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Old Sep 14, 2005, 07:51 PM // 19:51   #1
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Default Pure Protection (Zero healer/ Aegis generator) Mo/Me build

Despite the thread title, this build isn't all about perpetual Aegis but a balanced Pure Protection (no heal skills whatsoever) build that happens to have a strong Aegis.

This PvE Protector Mo/Me recipie has worked out for me nicely (with some minor variations). Attributes allocated to maximize Protection and Divine Favor - with some points left for Inspiration level ~10-11. Healing and Smite are 0. For the record I use Sup Protection, Sup Divine and Sup Vigor runes (but they're not really neccessary - the health penalty sacrifice is a matter of taste).

Blessed Aura - +30%-33% enchant duration. Add that to the +20% from the Yakslapper I carry
Aegis - 11 sec (probably closer to 17 sec with BA and weapon mod)
Shield of Regeneration (also enhanced in duration)
Reversal of Fortune
Draw Conditions
Remove Hex
Rebirth
Energy Tap


It's not all about the build but also how you use it. But, timed well, this is an effective package.

Aegis covers everyone for the majority of the time. I often open with Aegis with a follow-up Energy Tap. If the team is holding it together you can just focus on perpetuating Aegis - at 17 seconds there's not much down-time.
If you're doing a lot of casting and your energy gets low you might find yourself having to decide between throwing out the next Aegis vs. an SoR(and/or pulling off Blessed Aura for the extra energy pip.)

When Conditions are flying everywhere, then Draw Conditions works fast which paradoxically keeps your health up. You can keep gobbling up Conditions to your heart's delight. The DC healing is more than enough to counteract the negative pips you acquire. While you lack the means of dumping conditions from yourself it's no big deal as long as you keep your health up by using DC repeatedly or applying SoR to yourself, if necessary.

If a tank is getting clobbered at an alarming rate, hit him with SoR. But if SoR is recharging, then Reversal buys you time. If 2 tanks are starting to take serious damage then one gets SoR and the other gets Reversal.
With a high Protection attribute Reversal can be a nice spike healing "band-aid" when you're waiting for SoR or Remove Hex to recharge or if you're just low on energy.

It goes without saying that part of proper energy management is about not spamming blindly. If you become a Reversal-Maniac you will be left impotent in the end. Also SoD is used only when needed - it's not to be used prophylactically.

Timing Energy Tap can be a challenge. But if you're smart about budgeting your energy it's not really much of an issue.

That's one example of an effective protector IMO. It doesn't replace the role of a healer or healer/protector but it's pretty good at covering the bases and has some special benefits.

Last edited by Xue Yi Liang; Sep 15, 2005 at 03:48 AM // 03:48.. Reason: title is wrong
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Old Sep 14, 2005, 08:48 PM // 20:48   #2
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If it were me..

Draw conditions out for Mend Ailment
Remove Hex out for Smite Hex OR Protective Spirit
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Old Sep 14, 2005, 09:14 PM // 21:14   #3
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Echo > Shield of Regeneration for an "aegis generator"

Seriously.

With blessed aura and 16 DF, you can have 12 prot and still have a ~14 second aegis, and with Echo, it means you can basically have aegis up almost all the time.
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Old Sep 14, 2005, 09:27 PM // 21:27   #4
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Quote:
Originally Posted by Xue Yi Liang
Despite the thread title, this build isn't all about perpetual Aegis but a balanced Pure Protection build that happens to have a strong Aegis.

This PvE Protector Mo/Me recipie has worked out for me nicely (with some minor variations). Attributes allocated to maximize Protection and Divine Favor - with some points left for Inspiration level ~10-11. Healing and Smite are 0. For the record I use Sup Protection, Sup Divine and Sup Vigor runes (but they're not really neccessary - the health penalty sacrifice is a matter of taste).

