May 23, 2006, 12:49 PM // 12:49
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#1
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Maxiemonster's -HUGE- Boon Prot guide!
IMPORTANT NOTE: Boon Prot has been effected by the changes to their elite energy management and Divine Boon. This build is far from as effective as it used to be. The information is also based on information from before the Nightfall release, but as I don't see a point in updating this, I will keep it this way.
Introduction:
Boon Prot revolves around Divine Boon (+70/73 Health) and Divine Favor (+38/41 Health) bonusses, making even condition and Hex removal effective heals. Boon Prot is very effective, and is the favorite Monk build of many people (including me). It can be used everywhere, as it's strong against everything (Hexes, conditions, physical, elemental, and armor ignoring damage). It's definitly not the easiest build to play, but when you get the hang of it, you'll be a great Monk.
I'm also open for suggestions, and maybe even builds you find more effective. This thread is about discussing Boon Prot, and not just reading my build, so feel free to talk here.
The Skills:
- Reversal of Fortune - One of the reasons you're running Boon Prot over Boon Healing. It has a 1/4 second casting time (not interuptable, unless you're getting spammed), and a 2 second recharge time, and still, it has a very decent effect. This'll be your main healing spell for enemies not suffering from conditions or hexes.
- Mend Condition - Another reason to run Boon Prot over Boon Healing, as Healing Prayers doesn't have any condition removal. It has a 3/4 second casting time (which is decent), and a 2 second recharge time (that's why you're not running Mend Ailment). Use this when someone in need of healing and is suffering from one or more conditions. Don't use it too quickly when someone is not in need of healing, I'd limit to Blind and Dazed only, and even then, not in all cases.
- Guardian - A bit less effective unconditional heal then Reversal of Fortune, especially because of the 1 second casting time. The 2 second recharge time rocks on the other hand. Only use this over Reversal of Fortune when someone is getting hit by melee attacks, and of course, if you've got the time to cast a 1 second casting time spell.
- Contemplation of Purity - The skill you'll be using to get your conditions and hexes off yourself. It'll remove both Divine Boon and Mantra of Recall (and Guardian, and maybe even Reversal of Fortune if you're enchanted with those) removing up to 2 (or 4) hexes and conditions. Don't use it too quickly though, as you'll have to recast Divine Boon, and removing Mantra of Recall at the wrong time might mess up your Energy management. This skill is less effective when running Energy Drain.
- Divine Boon - Not much to explain..
- Energy Management:
Mantra of Recall - Highest Energy return for PvP, and it's an Enchantment. It's great combined with Contemplation of Purity (which is a must when running Mantra of Recall) because it increases the Hexes removed, conditions removed and Health gained. Also great as a cover Enchantment, not forcing you to recast Divine Boon that much. It does require you to wait 20 seconds after casting however, and it costs 10 Energy, which is quite high.
Energy Drain - A bit lower Energy return then Mantra of Recall, but still enough in most cases. It doesn't require you to wait to gain Energy (unless you still have to move into battle), like Mantra of Recall, which is especially great after you've got ressurected with a low amount of Energy. It does require you to move further into battle, which is a position you don't want to be in. Also, when your target doesn't have 8 or more Energy, you'll of course get less Energy, that's why I find the draining factor annoying, even though some love it.
- Hex Removal:
Holy Veil (Recommended) - Holy Veil has a quick recharge time (12 seconds) and heals because of your Divine Favor and Divine Boon. In some battles you'll be asked to remove more then 1 Hex every 20 seconds (even more then 1 Hex every 12 seconds occasionally), and this is the only spot for you Hex removal. Also, the healing is great, as you're not always capable of waiting 1.75 seconds (casting time and 0.75 seconds of time between casts) untill casting a heal.
Inspired Hex - Slow recharge time (20 seconds), but it has a slight Energy management factor (11 Energy, excluding the 5 Energy from casting), giving you a bit more flexability. This skill does not give you any Divine Favor or Divine Boon boost, because it's a Mesmer spell. This means that if the target is at low Health, you'll need to cast another skill to heal him, making the Energy management rather useless in those cases, as this is not needed with Holy Veil. Personally, I don't think this extra bit of Energy management is needed, but some think it is. Keep in mind that you're using this for Hex removal, and not for Energy management.
Hex Breaker - I only advice using this when you're in a 3 Monk (maybe 2) backline, and one of the other Monks is running a Blessed Light build. Otherwise, I wouldn't recommend using Hex Breaker over Holy Veil or Inspired Hex.
