Jun 16, 2006, 09:22 PM // 21:22
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#121
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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I changed the guide quite alot Enjoy.
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Jun 16, 2006, 10:37 PM // 22:37
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#122
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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There's a new spell for the boon prot that I've been playing around with. Spirit Bond is kind of a substitution for Protective Spirit. I first saw it being played in a gvg battle and it seems okay. It lasts only 8 seconds which is what makes protective spirit maybe a better choice, but it kept me and others at higher health than Protective spirit would, especially against a spike. It was most helpful when a hammer warrior kept me on the ground. Every hit didn't hurt very much at all. It's nice, but that 10 energy hurts sometimes, it keeps it much less spammable.
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Jun 16, 2006, 11:02 PM // 23:02
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#123
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by carbajac
There's a new spell for the boon prot that I've been playing around with. Spirit Bond is kind of a substitution for Protective Spirit. I first saw it being played in a gvg battle and it seems okay. It lasts only 8 seconds which is what makes protective spirit maybe a better choice, but it kept me and others at higher health than Protective spirit would, especially against a spike. It was most helpful when a hammer warrior kept me on the ground. Every hit didn't hurt very much at all. It's nice, but that 10 energy hurts sometimes, it keeps it much less spammable.
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I still like Protective Spirit better, but Protective Bond definitly isn't bad. There's already a part about it in my guide
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Jun 16, 2006, 11:18 PM // 23:18
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#124
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Protective Bond != Spirit Bond
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Jun 16, 2006, 11:21 PM // 23:21
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#125
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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anyone using the following sword/focus combo?
gives you a total of 85 armor while enchanted. (60+10+5+5+5)
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Jun 16, 2006, 11:53 PM // 23:53
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#126
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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I use the same sword (it's even recommended in the guide now ), but I use a +45/+5 (while enchanted) Jeweled Chalice, because I like the look better
Oh, and it's actually 60+8+5+5+5, as your scalp doens't give you any extra armor
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Jun 17, 2006, 01:32 AM // 01:32
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#127
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Yes deluxe, I use that sword on occasion, I have a +30 -2 enchant gold shield and a +45 -2 enchant gold shield to go with it when it is used(ateleast sometimes very situation dependant) Since the gold shield(providing it's 8 armor or more) will give you -2 damage per hit, and 3 more armor(8 total).
Here's some suggestions for the article by the way:
I think you mean "Spirit Bond" instead of "Protective Bond." Protective bond is a two second cast, and at 9 prot will eat 4 energy per hit. You just don't want that on a boonprot, Spirit Bond however is very viable.
I also suggest moving Guardian to the "Optional Skills" category, as it's really not a staple skill for a boonprot. It can be very good in some cases, and absolutly worthless in others.
Hex Breaker should be added to this as well, since it's an absolutley wonderful skill(in PvP) for preventing those ninja diversions(and other nasty hexes).
Energy Drain should have a more notable mention in the article. It's slightly less effecient than MoR in terms of raw energy and slightly more diffucult to use well, however it is also lacking the vunrability of enchantment removal, which is extremely common in PvP, and can really screw over your energy gain from MoR. In addition to this, if you die you'll be back up faster with Energy Drain as compared to MoR, due to MoR you'll need to wait 21 seconds(and spend 10 energy) to get the energy or CoP it off for a greatly reduced energy gain, as for Energy Drain you'll only need to wait 1 second, and spend 5 energy. This is assuming that neither skill is recharging.
I also suggest that you add a small section in skills to Drain Enchantment, although it's rarely used it's also a somewhat descent skill to run on a boonprot, with energy-managment use in addition to some offensive use.
For attributes I would suggest somthing more like:
12+1+1(3) Divine Favor
8+1 Protection Prayers
10 Insperation Magic (For running MoR) OR 9 Insperation Magic (For running Energy Drain)
Suggest any remaining points be put into Domination Magic if you're running Hex Breaker.
IMO The + on Divine Favor is very useful long-term, whereas the + on protection prayers effects really isin't that useful in many sitautions, a longer Protective Spirit or slightly more effective Guardian may be very effective in PvE, however from a PvP standpoint, I would much rather be running higher Divine Favor, as the odds are you'll end up with far more milage out of that in the long term. This is a case where I would note both attribute sets.
For equipment:
I find Garbock's Chalice to be an exelent substitute instead of the collectors item for slot #2. It's extremely useful with MoR, as you'll get +1 energy every once 5 casts, and the 1/2 casting every 1 in 5 casts is just not that needed. Both are quite viable, just I think you're going to get more milage out of your boonprot with Garbock's Chalice than the 20/20 insperation offhand.
