Aug 18, 2005, 01:27 PM // 13:27
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#2
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Frost Gate Guardian
Join Date: May 2005
Location: London, Ont
Profession: Mo/Me
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Ok the is a good start but u should change your second prof to mes. And put a sup protection on. u need all the minors and a divine helm.
Isp: 11
Protection:10+ sup =13
divine: 10 + minor + helm=12
1. Divine boon
2. Reversal of Fortune
3. Protective Spirit
4. Sheild Of regen.
5. Remove hex
6. Mend Condition
7. Aegis
8. Rez
try that and see if u like it! If u have any other questions about it u can just ask me
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Aug 18, 2005, 01:43 PM // 13:43
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#3
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Desert Nomad
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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Frankly, both of those builds would get ripped to shreds, want to know why?
1) Divine boon? Nature's Renewal.
2) Reversal of Fortune? doesn't hold up against ranger spam.
3) Protective Spirit? Zealot's Fire, Dual Shot, Ignite Arrow, Balthazar's Aura all do less than 10% of your health a pop, but it hits a million times a second, and how many times do you see that in tombs? Oh, try EVERY single fight.
4) Shield of Regeneration? 15 energy, short duration, long recast, not worth it.
5) Remove Hex? Hexes that last the 4 seconds it takes for you to notice a hex, determine what it is, judge whether it's worth removing or not, and take 2 seconds to remove it is the failure of a NR spammer.
6) Mend Condition? Worse than Mend Ailment.
7) Aegis? This is the only 15 energy prot spell worth its weight in gold.
8) Rez? Primary monk carrying rez? This is why you pug groups get torn up in halls.
9) both of them have absolutely NO means of energy management or denial recovery. You choose /Me and get no mesmer spells? What did that accomplish, other than make yourself a bigger, and much easier target?
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Aug 18, 2005, 01:53 PM // 13:53
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#4
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Krytan Explorer
Join Date: May 2005
Profession: E/Me
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Can you give some examlpes for my feeble brain of denial recovery for a monk? What about some E management abilities (not counting Blessed Signet since we are talking about a build with little to no maintained enchants)
Thank you in advance for helping this poor soul.
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Aug 18, 2005, 02:07 PM // 14:07
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#5
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Desert Nomad
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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2 signets.
1) Signet of Devotion, healing you can do even you just got energy drained, healing that takes 2 seconds, 2 seconds in which you find the little shrimp that just Edrained you, likely an enemy mo/me near you.
2) Signet of Humility. Under QZ, you can permanently shut down the Edrain of an enemy mo/me that got on your pants with that EDrain. Normally, they only carry edrain as an anytime energy management spell. Keep that squirt in view at all times, call him as a priority target. Continue healing in peace, pop humility every 13 seconds or until he's dead.
Now, why can I be so sure it's a Mo/Me that just drained you? Simple; Mo/Me's with energy drain is the current metagame. Additionally, Me/X's that energy drain are immediately a top priority, getting shut down and murdered, making energy drain the last thing on his mind, the first being self preservation.
As for energy management for a monk, energy drain. Unlike Mr. Corpse in my example, you don't drain other monks, as tempting as it can be. Drain nearby nature rituals. Additionally, bring signet of devotion. A signet that heals that you can use in downtime, or when you don't need to pop any high power healing. It's risky, but at the same time, once its appropriate circumstances become second nature, you'll come to believe in it.
Additionally, get a good team that doesn't JUST play a game of "chase the monk". That's the best energy management tool in the world.
Last edited by Asplode; Aug 18, 2005 at 02:11 PM // 14:11..
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Aug 18, 2005, 02:19 PM // 14:19
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#6
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Krytan Explorer
Join Date: Jul 2005
Location: Illinois
Guild: None
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Um...
1.) Nature's Renewal doubles Divine Boon's cast time to 1/2 a second. And generally it might come down every 30 seconds...its very easy to maintain.
2.) Not every team is a Ranger Team. Reversal is easily one of the best spells in the game, lifesaver against air spikes, warrior criticals, etc. Every Prot takes this.
3.) *Every fight* is a gross, gross, exaggeration. There are plenty of teams which also run heavy-damage warriors along with their smiting, and Protective is very good here. Not to mention if you don't have this or Fertile you lose against air spike, its pretty simple. Great skill to have.
4.) Shield of Regen is just overall bad.
5.) Remove Hex is normally good, but with hexes so rare in a NR environment, Inspired Hex is a much better choice, its faster, and free energy.
6.) Ailment is indeed much better than condition.
7.) Aegis is very good.
8.) Monks don't need res, you're right.
Toad, I'm really just confused why you have 11 in inspiration when you have no skills from that line...
To the original poster, I heavily recommend all minor runes, the extra protection isn't worth -75 health.
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Aug 18, 2005, 02:21 PM // 14:21
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#7
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Desert Nomad
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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I'm gonna make a stab here and guess by "remove hex" he meant "inspired hex" because that's the only one that makes sense, and right now I'm going to tell you again that dropping 11 points in inspiration for 1 skill is not wise.
White Designs, have you played HoH recently? Obviously not, if you don't believe my claim that you'll see Ignite Arrows, Zealot's Fire, and Balthazar's aura in every single game you play.
-Edit-
COMPLETELY off topic, but why are the automatically generated, "targetted" ads for this thread trying to sell me glow sticks?
