IttT build. own design based on AoE(Air of Enchantment) monking. thoughts?
Mo/Me- Inspiration to The Team. or the "IttT" build
prot - 14 (10+1+3)
devine - 10 (8+2)
Inspir - 12
Air of Enchantment - For 4-10 seconds, Enchantments cast on target other ally cost 5 less Energy (minimum 1 Energy).
mend consition - Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. If a Condition is removed, that ally is healed for 5-70 points.
shielding hands - For 10 seconds, damage recieved by target ally is reduced by 3-18
reversal of fortune - For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead, maximum 15-80.
zealots fire - For 60 seconds, whenever you use a skill that targets an ally, all foes adjacent to that target are struck for 5-35 fire damage and you lose 1 Energy.
physical resistance - For 30-90 seconds, you gain +40 armor against physical damage, but you lose 24-12 armor against elemental damage.
spirit of failure- For 30 seconds, target foe has a 25% chance to miss with attacks. You gain 1-5 Energy whenever that foe fails to hit in combat.
etherlord - You lose all Energy. For 5-10 seconds, target foe suffers -1-3 Energy degeneration, and you experience +1-3 Energy regeneration
(optional Skill selection for Physical resistance) - Elemental Resistance - For 30-90 seconds, you gain +40 armor against elemental damage, but you lose 24-12 armor against physical damage.
basically it is a AoE prot supporter with the ability to manage his energy and Spirit of failure and Ether lord will help when he runs outa energy. so thoughts? i might need some work.
just realised that when i was makeing the build i did not accolate any smite so zealots fire. is not in the build.
Last edited by NsaneAXE; Nov 08, 2006 at 05:02 PM // 17:02..
The problem with the Mantras is that you'll often be facing multiple damage types, especially in AB. I see plenty of elementalists in AB, but there are also many warriors. Using one Mantra makes you vulnerable to other threats. Also, good warriors will switch to an elemental weapon when they see you use Physical Resistance. Since they can swap weapons a lot more often than you can change stances, they seem like a liability to me.
I'm not too keen on Ether Lord either. It's only really useful if you're down to ~5 energy, which hopefully shouldn't be happening very often with Air of Enchantment. You probably want another spam enchantment to trigger ZF with reduced cost, so you might consider putting Guardian on your bar.
- lots of people are running around, smiting becomes harder, finding your smite target as well
- youll need a second backup monk to keep your team alive; your wasting a potentional damage dealer as your damage is probably rather tiny in Alliance Battles (see first)
- what Effigy said about Resistances
- theres no Guardian
- Spirit of Failure should be enough to keep your energy up; use it often and smart, and not when you desperately need the energy, it will be too late then, and Ether Lord will become useless
so overall..this isnt something that belongs into Hero..sorry, i mean Alliance Battles (>_>)
i removed Zealot's fire because if you notice i dont have any smiteing. so umm yeah i appreciate the info on the Ab stuff but really i already new that. lol. and zealot's fire is an enchant on yourself that when targeting an ally with a heal triggers the effect of AoE fire dmg on that allys surrounding foes. might be helpful if you knew your skill even.
I think the traditional Zealot's Fire AoE smiter would work a whole lot better. It does constant fire damage to foes next to the ally you smite, while also giving him plenty of healing.
Ether Lord - I think a bad choice, because it sets your energy to 0. If your energy was close to 0 anyway that's bad, and +1 regen won't be that helpful.
Physical Resistance - as people have said it isn't such a good idea because it will probably hurt more than help. I know if I play any melee class or a ranger, I always have an elemental weapon switch that I use based on what I'm attacking. Also if the Searing Flames madness has spread to AB as well then ouch. Starbursters are common in ABs too.
Shielding Hands - for a spamming build it has a long recharge. AoE lets you spam enchants for 1 energy (or 2 with ZF), so use quick recharging enchants
i removed Zealot's fire because if you notice i dont have any smiteing. so umm yeah i appreciate the info on the Ab stuff but really i already new that. lol. and zealot's fire is an enchant on yourself that when targeting an ally with a heal triggers the effect of AoE fire dmg on that allys surrounding foes. might be helpful if you knew your skill even.
i do know what it does, thank you for pointing that out. so if you dont run any smiting, why the hell do you run Zealots? Air of Enchant is supposed to be a damage dealing build, not a protection one; you hardly protect one ally, let alone 3.
so whats the point of the build if not dealing (crappy) damage? protecting people a lot worse than a Blight or Boon could? hell, even a normal Woh healer would probably do a better job.
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might be helpful if you knew your skill even.
ill throw this back to you because you obviously dont have a clue how to use the build if you run 0 in smite and use Zealots anyways.
...I really don't see what the strength of this build is...
All other flaws aside, it looks like you will be screwed as soon as the target you put Ether Lord on dies. Also the horrible cast time of Spirit of Failure is just screaming to be interupted. Again, if you spend your 10 energy putting this on someone who dies quickly, then you just wasted a lot of energy.
just realised that when i was makeing the build i did not accolate any smite so zealots fire. is not in the build
so basically stop focusing on the DAMN ZEALOT'S FIRE!! it is not in the build.. damn.. i give up trying to point that out. first off i get people who dont read my all my post. then i get sass from someone i was hopein to respond. if you are not going to help in giveing sugestions then dont post.
also i am not trying to be an asshole! i am just real mad that nobody actually took the damn time to read anything i posted and just stuck themselfs on the fact that someone brought up Zealot's fire when i made it perfectly clear right after i made the post it is not in the build.
maybe it might be a better idea to for a mod to close this thread. please and thank you. ill figure out this on my own.
If you're not using ZF, then there's not much point using Air of Enchantment either. The whole point of that is to spam prot on a single target; the only time you're likely to do that is on a ZF smiter.
Even with ZF aside, I wouldn't reccomend Ether Prodigy or Spirit of Failure as energy management skills for a monk in almost any situation. Running Physical Resistance is also a bad choice since you make yourself very vulnerable to elemental damage. Since you never know if the warrior that is about to start whaling on you has a regular weapon of an elemental one, you really make a dangerous gamble by relying on this as a defense, especially since you have no other stances in your build to cancel it prematurely. I really don't mean to be rude, but I think you might want to completely break this build apart and start over.
so basically stop focusing on the DAMN ZEALOT'S FIRE!! it is not in the build.. damn.. i give up trying to point that out. first off i get people who dont read my all my post. then i get sass from someone i was hopein to respond. if you are not going to help in giveing sugestions then dont post.
also i am not trying to be an asshole! i am just real mad that nobody actually took the damn time to read anything i posted and just stuck themselfs on the fact that someone brought up Zealot's fire when i made it perfectly clear right after i made the post it is not in the build.
maybe it might be a better idea to for a mod to close this thread. please and thank you. ill figure out this on my own.
why just not edit it out from your skills then?
i kept on going with Zealots Fire because Air of Enchant is a DAMAGE DEALING build. your protection and heal pretty much SUCKS, and you can only focus on ONE person, and the outcome isnt even that good.
AoE cant be used for solo monking - it requires someone else to back you up; in fact, it shouldnt be ever used for protecting someone; only if its PVE and you can be sure mobs are dumb enough to bash onto the tank until the bitter end. just forget about AoE when you want to "protect" a team; its useless.
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if you are not going to help in giveing sugestions then dont post.
alright, heres a pretty simple, clear suggestion you will understand: