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Old Apr 26, 2005, 03:00 AM // 03:00   #1
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Default Mo/Me -- Blessed Signet Build [Read or Die!]

Ok -- new build I thought of. Haven't seen it before. Just an idea.


Monk of the Blessed Signet (with a side of Mesmer)

---------
--Attrib--
---------
Inspiration Magic: 10
Healing Prayers: 12
Divine Favor: 9 (+1 from item)

---------
--Skills--
---------
1) Spirit of Failure, Hex Spell: For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1..4 Energy for each miss. Cost: 10; Cast: 3; Recharge: 10; Attribute: Inspiration Magic

2) Mending, Enchantment Spell: While you maintain this Enchantment, target ally gains 1..3 Health regeneration. Cost: 10, -1 Pip; Cast: 2; Recharge: 0; Attribute: Healing Prayers;

(Can be subbed for: Life Bond, Enchantment Spell: While you maintain this Enchantment, whenever target other ally takes physical damage, half the damage is redirected to you. The damage you receive this way is reduced by 3..25 points. Cost: 10, -1 Pip; Cast: 2; Recharge: 0; Attribute: Protection Prayers

3) Energy Drain{E}, Spell: Steal 8..18 Energy from target foe. Cost: 5; Cast: 1; Recharge: 20; Attribute: Inspiration Magic;

4) Mantra of Inscriptions, Stance: For 30..78 seconds, your Signet rings recharge 25..45% faster. Cost: 10; Cast: 0; Recharge: 20; Attribute: Inspiration Magic

5) Blessed Signet, Signet: For each Enchantment you are maintaining, you gain 3 Energy, maximum 3..20. Cost: 0; Cast: 2; Recharge: 10; Attribute: Divine Favor;

6) Healing Breeze, Enchantment Spell: For 10 seconds, target ally gains +2..8 Health regeneration. Cost: 10; Cast: 1; Recharge: 2; Attribute: Healing Prayers

7) Heal Other, Spell: Heal target other ally for 30..150 Health. Cost: 10; Cast: 1; Recharge: 4; Attribute: Healing Prayers;

8) Restore Life, Spell: Touch the body of a fallen party member. Target party member is returned to life with 26..45% Health and 42..80% Energy. Cost: 10; Cast: 8; Recharge: 0; Attribute: Healing Prayers;

-----------------
--The Rundown--
-----------------
The idea is to put Mending or Life Bond on two party members (assuming you have an item that gives an extra pip of energy recharge) bringing your Energy Regen to two pips. This means that you gain 6 mana every time you cast the Signet. The Mantra of Inscriptions brings this down to about a 7 second recharge on the signet. Use Energy Drain to snipe 16 energy from someone as needed. Spirit of Failure also is excellent for more energy. Then just heal stuff.

My questions on this build are as such:

--I acknowedge this build is prolly weak to a good mesmer. *Shrug*
--Life Bond or Mending? I like Mending over LB because when used with Healing Breeze, it's NINE pips of health regen. Makes stuff hard to kill.
--Is Spirit of Failure worth it? Should I swap it out with Healing Seed? I dunno!

Just proposing a new idea. Large Sigh.

Last edited by Eejit; Apr 26, 2005 at 03:32 AM // 03:32..
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Old Apr 26, 2005, 07:32 PM // 19:32   #2
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just as a thought - if you are using mantra of inscriptions, its purely for the recharge of ONE other skill. this doesn't really strike me as a good skill economy, as it doesnt quite even let you use that one skill twice as often. If you are going to use that mantra, i would personally try more than one signet ring out - remember, they aren't spells and so a fair few interrupts don't affect them, e.g. power leak, power drain, power spike, to name but a few (oh, and it doesnt trigger backfire). Just something to think about (i don't use signet rings on principle - images of evil sorceress from couple of anime series just annoy me every time i look at a signet
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Old Apr 26, 2005, 07:50 PM // 19:50   #3
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This build is so powerful... I played with 4 Life Bonds last weekend...
With close to 4 arrows of mana regen..

The damage mitigation was HUGE, in heavy PvP combat I would mitigate from 0 to 5-6 hits per SECOND. Rarely did I take damage, with Prot skill 9. I dare say I prevented half of the damage on the team alone.

For fun I made the rest of the build Signet based, with SoJudgement, Devotion, Bane, and then Banish and Scourge to get rid of all that mana. Worked rather well, but it took some concentration to keep hitting that Blessed button on timer.

Okay, now the next trick will be to only keep up 3 Life Bonds...and throw Essence Bond on myself. Then my additional mana regen will be maybe an average 2 mana per second in combat? In bursts it will be 3-5. Just can't beat that.

So yes, after they changed Blessed Signet, you can now keep up as many Life Bonds for free as you feel like.
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Old Apr 26, 2005, 08:29 PM // 20:29   #4
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12 (+2) DF
8 (+2) Protection
10 Inspiration

Life Barrier (E)
Blessed Signet (9.9 seconds recharge time including aftercast)
Signet of Devotion (woohoo, 3.57 recharge time!) or perhaps some other mesmer signet
Mantra of Inscriptions (~40% faster signet recharge)
Energy Tap
Power Drain
Leech Signet
Some other protection enchantment (Vital Blessing? Watchful Spirit?)

