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Old Aug 22, 2006, 07:00 AM // 07:00   #1
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Default Boon Signet/Release Enchantments Concept

Testing the concept for about a week, mainly in FoW, THK, and other various endgame areas from both campaigns. Boon Signet being fueled by enchantments, and Release Enchantments fuels party wide heals at the expense of your own enchantments, somehow they just seem to go together. This is what I've been using for now:

1. Boon Signet {E}
2. Vigorous Spirit
3 and 4. Signet of Devotion/Reverse Hex/Mend Condition/Rebirth
5. Protective Spirit
6. Guardian
7. Aegis
8. Release Enchantments

Healing Prayers: 7
Protection Prayers: 14
Divine Favor: 14

Before engaging a mob, I'd always toss a Vigorour Spirit on myself. For 30 seconds, it sits waiting for a Release Enchantments to provide a 33 point party heal at 14 Divine Favor per enchantment. If a larger party heal is needed, a 5 energy Guardian followed by A Boon Signet, then release provides a 66 point Heal Party for 10 energy (and returning 4 energy from Boon Signet). Vigorous Spirit can naturally be tossed around warriors, assassins, and rangers to heal 12 health per action.

Reverse Hex briefly acts as an enchantment, so if I'm hit with a hex it will add onto Boon Signet and then the following Release Enchantments. Because the build isn't too energy intensive (and it's PvE afterall), using an extra 5 for Reverse Hex over Remove Hex or Holy Viel didn't seem like that bad an idea. Although the added effect of damage reduction is somewhat lessened if the party member is under fire, so trying to hit a Boon Signet before it triggers is unlikely. Might consider replacing it with Holy Viel, just so I can use Boon Signet first without having to rely on my target not being hit to gain the benefit of the enchantment. Not to mention that I can't use it on a target that doesn't have a hex already on them. Depending on the area however, I chose to use Mend Ailment when conditions were more rampant.

Signet of Devotion somehow finds its way into any build I have with a higher Divine Favor. Free heals are always nice, even if the build isn't too heavy on energy. I'd often swap it out for Rebirth when with a PuG, or a full guild group when I knew most situations would be smooth and the extra 94 heals would not be necessary.

Protective Spirit really goes without saying, could also be used pre-combat as another enchantment just sitting there for Release Enchantments. 14 protection prayers meant 22 seconds, on top of the 20% longer enchantments on my weapon.

Guardian, again works well for most areas and is a cheap spell to throw on for Release Enchantments.

Aegis allows every target to provide +2 energy from Boon Signet, and before it wears off can be released to cover some of the damage that snuck through the 50% block. In most cases, I'd throw a guardian on myself and then release Aegis, Vigorous Spirit and Guardian for a 99 point heal. But not before using Boon Signet to return 6 of that energy.

It's been a pretty fun protection build to run, just a matter of using Boon Signet on the best target whenever it comes up. One might also consider using Order of Pain or Dark Fury to fuel Boon Signet, the only problem being that they won't provide heals with Release Enchantments.
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Old Aug 22, 2006, 07:22 AM // 07:22   #2
sno
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How does this compare heal-wise to an e/mo with e.prod and heal party?
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Old Aug 22, 2006, 04:56 PM // 16:56   #3
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Quote:
Originally Posted by sno
How does this compare heal-wise to an e/mo with e.prod and heal party?
My initial guess is that it doesnt.
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Old Aug 22, 2006, 06:25 PM // 18:25   #4
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Quote:
Originally Posted by sno
How does this compare heal-wise to an e/mo with e.prod and heal party?
First, I hope no one ever runs the following as a build... anywhere.

Glyph of Renewal, Divine Spirit, Vigorous Spirit, Dwaynas Sorrow, Protective Spirit, Spirit Bond, Guardian, Release Enchantments

6 enchants = 198 heal party at 14 divine (222 at 16)

Quote:
Originally Posted by Ractoh
Boon Signet being fueled by enchantments, and Release Enchantments fuels party wide heals at the expense of your own enchantments, somehow they just seem to go together.
I would release enchants on a guy using the GoR trick, but the enchants should be there because they need to be in order to be efficient. I've done the thing with casting enchants on myself as a solo monk in Vizunah and didn't think it would ever be efficient enough to warrant doing it. Dwayna's Sorrow for more heal party?