- Your choice:
Signet of Devotion - This Signet is great when running Mantra of Recall. Use this when there's little danger (read; time to cast a 2 seconds casting time spell). You can save alot of Energy with Signet of Devotion, and it's great when you die, and your Mantra of Recall still needs alot of seconds to end. Try not to limit casting Signet of Devotion just when you've already ran out of Energy, because you shouldn't be running out of Energy. Recommended in combination with Holy Veil, as it saves up Energy, and you don't have the Energy management of Inspired Hex when running Holy Veil.
Protective Spirit - Great against spiking, especially when cast on a allied caster. Keep in mind that if the ally you cast this on has alot of Armor or Health this skill isn't all that effective. This skill is great in PvE, especially against some bosses, which deal insane ammount of damage. Recommended in combination with Inspired Hex, since Protective Spirit requires alot of Energy, you'll need the extra Energy management.
Spirit Bond - I personally prefer Protective Spirit in most cases, though, if your team isn't running much players with low Armor and/or Health, this could be a better choice. Just like Protective Spirit, it's recommended in combination with Inspired Hex
The Attributes:
When running Mantra of Recall:
11 Divine Favor
10 Protection Prayers
10 Inspiration Magic
1 Domination Magic
When running Energy Drain:
12 Divine Favor
9 Protection Prayers
9 Inspiration Magic
3 Domination Magic
The equipment:
Armor parts:Divine Favor Scalp of Minor Protection Prayers - Your main Scalp.
Divine Favor Scalp of Superior Divine Favor - Put this on before (re)casting Divine Boon.
Full Acolyte's set (Armor +10 (while Enchanted)) - Use this set when fighting enemies that don't use Armor ignoring skills.
Full Sheperd's set (Health +35) - Use this set when fighting enemies that use Armor ignoring skills (like Blood Spike). Weapon sets:
I've included links to the only or most easy way to get an item with the modifiers that are the best. Of course, there are some items I'd replace with items that are only dropable, but the chance of ever finding those exact items is so small, it's not even worth mentioning.- A kiting set:
A Long Sword obtained from the Charr at the Gate quest, upgraded with a Sword Pommel of Defense/Enchanting.
A Protective Icon obtained from John Verado.
or
A Long Sword obtained from the Charr at the Gate quest, upgraded with a Sword Pommel of Defense/Enchanting.
A Wooden Buckler obtained from the collector Leijo.
- Casting set:
Garbok's Cane obtained from Garbok Handsmasher.
A Jeweled Chalice obtained from the collectorMourn Drakespur.
or
A Protective Rod obtained from the crafter Gertrud.
A Protective Icon obtained from the collector Brandon Harlin.
or
A Katana obtained from the crafter Shichiroji upgraded with a Sword Pommel of Enchanting.
A Protective Icon obtained from the collector Brandon Harlin.
- A Katana obtained from the collector Telamon, upgraded with a Sword Pommel of Defense.
A Tattered Fan, a Forgotten Fan or a Frozen Fan as your offhand.
- A Protective Rod obtained from the crafter Honglei Sun.
A Jeweled Chalice obtained from the collector Kraviec the Cursed.
Miniature Charr Shaman - Because it's adorable.
The basics:
Kiting:
Kiting means running away, trying to avoid taking damage, or reducing the damage taken. Kiting close ranged melee characters is simple, just run in circles (preferably small ones, as you shouldn't run away from your allies). Kiting Area of Effect is easy as well, just move out of spells like Fire Storm or Mealstrom as soon as you can. Kiting Point Blank Area of Effect is a bit harder. When you see someone cast something like Earthquake, try to move away from him, as he can't chase you while casting. Of course, this'll require you to watch the spells enemies are casting.
Also, don't forget to switch to your kiting set. And in case you wonder why you need a kiting set that badly, it's quite simple. As you're not as easy to heal as your teammates (no Mend Condition, and possibly lower armor, and the risk of your heals to get interupted), you can need every armor you can get. The more armor you have, the more Energy you save when someone is attacking you, which makes up for not being able to use Mend Condition.
Improved Divine Boon:
Switch to a Divine Scalp of Superior Divine Favor just before casting Divine Boon, and also switch to a +1 Divine Favor (20% chance while using a skill) off-hand or staff if you don't mind casting and removing Divine Boon untill it's even better (I don't do this, as I don't have the patience). This will get you a Divine Boon of 15 or 16 Divine Favor, which gives you +70 or 73 Health each heal!