A +5 energy sword or axe is for the main hand on slot 4 is pretty nice also, since two - regen items can get you into an energy hole if you're not careful. The sword or axe can also have an Enchanting(what I prefer) or Fortitude mod tacked onto them, which makes them a pretty nice alternitive as longer enchants when you're in an energy hole is better IMO than getting into a larger energy hole.
For the armor:
I think Judge's Armor deserves a mention, since it's not enchantment dependent like Acolytes and most offense(in PvP) is warrior-based, and there is ample enchantment stripping in PvP. PvE wise, Acolytes beats Judges hands down.
By the way, exelent article. You did a very good job summing it up, especialy since what people run on boonprots in terms of skills and especialy equipment is highly subject to personal perefrence and situational usage.
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Jun 17, 2006, 03:15 AM // 03:15
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#128
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Quote:
Originally Posted by Maxiemonster
I still like Protective Spirit better, but Protective Bond definitly isn't bad. There's already a part about it in my guide
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Hmm, if in your guide you mean Spirit Bond instead of Protective Bond, then yeah, I withdraw my comment. And after looking at your guide again, it almost sounds like you are talking about Spirit Bond and not Protective Bond. Protective Bond probably wouldn't be a good idea in many boon protect builds.
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Jun 17, 2006, 07:26 AM // 07:26
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#129
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Ascalonian Squire
Join Date: Oct 2005
Location: Hell?
Guild: The LegionZ of Ages [LZoA]
Profession: Mo/E
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Heya, I just wanted to post to say "thanks," your build has helped me quite a bit.
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Jun 17, 2006, 11:20 AM // 11:20
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#130
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by Zui
Yes deluxe, I use that sword on occasion, I have a +30 -2 enchant gold shield and a +45 -2 enchant gold shield to go with it when it is used(ateleast sometimes very situation dependant) Since the gold shield(providing it's 8 armor or more) will give you -2 damage per hit, and 3 more armor(8 total).
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You're already running at 42 Energy without a shield, and in my opinion, 30 Energy is just too few, so I don't advice a shield, unless you're using a shield in your -Energy set.
Quote:
Originally Posted by Zui
I think you mean "Spirit Bond" instead of "Protective Bond." Protective bond is a two second cast, and at 9 prot will eat 4 energy per hit. You just don't want that on a boonprot, Spirit Bond however is very viable.
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Sorry for that. I always get mixed up between Spirit Bond, Protective Bond and Protective Spirit I changed it now though.
Quote:
Originally Posted by Zui
I also suggest moving Guardian to the "Optional Skills" category, as it's really not a staple skill for a boonprot. It can be very good in some cases, and absolutly worthless in others.
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I disagree. You need a 2nd unconditional Healing spell, and this is the only one that is an effective 2nd unconditional Healing spell for a Boon Prot. If you tell me an alternative though, I might consider moving it to the optional skills.
Quote:
Originally Posted by Zui
Hex Breaker should be added to this as well, since it's an absolutley wonderful skill(in PvP) for preventing those ninja diversions(and other nasty hexes).
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It's definitly not a bad skill, but in my opinion, not worth it.
Quote:
Originally Posted by Zui
Energy Drain should have a more notable mention in the article.
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Definitly not.
Quote:
Originally Posted by Zui
I also suggest that you add a small section in skills to Drain Enchantment, although it's rarely used it's also a somewhat descent skill to run on a boonprot, with energy-managment use in addition to some offensive use.
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Mantra of Recall should be enough, and if it isn't, I would suggest Inspired Hex over this in the first place.
Quote:
Originally Posted by Zui
For attributes I would suggest somthing more like:
12+1+1(3) Divine Favor
8+1 Protection Prayers
10 Insperation Magic (For running MoR) OR 9 Insperation Magic (For running Energy Drain)
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You're giving up two points in Protection Prayers for one in Divine Favor, which is stupid.
Quote:
Originally Posted by Zui
Heya, I just wanted to post to say "thanks," your build has helped me quite a bit.
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Thanks I find Garbock's Chalice to be an exelent substitute instead of the collectors item for slot #2. It's extremely useful with MoR, as you'll get +1 energy every once 5 casts, and the 1/2 casting every 1 in 5 casts is just not that needed. Both are quite viable, just I think you're going to get more milage out of your boonprot with Garbock's Chalice than the 20/20 insperation offhand.[/QUOTE]I'd rather have a small chance of avoiding an interupt then getting +1 Energy over ~20 seconds.
