Sep 15, 2005, 11:10 PM // 23:10
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#21
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by Hanuman li Tosh
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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This is a PvE build - please read the first post
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Sep 15, 2005, 11:11 PM // 23:11
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#22
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Xue Yi Liang
What would you substitute for SoR in order to counteract a big stack of pip damage?
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I'd rather use removal skills, like Mend Ailment, Smite Hex, or Martyr.
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Sep 15, 2005, 11:31 PM // 23:31
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#23
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by Everous
I know its rude to butt in but...I don't agree to that at all ^^;
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No it's not rude. This is a forum. Fire away!
Quote:
Originally Posted by Everous
Whats wrong with boon?
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Nothing's wrong with Boon. I love Boon. I have other mixed and pure builds that use it quite effectively. But, in this case, I was trying to support my Blessed Aura. If I were using Boon I'd lose a pip and 2 points of energy with each cast. Since I'm working mainly with short casts - Removal, Draw Conditions I'll be out of energy in no time. How do I know? I tried it.
I still use Divine Boon in other monk builds, though. Since they eliminated the attribute refund it's no big deal to try different builds for each mission.
Quote:
Originally Posted by Everous
I'm trying real hard to put away those zings.
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What's a "zing"?
Quote:
Originally Posted by Everous
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.
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I hope you realize that we're talking PvE here. My use of SoR isn't meant to reflect my faith in healers (though you never know with PUGs) but I also use it on myself if I can't handle the conditions I've accumulated plus the pounding I'm getting from some Summit Dwarf in front of me.
Also it's just my personal proclivity to retain, even a limited healing capacity, to assist the dedicated healer if need be.
Quote:
Originally Posted by Everous
Now that depends entirely on how bad you wanna see it :P
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No. LOL You can keep your secret locked up next to the Lost Ark of the Covenant. I only asked because someone seemed to make the argument that SoR can be replaced with something else in this build. Unless you're talking about a different build altogether I don't see what you'd substitute for SoR.
Quote:
Originally Posted by Everous
...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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Why not? If I understand correctly you'd rather just leave out any ability to fix pip damage and rely entirely on your healers to do the job. I just don't have that much faith in PUG healers.
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Sep 15, 2005, 11:41 PM // 23:41
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#24
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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No rebirth
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Sep 15, 2005, 11:53 PM // 23:53
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#25
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by Vindexus
I'd rather use removal skills, like Mend Ailment, Smite Hex, or Martyr.
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The advantage of SoR is that I can cast it once on the fella in trouble - then turn my attention towards someone else.
If it's pip degeneration from conditions Mend Ailment only strips one of them. DC will take them all out.
What I like about SoR is it's flexibility. Yes there are skills that are better at fixing pip degeneration, spike damage, conditions or hexes - but SoR works for most things when you're in a tight spot. It's not perfect but it's not as lousy as some people think, either.
Last edited by Xue Yi Liang; Sep 15, 2005 at 11:56 PM // 23:56..
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Sep 15, 2005, 11:55 PM // 23:55
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#26
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by cookiehoarder
No rebirth
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take a look at the first post again. It's there.
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Sep 16, 2005, 05:26 AM // 05:26
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#27
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Xue Yi Liang
It's not perfect but it's not as lousy as some people think, either.
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I'll give you that.
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Sep 16, 2005, 06:36 AM // 06:36
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#28
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Krytan Explorer
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Yeah, if you're boon protecting...its pretty much a given that your elite will go into E management. If you're mesmer secondary, you HAVE to take drain and then inspired hex for hex removal...luckily most enemies appear to have infinite energy...or at least...tons. Still...IMO a small price to pay for both good healing and protection.