Blessed Aura - +30%-33% enchant duration. Add that to the +20% from the Yakslapper I carry
Aegis - 11 sec (probably closer to 17 sec with BA and weapon mod)
Shield of Regeneration (also enhanced in duration)
Reversal of Fortune
Draw Conditions
Remove Hex
Rebirth
Energy Tap


It's not all about the build but also how you use it. But, timed well, this is an effective package.

Aegis covers everyone for the majority of the time. I often open with Aegis with a follow-up Energy Tap. If the team is holding it together you can just focus on perpetuating Aegis - at 17 seconds there's not much down-time.
If you're doing a lot of casting and your energy gets low you might find yourself having to decide between throwing out the next Aegis vs. an SoR(and/or pulling off Blessed Aura for the extra energy pip.)

When Conditions are flying everywhere, then Draw Conditions works fast which paradoxically keeps your health up. You can keep gobbling up Conditions to your heart's delight. The DC healing is more than enough to counteract the negative pips you acquire. While you lack the means of dumping conditions from yourself it's no big deal as long as you keep your health up by using DC repeatedly or applying SoR to yourself, if necessary.

If a tank is getting clobbered at an alarming rate, hit him with SoR. But if SoR is recharging, then Reversal buys you time. If 2 tanks are starting to take serious damage then one gets SoR and the other gets Reversal.
With a high Protection attribute Reversal can be a nice spike healing "band-aid" when you're waiting for SoR or Remove Hex to recharge or if you're just low on energy.

It goes without saying that part of proper energy management is about not spamming blindly. If you become a Reversal-Maniac you will be left impotent in the end. Also SoD is used only when needed - it's not to be used prophylactically.

Timing Energy Tap can be a challenge. But if you're smart about budgeting your energy it's not really much of an issue.

That's one example of an effective protector IMO. It doesn't replace the role of a healer or healer/protector but it's pretty good at covering the bases and has some special benefits.
I think Mend Ailment will be more beneficial than Draw Conditions as a prot monk - Draw only gives a means of moving conditions around.

Remove Hex is OK but with Inspiration 10 you may want to consider Inspired Hex - recharge is longer but you actually get some nice net energy gain so you can pump out those SoR/Aegis more often.

*edit* I should read better...PvE *slaps self*

Last edited by Keure; Sep 14, 2005 at 11:01 PM // 23:01..
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Old Sep 14, 2005, 09:40 PM // 21:40   #5
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WTH, a prot build without guardian???

If you're running Blessed Aura, Guardian, Aegis, etc. are pretty much requisite. I run a Mo/E for prot, for GLE + Aegis, then I run either Spell Breaker or Restore Condition as my elite, depending on how many heal monks are present, and if the area we're going into has lots of conditions (the healing from RC helps an awful lot in, say SF). Aegis has only a 30 sec. downtime, so that's only 2 guardians max you have to cast on any given target that's under extreme pressure.

Blessed Aura + Spell Breaker is really nice, too. Maybe not so good in general PvE, due to the inherent lack of organization you'll find in groups, but you could always use Peace & Harmony.
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Old Sep 14, 2005, 10:31 PM // 22:31   #6
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Do Guardian and Aegis stack? Even if they do...you've already got 50% block chance from Aegis, which would be up the vast majority of the time...
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Old Sep 14, 2005, 10:51 PM // 22:51   #7
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question if ur PvEing by urself can u still cast draw conditions..just wondering if u could
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Old Sep 14, 2005, 11:17 PM // 23:17   #8
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Shield of Regen isn't that great. Martyr is more useful, so is Energy Drain. I'd go with Energy Drain because you only have the 3 pips of regen.

You need protective spirit.

Quote:
Originally Posted by NightOwl
Do Guardian and Aegis stack? Even if they do...you've already got 50% block chance from Aegis, which would be up the vast majority of the time...
It would be half the time, not the majority.
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Old Sep 15, 2005, 12:31 AM // 00:31   #9
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As you can see there are a few atypical things about this build.
My old Protection builds always had Protect Spirit + Divine Boon, or Energy Drain instead of Tap etc ....

