Feb 27, 2007, 06:57 AM // 06:57
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#1
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Frost Gate Guardian
Join Date: Jan 2007
Guild: We Wrestle Bears In Frenzy [xtrm]
Profession: Me/E
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Monk build for TA or RA
This is a full protection build, with a Divine Favor heal elite.
Mo/E build with Glyph of Lesser energy for energy management.
I prefer this build over ZB monks for its ability to remove the various hexes thrown at you or your teammates. BL also offer conditions removal and a 108 heal. This means it can remove anything from backfire to expose defenses.
Blessed Light{e}
Guardian
Protective Spirit
Reversal Of Fortune
Shielding Hands
Aegis
Glyph of Lesser Energy
Signet of Devotion
Stats should be 16 protection and 14 divine favor with Superior rune of Health. After you've gotten these swap around b/w vitea and attunement runes with mostly energy armor. With a staff of +15 energy and upgrades of your choice i like 20% enchant, you should come out to about 53 energy and 460 hp.
Usage-start with Glyph then aegis, followed by spell of your choice for no mana. Keep your team free of hexes and conditions. Keep guardian or reversal on your wars/sins/dervs, and pritective spirit on low armor teammates.
If targeted first pop up guardian to relieve pressure, if hexed with Expose defenses, no problem, just remove with Bl then reapply guardian. After you have guardian back up hit glyph then aegis.
Energy management shouldn't be a problem with this build if you get low on energy just step back a set a use spells sparingly until glyph is back up.
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Feb 27, 2007, 05:43 PM // 17:43
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#3
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Krytan Explorer
Join Date: Jul 2006
Location: Canada eh
Guild: looking for mature, luxon pvx guild
Profession: Mo/
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Considering almost everyteam in RA has at least 1 Burst sin, I would never run anything other than Mo/A, or Mo/W to defend myself.
My usual bar goes as follows.
1 - Zealous Benediction
2 - Gift of Health
3 - RoF
4 - Spirit Bond
5 - Dismiss Conditions
6 - Holy Veil
7 - Disciplined Stance/Deadly Riposte
8 - Sheild Bash
Fun build to run. Not completly sure on stats, but I beleive it's something like 13 Protection, 10 Healing 7 Divine, 9 Tactics. Have a Req 9 Tactics sheild, with the + 30 Health Mod, and either + Armor mod depending on what you see.
Last edited by Wilhelm; Feb 27, 2007 at 05:51 PM // 17:51..
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Feb 27, 2007, 05:50 PM // 17:50
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#4
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ǝuoʞoɯ
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Quote:
Originally Posted by Wilhelm
Considering almost everyteam in RA has at least 1 Burst sin, I would never run anything other than Mo/A, or Mo/W to defend myself.
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i go /D in ra and its ftw. most burst sins are nobs anyways. ;o
top the op; i like the build <3
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Feb 27, 2007, 05:52 PM // 17:52
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#5
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Furnace Stoker
Join Date: Dec 2005
Location: Wasting away again in Margaritaville
Guild: [HOTR]
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ZB's hex removal issues are pretty easily fixed with purge signet + a low energy set. Just have to make sure you don't waste it removing a single pbond.
And agree with wilhelm, without some way to defend yourself while KDed or stop melee chains you'll last about 10 seconds in the arenas.
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Feb 27, 2007, 05:59 PM // 17:59
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#6
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by Son Of The Axe
Blessed Light{e}
Guardian
Protective Spirit
Reversal Of Fortune
Shielding Hands
Aegis
Glyph of Lesser Energy
Signet of Devotion
Stats should be 16 protection and 14 divine favor with Superior rune of Health. After you've gotten these swap around b/w vitea and attunement runes with mostly energy armor. With a staff of +15 energy and upgrades of your choice i like 20% enchant, you should come out to about 53 energy and 460 hp.