If Divine Boon gets removed (by enchantment removal or Contemplation of Purity), just recast it as soon as you need it, unless you're absolutly safe, it's not that important, but it's a nice way to get some free extra Healing (which means you'll have to spend less Energy).
Weapon set 1 and 2:
Weapon set 1 is your kiting set, Use this when you're the target of any non-Armor ignoring damage. The +15 Armor (+5 when not enchanted) is great. The +45 Health is always nice, but keep in mind, when switching to other weapon sets, or when your enchantment gets removed, your Health pool is lowered by 15 or even 45 Health.
Weapon set 2 is your casting set. If you choose for the Inspiration Magic set (which is highly recommended when using Energy Drain, but also very nice when using Mantra of Recall), switch to this set just before you cast your Inspiration Magic spell. When you choose for the Protection Prayers set, use this whenever you're not kiting or getting your Energy drained to get that small boost to all your Protection Prayers spells.
Weapon set 3 and 4:
These Weapon sets are there to counter Energy draining. When you see you're losing Energy because an opponent is draining your Energy, switch to your 3rd Weapon set. This "blocks" the Energy at a low Energy pool. This means when you switch to you 4th Weapon set, you have the difference of the Energy (49 Energy), and the Energy draining barely had effect (even though Mind Wrack might be triggered earlier if used, so you might want to cast Holy Veil when the Energy draining starts). Try to get your Mantra of Recall on, and switch back to your Weapon set 1 as soon as you can.
You can also switch to your 3rd weapon set when you're out of Energy, and you really need to cast spells (watch out with this, this means death in many cases), or just before you cast Rebirth in PvE.
Hex/Condition Removal:
Cooperating with your teammates is very important. Make sure your teammates call the Hexes or conditions they want off them, as you can't see what they're suffering from. For this you'll obviously need to know the names of important Hexes that need to be removed (unless you realy trust your teammates calling the right Hexes). Also, try to learn the skill pictures of the "anti-Monk" hexes, so you can remove them off yourself when a nasty one is cast on you, without having to hover over the hex, which takes way too much time.
Also, don't spam your Hex removal. You should never use your Hex removal just because someone has a Hex on him, even though you have no idea what Hex it actually is. If 2 seconds after you cast Inspired Hex on a useless Hex your Warrior screams at you to remove the Spiteful Spirit that was cast on him, that'd be a waste. Just use your Hex removal when there's a Hex that really needs to be removed, and not whenever there's a Hex that can be removed.
I've seen alot of people using Inspired Hex only for the Energy management, but that's not where it's about. The Energy management is great, but not the reason to use it. Consider Inspired Hex a "free" Hex removal, as you'll get the Energy back that you just used, but not as a way to gain Energy, that's not what it's for.
Interface:
Click here for a picture of my interface.
A good interface is very important, so customize it wisely. Most of the time, Monks look at the party member screen, their skill bar (so they can see when they can recast a skill), and their Energy pool, so those are the 3 things I've centered. As those 3 things were already at the bottom, I also placed my compass and chat screen at the bottom, because they are nice to have around as well.
I left out my Experience bar (why would you want to know this when you're level 20 anyway?) and my Health bar (you're in the party screen yourself as well, and the only things you gain from it are the exact ammount of regen/degen pips you have, which you don't really want to know anyway). My Weapon Bar is hidden under the Menu button (made it very small), so I can still switch using F1-F4, without having it filling up my screen.
That's about all of it. I hope you enjoyed the guide,
Maxiemonster.
Last edited by Maxiemonster; Dec 05, 2006 at 01:20 PM // 13:20..
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May 23, 2006, 01:00 PM // 13:00
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#2
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Krytan Explorer
Join Date: Sep 2005
Guild: Team Harmless[TH]
Profession: Mo/
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Isn't it too hard to maintain ur mana with the boon signet build?
U have only 2 energy regeneration and u lose 2 energy every time u cast a spell... i have to try to see how it works anyway
Cons against ur build:
Ignorance is a problem.
Rust is ur second one.
And u will get drained enchant, shater enchant a lot.
Anyway, i have to try it to see how it goes... i'll be back with more impressions
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May 23, 2006, 01:08 PM // 13:08
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#3
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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There aren't that much people using Rust or Ignorance, and, this build has Holy Veil equiped, those spells are gone in a second.