Not saying that the typical combos aren't good because I've gotten good mileage out of them but the underlying rationale behind this build is to allow for a maxed Protective Prayers and Divine Prayers attributes (keeping smite and heal at zero).

Quote:
Originally Posted by knives
Draw conditions out for Mend Ailment
Remove Hex out for Smite Hex OR Protective Spirit.
Mend Ailment (and Mend Condition) has a 3/4 second cast and 2 second recharge and removes one condition on one ally. Draw Conditions is a 1/4 second cast and a 1 second recharge and removes ALL conditions, plus it gives you 25 health for each condition removed. Until I actually tried it, I never thought DC was useful since you're taking on the conditions yourself. But it's actually very nifty.

The fact that you absorb these conditions isn't as problematic as you might think. Remember, the main thing about conditions isn't just the damage - it's stuff like Blind and Cripple that make your tanks instantly useless for a while. As a monk I don't care if I have blind or cripple on me if I'm casting from the back.

But talk is cheap - just try it and you'll see that this doesn't put you on some 2 second pip ride to death.

I might add - don't be so quick to cast SoR unless you have to. If I find myself afflicted with enough conditions and hexes to bury Godzilla, it's important to have SoR ready to apply to myself, if necessary.

Smite Hex - I use this in my solo build for Snake Dance to hit the Arcanists/Heretics - excellent for that purpose, but for a protector, the 1 second cast and 15 second recharge paralyses it for most of the fight. On top of that you now have to allocate attribute points to Smite. And losing some Divine or Protect attribute takes away from EVERYTHING else.

Quote:
Originally Posted by ElderAtronach
Echo > Shield of Regeneration for an "aegis generator
yep. been there. done that. But this isn't all about the Aegis (see my first sentence). As I recall, echo-aegis sucks up a ton of energy - not that it's impossible to pull-off, but I didn't want to make the whole build around just Aegis. 17 seconds is long enough without having to lose more slots and energy to support it. But I could be wrong - show me a good echo-aegis that's energy-efficient and I'll be glad to give it a try.

The use of SoR has nothing to do with supporting Aegis - it's there to keep people alive.

Quote:
Originally Posted by Keure
I think Mend Ailment will be more beneficial than Draw Conditions as a prot monk - Draw only gives a means of moving conditions around.

Remove Hex is OK but with Inspiration 10 you may want to consider Inspired Hex - recharge is longer but you actually get some nice net energy gain so you can pump out those SoR/Aegis more often.
Mend Ailment - see above.
I've used Inspired Hex in other prot builds and it's certainly a lot of fun to hurl stuff back at the enemy. But again, the long "recharge" is a tradeoff that compromises this monk's utility to the entire group. Also, Inspired Hex will return 12 energy and costs 5 to cast with a net return of 7 .... not that much. And the utility of grabbing the hex to use isn't always that great, in my opinion. I remember bringing Inspired Hex to UW and found myself wasting my time and energy just to pull Rust hex off of someone during each battle.

Quote:
Originally Posted by Rossaroni
WTH, a prot build without guardian???

If you're running Blessed Aura, Guardian, Aegis, etc. are pretty much requisite. I run a Mo/E for prot, for GLE + Aegis, then I run either Spell Breaker or Restore Condition as my elite, depending on how many heal monks are present, and if the area we're going into has lots of conditions (the healing from RC helps an awful lot in, say SF). Aegis has only a 30 sec. downtime, so that's only 2 guardians max you have to cast on any given target that's under extreme pressure.

Blessed Aura + Spell Breaker is really nice, too. Maybe not so good in general PvE, due to the inherent lack of organization you'll find in groups, but you could always use Peace & Harmony.
I've only toyed with Guardian a little bit. I won't argue against it, and it's certainly food for thought.
But what would you remove from a build like this in order to accommodate it? It looks like you'd have to compromise some healing power, condition removal, hex removal or energy supply. At first glance it'd probably take an entirely different build in order to support Guardian... I'll have to experiment with it first.