Run 7 Life Barriers. (7 pips, takes you to -3 pips regen)
Run Mantra of Inscriptions. (10 energy every 80 seconds, or -.375 pips)
Use Blessed Signet every 10 seconds (6 times a minute) at 23 energy a pop to get the equivalent of 6.9 extra pips of regeneration, bringing you back in the black with a net regeneration of 3.525 pips.

With energy tap, power drain and leech signet (yay, also recharges fast) (and since you have nothing to do really except stay alive...) you could probably maintain a Watchful Spirit or Vital Blessing on everyone (or most) in the party as well as the Life Barriers.
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Old Apr 26, 2005, 09:31 PM // 21:31   #5
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Quote:
Life Bond, Enchantment Spell: While you maintain this Enchantment, whenever target other ally takes physical damage, half the damage is redirected to you. The damage you receive this way is reduced by 3..25 points. Cost: 10, -1 Pip; Cast: 2; Recharge: 0; Attribute: Protection Prayers;
I think I still see a loss of energy regen? I don't understand how you had 4 pips then... You confused me torry.

As to Epine's post:
Life Barrier isn't as good as Life Bond because if you suddenly take a large hit of damage, they all end. And that's bad.

The Signet of Devotion is DEFINATELY something I missed. However, I like Heal Other better simply because it restores a lot more life. Whatever. Personal preference.

And I like the Leech Signet EXCEPT that I need to be pretty focused on the casters in order for it to work. I'm also casting the damn Blessed Signet all the time and watching for the Mantra to run out... I dunno. It's worth considering tho I think for sure.
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Old Apr 26, 2005, 09:40 PM // 21:40   #6
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Life Barrier > Life Bond

It reduces ALL damage by 50%, Life Bond only reduces attacks. So it doesn't affect any spells, whereas Life Barrier does.
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Old Apr 26, 2005, 09:54 PM // 21:54   #7
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Quote:
Originally Posted by Vindexus
Life Barrier > Life Bond

It reduces ALL damage by 50%, Life Bond only reduces attacks. So it doesn't affect any spells, whereas Life Barrier does.
Exactly. And another monk keeps YOU alive.
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Old Apr 26, 2005, 09:55 PM // 21:55   #8
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x/mo better off running Life Barrier
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Old Apr 27, 2005, 12:35 AM // 00:35   #9
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Quote:
Originally Posted by tektonik
x/mo better off running Life Barrier
But x/mo can't run 7 of them. Divine Favor is needed to get the Blessed Signet going to support them. A single monk can conceivably provide for everyone else, while a secondary (x/mo?) monk can cover this guy. Halves all damage coming in on everyone if you can keep his health up. Just an idea, I haven't tested it but it makes some sense.
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Old Apr 27, 2005, 03:40 AM // 03:40   #10
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Thanks for the heads up on Life Barrier v Life Bond. I"ve been over the two before and I always forget teh physical v all clause! >.<


Question: Is Healing Breeze worth putting in? I"m a big fan, personally, but it's weak to Mez.
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Old Apr 29, 2005, 06:19 PM // 18:19   #11
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What about something like this? Just curious, I'm more of a melee or support dps guy, but thought this looked fun. Is it viable at all?

Almost total signet build

10 – Divine Favor
10 – Healing Prayers
10 – Smiting Prayers
5 - Inspirations


The ideal 8 skill tray would be:
(e=energy, c=casting time, r=reset)

• 1 healing skill
• Restore Life (Healing Prayers) [10e, 8c] – Resurrect target ally.
• Signet of Devotion [2c, 5r] – Heals target ally for 14-83.
• Mantra of Inscriptions [10e, 0c, 20r] - For 30-78 seconds, your Signet rings recharge 25-45% faster.
• Bane Signet [2c, 25r] – Target foe takes 26-50 Holy damage. If that foe was attacking, he is knocked down.
• Signet of Judgement {elite} [2c, 30r] – Target foe is knocked down. That foe and all nearby foes take 15-63 Holy damage.
• Leech Signet [.25c, 45r] – Interrupt target foe's action. If that action was a spell, you gain 3-13 Energy.
• Keystone Signet {elite} [2c, 30r] – All of your other "Signet" rings are recharged. All of your non-"Signet" skills are disabled for 17-7 seconds.

Other signets available are:

• Blessed Signet [2c, 10r] – For each "Enchantment" you are maintaining, you gain 3 Energy, maximum 3-20.
• Signet of Weariness [1c, 30r] – Target foe and all nearby foes lose 3-9 energy.
• Signet of Humility [2c, 20r] – Target foe's elite skill is disabled for 15 seconds.
• Signet of Midnight {elite} [.75c, 20r] – You and target touched foe become Blinded.
• Purge Signet [3c, 30r] – Remove all hexes and curses from target ally, lose 10 energy for each removed.
• Resurrection Signet
• Signet of Capture


Mantra of Signets could also be a viable choice until Keystone Signet is acquired.

Last edited by Raedar; Apr 29, 2005 at 06:30 PM // 18:30..
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