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Sep 16, 2005, 06:37 AM // 06:37
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#29
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Krytan Explorer
Join Date: May 2005
Location: Cali
Guild: Mending For The [win]
Profession: W/A
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if the blocking thing is the whole element of the aegis generator, i would say change to an ele secondary and use wards
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Sep 16, 2005, 04:58 PM // 16:58
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#30
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Xue,
Let me start by saying thanks for the idea on a pure protection build. You are absolutely correct on SoR as a good elite that is very flexible in its uses. I had usually been running with most points in protection and divine favor but a few in healing so I could use healing touch and restore life.
Now I run an almost identical skillbar to the one you suggested, but some differences to account for my own style and the fact that I am Mo/E not Mo/Me. Also, it is important to note that I have 13 protection and 16 divine favor (2 superior runes is impractical) -- echantments last really long. I swap out remove hex for shielding hands (and let someone else in the party who is not a monk deal with hex removal), swap out energy tap for divine spirit, and swap out draw conditions for mend condition. Monks simply don't have the best hex removal in this game.
The divine spirit is very useful with blessed aura and the yakslapper to cast near the beginning of the battle to save energy when casting aegis, shielding hands, reversal of fortune, and mend condition. I prefer mend condition, because:
- I don't seem to have a problem with getting interrupted on a 2 second cast
- The healing boost at 13 protection from mend condition and 16 divine favor makes it like an orison that removes a condition -- perhaps the best feature.
- I'm usually not in the middle of the battle so conditions happen on me less often.
- It actually gets rid of a condition.
- The 2 second cast actually gives me time to survey the situation and queue up some other spells.
- Condition stacks are rare in PvE so I do not see the point of mend ailment in PvE -- only get healing bonuses if conditions are stacked.
- SoR and the healing monk have my back if I am suffering horrible conditions.
For those people that were arguing for guardian, shielding hands is way more effective despite the long recharge time. It reduces damage from all types of damage. Guardian just blocks attacks. Sure you can put guardian on multiple people, but reversal of fortune can be given to those that don't have the shielding hands. Plus shielding hands is way more useful for stupid NPCs like Stonekin in SF (first attempt was successful due to this useful spell). Only thing to note on shielding hands is that it doesn't combine well with reversal of fortune when cast on the same person.
The best thing about a pure protection monk in PvE is that there are less protection monks than healing monks (just like 70% of eles seem to be fire). This is logical because lots of healing skills are aquired early and people resist change. When forming a group of 8, find another monk that is pure healing and divine favor and you won't step on each others toes too much (problem with 2 or more healing monks is same targets getting healed resulting in waste of energy). Only thing that is tough to coordinate is having the healing monk cast something like orison instead of breeze when someone is getting spiked, since you want to put SoR on that person.
With one good healing monk and this protection build this is all you should need in PvE. Just make sure some other party member has hex removal for late parts of PvE. Why do I see groups looking for 3 monks for some parts of the game? This is just absurd. Take 6 non-monks to deal more damage, do interrupts, set traps, raise minions, etc.
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Sep 16, 2005, 07:41 PM // 19:41
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#31
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Good Job
I have been, over the days since the Update, trying out all sorts of pure protection and even some hybrid prot/heal variations using henchman as guinea pigs, in Grenth's Footprint and some of Sorrow's Furnace.
What folks should keep in mind is not every PvE build is:
1. Suited to your play needs or goals.
2. Suited to your current area of exploration/mission/PvP
To continue, this build is good as first listed for Grenth's, though I agree with many that Guardian is a very good spell for pure Prot. I also find Aegis a tad over cost and under timed, even with Yakslapper+Aura. I am typically a stalwart fan of Mend Ailment, but I will give DC another go. Hex removal in Grenth's is a waste of time and energy. Who cares if you use Inspired Hex for energy gain, you are just gonna spend more energy healing off the newly applied hex that is immediately cast after you remove it.
