Sep 01, 2005, 07:43 PM // 19:43
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#1
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Free monk build for 4v4 arenas-Boon/Prot
1. Reversal of Fortune
2. Guardian
3. Mend Ailment
4. Energy Drain {E}
5. Drain Enchant
6. Inspired Hex
7. Hex Breaker (For when you're near a pesky Me or N)
8. Divine Boon
12 Prot -10+1+1
14 Divine-11+3
10 Inspiration-E Drain=16 Drain Enchant=18 Inspired Hex=11
1 Domination-Why not?
I see too many monks that will run...bad..skills. Anyway a guildie showed me this build and it has always worked for me, unless there was no one to drain ~_~. Have fun with this build.
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Sep 01, 2005, 07:51 PM // 19:51
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#2
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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I don't like it, you only have 2 Protection skills (3 if you count Mend), for a Prot monk. Protective Spirit and maybe Shielding Hands would be nice.
Hex Breaker, post-nerf, I don't like with low Domination. The point of it is to have it up all the time, which isn't cost efficient with the low duration.
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Sep 01, 2005, 07:52 PM // 19:52
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#3
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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I know it was nerfed. It lasts 20 secondish with 1 domination. It helps when a necro/mesmer is present (in your bubble). Sheilding hands my be a nice addition because this build only REALLY gets raped if they have 2 warriors and a smiter. So yes, you might want to drop hex breaker for sheilding hands.
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Sep 01, 2005, 08:16 PM // 20:16
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#4
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Hex breaker is still good with low domination. You should be able to squeeze it up to 2. For arena that build will work very well :| . Only change I'd make is pump divine to 16.
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Sep 01, 2005, 08:58 PM // 20:58
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#5
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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Gotta have Protective Spirit in there to combat the spikers.
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Sep 01, 2005, 09:52 PM // 21:52
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#6
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Frost Gate Guardian
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Prot spirit doesn't stop spikers - you need a good mesmer to stop spikers.
I would personally find some way to fit shielding hands in there, but it would work well as is.
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Sep 01, 2005, 10:22 PM // 22:22
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#7
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Desert Nomad
Join Date: Mar 2005
Location: UK
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no, prot spirit stops spikers. its the whole point. that and rof, and your laughing if you apply at the right time.
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Sep 02, 2005, 12:03 AM // 00:03
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#8
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Quote:
Originally Posted by cookiehoarder
1. Reversal of Fortune
2. Guardian
3. Mend Ailment
4. Energy Drain {E}
5. Drain Enchant
6. Inspired Hex
7. Hex Breaker (For when you're near a pesky Me or N)
8. Divine Boon
12 Prot -10+1+1
14 Divine-11+3
10 Inspiration-E Drain=16 Drain Enchant=18 Inspired Hex=11
1 Domination-Why not?
I see too many monks that will run...bad..skills. Anyway a guildie showed me this build and it has always worked for me, unless there was no one to drain ~_~. Have fun with this build.
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Take out drain enchant and bring Aegis, Take out Guardian and bring Reversal of Fortune (cheap and spammable). Keep Energy Drain, Hex Breaker and Inspired Hex
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Sep 02, 2005, 12:18 AM // 00:18
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#9
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Krytan Explorer
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Quote:
Originally Posted by Zhou Feng
Take out drain enchant and bring Aegis
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Remember this is for arena.
Quote:
Take out Guardian and bring Reversal of Fortune (cheap and spammable).
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He already has it as skill 1...
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Sep 02, 2005, 01:11 AM // 01:11
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#10
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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Quote:
Originally Posted by cookiehoarder
12 Prot -10+1+1
14 Divine-11+3
10 Inspiration-E Drain=16 Drain Enchant=18 Inspired Hex=11
1 Domination-Why not?
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You should use a +1 Divine hat, not a +1 Prot hat... you're then getting more value for your money (so to speak).
Prot 10+1
Divine 11+3+1
Inspiration 10
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Sep 02, 2005, 01:19 AM // 01:19
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#11
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by Zhou Feng
Take out drain enchant and bring Aegis, Take out Guardian and bring Reversal of Fortune (cheap and spammable). Keep Energy Drain, Hex Breaker and Inspired Hex
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He has reversal already, and bringing aegis when you're running a prot booner isn't the smartest of things. You want low cost spammable skills like guardian, rof, and mend ailment, which he has.
Also, from my experience you really don't need protective spirit for arena.
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Sep 02, 2005, 01:52 AM // 01:52
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#12
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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Quote:
Originally Posted by Eonwe
Also, from my experience you really don't need protective spirit for arena.
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Yesterday I ran an air/earth ele that was doing about 270 dmg in 4 seconds...
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Sep 02, 2005, 02:28 AM // 02:28
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#13
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Hehe, that's really nothing to brag about :| .
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Sep 02, 2005, 02:34 AM // 02:34
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#14
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Wilds Pathfinder
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The only reason you'd need prot spirit in arena is because of hammers if you don't have divine intervention.
Otherwise you really aren't going to be able to spike fast enough unless the monk is playing lazy or not paying attention/drained.
Eonwe is right. Healing Touch+Aura of Faith under 16 DF will practically heal 230 or so. 270 in 4s is not that great (axe/hammer will do better anyway).