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no real need for prot spirit in TA. no need at all in RA.
no need for Aegis at all. the duration isn't long enough and it's too expensive even with the glyph.
if you want to use blessed light and sig of devotion you should put 14 in divine imo. you only need 9 in prot. you could then fit 11 in heal and take gift of health.
don't use a sup rune. you should have 600 health. there is no good reason not to.
you have no condition removal besides blessed light.
blessed light
RoF
gift of health
sig of devotion
shielding hands
dismiss condition
smite hex/holy veil
grasping earth
prot - 9
divine - 14
heal - 11
for real fun in RA go monk/w
Your All Alone
RoF
gift of health
shielding hands
dismiss condition
sig of devotion
smite hex/holy veil
balanced stance
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Feb 27, 2007, 09:06 PM // 21:06
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#7
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Wilds Pathfinder
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I would never run the build I posted in RA, I would run Mo/A. My intent was to stay within the spirit of the original build (so Prot sprit, Blight and GoLe, which aren't horrible skills to learn to use). Blessed light is hardly the best choice at the moment, but it is a good skill to know how to play.
What bugs me more than the skills choosen is the original players commentary. His philosophy of monking seems screwy.
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Feb 28, 2007, 01:27 AM // 01:27
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#8
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Frost Gate Guardian
Join Date: Jan 2007
Guild: We Wrestle Bears In Frenzy [xtrm]
Profession: Me/E
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hmm thx guys this is a lot to think about. This is actually my first try at monking and well I thought i worked pretty well. Got 2 glad points in about an hour. My monk's name in Never A Monk In Ra....so yea created the monk because i usually play war and i never get a monk on my team in RA lol, but again, thx a lot for the suggestions....keep em coming. will definitely try all of em out.
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Feb 28, 2007, 02:52 PM // 14:52
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#9
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Pre-Searing Cadet
Join Date: Feb 2007
Guild: We Fight With Our [hand]
Profession: Mo/
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i use mo/w like Willhelm i just changed spirit bond to signet of devotion and i use Disciplined Stance (it gives better defense than ripost ) .The signet is good to save ur energy and the stance good to survive some boa sin .
my attribs: divine : 11+1+1
healing:7+1
prot:11+1
my tactic is only 5 , but if u realy want +8 armor then drop some from divine
equipment: +5 energy , +30hp sword//axe with +30hp -5(20%) shield
-5 energy , +30hp sword /axe with the same shield aganist "fear me" and e-surgers
easy and fun to use the build
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Feb 28, 2007, 04:00 PM // 16:00
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#10
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Shielding Hands + Mending Touch > assassins
I prefer GoLE to defensive skills these days in RA. In my experience, getting killed through spike is not the biggest problem. Getting pressured out of energy is. Obviously it's a different story in organized PvP, but in RA you have to build against pressure.
BLight is great, but ZB is really the only elite I'd consider running in RA right now. When you don't have midline Draws, Heal Party/LoD spam, and a 2 monk backline, efficiency is incredibly important. ZB + GoLE makes you very resilient and your prot skills alone should be enough to stop most spikes.
Last edited by Effigy; Mar 01, 2007 at 05:14 AM // 05:14..
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Mar 02, 2007, 03:01 AM // 03:01
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#11
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Pre-Searing Cadet
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Hey I might be totally wrong here, but I disagree with Effigy.
The RA meta (yes it exists!) is really focused on spike damage. Hex pressure teams are a problem, but healing through hexes and removing with veil is accomplished fairly well with a ZB build--that and an understanding of hexes makes the hex pressure build beatable (I admit it can get really hard).
If you use a +15 / +15 -2 pip nrg set then I think GoLE is really over-kill. Plus, without a W or A secondary, you're going to get over-pressured by thumpers / hammer warriors, or burst sins that won't need to be that skillful for them to get their chain + KD off on you.
I know it was mentioned here earlier, but Prot spirit is really not an RA worthy skill. It might work with GoLE, but like I said, there are obvious reasons against an /E secondary, or for that matter a /Me secondary (let's face it, hex breaker is not a game winner in RA). Furthermore, a 10 nrg skill is only going to strain your other skills. There are alternatives, like a well placed RoF.