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Aug 18, 2005, 02:38 PM // 14:38
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#8
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Krytan Explorer
Join Date: Jul 2005
Location: Illinois
Guild: None
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Toad, it'd recommend you put inspiration at 6 if you were using Inspired Hex. 12/11/6 is a nice distribution.
Well, I haven't played tombs in a few days, but I don't think Hall changed *that* much since I took a break, though if I am wrong, go ahead and say so. My point is that smiting is best when done with warriors, hence the popular 2 Warrior/2 Smiter offense, and warriors will do more than 10% with their criticals. When I say that those skills aren't that common, I mean that you might see them in the hall everytime, but that's not going to be the only damage you see out there. Surely there will be lots of more 'conventional' damage sources, as Protective is just so extremely good against those.
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Aug 18, 2005, 02:43 PM // 14:43
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#9
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Desert Nomad
Join Date: May 2005
Location: Chicago, IL
Guild: Rebel Rising [rawr]
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I'm not saying warriors WONT do more than 10% with a crit, and they do crit often, but...
How often is that 10%-whateverdmgtheydo discrepency worth dropping 13 energy on a protective spell that'll only protect against that skill worth it? Especially when it's going to take 1.5s to cast, and only last a few seconds because your ranger's dropping a nature's renewal because the smite the warrior's anchoring is more threatening than the dmg above 10% he's doing with critical?
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Aug 18, 2005, 03:42 PM // 15:42
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#10
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Krytan Explorer
Join Date: May 2005
Profession: E/Me
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Quote:
Originally Posted by Asplode
2 signets.
1) Signet of Devotion, healing you can do even you just got energy drained, healing that takes 2 seconds, 2 seconds in which you find the little shrimp that just Edrained you, likely an enemy mo/me near you.
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Oh yeah I use that alot. Fun stuff when I am out of E.
Quote:
2) Signet of Humility. Under QZ, you can permanently shut down the Edrain of an enemy mo/me that got on your pants with that EDrain. Normally, they only carry edrain as an anytime energy management spell. Keep that squirt in view at all times, call him as a priority target. Continue healing in peace, pop humility every 13 seconds or until he's dead.
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Oh you are speaking specifically of the elite Energy Drain. What if they are using some non-elite?
Quote:
As for energy management for a monk, energy drain. Unlike Mr. Corpse in my example, you don't drain other monks, as tempting as it can be. Drain nearby nature rituals. Additionally, bring signet of devotion. A signet that heals that you can use in downtime, or when you don't need to pop any high power healing. It's risky, but at the same time, once its appropriate circumstances become second nature, you'll come to believe in it.
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lol fight e drain with e drain. And I did not realize you could drain a spirit. Neato.
anyway thanks for the tips. Much appreciated.
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Aug 18, 2005, 04:32 PM // 16:32
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#11
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Alot of prot skills get screwed over by the current FotM, spirits. Prots still work (indeed, they are vital) but they really have to lean on their best skills, they can tbe taking fluffy or fancy things.
Aegis. Protective Spirit. Reversal of Fortune. Those 3 spells form the basis of any prot build. Not taking them is practically sacrilege. Those are the spells you need, whoch gives you 5 slots to figure out what other things you want...
1) Divine Boon? Maybe. It makes it so you can almost double a a heal monk, but it really cuts into your energy. Usually youll have 3 monks, so your on target healing isnt as important as you saving energy for your big spells.
2) Condition Removal. Seeing as how prot monks are really the only ones qualified to do this, you might as well take this. Martyr will definately solve the problem but costs you your elite. usually mend condition will do.
3) Energy Management. Take a Signet of Devotion so you can contribute to healing without jepoardizing your energy. If you still have your elite, you might as well take energy drain or offering of blood too.
4) Misc stuff. You may want to take some hex removal (inspired H, smite H, etc) If you have room maybe a res sig. w/e
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Aug 18, 2005, 04:36 PM // 16:36
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#12
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by Asplode
Drain nearby nature rituals.
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What what???!?!?!?!?? is that possible??
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Aug 18, 2005, 05:03 PM // 17:03
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#13
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Krytan Explorer
Join Date: Jul 2005
Location: Illinois
Guild: None
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Yeah, you can drain spirits for reliable energy. Another reliable source is a Ghostly Hero. That doesn't mean always do it though, anytime you can drain an enemy monk or any enemy its a nice offensive side effect.
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Aug 18, 2005, 07:05 PM // 19:05
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#14
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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But risky since they may be low on energy too.
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Aug 18, 2005, 07:47 PM // 19:47
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#15
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Krytan Explorer
Join Date: Jul 2005
Location: Illinois
Guild: None
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Yeah, your choice
Energy Drain is one of my favorites, so I use it alot. What I usually do is drain the monk at the beginning, even if I have full energy. This puts a dent in their energy instantly and I find that by the time I run out, Drain is recharged, then I use my judgement on whether offense or defense is most needed at that time.
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Aug 18, 2005, 08:47 PM // 20:47
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#16
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Or put aegis up first thing and then drain to get your energy back. Might as well put that ~12 energy to use.
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Aug 19, 2005, 01:01 PM // 13:01
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#17
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Academy Page
Join Date: Jul 2005
Guild: LF top 100 guild
Profession: E/Me
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Taking prot spirit when your team is spamming fertile(can you say "oath shot"), isnt that smart. With fertile, you get 800+hp. So prot spirit reduces max dmg down to 80dmg? Wow big deal. Prot builds can differ a lot depending on your team build. There is a pretty big discussion here about prot builds.
http://www.guildwarsguru.com/forum/s...t=44702&page=1
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