And I haven't tested that build that much myself yet, as I've only unlocked it on my PvP character, I was planning to wait with testing untill I get it on my PvE character From my experience though, is that it works, but I'm not sure if it can ever be more effective then MoR..
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May 23, 2006, 01:24 PM // 13:24
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#4
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Krytan Explorer
Join Date: Jan 2006
Location: Denmark
Guild: [HH] [Hax]
Profession: Mo/
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I would take Channeling on A Boon signet build, as it seems to be better than using Illusion of weakness... But other than that its a very nice Guide ..
~Shadow
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May 23, 2006, 01:31 PM // 13:31
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#5
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Krytan Explorer
Join Date: Sep 2005
Guild: Team Harmless[TH]
Profession: Mo/
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Quote:
Originally Posted by Maxiemonster
There aren't that much people using Rust or Ignorance, and, this build has Holy Veil equiped, those spells are gone in a second.
And I haven't tested that build that much myself yet, as I've only unlocked it on my PvP character, I was planning to wait with testing untill I get it on my PvE character From my experience though, is that it works, but I'm not sure if it can ever be more effective then MoR..
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Rust is used a lot, against Warrior for heal sig, against Mesmer for their signets. If i see a monk that spams signets for sure i will cast Rust on him.
Holy Veil might help, but that is why good to have a friend mesmer on team that u kindly ask to let him without enchants... PvP and GvG with TS or Ventrilo it's not hard to see what other team's build is and counter it if u can
MoR is no big deal if it gets removed - u get energy back faster, that is why is one of my favourite. No comment on that build from me
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May 23, 2006, 01:32 PM // 13:32
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#6
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Krytan Explorer
Join Date: Sep 2005
Guild: Team Harmless[TH]
Profession: Mo/
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Quote:
Originally Posted by Shadow-Hunter
I would take Channeling on A Boon signet build, as it seems to be better than using Illusion of weakness... But other than that its a very nice Guide ..
~Shadow
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Indeed chanelling is better i think. I sure gonna give this build a test run tonight
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May 23, 2006, 01:51 PM // 13:51
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#7
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Channeling is useless without points in Inspiration Magic, and playing with 14 Divine and 13 Prot rocks and Illusion of Weakness is constant, and has no upkeep, those are the main reasons I picked it.
And when MoR gets removed, you still gain the Energy, but when it gets interupted, and it needs to recharge again, you'll be in trouble for sure.
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May 23, 2006, 03:00 PM // 15:00
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#8
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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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Few problems I have with your guide:
a: mend condition > mend ailment, the recharge on ailment makes it terrible for removing spammed conditions (ie blind.) mend ailment can be used well in some cases, but in most areas where a boon prot is appropriate (with the possible exception of gvg, depending on the gvg build) mend condition is better.
b: you state several times that +hp is the optimal setup, however +armor is generally prefered among boon prots. This applies to weapons as well as armor, I recommend acolytes (+armor while enchanted) on chest and legs, and ascetic on the rest.
c: no mention of inspired/revealed hex, a great hex removal and seconary energy management
d: you list boon sig as an option, however (imo) don't put enough emphasis on the devestation it will cause. having to cast it every 5 seconds means less kiting, which means more damage, and thus more healing. Spending all your time casting means you're much more likely to get it distracted, or you'll be knocked down by one of the warriors endlessly chasing you around. It's been tried, and the general consensus is that it's not worth having, just like OoB (although you clearly state that OoB is for pve now, which is correct.) If you want 3 options, I'd switch boon sig for Energy Drain. Although I don't like it and don't use it, it is a viable alternative to MoR. Also you mention keeping holy veil on you indefinitely on your Boon Sig build. Having boon and veil on you leaves you with only 2 pips of energy regen, which boon sig will not make up for in the least.
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May 23, 2006, 04:05 PM // 16:05
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#9
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Wilds Pathfinder
Join Date: Sep 2005
Guild: WTS GW2 items for Zkey
Profession: Mo/
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Agreed with Sno's points. In GvG Mend Condition is miles better than Ailment; get someone else to remove your conditions. Sacrificing a 3 second recharge just so you can remove your own conditions is not really a smart move imho.
I'm also a big fan of E-drain, as not only do you get more energy than with MoR (many threads crunching the numbers on this) but you drain the enemy monks of energy too. In PVE I'd probably still use MoR though.
