Mo/* Air of Enchantment monk
seeing that this build is becoming more common in arenas, i'll post on what i use
Profession: Mo/*
Name: Boon/Smite monk
Type: 4v4 PvP-oriented (TA/RA)
Category: Support
Requires: Both chapters
Attributes:
Smiting Prayers: 12+1
Protection Prayers:9+3+1
Divine Favor: 9+1
Skills Set:
1. Air of Enchantment {e}
2. Reversal of Fortune
3. Judges Insight or Guardian
(I have seen this replaced with Ancestor's Rage in mo/rits, but I don't know how their points are distributed across 4 attribute lines to make it work effectively.)
4. Contemplation of Purity
5. Mend Condition
6. Zealots fire
7. Divine Boon
8. Res Skill
Essentially, this is a modified version of the boon/prot monk. cast ZF and Boon before the fight (let Boon cover ZF so it doesn't get stripped first). When the warrior on your team (or phys damage class) is within range, caste AoE, JI and spam RoF on them to trigger ZF's damage (3 enchants=93 damage from ZF).
When under pressure yourself, kite, cast RoF and CoP. The only problem with this build is CoP drops your ZF as well, which is your main damage component if you lose it too early. Only real solution is use +5/20 (half skill recharge) and 20/20 gear.
This build turns your tank into something that does massive AoE damage wherever they go and boosts his damage on top of that. The only downside is that if you lose ZF, your main damage component is gone. The upside is you can continue healing target other ally for zero energy by spamming Air of Enchant and RoF.
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