Quote:
Originally Posted by Vindexus
Shield of Regen isn't that great. Martyr is more useful, so is Energy Drain. I'd go with Energy Drain because you only have the 3 pips of regen.

You need protective spirit.
I think we can agree there's more than one way to skin a cat.

"Shield of Regen isn't that great"? uhh - please explain. I use it as an emergency lifesaver on someone with impending pip/spike death. SoR is like healing breeze on steroids that also tosses on 40 armor - so it's an effective remedy for both pip damage and spike damage. Remember, I'm using Blessed Aura (+32%) and a weapon mod (+20%) to extend the duration of its effect. The other nice thing is that it's a healing skill that works on Protection Prayers (which is maxed). Remember, my healing attribute is zero so I don't have Healing Breeze equipped.

If I didn't have SoR I'd hate to stand by as a tank's health comes crashing down from a stack of Mesmer hexes and all I have to offer is Reversal or Protective Spirit.

Martyr is nice. I've played with it a bit. But, in this case, I wouldn't want to lose SoR just for that convenience. When you try Draw Conditions you'll find that the cast and recharge times are so fast that it's not an inconvenience to use.

Energy Drain vs. Energy Tap - yeah. One of the most painful things about this build is giving up my beloved Energy Drain. But, all things considered, it's a worthy tradeoff.

I call this a balanced build because active spike damage can be addressed with Reversal and SoR. Pip degeneration can be remedied with SoR. You retain the ability to fix hexes and conditions. In fact the conditions can be stripped very fast with DC. With DC equipped, I actually look forward to stripping conditions because I get health spikes for it - the more conditions - the better. All this while allowing for Healing Skills = 0 and maxed Protective Prayers. The most effective enchants Aegis and SoR are prolonged with a good dose of Blessed Aura. The nice thing about it is that all the strengths work together.

Do I miss Protective Spirit? Not much. I used to use it with a healthy dose of divine boon to back me up - but that's just a different solution. Reversal of Fortune and/or SoR cover the bases nicely.

But talk is cheap (on my part) - give it a try and see if you like it.

Last edited by Xue Yi Liang; Sep 15, 2005 at 01:31 AM // 01:31..
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Old Sep 15, 2005, 01:38 AM // 01:38   #10
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Quote:
Originally Posted by Xue Yi Liang
Mend Ailment (and Mend Condition) has a 3/4 second cast and 2 second recharge and removes one condition on one ally. Draw Conditions is a 1/4 second cast and a 1 second recharge and removes ALL conditions, plus it gives you 25 health for each condition removed. Until I actually tried it, I never thought DC was useful since you're taking on the conditions yourself. But it's actually very nifty.

The fact that you absorb these conditions isn't as problematic as you might think. Remember, the main thing about conditions isn't just the damage - it's stuff like Blind and Cripple that make your tanks instantly useless for a while. As a monk I don't care if I have blind or cripple on me if I'm casting from the back.
Points noted, but I can't really agree until I know PvE circumstances (how often are your party members condition stacked with at least one debilitating condition, how often are DoT conditions thrown about to determine whether or not mend ailment is more efficient than draw conditions, are there roving interrupter monsters that can interrupt your mend ailment but cannot interrupt your draw conditions?). Then again I haven't played PvE seriously for awhile (and thus don't really remember all that much).

I also feel that analyzing skill choice for PvE like what I'm doing might be overkill, heh. *shrug* Just go with what works, I say - I don't think I'll argue anymore about this choice.

