I usually can keep holy veil and divine boon up the whole time. not enough room to fit both CoP and Prot spirit on the bar so sadly you choose which is more prominent hex/condition stacking or spike. Cant really choose wrong the build will work to counter both no matter what just makes life easier. Use OoB as often as possible and anytime your going to be spamming spells alot use Divine Spirit if it is up. Also notice no res this is because you shouldnt let anyone die untill you yourself are dead thus it would be useless .
Last edited by Draken; Feb 04, 2006 at 06:21 PM // 18:21..
I dont find to much trouble with energy sappers i can outlast their skills for the most malaise ect... take some fancy weapon switching but other then that debilitating shot is the only that can cause problems but i still give my team enough time to win despite it. I may go down even but the other teams damage isnt so great so i can even run and buy time.
As for Mantra of Recovery the math points to OoB for a number of reasons especialy since if you want to use it at any pace faster than its 20 second interval you have to CoP it which cuts down on the energy gain.
Healing touch hurts the build because you can live with out it and the heals on the bar are better for your team as a whole.
As for resing any team thats worth anything is going to DP the monk out in gvg first or in 4v4 use up the res sigs by killing the monk. The argument for res sig is strong i know, but if i lost with this build it wasnt because i was the last one standing and needed to res. If we couldnt have done it in 3 sigs then we couldnt have done it with 4. *shrug* but yeah i see where your comeing from.
Mantra of Racall is better than OoB. There are several reasons why. Such as
- You don`t sac health
- You can have it running at the same time it is recharging
- When you combine it with CoP, you get a health bonus.
- It does not require many points in Inspiration at all for it to be very successful.
Healing Touch is an amazing skill. Simply being able to "live without it" doe snot mean it is not great. It is one of the best non-elite self heals in the game. If u are in CA, u are the target. Bring the best stuff u have.
Bring a res. There is no such thing as an invincible monk, or a monk that can always keep his team alive. There is balance.
Hell no. Maybe in PvE, but even then your time is usually better spent casting. PvP someone else should be doing it.
Quote:
Originally Posted by Dodo The Extinct
Mantra of Racall is better than OoB. There are several reasons why. Such as
- You don`t sac health
- You can have it running at the same time it is recharging
- When you combine it with CoP, you get a health bonus.
- It does not require many points in Inspiration at all for it to be very successful.
Hell no. Maybe in PvE, but even then your time is usually better spent casting. PvP someone else should be doing it.
I disagree. I think that having a multi-res on a monk is a very good thing in CA.(not in organized teams) In CA, ressurecting people is a big deal, simply because 4 vs 4 is much better than 3 vs 4. If everybody uses res sigs, there is a limit to how many times people can be ressurected, but if you have a multi res (like vengance ), there is no limit to how many times you can ressurect people.
Ressurecting can easily change the course of the battle.
Location: Canada, almost got to see a polar bear... :P
Quote:
Originally Posted by Dodo The Extinct
I disagree. I think that having a multi-res on a monk is a very good thing in CA.(not in organized teams) In CA, ressurecting people is a big deal, simply because 4 vs 4 is much better than 3 vs 4. If everybody uses res sigs, there is a limit to how many times people can be ressurected, but if you have a multi res (like vengance ), there is no limit to how many times you can ressurect people.
Ressurecting can easily change the course of the battle.
In CA... you can pick whatever build you like.
In GvG, the only hard res you should ever consider is Ressurect/Restore Life on mesmer primary.
Mantra of Recall
10 Energy to cast
23 Energy gain (at 10 Inspiration Magic)
Recharge is 20 seconds
3 pips = 1 energy per second for a Boon Prot Monk. If your energy starts full at full, say 45, you cast Mantra of Recall, bringing your energy to 35. Your energy regens to 40 over 5 seconds, then you cast Guardian, Reversal, Mend Ailment, Reversal, Guardian over 10 seconds, you have 15 energy. You use Contemplation of Purity, bringing your energy down to 10, then up to 33. You cast Mantra of Recall again in 5 seconds after casting 2 skills, bringing you to 14 energy. You contemplate to get to 31 energy and can only cast 4 or 5 skills before reaching zero energy, with Mantra of Recall still recharging.