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Sep 02, 2005, 02:37 AM // 02:37
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#15
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Guest
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Aura of Faith has potential, but Energy Drain owns it so it goes to the "unused" bin in most builds
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Sep 02, 2005, 02:45 AM // 02:45
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#16
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Wilds Pathfinder
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In random arena/possibly team energy drain is not that good, I'd rather take offering for the for sure/stronger energy gain as random arena is more about keeping your (crappy) teammates alive than edenying the crappy enemy casters. As a lone monk keeping yourself alive is the hardest part though and AoF is the best at doing that. Energy conservation with sig devo is actually pretty good unless there's some ranger who keeps distracting shot active. With 2 monks in team arena drain is a much better choice though.
I've always thought AoF has a place, since it can be applied to all 3 monks and works very nicely with sig devo. It's a pos right now in tombs because everyone is running smite and hence a lot of teams are running more enchant strips than usual. In a metagame with few enchant strips AoF would be a solid choice.
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Sep 02, 2005, 03:38 AM // 03:38
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#17
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Frost Gate Guardian
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Quote:
Originally Posted by rii
no, prot spirit stops spikers. its the whole point. that and rof, and your laughing if you apply at the right time.
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Any smart spiker team will Rend their target first, then time the spike to hit right after.
Therefore prot spirit isn't a failsafe against spikers.
*edit*: What's your definition of a spiker? I'm not talking about those casters that just spam lightning orb/strike all day (which a prot spirit and a cover enchant will protect against - though in that case I'd rather just use RoF/boon) - I'm saying that those who participate in the act of coordinated spiking that results in a kill before the enemy monks can react (Rend -> damage spike) are spikers.
*edit2*
Quote:
Originally Posted by Zeru
Otherwise you really aren't going to be able to spike fast enough unless the monk is playing lazy or not paying attention/drained.
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I'm pretty sure two buffed axe/sword wars can drop a full-health caster in the span of a second with adrenal skills (galrath/FT or evis/executioners).
Last edited by Keure; Sep 02, 2005 at 09:03 AM // 09:03..
Reason: I was tired, go away...
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Sep 02, 2005, 06:08 AM // 06:08
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#18
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Krytan Explorer
Join Date: Aug 2005
Guild: CATS
Profession: Mo/Me
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Oops didnt notice that. Anyhow
1. Reversal of Fortune
2. Signet of Devotion
3. Mend Ailment
4. Energy Drain {E}
5. Guardian (because after checking and analyzing it its darn cheap)
6. Inspired Hex
7. Hex Breaker (For when you're near a pesky Me or N)
8. Divine Boon
Some people mention taking Offering... I dont see how is he going to do that seeing he is a Mo/Me... people if a person is using a Mo/Me he isn't going to be using Offering. This isn't a Mo/Ne... Its a Mo/Me so please stick to Mo/Me appliable suggestions. Sheesh.
Last edited by Zhou Feng; Sep 02, 2005 at 06:13 AM // 06:13..
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Sep 02, 2005, 08:13 AM // 08:13
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#19
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Krytan Explorer
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Quote:
*edit*: What's your definition of a spiker? I'm not talking about those casters that just spam lightning orb/strike all day (which a prot spirit and a cover enchant will protect against - though in that case I'd rather just use RoF/boon) - I'm saying that those who participate in the act of coordinated spiking (Rend -> damage spike) are spikers.
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rend eh?...so cast it again...whats the problem O.o;
cast it after surge falls...or right when they're about to take damage...don't just stick spirit on everyone that looks like they might get hit in the next 21 seconds
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Sep 02, 2005, 10:43 AM // 10:43
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#20
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Frost Gate Guardian
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Quote:
Originally Posted by Everous
rend eh?...so cast it again...whats the problem O.o;
cast it after surge falls...or right when they're about to take damage...don't just stick spirit on everyone that looks like they might get hit in the next 21 seconds
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I made a mistake in assuming that the definition of spiker I had in mind was the commonly accepted definition of spiker.
I define a spike as a huge burst of damage that kills a(n) (unenchanted) target before the enemy monks can react *at all* (timeframe - a second or two). Spikers are the damage dealers that participate in dealing out this spike.
I am not talking about air spell spammers or Melandru's Arrows rangers that throw heavy-hitting attacks everywhere that allow you to react by throwing up prot spirit/RoF.
I am not talking about hammer warriors that use knockdown lock to solo kill a caster over a span of several seconds where a friendly monk would be able to react to the caster being knocklocked to negate the damage.
I am talking about a group of damage dealers who, in a very short span of time (a second or two) can deal enough damage to one target to kill it before the enemy monks can react *at all*.
An example of that spike I talk about is Air Spike (can't do effectively in 4v4 though without gimping your team). You get your necro to rend while your spikers time their casts so that the lightning orbs/chain lights hit right after the rend strips them of any protective enchantments. Boom, dead target.
Now under that definition of spiker, prot spirit does *nothing* to hinder a good spiker because a) if you prot spirit the target before the spike it gets hit by the Rend and b) once the spike hits the target should be dead.
Anyway, if I adopt the other definition of spiker (air elementalists, hammer wars, whatever deals massive damage/hit) I still question the worth of prot spirit - I find DB RoF adequate to handle the frequency of heavy hits (lower in team arena than in 8v8). Prot spirit also doesn't do crap to smiters or QS rangers (hence my recommendation to fit Shielding Hands in there).
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