Quote:
Originally Posted by Xue Yi Liang
I've used Inspired Hex in other prot builds and it's certainly a lot of fun to hurl stuff back at the enemy. But again, the long "recharge" is a tradeoff that compromises this monk's utility to the entire group. Also, Inspired Hex will return 12 energy and costs 5 to cast with a net return of 7 .... not that much. And the utility of grabbing the hex to use isn't always that great, in my opinion. I remember bringing Inspired Hex to UW and found myself wasting my time and energy just to pull one Rust hex off of someone.
I wouldn't dismiss the Inspired Hex energy gain so quickly. Because you would have to use Remove Hex as the alternative, you lose 5 energy when you remove a hex (and heal the target for 40+ health). However, using Inspired Hex allows you to gain 7, meaning that for every time you use Inspired rather than Remove you end up with 12 more energy than you would have otherwise. That's another 2 RoF/condition remover and nearly another extended SoR/Aegis.

I also guess how much utility the Remove Hex recharge has in comparison to Inspired depends on what/how many hexes are being thrown about and how much hex protection your party has. Again I haven't played PvE seriously for awhile so I honestly don't remember but I would gauge it that way.
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Old Sep 15, 2005, 01:55 AM // 01:55   #11
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Quote:
Originally Posted by Keure
I wouldn't dismiss the Inspired Hex energy gain so quickly. Because you would have to use Remove Hex as the alternative, you lose 5 energy when you remove a hex (and heal the target for 40+ health). However, using Inspired Hex allows you to gain 7, meaning that for every time you use Inspired rather than Remove you end up with 12 more energy than you would have otherwise.
Good point about the energy. Noted.
But in PvE you're usually facing a greater number of enemies many of whom are equipped with identical skills. If you have an opponent who applies poison or bleeding - there could be 3-4 enemies out there hitting several party members with this - and more of them waiting to join. This means you often have to pull conditions from 3 or more party members repeatedly. And if the battle happens across a pond of poison water it's the same deal.

That's why the cast and recharge times are the decisive factor for DC - because you really need to use it repeatedly on multiple teammates over the course of a single battle.

Believe me, I've used Inspired Hex a lot in the past - and it can be a lot of fun. But in PvE I'd argue that it's just too darn slow to fix more than one or two people during the course of a battle. I'd rather be able to fix all of them multiple times. In those terms even Mend Ailment is a better skill to equip - all things considered.

Last edited by Xue Yi Liang; Sep 15, 2005 at 02:15 AM // 02:15..
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Old Sep 15, 2005, 01:00 PM // 13:00   #12
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Quote:
Originally Posted by Xue Yi Liang
Believe me, I've used Inspired Hex a lot in the past - and it can be a lot of fun. But in PvE I'd argue that it's just too darn slow to fix more than one or two people during the course of a battle. I'd rather be able to fix all of them multiple times. In those terms even Mend Ailment is a better skill to equip - all things considered.
Um...how can you consider replacing Inspired Hex with mend ailment? hex removal for condition removal would seem like a silly swap to make...
The other thing to bear in mind here is that if you miss the hex, ie. it's already expired/been removed by the time you use remove on it, with remove you have to wait 7 secs for the recharge anyway, not to mention the 2 secs wasted cast time, whereas inspired is instantly recharged if you mis the hex...if this happens 50% of the time (probably doesnt, but still) then you can still inspired almost as many hexes as u could remove in any given period...

Inspired: 1 sec cast, 20 sec replacement
Remove: 2 sec cast, 7 sec recharge

simple maths, im gonna ignore aftercast etc...

In 1 minute, asuming 33% of the time the hex is already gone by the time your remove has been cast:

Remove hex: 9 secs per cast/recharge = 7 casts, 2 of which have no effect (rounding failed casts down from 1/3) = 5 successful casts in 1 minute 3 seconds, net energy change -35

Inspired hex: 21 secs per cast/recharge= 3 casts, 1 of which fails, but recasting only adds ~1 second as it doesnt need to recharge = 3 casts in 1 minute 4 seconds net energy change +16 energy

All situational, but there's not as much difference as you would think...and honestly, i dont think assuming 1/3 remove hexes misses the target, especially give 2 sec cast time....not that you'd know if you had missed it...
Another factor worth considering is that in the time you cast remove you could cast inspired and another spell....