(forgot about Boon recasts, too lazy to go change it all)
Offering of Blood
5 Energy to cast
16 Energy gain (at 10 Blood Magic)
Recharge is 15 seconds
Your energy starts full at full, 45. You cast Guardian, Reversal, Mend Ailment, Reversal, Guardian over 10 seconds, you have 20 energy. Contemplation of Purity, then recast Divine Boon over 3 seconds. You are at 11 energy. You wait two seconds, cast Offering of Blood, and you have 27 energy. You continue through the match and win a flawless victory.
This may not be all correct but i think that OoB is better to use for energy management on a Boon Prot.
When getting in the thick of things I would use Victory is Mine for energy and any conditions on yourself.Savio is right though it is not the Monks jop to Res it is the Warriors jop to bring a hard res.
Last edited by Age; Feb 07, 2006 at 05:51 AM // 05:51..
Hmmm...Unless you're running a specific condition build, ViM is pretty unreliable, and it's only when the enemy have a stack of conditions where it really shines. Even with a condition build, monks have to often move up to get energy, which can be risky as well.
Mantra of Recall
Offering of Blood
5 Energy to cast
16 Energy gain (at 10 Blood Magic)
Recharge is 15 seconds
Your energy starts full at full, 45. You cast Guardian, Reversal, Mend Ailment, Reversal, Guardian over 10 seconds, you have 20 energy. Contemplation of Purity, then recast Divine Boon over 3 seconds. You are at 11 energy. You wait two seconds, cast Offering of Blood, and you have 27 energy..
You suddenly get spiked by an elementalist and a mesmer who knew you were using OoB and you're dead.
Hey, that's a different ending!
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
Location: Canada, almost got to see a polar bear... :P
Quote:
Originally Posted by Nessaja
You suddenly get spiked by an elementalist and a mesmer who knew you were using OoB and you're dead.
Hey, that's a different ending!
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
Lol, I'd like to see that one in action.
That strategy is very nice on paper but impossible (note that I don't include almost, it's just impossible... unless you are a total newb at monking) to execute on a fairly good monk.
You suddenly get spiked by an elementalist and a mesmer who knew you were using OoB and you're dead.
Hey, that's a different ending!
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
wow.
if you're not going to play a build with OoB in it you should at least do the math. at 10% health sacrifice we're talking about less than 50 health. some warriors do that with one swing. that sacrifice is the least of your worries and it's so insignificant you won't EVER think about it. let alone worry about it.
spiked during your 1/4 second cast time OoB? thats an ignorant thing to say.
i agree with Savio. monks don't need to bring res.
in pvp the monk has more important things to do than res. especially if someone is down. in pve res is for wammos, ranger/monks, ele/monks on and on. they all bring rebirth. if they all die it's because you as the monk are already dead. you heal or you protect and you don't stop.
dodo, draken's build is a prot monk. he has nothing in heal. why would he bring healing touch.
All-in-one? I see the one but where's the all? As has been said, a boon prot monk isn't a heal monk. If it was, healing would be irrelevant. If you want an all-in-one monk, try this build:
All-in-one? I see the one but where's the all? As has been said, a boon prot monk isn't a heal monk. If it was, healing would be irrelevant. If you want an all-in-one monk, try this build:
this is a whole different deal. but i'm sure most of these guys would say spreading your attributes across heal and prot is bad form. you'll be ok at both but not great at either.
this is a whole different deal. but i'm sure most of these guys would say spreading your attributes across heal and prot is bad form. you'll be ok at both but not great at either.
It may look like that but give it a try the next time you are feeling like monking I seriously doubt you'll be disappointed with the results.
Most of these guys might say 'bad form' but, I'll tell ya, the boon turns just ok heals into very nice ones. Everyone knows that if you boon heal, you end up overhealing half the time, right? Well I figured why not use Divine Favor instead to allow the two catagories to both go 3/4 of the way instead of all the way?
This thread actually gave me an idea as to how I can deal with some of my energy issues
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
do you cast reversal of fortune to heal you for like 100 after you sac 45 hp?