Quote:
Originally Posted by Maxiemonster
Before casting Mantra of Recall, switch to your set with 20/20 items (for example; Garbok's Cane and a 20/20 Inspiration focus from a collector). After casting it, switch back to your main set (for example; +5 Energy, +30 Health Katana, Green Protection Prayers Straw Effigy).
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Having it recharge faster is dubious, as you may accidently maintain it. It's ok if you know what you're doing though, as it gives you an edge with interrupts.
I'd also say that you'd want defense on that sword, not fortitude.
Last edited by BlueNovember; May 31, 2006 at 10:58 PM // 22:58..
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May 23, 2006, 04:10 PM // 16:10
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#10
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by sno
a: mend condition > mend ailment, the recharge on ailment makes it terrible for removing spammed conditions (ie blind.) mend ailment can be used well in some cases, but in most areas where a boon prot is appropriate (with the possible exception of gvg, depending on the gvg build) mend condition is better.
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Sorry, that was a mistake, I confuse them more often. It's changed now.
Quote:
Originally Posted by sno
b: you state several times that +hp is the optimal setup, however +armor is generally prefered among boon prots. This applies to weapons as well as armor, I recommend acolytes (+armor while enchanted) on chest and legs, and ascetic on the rest.
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I haven't checked this much, but the +Health really is turning out well for me, but I guess you could be right about that Acolytes.
Quote:
Originally Posted by sno
c: no mention of inspired/revealed hex, a great hex removal and seconary energy management
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In my opinion, those aren't worth it, 20 seconds recharge is simply too long. Holy Veil is only 5 Energy, and it's a heal, which Inspired/Revealed Hex isn't, so if the Hexed target needs a heal, you need to heal with Inspired/Revealed Hex, making the Energy gain nearly useless (as it's only 6).
Quote:
Originally Posted by sno
d: you list boon sig as an option, however (imo) don't put enough emphasis on the devestation it will cause. having to cast it every 5 seconds means less kiting, which means more damage, and thus more healing. Spending all your time casting means you're much more likely to get it distracted, or you'll be knocked down by one of the warriors endlessly chasing you around. It's been tried, and the general consensus is that it's not worth having, just like OoB (although you clearly state that OoB is for pve now, which is correct.) If you want 3 options, I'd switch boon sig for Energy Drain. Although I don't like it and don't use it, it is a viable alternative to MoR. Also you mention keeping holy veil on you indefinitely on your Boon Sig build. Having boon and veil on you leaves you with only 2 pips of energy regen, which boon sig will not make up for in the least.
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It's an option, just like Energy Drain But I had to go, so didn't add Energy Drain, but I will. And I'm not saying Boon Signet is great, and I haven't tested it very much yet, but I guess you're right, it doesn't seem to be too effective.
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May 23, 2006, 07:55 PM // 19:55
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#11
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Lion's Arch Merchant
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First off, Maxiemonster good job on making a big boon prot guide. Hopefully it will be helpful to new players. I dont like to be negative, but I think your builds overall are with lacking energy management. I personally like all monk builds to have atleast two energy management skills(except for OoB builds of course). Which to me really limits it to mo/me. I've been doing monk for ~632 hrs and here is one of my favorite boon prot builds.
Also Maxiemonster may I suggest you go in depth a bit more on exactly which stats are to be considered for weapons/offhands, I think that would strengthen the guide.
One of my boon prot builds(which I think is fairly common)
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Stats
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Inspiration: 9
Divine: 16
Prot: 10
Skills
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RoF
guardian
Mend condition
Energy drain[elite]
Inspired hex
Agies
res sig / channeling / reveal hex
Divine boon
Gear
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Armor: 60AL(+10 encht)
Katana: Armor +5, Energy +5
Div Symbol: energy 12, armor +5(encht), hp +45(encht)
Pros
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* 80 AL while enchanted(which should be always)
* E-dran helps drain enemy monks
Cons
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* Only 9 second agies IF Head gear is not switched (10s if switched)
* May drain an enemy with no energy(not common)
* Less max energy that astetics armor
My comments
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I prefer E-drain to MoR for a couple of reasons. E-drain can help by draining the enemy monks. E-drain cannot be stripped. Edrain can be used for fast energy swings after being res'd. E-drain is just as efficeint with 9 in insp as with 10.