No real point here tbh, the OP's tried both and found remove to work better for purpose, just wanted to put a bit of perspective on it...
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Old Sep 15, 2005, 03:25 PM // 15:25   #13
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Quote:
Originally Posted by shaolin purist
Um...how can you consider replacing Inspired Hex with mend ailment? hex removal for condition removal would seem like a silly swap to make...
1. OMG. Did I say that? Major brainfart on my part!
I am sooo tempted to edit that post ... but I did say it, so I'll own up to it.
What can I say? It was late and I was sleep-deprived.
You're right. Thx.

Let me revise that comment. I meant I'd prefered Remove Hex over Inspired Hex. Let's just forget that last thing I said about Ailment ('cause my mind wandered over into conditions, for some reason)

2. Yes, you're right about the cast times. I really do hate the 2 second cast of Remove Hex - it's becoming a real pain. Like you said - that extra second is valuable casting time lost - even given the 20 second recharge. More often than not I'm finding myself frustrated by the 2 second cast. I had ruled out Inspired Hex because of my prior experience with a different build. But you've caused me to reconsider - I'll follow up if it works out.

Thx for pointing that out.

And to Keure, I'd give you points for bringing up Inspired Hex but it's the 1 second cast argument that just might win me over. But the energy plus would certainly be a nice juicy bonus in light of that.
Thx for your input!

Last edited by Xue Yi Liang; Sep 15, 2005 at 03:59 PM // 15:59..
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Old Sep 15, 2005, 06:34 PM // 18:34   #14
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Update: I tried using Inspired Hex in place of Remove Hex and I like it!
Inspired Hex is better - the cast time and energy outweigh the 20 second recharge.
thx
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Old Sep 15, 2005, 07:01 PM // 19:01   #15
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We used SoR in FnlD for a bit, but concluded the recharge was too long to make it that great. You cast it, they change targets and your Elite isn't in effect anymore. If you use Energy Drain, it's not like the enemy switching targets is going to make you lose all the energy your elite gained you.
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Old Sep 15, 2005, 07:44 PM // 19:44   #16
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Quote:
Originally Posted by Vindexus
We used SoR in FnlD for a bit, but concluded the recharge was too long to make it that great. You cast it, they change targets and your Elite isn't in effect anymore. If you use Energy Drain, it's not like the enemy switching targets is going to make you lose all the energy your elite gained you.
The recharge would be a problem if you used SoR the way a healer might use Healing Breeze. That's not how I use it.

Most of the time I'm making sparing use of Reversal (for spike dmg), DC and Inspired Hex (pip dmg). SoR is reserved for the times I can't keep up on a player rapidly approaching death - or for myself if I'm covered in conditions/hexes and/or am being attacked directly.

Last edited by Xue Yi Liang; Sep 15, 2005 at 07:47 PM // 19:47..
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Old Sep 15, 2005, 10:23 PM // 22:23   #17
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Quote:
Originally Posted by Xue Yi Liang
The recharge would be a problem if you used SoR the way a healer might use Healing Breeze. That's not how I use it.

Most of the time I'm making sparing use of Reversal (for spike dmg), DC and Inspired Hex (pip dmg). SoR is reserved for the times I can't keep up on a player rapidly approaching death - or for myself if I'm covered in conditions/hexes and/or am being attacked directly.
Using SoR at the right times doesn't reduce it's recharge; it's still going to be a problem.
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Old Sep 15, 2005, 10:54 PM // 22:54   #18
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Quote:
Originally Posted by Vindexus
Using SoR at the right times doesn't reduce it's recharge; it's still going to be a problem.
LOL - then we'll agree to disagree. Sure, I'd love to have something that charges faster, but most times I don't have to use SoR more than once or twice during one battle (sometimes never). By the time I even think of using it again it's ready to go. This claim isn't just a presumption but is based on my experience (so far) in using it.

Now I can see how this would be a big problem for someone whose thought is to keep everyone at 100% all the time - but I usually aim to keep everyone at 99%. That philosophical distinction prevents me from starving for energy and keeps me from running into problems with SoR.