About Boon Signet...
I'm completely convinced that one monk shouldn't be doing the full work on getting the energy management from Boon Signet, so I like what you said about orders. I put Boon Signet on a bonder for some reason or another, just been testing around with henches to see if I can do things in factions.

[11+1+2 Divine, 6+1 Protect, 11+1 Heal, 6 Inspiration, 2+1 Smite]
Mantra of Inscriptions
Boon Signet
Blessed Signet
Vigorous Spirit
Life Bond
Succor
Balthazaar's Spirit
***tested various things here, obviously don't want to release enchants

I start to mess up around maintaining 12 bonds with no action, with just the e-management from the signets on Mantra. The damage cleanup on the life bonds gets handled from vigorous spirit + boon signet casting. You'll notice that I only have two enchants on everybody that would make sense. I can bond 7 others, put vigorous on fast attackers and myself, and succor on some casters. That means boon signet of everybody potentially. I was getting alot of +4 from boon signet when I used it to heal, which is where I figure I needed some help.

Edit: Just to clear things up, I wand with my monk in PvE. Boon Signet does not trigger vigorous spirit. Free spot holds a spell like dwaynas kiss or rez.

Last edited by Master Fuhon; Aug 22, 2006 at 09:02 PM // 21:02..
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Old Aug 22, 2006, 10:44 PM // 22:44   #5
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Think I would need the numbers from the E/Mo before testing. You can basically sit there and go Vigorous Spirit -> Guardian -> Boon Signet -> Release Enchantments for about two and a half minutes constantly releasing. Also tried adding in Reversal of Fortune for a three enchantment release, but I could only pump out the party heals for just over a minute (starting with 54 energy, full ascetics, +5e sword).

Quote:
First, I hope no one ever runs the following as a build... anywhere.

Glyph of Renewal, Divine Spirit, Vigorous Spirit, Dwaynas Sorrow, Protective Spirit, Spirit Bond, Guardian, Release Enchantments

6 enchants = 198 heal party at 14 divine (222 at 16)
Sounds fun. Although you could consider another monk running Air of Enchantment to achieve the same result of Divine Spirit. Or, ditch Boon Signet entirely, two monks with:

Air of Enchantment
Vigorous Spirit
Reversal of Fortune
Dwayna's Sorrow
Guardian
Release Enchantments

Constantly casting back and forth, energy barely moves at all. 16 divine, we were healing for 370 health every 8 seconds or so to the whole party.
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Old Aug 22, 2006, 11:58 PM // 23:58   #6
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Someone came to FoW to "test" this idea he had for a Release Enchantments build. He didn't tell us this before we went in, he just told us he was a heal monk.

He had many 5 energy enchantments, and he put them all on himself, then released them. If other people also put enchantments on him, he had a heal party that healed for well over 150 health. However once he'd tested his idea, he said "thanks for letting me test it" and quit. So we were left in FoW without a monk. I'm not saying this was you, just wanted to say please be considerate if you test builds on people.

But about the build. It seemed that when someone was hurt he was rushing to put his enchantments on and do the heal party. When he got attacked in particular he didn't have a self-heal. All he could do was put vigorous spirit and guardian on himself, and then release it for a heal of about 60 health. With Abyssals or Shadow Rangers hitting on you, that's not enough, and he died. But I guess he should have been at the back out of danger. The idea itself is a nice one, I like it. It's a lot more work than simply spamming heal party though, as someone else asked, how does it compare to this?
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Old Aug 23, 2006, 01:10 AM // 01:10   #7
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Not me, I wouldn't quit on the group (unless we were down to like 3 guys, and we were all monks... then yes, that was me that quit )

Well the purpose isn't meant to be a healing force, just simply having the option to heal in the event that the whole party (or close to it) is in dire need of the health. I've played boon prot a long time, and while it is a strong build it lacks the ability to heal everyone with one press of a key. While the build may not provide the same single heals in that sense, it does the protection part while providing the party heals. It's meant to be that, not a build that throws out the party heals (although it is capable of huge heals), but as a protection build with a little something extra.
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