I think the higher armor is where this build really shines. Since alot of the time the monks have warriors on them. Extra AL + kiting is very effective IMO
For hex removeal I would strongly reccomend using Inspired hex as opposed to Holy veil. Simply becuase Ive noticed more skills popping up that block enchants or increase their cast time. Also with inspired hex you have some more energy management.
I like to keep divine favor as high as possible simply beacuse I prefer the higher heals as opposed to the slightly better effects of the prot skills.
I would also like to say that boon signet looks good on paper, but isnt as useful in battle. I would not reccomend boon sig for a boon prot. I have only found that skill useful from bonding/boon prot hybrid builds,which are very rarely useful.
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May 23, 2006, 08:30 PM // 20:30
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#12
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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How stupid.. I didn't think about the anti-enchantment factor (I didn't think about it when switching between Inspired Hex and Holy Veil either), but 1 Hex removed every 20 seconds is so few, so I'm still not sure. My preference is still on Holy Veil for now, as taking away another skill slot for Revealed Hex isn't what I'd do quickly either.
I didn't know Armor was so effective, this is great! I did some math about the Armor, and Sheperd's is definitly off my list, I'm switching to Acolyte's! I'm also switching my main off-hand to a +45 Health (while enchanted), Armor +5 (while enchanted) one, and my Katana to +5 Armor. Here's the math I didn't know Armor was so effective by the way:
Health: 575
Damage: 400
Armor: 80
You take 282.84 damage.
Health: 665
Damage: 400
Armor: 60
You take 400 damage.
That's pretty nice ^^ So thanks for the tip!
And mattjones, I guess that's a solid build, but why Aegis? 15 Energy, 2 second cast, 30 seconds recharge.. The effect is sweet, but definitly not worth that. In my opinion, Energy Drain doesn't come close to Mantra of Recall.
The drain factor is nice, but it might work against you (when your enemy is low on Energy), and your job is to heal, and not to drain. Also, the Energy gain is minimal, which is bad. I guess it's easier to play, but that's about where it ends for me.
I changed the guide quite much I will continue editing it, too explain my choices a bit further. But now; bedtime!
Last edited by Maxiemonster; May 23, 2006 at 10:30 PM // 22:30..
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May 24, 2006, 09:40 PM // 21:40
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#13
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Lion's Arch Merchant
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Quote:
Originally Posted by Maxiemonster
And mattjones, I guess that's a solid build, but why Aegis? 15 Energy, 2 second cast, 30 seconds recharge.. The effect is sweet, but definitly not worth that. In my opinion, Energy Drain doesn't come close to Mantra of Recall.
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Aegis could be taked out, I choose it simply because I usually will play in builds with another boon prot running an almost identical build. Two aegis' can be useful. But I guess it should probably be used only with specific team builds.
Quote:
Originally Posted by Maxiemonster
The drain factor is nice, but it might work against you (when your enemy is low on Energy), and your job is to heal, and not to drain. Also, the Energy gain is minimal, which is bad. I guess it's easier to play, but that's about where it ends for me.
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After a while of playing it, the second it takes to select a caster and edrain them isnt even noticable. Edrain is only slightly less efficient than MoR, check out the energy threads for those stats. The big reason I like Edrain is the energy swing.
Take this scenario into consideration:
Lets say your doing boon prot and the other team thinks its a good idea to kill monks first. Long story short you get killed and get res'd with a res sig.
Now lets say you had 54e you get res'd with 25% which is 13(13.5 before truncation)
Your team is in need of healing before someone dies. You can see they need health, the only way your gonna be getting decent heals is with boon on. So you cast boon, your down to 8e. Now with energy regen you will most likely get 2 spells off than be at zero(assuming your not switch to a -1reg offhand).
With MoR your not in good shape the second after you get res'd, with E-drain that fast energy can get you back on your feet fast. That is the reason I chose E-drain
Oh and Maxiemonster I'm glad to hear you like my suggestion for the armor .
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May 25, 2006, 01:19 AM // 01:19
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#14
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Academy Page
Join Date: Jan 2006
Guild: Error Seven Operators [Call]
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I like to run a +5 Axe/Sword of Fortitude and a prot Straw Effigy or +1Divine/+30 focus as my weapon set #1. The reason for this is that if you're getting spiked, +Health is generally more useful than +Armor, and unconditional health is more useful than conditional. If they shatter your Boon, you're losing 5 Armor and 45 Health, which is usually the last thing you want when getting spiked . I usually just sit on my negative energy set to keep the +10 armor bonus during normal skirmishes.
