Jun 26, 2006, 08:28 AM // 08:28
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#161
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Desert Nomad
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Quote:
Originally Posted by Maxiemonster
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well with my setup (ascetics armor) i got 78 armor itd seem
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Jun 26, 2006, 11:40 AM // 11:40
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#162
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by fb2000
well with my setup (ascetics armor) i got 78 armor itd seem
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Ugh.. Ascetic's!
Acolyte's > Ascetic's.
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Jun 27, 2006, 06:35 PM // 18:35
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#163
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Desert Nomad
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Quote:
Originally Posted by Maxiemonster
Ugh.. Ascetic's!
Acolyte's > Ascetic's.
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well
Acolyte + Ascetic switching > pvp chars
just bought acolytes chest and leg pieces 2 days ago or so
now if i only remember what dmg did the dumb Master of lightning do..
on a second thought, 85dmg sounds familiar, mightve been 83 with the -2dmg from shield
i love my shield, looks so sexy on my monk check the screenie and dont copycat my looks or ill haunt u :P
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Jun 27, 2006, 06:54 PM // 18:54
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#164
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Ascalonian Squire
Join Date: Feb 2006
Location: Denmark
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do you need only 1 piece of Acolyte armor to get armor+10?
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Jun 27, 2006, 09:18 PM // 21:18
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#165
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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 0o7
do you need only 1 piece of Acolyte armor to get armor+10?
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Armor is locational, you can get hit on any part of your body, with chest being the most common, followed by legs, and then hands/feet (not sure exactly where head comes in, but that's not important.) I find it best to use acolytes on chest and legs, and ascetic on hands and feet.
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Jun 27, 2006, 11:23 PM // 23:23
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#166
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Lion's Arch Merchant
Join Date: Aug 2005
Location: England, UK
Guild: Clan Dethryche
Profession: Mo/Me
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its always nice to have alot of energy I agree but I personally prefer the full acoloytes set although a very logical choice to go ascetics legs and arm losing the 10 armour for those pieces doesn't really justify for the +2 energy, its not really that much of a difference, although it is nice to have 49 energy but with proper MoR management (or ED if thats your preferance) there shouldnt really be any major energy problems... that is unless your getting heavy aggro from your enemies, in which case i tend to put myself first :P
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Jun 28, 2006, 02:20 AM // 02:20
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#167
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Krytan Explorer
Join Date: Jun 2005
Guild: Legends Of Teh Industry [XXX]
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Quote:
Originally Posted by Rebirther
but with proper MoR management (or ED if thats your preferance) there shouldnt really be any major energy problems... that is unless your getting heavy aggro from your enemies, in which case i tend to put myself first :P
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yes when i have MoR up im am rarely out of energy. Only time it gets close when group over aggros and i have to turn into a healing machine. But then still it is managable. I think the lowest i got was 13 but then MoR ended and that ended that problem
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Jul 06, 2006, 01:40 AM // 01:40
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#168
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Quote:
Originally Posted by 0o7
do you need only 1 piece of Acolyte armor to get armor+10?
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Like Sno said, armor is locational. The chestpiece has 37.5% of applying the added armor (if any) to the damage, the legs 25% and the headpiece/gloves/boots 12.5%. When using Ascetic's parts you give up 12.5% chance of taking less damage for each Energy point.
Keep in mind that more armor means less healing (and Energy) needed to heal that target, which means it's free Energy management. It's important to equip yourself with the best armor for two reasons. The first is that you're the target alot (more then other casters), which means the Energy you save for having to heal yourself less gets quite alot. The second (and actually main) reason is that the defence you can give an ally is bigger then for yourself. Mend Condition only works on other allies, which makes conditions (especially Dazed) very painful.