Quote:
Originally Posted by Zui
A +5 energy sword or axe is for the main hand on slot 4 is pretty nice also, since two - regen items can get you into an energy hole if you're not careful. The sword or axe can also have an Enchanting(what I prefer) or Fortitude mod tacked onto them, which makes them a pretty nice alternitive as longer enchants when you're in an energy hole is better IMO than getting into a larger energy hole.
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Experienced switchers should switch to their +30/-2 set only before casting, then switching back to there set 1, so they recharge faster, so I prefer +30/-2, as you only have 4 weapon sets. I'll add this information to my guide as well.
Quote:
Originally Posted by Zui
I think Judge's Armor deserves a mention, since it's not enchantment dependent like Acolytes and most offense(in PvP) is warrior-based, and there is ample enchantment stripping in PvP. PvE wise, Acolytes beats Judges hands down.
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You're enchanted 99% of the time you're playing when running MoR (less with Energy Drain, but I don't recommend it in the first place), so I disagree.
Quote:
Originally Posted by Zui
By the way, exelent article. You did a very good job summing it up, especialy since what people run on boonprots in terms of skills and especialy equipment is highly subject to personal perefrence and situational usage.
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Thanks
Quote:
Originally Posted by Symphony of Light
Heya, I just wanted to post to say "thanks," your build has helped me quite a bit.
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And another thanks
Last edited by Maxiemonster; Jun 17, 2006 at 11:24 AM // 11:24..
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Jun 17, 2006, 11:49 AM // 11:49
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#131
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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I also think Judge's armor is a viable option. Acolyte's may be more effective against pressure, but against spikes it suffers. When you become the target of a spike, chances are pretty good that you'll get stripped, which means you'll also lose the armor bonus from Acolyte's. Judge's, on the other hand, provides unconditional protection against the most common damage type in the game, physical.
In any case, I prefer unconditional bonuses because they still help you in the worst case scenerios, which is when you really need that little extra boost.
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Jun 17, 2006, 11:52 AM // 11:52
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#132
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by Effigy
I also think Judge's armor is a viable option. Acolyte's may be more effective against pressure, but against spikes it suffers. When you become the target of a spike, chances are pretty good that you'll get stripped, which means you'll also lose the armor bonus from Acolyte's. Judge's, on the other hand, provides unconditional protection against the most common damage type in the game, physical.
In any case, I prefer unconditional bonuses because they still help you in the worst case scenerios, which is when you really need that little extra boost.
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Physical damage spike aren't all that common, and against damage ignoring spike teams, which are far more common, I switch to my +Health set.
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Jun 17, 2006, 03:18 PM // 15:18
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#133
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by Maxiemonster
It's definitly not a bad skill, but in my opinion, not worth it.
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Hex Breaker I find to be absolutely necessary now that I've started running it in TA. Most nasty hexes are going to be focused on you, as most decent teams have some sort of monk-hate. ED Mesmers can be easily defeated with focus swapping, but a well-timed shame/diversion can really screw you over. If you precast hexbreaker, then it'll be ready again before it triggers. That means if the mesmer is smart and tries cancelling your hexbreaker with a wastrels or mind wrack, you can instantly reapply it in time to block his nasty hex as well. The fact that it's a stance makes it wonderful, as you can use it even while using other skills. I always used to run veil and inspired, and I find that veil and hexbreaker works much better for 4v4. It's useful to have a secondary hex removal on the team though when running hexbreaker, for use against mass-hex teams, as veil isn't enough.
Quote:
Mantra of Recall should be enough, and if it isn't, I would suggest Inspired Hex over this in the first place.
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Agreed, although secondary energy management is great. Inspired hex is #1 of course, followed by power drain if you can use it, although only the very best can use it effectively in PvP while monking (myself not included.)
Quote:
You're giving up two points in Protection Prayers for one in Divine Favor, which is stupid.
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It's useful to have 16 divine, lately I've been running 16 divine, 10 prot, 9 inspiration, and 3-4 dom (whatever is left, I forget... gives me 30s hexbreaker.) With only 9 inspiration I get 22 back from MoR, but that's an acceptable loss considering I'm not running any other inspiration skills. It allows enough points in dom to make it worthwhile, and an extra point in prot which is always useful.
Quote:
Experienced switchers should switch to their +30/-2 set only before casting, then switching back to there set 1, so they recharge faster, so I prefer +30/-2, as you only have 4 weapon sets. I'll add this information to my guide as well.
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I've been running with a 20/20 prot staff with +10 armor, a +5/20% inspiration cane with garboks chalice, a HoD with a +15/-1/+30 offhand, and a -7 energy set (forgotten fan + axe of defense.) I use all of them often, It would be nice to be able to have more than 4 though, for the +30 energy/-2 regen set. I'm not a fan of shields on monks, since you don't get the full benefit of them, I think the staff works out better.