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May 25, 2006, 01:40 AM // 01:40
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#15
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Ascalonian Squire
Join Date: Dec 2005
Profession: Mo/
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I've never had to use CoP in pve, so I don't bother taking it now unless I'm off to do some pvp. I normally stick Signet of Devotion or sometimes Protective Spirit in there and carry rebirth in the 8th slot. Otherwise, I use the same build and it's a good one.
I tend to use Guardian (with Mend Condition if they have one and Signet of Devotion) over RoF generally though, until it all hits the fan then I have RoF ready and waiting. Reason being, if I've been healing with RoF and someone suddenly takes a spike of damage, the 1 sec cast time of Guardian can be too slow whilst RoF is on recharge. I'd rather have RoF charged and ready to go when that happens. Admittedly it's not that often, but it can help.
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May 25, 2006, 11:58 AM // 11:58
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#16
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by mattjones527
Aegis could be taked out, I choose it simply because I usually will play in builds with another boon prot running an almost identical build. Two aegis' can be useful. But I guess it should probably be used only with specific team builds.
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Yep, it might be handy in some situations, but I won't recommend it that fast.
Quote:
Originally Posted by Mattjones547
After a while of playing it, the second it takes to select a caster and edrain them isnt even noticable. Edrain is only slightly less efficient than MoR, check out the energy threads for those stats. The big reason I like Edrain is the energy swing.
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I'm not saying selecting a target and draining him is hard, you can even select someone before it's fully recharged. I'm just saying that if you're not running secondary Energy management (for example; Inspired Hex), or you can't use that secondary Energy management at that time, you're going to be screwed with just Energy Drain, as it's simply not effective enough to give you enough Energy on it's own.
Also, I would say Mantra of Recall has more benifits then Energy Drain.
Quote:
Originally Posted by Mattjones547
Take this scenario into consideration:
Lets say your doing boon prot and the other team thinks its a good idea to kill monks first. Long story short you get killed and get res'd with a res sig.
Now lets say you had 54e you get res'd with 25% which is 13(13.5 before truncation)
Your team is in need of healing before someone dies. You can see they need health, the only way your gonna be getting decent heals is with boon on. So you cast boon, your down to 8e. Now with energy regen you will most likely get 2 spells off than be at zero(assuming your not switch to a -1reg offhand).
With MoR your not in good shape the second after you get res'd, with E-drain that fast energy can get you back on your feet fast. That is the reason I chose E-drain
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You can switch to a +30/-2 set if really needed and you can do alot with just Signet of Devotion also. And yes, you're right, MoR sucks when you die, but assuming that'll happen alot is stupid.
Quote:
Originally Posted by Mattjones547
Oh and Maxiemonster I'm glad to hear you like my suggestion for the armor .
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Haven't tested it yet though But thanks again!
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May 25, 2006, 03:43 PM // 15:43
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#17
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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 mattjones527
Oh and Maxiemonster I'm glad to hear you like my suggestion for the armor .
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Quote:
Originally Posted by sno
b: you state several times that +hp is the optimal setup, however +armor is generally prefered among boon prots. This applies to weapons as well as armor, I recommend acolytes (+armor while enchanted) on chest and legs, and ascetic on the rest.
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Whose suggestion?
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May 26, 2006, 05:16 AM // 05:16
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#18
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Ascalonian Squire
Join Date: May 2006
Location: Ocean City, MD
Guild: Dark Grenth Terminators
Profession: R/Mo
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is it necessary that you use the +5 nrg katana for a boon prot build, or can you also use an other standard protection wand/offhand staff combination?
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May 26, 2006, 04:39 PM // 16:39
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#19
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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 Infinite Minds
is it necessary that you use the +5 nrg katana for a boon prot build, or can you also use an other standard protection wand/offhand staff combination?
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Weapon combinations are 100% user preference, each has its own benefits and weaknesses. Use what you want.
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May 26, 2006, 05:54 PM // 17:54
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#20
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Ascalonian Squire
Join Date: May 2006
Location: Ocean City, MD
Guild: Dark Grenth Terminators
Profession: R/Mo
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yea it just was swaying me toward the fact that i HAD to use it becuase of the fact that everyone else said they were using it, but i had no problems with the staff i am using, however i was wondering if that sword wwould make that much of a differenace. (i have been using the stoneweaver)
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