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Jul 06, 2006, 05:59 PM // 17:59
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#169
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Wilds Pathfinder
Join Date: Oct 2005
Location: A cardboard box in England
Guild: Men Of Substance [YMCA]
Profession: Mo/Me
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Ive seen monks in high end GvG like Irresistable blokes using Distortion. What are peoples thoughts on this and for what skill would you remove to take it out of :Boon/Rof/guardian/MoR/Ihex/CoP/Mend/Sig devotion or prot spirit
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Jul 08, 2006, 05:23 AM // 05:23
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#170
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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^^
It's likely swapped for CoP since it's GvG and you can rely on your fellow monks. The only problem I see with it is that without any pts in illusion you lost 6-8 energy per swing if you evade. The good thing about it though is that if a bunnythumper or shock warrior sees you use Guardian, they're immediately going to hit their Irresistable Blow button to KD you. It's becoming popular now though to run 3 different monk builds, WoH, SB/Infuse (well, that was always there), RC Prot. Are you sure that it was a boon/prot build running Distortion in the first place? It could easily have been a modified WoH or SB/Infuse that was designed to be better able to evade without need for Aegis or Guardian from an ally. I could especially understand this in an RC Prot build where energy is (at least in my experience) a rather abundant commodity.
I really wouldn't run distortion though unless I had to to combat a new FotM build or something...even then, I might not. I just don't feel it would be worth the energy waste on a boon/prot build.
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Jul 11, 2006, 08:52 PM // 20:52
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#171
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Krytan Explorer
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I think this discussion should be geared towards one PvP format. The build and weapon sets can vary depending on GvG, HoH, RA, TA or anything else. GvG seems to be the most common and would appeal to the most people in my opinion.
Also wondoring if the basic gear is the following
Weapon 1: Main casting
Weapon 2: Kiting gear/Inspiration fast cast/recharge
Weapon 3: Energy reserve 15/-1 wand and 15/-1 offhand
Weapon 4: Anti energy denial
Divine favor scalp w/ minor rune (superior for boon re/cast)
All +10 armor while enchanted armor
Then +hp armor for switch vs armor ignoring spikes
Then must have skills
Reversal of Fortune
Divine Boon
Energy Manangement {E} Mantra of Recall/Drain Energy
Condition Removal Mend Condition/Draw Conditions
Hex Removal Inspired Hex/Holy Veil
Optional skills include: Contemplation of Purity, Guardian, Signet of Devotion, Protective Spirit, Gift of Health, and others
Seems like the essentials to a good boon prot build for GvG
Is it confirmed that a green shield will only give 4 armor?
Last edited by l Batman l; Jul 13, 2006 at 01:24 PM // 13:24..
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Jul 14, 2006, 09:36 AM // 09:36
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#172
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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lol im suprised i took so long to respond in this. :P
http://www.guildwarsguru.com/forum/s....php?t=3070751
read my post on the bottom of first page and u have my thoughts and strats on boon prot.
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Jul 14, 2006, 02:31 PM // 14:31
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#173
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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Quick comments on your thoughts/strategies...(preface this is for PvP)
-lose the superior rune. Buff yourself up as much as possible since you will be targeted first (in RA/TA). Some ppl who bring PvE chars into PvP will use a sup rune swap to enhance their divine.
-my stats as some others seem to agree with: 13 divine | 11 prot | 10 insp
-this may be a personal taste, but I think MoR works better than EDrain here. 1)It acts as a cover chant 2) will certainly add healing power/hex stripping, when you activate CoP 3)You don't need to split your focus and target an enemy to EDrain, 4) You don't have to worry about the enemies energy level.
-Your Weapon sets looked decent, I personally like +7AL weapon mod as opposed to your +30 health.
-Signet of Devotion is something you should consider for your skill bar. Maybe drop Prot Spirit since you have Gaurdian + RoF combo.
-I like IH, but for this scenario, i think Holy Veil will benefit you more. Quicker recharge, and you can preveil, which seems to be a must nowadays.
Overall your strategies and thought are right on IMO.
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Jul 14, 2006, 05:49 PM // 17:49
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#174
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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-thats why i suggested the sup rune only for applying divine boon. it shoudl be removed immediately afterwards for a minor rune. if boon gets shattered, just reapply boon with minor rune until clear to reapply with sup rune.