The problem with pure protection builds and energy management is most energy management requires attribute points elsewhere, thus diluting the build. Offering of Blood and Energy Drain or solid staple energy management tools, both requiring about 9 to be effective. Peace and Harmony is good if you want to stay away from secondary profession energy management and all your spells target allies (thus no Aegis). P&H is bad to test with henchman who require you to attack, in most cases, before they will. It is also subject to Shatter Enchantment, used by Arcanists. It works with enchantment extenders like 20% wraps, so it is a solid choice for the non-Aegis protectioner. Blessed Signet is good if you run many maintained enchantments. In the end your best mileage comes from a Blood Necro in your group using either Blood Ritual or Blood is Power.
Divine Boon
Peace and Harmony
Reversal of Fortune
Guardian
Draw Conditions/Mend Ailment
Shield of Regeneration
Blessed Aura
Res of choice
I am going to give this a try, it is already almost exactly like a test I have done, just not sure if I had these exact spells during that test. I prefer DBoon/RoF for major healing, and since I test with 5 man (4 hench, Mhenlo as stock healer, myself as Protectioner) I need to be able to drop solid heals off Guardian/Mend Ailment(Draw Conditions)/RoF.
[edit to add]
I am obviously touched, I can't possibly test P&H *and* Shield of Regeneration. Now I am torn over energy management or a solid Protection based Healing Breeze.
Last edited by Vexed Arcanist; Sep 16, 2005 at 08:51 PM // 20:51..
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Sep 16, 2005, 07:53 PM // 19:53
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#32
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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I've used Guardian before in both Arena and PvE and find it to be... lacking. It ends up being another 5 energy spam spell to get Divine Boon/Divine Favor healing on someone, rather than actually doing anything in it's own right (at Prot 11). I swapped it out and took Protective Spirit instead, even though replacing it with a 10 energy spell can be energy painful, Prot Spirit is just a damn good spell!
Are there people out there who prefer DC over Mend Ailment?
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Sep 16, 2005, 08:15 PM // 20:15
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#33
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by Yamat
I've used Guardian before in both Arena and PvE and find it to be... lacking. It ends up being another 5 energy spam spell to get Divine Boon/Divine Favor healing on someone, rather than actually doing anything in it's own right (at Prot 11). I swapped it out and took Protective Spirit instead, even though replacing it with a 10 energy spell can be energy painful, Prot Spirit is just a damn good spell!
Are there people out there who prefer DC over Mend Ailment?
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The enchantment extension of Blessed Aura and 20% off Yakslapper (or any other modified enchanting item) will give you about 7 seconds or so of Guardian protection. Honestly, outside of PvP and areas like UW, rarely will things hit you for more than 10% health in one hit. At 10 energy I have found Prot Spirit lacking.
With max Prot, DBoon and about 50%+ enchantment extension, Guardian works well for me. Normally I put it on the squishy allies. Rarely does Aegis pay off, unless every member on your team is being attacked, in PvE mobs go for the weakest targets and switch as needed. I simply have come to prefer Guardian.
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Sep 16, 2005, 09:06 PM // 21:06
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#34
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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I'll look into replacing aegis with guardian to test the effectiveness -- still keeping shielding hands though.
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Sep 16, 2005, 09:38 PM // 21:38
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#35
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by Vexed Arcanist
Rarely does Aegis pay off, unless every member on your team is being attacked, in PvE mobs go for the weakest targets and switch as needed. I simply have come to prefer Guardian.
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I'll be sure to give Guardian a try.
BTW I've developed the same opinion about Protective Spirit. I hardly ever use it anymore.
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Sep 17, 2005, 12:04 AM // 00:04
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#36
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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I have done a brief bit of testing and now I agree with the original Draw Conditions. However I tend to prefer Divine Boon/RoF/DC/Guardian healing, a spike protection healer basically. Since I have an issue giving up Divine Boon, and since I am torn on using or not using Blessed Aura (if I don't use it I go with maintained enchantments), I use Blessed Signet for energy management. With only Divine Boon and Blessed Aura this equates to a paltry 6 energy gain from a 3 second cast Signet. However, it requires NO resources. I don't need a corpse, I don't need energy. I can use before, during and after a fight. Is it worth the spell bar slot....well....