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Jun 17, 2006, 03:23 PM // 15:23
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#134
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Banned
Join Date: Aug 2005
Location: California
Guild: [Dark]
Profession: W/
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for the most part, i agree with zui. if you're gonna make this a 'huge' guide, you should put in all the different types, not just what you like to run and what in your opinion is best.
energy drain is definately an alternative to MoR. energy drain becomes especially effective when running dual weapons with inspiration recharge. hex breaker should be noted, drain enchantment and power drain as energy management, and i think that signet of devotion is optimal and should switch places with guardian. also you should note the use of gift of health
here is what i run;
Last edited by Senator Tom; Jun 17, 2006 at 03:27 PM // 15:27..
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Jun 17, 2006, 05:31 PM // 17:31
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#135
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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Quote:
Originally Posted by ender6
The latest problem I have been encountering in TA isn't edenial, but rather skill usage denial. I've been facing teams with a KD/Blackout combo mesmer. Literally I have been on my ass or blacked out to the extent that I get to cast one spell in ~15 sec intervals. Just plain silly. So Prot Spirit here is far more effective. In addition, I have to rely on my teammates to carry the match since I have been effectively neutralized. Any thoughts on how to counter this one? That's the problem with being a boon prot monk, tough to adjust your skill bar to account for situatial occurences without weakening the effectiveness of your skillbar in general.
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Thing is these are the most poweful things you can do to a good and well played monk.
Unfortunatly kiting and your team mates are going to have to be the solutions to this problem.
If you have been knocked down and blackouted your team is responsible for you. Your blindbot should blind the warrrior because this buys you time.
I have to be harsh and say if you die because of this situation its your team mates fault. You are shutdown so they have to keep you alive. - However if you can kite well and manage to heal just eneogh to stay alive - which is possible if you keep the hammer warrior on your ass blinded - hexed then your team should manage to kill the other monk.
Also I am sorry for taking ages to reply as was away :P
Now to read Maxies edited guide :P
EDIT: And he took away the pictures. PUT THEM BACK...
Sam
Last edited by pah01; Jun 17, 2006 at 05:34 PM // 17:34..
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Jun 17, 2006, 06:16 PM // 18:16
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#136
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Belgium
Guild: Dynasty Warriors [DW]
Profession: A/W
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Running 10 inspiration while using Energy Drain? That's a real waste of attribute points! E-Drain's break point is at 9, so you can also run 9+1 Protection.
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Jun 18, 2006, 02:18 AM // 02:18
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#137
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Quote:
Originally Posted by Queto
Running 10 inspiration while using Energy Drain? That's a real waste of attribute points! E-Drain's break point is at 9, so you can also run 9+1 Protection.
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I allways have 10 inspiration, as 9/10 prot does not change much, inspired hex gives you more energy and the biggest advantage: using inspired enchantment on other monks to get their MoR and have double energymanagement! (about 70% of the monks i see use MoR)
ps, senator tom, does that green -5 energy focus hide 2 energy or gives you energy like gold focusses do? i use the cities of ascalon earth focus.
Last edited by deluxe; Jun 18, 2006 at 02:20 AM // 02:20..
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Jun 18, 2006, 08:13 AM // 08:13
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#138
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Academy Page
Join Date: May 2006
Location: Minnesota
Guild: Guildless & Looking
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Quote:
Originally Posted by deluxe
anyone using the following sword/focus combo?
gives you a total of 85 armor while enchanted. (60+10+5+5+5)
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Where is that focus obtained from?
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Jun 18, 2006, 09:07 AM // 09:07
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#139
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Lion's Arch Merchant
Join Date: Feb 2006
Guild: Cookies They Smunch [YUMM]
Profession: N/Mo
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you can buy that focus at droks and a collector in kurzick territory has it as well
check wiki for exact specs on collector
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Jun 19, 2006, 06:17 AM // 06:17
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#140
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Banned
Join Date: Aug 2005
Location: California
Guild: [Dark]
Profession: W/
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Quote:
Originally Posted by deluxe
I allways have 10 inspiration, as 9/10 prot does not change much, inspired hex gives you more energy and the biggest advantage: using inspired enchantment on other monks to get their MoR and have double energymanagement! (about 70% of the monks i see use MoR)
ps, senator tom, does that green -5 energy focus hide 2 energy or gives you energy like gold focusses do? i use the cities of ascalon earth focus.
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yes it hides 2 energy. greens only give 3 energy if you dont meet the req, while golds give 6 energy. same idea with shields, green shields give 3 armor if you dont meet the req, while gold shields give 8. kind of a reward for finding a unique gold
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