To reiterate: Prot Spirit won't block well against Thumpers + hammer warriors who will get part of their chain on you, or at least knock you down.
Finally, i'm against Gaurdian on a monk bar. at 16 prot (which is not always the case, like the GoH build), it's like 52% block rating. Now you might be saying "wow! that's amazing". But the thumper build or hammer build out there gets a KD if you end up blocking. That kind of punishment kills your team-mates, and leaves you vulnerable.
Why Gaurdian up when you can go /W or /A? A 5 nrg spam like that will still leave you outpressured and conditioned/hexed while you rely on a coin-flip.
Blessed Light is really inefficient in the spike RA meta right now.
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Mar 02, 2007, 03:19 AM // 03:19
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#12
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Frost Gate Guardian
Join Date: Jan 2007
Guild: We Wrestle Bears In Frenzy [xtrm]
Profession: Me/E
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good points all. kk guys i tried out at least most of your builds and i ended up using a Mo/W, with deadly riposte.
stats were...i think...11 heal....12 prot....10 or 9 divine...and like 8 tatics
Shield of Regeneration {e}
RoF
shielding hands
guardian
smite hex
remove condition
deadly riposte
gift of health
k with this build i got a glad point on first try but encountered many problems.
smite hex has a long cooldown and i don't like cost and -nrg degen of holy viel. also while usiong a sword it cut my energy from like 50 with a staff to 35 which made it hard to heal while defending myself. also against continuous pressure from a war/sin/derv i could only last like a minute maybe more tops, i never died, but riposte is only a one time block and guardian is only 5 secs during which time i'm healing my team.
GoH helped a lot but SoR cost a lot, 15 mana, and while it can sustain a person for a while continuous casting of it while under pressure is hard to maintain.
One last thing i forgot to mention. i bought a nf game but someone using a key generator got my key before i even opened the box so i have to ship it back to NCSoft in Texas for a replaement...so no nf skills for now which was part of the original reason why i have no ZB elite.
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Mar 02, 2007, 03:34 AM // 03:34
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#13
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Krytan Explorer
Join Date: Jul 2006
Location: Canada eh
Guild: looking for mature, luxon pvx guild
Profession: Mo/
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I don't see why if you go the /W route, you wouldn't bring Tactics to 9, to meet the req on shields.
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Mar 02, 2007, 04:52 AM // 04:52
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#14
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Ascalonian Squire
Join Date: Mar 2006
Profession: Mo/
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unless you're bringing 8 tactics to meet a req 8 shield (or 9 for a pvp one), you dont need tactics. GoLE might help, but you lose riposte/shield bash; you might want to have a look at shield of deflection.
The -1 degen on veil: How is this a problem? Preveil b4 a match, if there is no need to maintain it, drop it. When removing spot hexes, the degen might cost you 1 or 2 energy over an entire match.
There is no such skill as remove condition....i think you meant mend. No self condition removal can really hurt in ra, and ta if your team doesn't carry any other removal.
for nrg with a sword: use a monk offhand, preferably also with +30hp and w/e mod you prefer (I would go for 20% HSR on healing or prot to increase # of GoHs or shielding hands) as a 2nd or 3rd energy tier to switch to without going into a 15/-1 or 30/-2
I prefer shield bash to DR since it blocks the skill, not just the next attack so it's not as crucial to time it perfectly, however, that build might be a bit hard to manage with a shield due to energy issues (shield of regen kinda begs you to use glyph of lesser)
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Mar 02, 2007, 05:56 AM // 05:56
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#15
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Wilds Pathfinder
Join Date: Nov 2005
Guild: Apathy Inc [AI]
Profession: R/Mo
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Looking at what's absolutely essential:
Mending Touch is really nice for all the burst sins everywhere.