-MoR can work as a cover enchant, but edrain personalyl i have more control over than MoR. i have used both and both do very well, but i feel that with the faster recharge times from garbocks/straw effigy in inspiration that i have more control over edrain and i can usually use it at a faster rate than MoR in order to keep my energy up. Having to swap is as simple as pressing "C" and edrain (7 on my bar) then click on a red bar again. it literally takes like a second so have never found it to be a deal where casting edrain actually took me away from my duties.
-i personalyl use a hp+30 as having a warrior spike trying to split you in two, it can be nice to have as much health as possible for the other monk to be able to react to it. i also have in inventory the sword maximonster is talking about from presearing. it has +5 armor while enchanted and i added another ar+5 pommel on it. i have a shield also for my monk thats a gold tower shield thats hp+30, -2dmg while enchanted i can swap too if i notice that there is a lot of physical dmg aka warrior spike.
-after personal use of sig of devo, its garbage. 2 second cast ftl. it will never replace prot spirit on my bar. prot spirit has saved my teams ass when warriors are pushing in for bodygaurds to counter the mass dmg from th elemental attacks now, but as i said use it sparingly. its not as spammable as reversal and will work well against some spikes such as fc air, or the old school obsidian flame spike. its just a damn good skill to have around.
-veil is good, but since they increased the recharge time, i like having inspired for a second energy management. also i have had cases where veil was thrown on a target and instantly shattered, and thus not removing the hex. another reason that i like inspired. when in VoD and both teams goign for one another full out, it can be very energy draining and its good to have a secondary energy management to give you that little bit of extra energy inbetween edrain/MoR
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Jul 14, 2006, 06:02 PM // 18:02
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#175
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Perfectly Elocuted
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Quote:
Originally Posted by MistressYichi
... i have had cases where veil was thrown on a target and instantly shattered, and thus not removing the hex.
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This has happened to me not a few times lately. I switched back to Inspired after the last one. A mesmer knowing what to look for will get it pretty regularly.
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Jul 14, 2006, 06:11 PM // 18:11
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#176
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Wilds Pathfinder
Join Date: Jun 2005
Location: Texas
Guild: Scouts of Tyria
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I've been trying to learn boon/proting and veil confuses me. Am I casting it to right away double click to remove it, or do you ever leave it on a target to slow down the hexing?
(and thanks for all the other information, its been great!)
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Jul 14, 2006, 06:43 PM // 18:43
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#177
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Ascalonian Squire
Join Date: Jun 2006
Profession: Mo/
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If you know you're going up against a hex heavy team, then you cast veil on the most likely candidates for hexing before the battle starts. Then, once you see a hex that should be removed, you double click veil and remove it from that member. If there's hexing during the battle, then you just cast and remove right away.
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Jul 14, 2006, 08:24 PM // 20:24
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#178
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by SnipiousMax
This has happened to me not a few times lately. I switched back to Inspired after the last one. A mesmer knowing what to look for will get it pretty regularly.
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same reason and then add to that the added recharge time from a couple updates ago, and veil isnt worth the slot compared to inspired hex IMO.
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Jul 14, 2006, 08:26 PM // 20:26
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#179
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Furnace Stoker
Join Date: Sep 2005
Location: Guild Hall, Vent, Guesting, PvE, or the occasional HA match...
Guild: Dark Alley [dR]
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Quote:
Originally Posted by bobrath
I've been trying to learn boon/proting and veil confuses me. Am I casting it to right away double click to remove it, or do you ever leave it on a target to slow down the hexing?
(and thanks for all the other information, its been great!)
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in gvg it isnt as big of a deal to "pre-veil" yourself as a veil is more useful in HA/Halls where migrane and mindwrack is more common. cast the veil then double click it to remove the hex.
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Jul 14, 2006, 09:54 PM // 21:54
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#180
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Krytan Explorer
Join Date: Apr 2006
Guild: Team Quitter [QQ]
Profession: Mo/Me
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gj on the guide and to everyone on the responses. A ton of important topics have been addressed, but there are a few I would like to throw in:
Inspired Hex: I view the most important reason for bringing it on any monk is to counter diversion (hex breaker works just as well, but it is all preference). I am glad to see that was addressed.