Were there times where I did need to use it while it's recharging? Absolutely! I'd be FOS if I claimed that never happened - but it hasn't happened very often in my experience. It sounds like your experience was different. Besides, I have other skills I can apply while it's recharging.
Is it perfect? Of course not. I never made that claim.

FYI. Every existing build is a matter of balancing tradeoffs. Would I prefer to use a 9 point Healing Breeze in place of the SoR to counter a stack of pip degeneration? (Just in order to accommodate Energy Drain as my Elite?) Sure. But it ain't gonna happen because this is a pure Protector Monk build. Could I leave SoR out altogether? Well, I'd like to preserve some ability to do some healing (through Protection Prayers) rather than leave it all up to a healing monk in the party.

The issue here, it seems, is whether or not the recharge for SoR makes it impractical to the point of uselessness - and that's simply not true. What would you substitute for SoR in order to counteract a big stack of pip damage? Chances are you're gonna have to use a Healing-Prayers skill. In that case you'll have to start allocating points toward Healing Prayers in order to make it work - Now we're talking about a whole different build entirely - a mixed build instead of pure protect.

If it doesn't work for you then thanks for trying it. Nobody's claiming this is the best thing since sliced bread - it's one solution among many. Could you show me the skillbar for the Protector you'd use instead?

Last edited by Xue Yi Liang; Sep 15, 2005 at 11:07 PM // 23:07..
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Old Sep 15, 2005, 11:02 PM // 23:02   #19
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nah, not so wise. you can have constant ageis up yes, but only noobs dont bring enchanment removals so when it gets stripped/stolen 3 seconds into it youre waiting 17 seconds till its up again.
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Old Sep 15, 2005, 11:04 PM // 23:04   #20
JYX
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Quote:
Originally Posted by Xue Yi Liang
LOL - then we'll agree to disagree. Sure, I'd love to have something that charges faster, but most times I don't need to use it more than once or twice during one battle.
I know its rude to butt in but...I don't agree to that at all ^^;

Quote:
Originally Posted by Xue Yi Liang
Every existing build is a matter of balancing tradeoffs. Would I like to be able to use a 9 point Healing Breeze in place of the SoR to counter a stack of pip degeneration? (Just in order to accommodate Energy Drain as my Elite?) Sure. But it ain't gonna happen because this is a pure Protector Monk build. Could I leave SoR out altogether? Well, I'd like to preserve some ability to do some healing (through Protection Prayers) rather than leave it all up to a healing monk in the party.
So you want a Pure protector monk with healing abilities?...I'm just going to ignore the obvious zings for a minute and focus on:
Whats wrong with boon?

Quote:
Originally Posted by Xue Yi Liang
The issue here, it seems, is whether or not the recharge for SoR makes it impractical to the point of uselessness - and that's simply not true. What would you substitute for SoR in order to counteract a big stack of pip damage? Chances are you're gonna have to use a Healing-Prayers skill. In that case you'll have to start allocating points toward Healing Prayers in order to make it work - Now we're talking about a whole different build entirely - a mixed build instead of pure protect.
I'm trying real hard to put away those zings. Lets talk hexes in general: convert is in protection: someone on your 8 man team wants to pack a convert at some point. As for degen...I'm okay with that, again, no need to use my elite when a little booning goes a long way. Besides...I have faith in my healers...when I'm in a build that dosen't require boon protecting...I let them do their job...why? Because that elite will go a long way elsewhere.

Quote:
Originally Posted by Xue Yi Liang
If it doesn't work for you then thanks for trying it. Nobody's claiming this is the best thing since sliced bread - it's one solution among many. Could you show me the skillbar for the Protector you'd use instead?
Now that depends entirely on how bad you wanna see it :P

...oh and...the occasion you need it for. Pure protector? When da merde hits da fan...I really don't see any need for an all protect build to sacrifice his elite on Shield of Regeneration.
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