16 Prot
13 Divine Favor
Divine Boon
Reversal of Fortune
Guardian
Draw Conditions
Peace and Harmony {E}
Contemplation of Purity
Blessed Aura
Res of choice
Replacing Shield of Regeneration (since the OP was using it as a self Healing Breeze to handle nasty conditions drawn via DC) with Contemplation of Purity. Snap heals you and removes hexes and so forth, for FIVE energy. I was having an issue with 15 energy, obviously as a Boon Spike Protection Healer (BSPH? ).
Last edited by Vexed Arcanist; Sep 17, 2005 at 12:15 AM // 00:15..
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Sep 17, 2005, 07:46 AM // 07:46
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#37
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Academy Page
Join Date: Jun 2005
Guild: Knight Vision [KnV]
Profession: Mo/
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About Guardian in your original build: substitute Energy Drain for Tap, then Guardian for Shield of Regeneration. The only shield spell I like is Shield of Judgement, which is good because it actually cuts damage down with the knockdown plus all the damage it deals out.
I just love Guardian. Aegis is 50%, Guardian is another 50%, which means you're halving all hits twice--75% attack damage reduction. Anyways, whatever.
MY favorite prot build goes something like this:
Blessed Aura
Reversal of Fortune
Aegis (11 + 2 + 3 = 16 or 17 seconds)
Glyph of Lesser Energy (For Aegis)
Guardian (5 + 1 + 2 = 8 seconds)
Peace and Harmony/Restore Condition/Spell Breaker (huge P&H, 16-17 on SB)
Shielding Hands (16-17 seconds)
Rez Signet (you shouldn't stop for more than 3 seconds in a battle to rez, so no hard rez)
With a 20% enchanting wrapping, the numbers look like what I have in parentheses. The first number is from the wrapping, second from Blessed Aura at 14 DF. Most important thing: You only have 3 pips of regen, and your enchantments are lasting way longer than usual, so make an effort to spread out your protection. Don't just jump on a target on first damage--wait for him to get locked onto.
About Aegis's effectiveness: With GLE, you're spending 5 energy on the spell, and it's lasting for roughly 2x the length of Guardian, plus it hits 8 targets. That means you don't have to worry about the rangers in SF switching targets on you, which they tend to do at the most annoying times. Downside: when your Aegis hits a fast recharge proc from your staff, you'll be waiting for GLE.
Ever since I got my Yakslapper, I've been running enchantment-heavy builds with Blessed Aura, whether it's healing, prot, or smiting (although smiting is always enchantment-heavy).
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Sep 17, 2005, 02:45 PM // 14:45
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#38
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by Rossaroni
MY favorite prot build goes something like this:
Blessed Aura
Reversal of Fortune
Aegis (11 + 2 + 3 = 16 or 17 seconds)
Glyph of Lesser Energy (For Aegis)
Guardian (5 + 1 + 2 = 8 seconds)
Peace and Harmony/Restore Condition/Spell Breaker (huge P&H, 16-17 on SB)
Shielding Hands (16-17 seconds)
Rez Signet (you shouldn't stop for more than 3 seconds in a battle to rez, so no hard rez)
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You must be talking PvP? Res signet is a one shot deal for a long time in most PvE situations and the monk shouldn't be ressing in battle period.
P&H is broken as soon as you cast Aegis. P&H is no good with an Aegis build and it breaks when you cast your Glyph or Aegis. You list spell breaker so I am assuming this is some sort of PvP build, while in Grenth's it could be useful, I have considered it, it just doesn't look so hot for PvE.
I believe your math is off on Guardian's time extension. It's +1 sec for 20% and +1.5 if you have 30% on your Blessed Aura. I don't think the game rounds time up for enchantments, it's fixed, so 7.5. If your Blessed is 32% then 7.6.