Holy Veil for pre-veil and spot hex removal
Reversal (duh)
ZB (potentially efficient pressure heal)
Gift (efficient pressure heal)
Draw Conditions / Mend Condition - player preference. Draw-Mend Touch allows you to deal with Twisting Fangs pretty easily by drawing/mending... but I suppose Mend Condition is better for the extra heal.
Onto what I feel is "optional" for RA/TA, hard prot:
Protective Spirit / Spirit Bond / Shield of Absorption - Personal preference. I really like SoA for arenas in spite of its cast time nerf, but I think it's still exceptional--but use an enchanting mod and 14 prot for a 8 second SoA. Love those -0s everywhere.
So this leaves 1 "utility" slot.
/A - Dark Escape, Return
/E - GoLE (wonderful synergy with ZB)
/W - Shield Bash, Balanced Stance, Disciplined Stance
Alternatively you could go Dismiss and just bring one condition removal in the build, freeing up another slot for Purge Signet or Signet of Devotion... again, player preference.
That being said, here's what I usually run for arenas:
Mo/E
14 Prot
10 Heal
10 Divine
ZB
Draw
Gift
Reversal
SoA
Mend Touch
Veil
GoLE
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Mar 02, 2007, 06:23 AM // 06:23
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#16
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Ascalonian Squire
Join Date: Feb 2006
Guild: Team Game Over [iGO]
Profession: E/Mo
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Quote:
Originally Posted by Wilhelm
Considering almost everyteam in RA has at least 1 Burst sin, I would never run anything other than Mo/A, or Mo/W to defend myself.
My usual bar goes as follows.
1 - Zealous Benediction
2 - Gift of Health
3 - RoF
4 - Spirit Bond
5 - Dismiss Conditions
6 - Holy Veil
7 - Disciplined Stance/Deadly Riposte
8 - Sheild Bash
Fun build to run. Not completly sure on stats, but I beleive it's something like 13 Protection, 10 Healing 7 Divine, 9 Tactics. Have a Req 9 Tactics sheild, with the + 30 Health Mod, and either + Armor mod depending on what you see.
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8 - Shield Bash = my saving grace against any assasin
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Mar 02, 2007, 09:50 AM // 09:50
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#17
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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Quote:
Originally Posted by Wilhelm
I don't see why if you go the /W route, you wouldn't bring Tactics to 9, to meet the req on shields.
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well its best to meet one over, with all the weakness around its kinda tricky to just meet the req, so a PvE shield req 8 with 9 tactics would be best (as usggested above to take such a shield) .
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Mar 02, 2007, 05:44 PM // 17:44
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#18
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by remmeh
Looking at what's absolutely essential:That being said, here's what I usually run for arenas:
Mo/E
14 Prot
10 Heal
10 Divine
ZB
Draw
Gift
Reversal
SoA
Mend Touch
Veil
GoLE
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drawing cripple on you is just a bad idea. mend condition there is better.
grasping earth with 0 spec in earth will allow you to snare multiple melee foes and get to a safe spot. after a while they'll grow tired of your game and find another target.
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Mar 02, 2007, 10:26 PM // 22:26
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#19
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Frost Gate Guardian
Join Date: May 2006
Profession: Mo/
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Rits are better in almost any form of PVP with their superior healing. 1 rit can keep a team of 6 up. Id say delete your monk and make a rit.
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Mar 02, 2007, 11:24 PM // 23:24
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#20
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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 have yet to see a Rit healer that can outperform a monk. They have efficient heals, yes, but they lack good prot skills and versatility.
@ DreamWake: You make some good points. I guess it comes down to preference. I'm just addicted to GoLE, to be honest.
@ remmeh: Excellent advice, although you overlooked Shielding Hands. SoA, PS, and SB shine in 6v6 or 8v8. In 4v4 and skirmish where you have less people focus-firing, Shielding Hands is superior to just about any other non-elite prot skill imo. Even against a single attacker, it reduces a huge amount of damage. SoA is a little more spammable, but SH is given me better results.
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