Gaurdian: RoF is a great reactionary spell and is perfect for catching most spikes, but it is significantly lacking in countering adrenaline spikes. Adrenal spikes are the easiest to see in advance (normally you will be facing a 2 warrior party, look for when they converge on a target, often led by frenzy) and a precast Gaurdian will bring the target to full health and completely counter the spike. If there is any enchant removal, because of the off timing of adren spikes compared to other spikes, it will likely not have an effect.
Kiting w/ Gaurdian: Running in circles is fine, but in the end is not enough. Some maps force different kiting patterns or give certain advantages to none circle kiting. Whenever you take a sharp turn in your kiting, cast Gaurdian. Stopping completely can even completely neutralize a warrior (example ice maps in RA/TA/GvG -> run past the ice and stop immediately on the shore, the warrior will stop in the ice and be slowed, then you can run off). Whenever you stop, cast Gaurdian. Kiting mitigates damage, but knowing how to correctly stop and heal (may it be Gaurdian, RoF, or CoP) gives you longevity. RA/TA is the best way to learn how to do this. Another excellent and fun way for PvEers is running the second half of Copper to Iron. Gaurdian is also the best way to counter being knocked down, but this is much more difficult to master and is very situational in how to do so.
ESurge Mezmers: This is the biggest problems for all monks in PvP, but is especially hard on boon prots. Whenever you are not healing, or even when you are midcast, you should be watching your opponents actions. The end product is watching for visual signs, sounds, radar, and directly by selecting an enemy. Do not try to do all of these at once :P You will get confused and end up tripping over yourself. Rather start off slow. The easiest way is to work on directly selecting an enemy and watching their spells. I would strongly recommend a 4v4 setting because their are simply less enemies running around. For ESurge specifically, I would suggest playing a lot of RA international because their is a significant amount there compared to american. If you are receiving significant pressure and it is to hard to watch the opposing mezmer, there is nothing wrong with remaining in a negative energy set and switching back as necessary...which brings me to the next thing.
Making the -2 not count: Use your three energy sets (normal, +, -) so that you have 5 energy as much as possible. If you cast a spell, the -2 will not effect you, but you still get the boon healing. This can be hard to get used to, but saves a large amount of energy in the long haul.
Double recharge: Yep Sno was right, you get 36% half, 4% fourth. I was bored one night and tested it...but with the new update recharge is capped at 50% so no more fourth recharge :/
Aggressive Monking/Positioning: This is the BIG one that I am warry to even mention because so much goes into it especially in GvG. Be aware of enemy positioning (especially mezmers), but do not be afraid to push up. There is a reason people like boon prots, they are so freakin hard to kill. I often try to stagger a two monk backline, with one on either side, one in the backline and the other in the midline. By staggering, you can make your build tremendously more offensive. At the expense of making the forward monk susceptible to mezmers, you allow your warriors to freely overextend. Furthermore, your boon prot can use spells more effectively than if he were in the backline. A great combo that I like to run if I am the forward monk is Energy Drain (even though I love MoR) and Drain Enchantment. Drain Enchantment is a great energy source (especially with 20/20 recharge), but if used effectively you can completely cripple the opposing offense. For example, if there is a smiter, he should be within casting range at all times. Watch him. The second he casts Zealots, strip him and he is gone for 30 secs. By then your Drain Ench is already ready for another round. This is an extremely easy way to completely remove an opposing character from the game. Since smite just got nerfed, I will throw out another common one. Just strip the eles prodigy. Sure he gets it back in 5 secs, but there goes 10 exhaustion. Keep it up or help out your mezmer in stripping him and you can completely take out the ele whom often plays a critical role in most builds. EDrain is ideal for adding pressure to opposing monks or messing with a warrior, your target is completely dependant on the other teams build. The one thing that is universal is whenever a monk goes down and is rezed, drain him immediately. He will likely have no energy then and can quickly led to a party wipe.
That was a lot of stuff so I think I will end it there. This may be same old same old, but there are a ton of little tricks to monking that can drastically help your team. If ya need any help on boon proting or any other type of monking (my fav builds though will always be infuse/woh cause of their difficulty/effectiveness) just drop me a pm.
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