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Sep 17, 2005, 06:15 PM // 18:15
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#39
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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Quote:
Originally Posted by Vexed Arcanist
The enchantment extension of Blessed Aura and 20% off Yakslapper (or any other modified enchanting item) will give you about 7 seconds or so of Guardian protection. Honestly, outside of PvP and areas like UW, rarely will things hit you for more than 10% health in one hit. At 10 energy I have found Prot Spirit lacking.
With max Prot, DBoon and about 50%+ enchantment extension, Guardian works well for me. Normally I put it on the squishy allies. Rarely does Aegis pay off, unless every member on your team is being attacked, in PvE mobs go for the weakest targets and switch as needed. I simply have come to prefer Guardian.
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Fair point about the lack of big damage spikes in PvE... and I agree the enchant extension makes Guardian better, plus I have been running only 11 in Prot, so it's usefulness is greatly reduced. Your build here:
Quote:
16 Prot
13 Divine Favor
Divine Boon
Reversal of Fortune
Guardian
Draw Conditions
Peace and Harmony {E}
Contemplation of Purity
Blessed Aura
Res of choice
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Seems interesting. How is energy management? I have been going 11/10/10 so I can have 10 in energy management (Energy Drain and Inspired Hex). Have you tried this build in PvP?
Any issues with having no Hex removal for party members?
I'm going to try your build today.
**Edit: I didn't like it. First off, I ran a slight variation, 16 DF and 13 Prot to get better heals. Contemplation of Purity is not good with this build. You have 3 enchantments running, and stripping them off to remove hexes/conditions from yourself is bad. You immediately need to recast them, spending 20 energy, and found energy management difficult with this build, as P&H was stripped a lot (playing in Grenth's).
I thought having no hex removal would be bad, but didn't find it to be too debilitating. Draw Conditions worked well, but I think you want Mend Ailment in place of Contemplation of Purity to self-heal/remove condtions after drawing them.
This build won't work in PvP. Backfire, Diversion... hexes will kill you.
Last edited by Yamat; Sep 17, 2005 at 07:03 PM // 19:03..
Reason: Ok, tried the build...
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Sep 17, 2005, 10:46 PM // 22:46
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#40
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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I don't PvP much with a monk, I got a bit tired of being prime target, so I can't say anything about the builds or variations I have brought up as far as PvP goes.
I used Contemplation of Purity as an emergency release valve, much as the original post did with Shield of Regeneration. If I had to do an emergency strip I only rebuffed Boon to get back to spike prot healing. Overall you really don't need Blessed Aura, with any of the builds. It really isn't necessary, but I was testing out many things.
I looked at PvE Mo/Me energy tap and energy drain. Even with 10 inspiration the only advantage to these over blessed signet is casting time and 1 energy. Now in Grenth's I often get Rust on me from the Siege Golems, in that situation Blessed Signet is absolutely HORRID. 9 seconds to use it....
Overall I don't get anymore mileage out of these builds we have been discussing over something like DBoon/RoF/Guardian/Mend Ailment/Blessed Signet/Life Bond/Essence Bond/Res of Choice. I try to test and play with 2 monks in any standard group, from 5-8 in size. I can honestly say, all testing I have done, I simply prefer a normal DBoon Prot Spike healer OR Pure healer.
Back to your Q about energy management. P&H was problematic in the worst of battles when I played my prot monk near the end of the game (last 3 missions). This was why my Healer went with OoB (after discovering it's strength with my Necro). As for Inspired Hex, as I pointed out in a previous post you end up spending that gained energy to cast another heal or whatnot because in places like Grenth's, that player is immediately re-hexed. I used it with my Mesmer in Grenths and due to the fast hex spamming I could rarely catch Crippling Anguish before it was covered by at least Conjure Phantasm if not also Life Siphon (my mesmer was illusion so I could throw Crippling right back after lifting it). In PvP, Inspired Hex is a solid choice. Very solid.
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