, id suggest Blessed Signet for energy management instead of Peace and Harmony. Then try and make room for a different elite...

my 2 cents.
How is it possible to run more than one Divine Boon? It's a self-cast only enchantment. Offering of blood is far superior to Blessed Signet in a non-bonding situation such as this.
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Old Nov 22, 2005, 07:36 AM // 07:36   #7
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I'm just going to copy my post from the other thread into here, it pretty much covers what your on about:

Quote:
For energy management; since the nerf to Energy Drain, Offering of Blood is now the single most powerfull for of energy management on the market. I really wouldn't consider running anything else, unless you really wanted that elite slot.

As such, I would agree to some extent with THIS build:

Quote:
Originally Posted by Jasso
Blood - 10
Prot - 14 (10+4)
DF - 13 (11+2)

RoF
Guardian
Shielding Hands
Mend Ailment
Prot Spirit
Boon
OoB {E}
Contemplation of Purity

This is what i use in 4vs4. Quite effective.
A big fan of boon prots myself. I have been running monks exclusively in PvP for 3 months pretty much, and have yet to come across a build that is quite as versatile, once you get used to it.

However, in reference to your build: A Boon Prot is much more effective at 15 Divine, 9 Prot, 10 Blood. There are no prot skills that benefit hugely from any more than that, and the divine boost makes you a LOT more efficient. If you are going to suffer -1 regen, you may aswell use boon to the best of its ability.

Prot Spirit is a bit of a waste in 4v4 imo, you don't tend to see that much heavy spike. Nothing that you couldn't easily save with a ninja reversal anyway. Instead I would consider throwing in Holy Veil for hex removal.
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Old Nov 22, 2005, 07:51 AM // 07:51   #8
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I'm with JR on this one, although I'm still using Res Signet instead of Shielding Hands. I should try switching that out sometime.

I don't like having no hex removal other than CoP. It's a bit unwieldy and expensive (when you count having to recast Boon) to use all the time. I prefer to save it for when I want to remove several hexes/conditions at once, or for hexes like Backfire, Migraine, or Shame that get in the way of their own removal. Plus, with no way to de-hex my teammates, I have to either convince one of them to take a hex remover, or just suck it down when a warrior gets Pacified or something. I hate that.
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Old Nov 22, 2005, 08:36 AM // 08:36   #9
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I see, thanks for the comments all.

Quote:
Furthermore, P&H is a terrible elite. There are plenty of mesmer non-elite spells that end up giving you 1 pip of energy or more, and offering of blood can give you about 3 pips.
I don't think P&H is terrible at all to be honest. Offering of blood can get you 2 pips @ 8 blood (not 3 pips) 10 energy (15-5) every 15 seconds ->0.666 energy/second -> 2pips. The same you can aquire with P&H when you have it running on two monks. Also, it has to be instantly recast when it's up to aquire this.

Futhermore, in a timespan of 60 seconds you lose 40% (about 180 HP) of your health with OoB, I really do think that that can make the difference, in big battles.

'However though, I've seen the light when it comes to energy management, as OoB does give you a whole lot more energy., but only when used 24/7, and at a cost. When two monks in your party use it the amount of healing needed over 60 seconds to recover can be used on your allies just as easily.

I think I'll bring Protective Spirit instead of Signet of Devotion, so for I find signet quite terrible, I never really do run out of energy. But I suppose it will be a different story in pvp. I could bring Healing Touch for the self heal, which will heal for about 176, quite nice.

Thanks for the suggestions
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Old Nov 22, 2005, 08:55 AM // 08:55   #10
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You tend not to run OoB at 8, you run it at 10. The gain from those extra 2 points makes it much more efficient, compared to the downgrade of Prot, which doesn't make much of a difference. Also, P&H can he shattered or stripped, and probobly will be regularly.

As far as sacraficing goes, it really makes no difference. I use OoB even when I have a warrior on me.

Also as far as self heal goes, booned RoF does the job just fine. Its the same cost as heal touch, in an attribute line you are using anyway, and has a much faster cast and recharge time.
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Old Nov 22, 2005, 09:23 AM // 09:23   #11
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MY fav prot setup is a monk support prot

basic bonding build....

life bonds,balthzars spirit and blessed sigit and the bonus

succor,and peace and harmoney on the healer= easy healing for them and aegis+arcane echo and some more prot skills.......
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