May 17, 2006, 04:15 PM // 16:15
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#1
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Mo/Me build for wife's Prot Monk
10+1+1 Protection Prayers
10+1 Divine Favor
11 Inspiration
Idea: powerful anti-spike healing/prevention as well as good returns on energy.
Reversal of Fortune
Mend Condition
Protective Spirit
Divine Boon
Contemplation of Purity
Mantra of Recall {E}
Inspired Hex
Rebirth [pve]/Guardian [pvp]
I was thinking of an E. Drain {E} build but then how would she heal herself efficiently from conditions? [mend ailment got nerfed hard enough that I don't see it worth carrying much anymore]
Restore Condition crossed my mind but I've read and thought that elite e. management is best for monks vs. elite heals.
Help me out here ^^
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May 17, 2006, 04:19 PM // 16:19
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#2
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/W
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Reversal of Fortune
Mend Ailment <-- even with 5 second recharge, use it. Just be careful about it.
Protective Spirit
Divine Boon
Contemplation of Purity
Mantra of Recall {E} or Energy Drain {E}. Both work fine, completely preference.
Inspired Hex
Rebirth [pve]/Guardian [pvp]/Signet of Devotion <-- I take sig of Devo as kiting > guardian, imo.
10 insperation
12+2 divine favor
8+1 protection
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May 17, 2006, 04:59 PM // 16:59
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#3
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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My opinion:
Holy Veil > Inspired Hex. Relying on Inspired Hex is stupid, as there aren't always hexes to remove, and Inspired Hex doesn't heal, unlike Holy Veil, giving that 1 second cast worthy of casting. Of course, Inspired Hex gives you more flexability, Inspired Hex makes healing a bit more simple, though, you should learn that when there are no hexes to remove, you can still go on.
Mantra of Recall > Energy Drain. Energy Drain is scary. The small drain function mind look fancy, but if you try to drain from someone without Energy, you're screwed, and the Energy return is quite low in the first place. Also Mantra of Recall means an increased CoP, which rocks.
Mend Condition > Mend Ailment. You should know that you'll run short of heals with a 2 second and a 5 second heal, especially when you're not running Guardian, unless you plan to use Protective Spirit to heal others without it being needed.
I advice these attributes:
12 + 1 + X Divine Favor (Use Superior before casting Divine Boon before the battle, it'll give you a nice boost untill it's shattered, and every nice boost is something After casting Divine Boon, put you Minor Scalp on)
9 + 1 Protection Prayers
10 Inspiration Magic
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May 17, 2006, 05:05 PM // 17:05
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#4
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/W
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Well, MoR or Edrain is not enough mana on its own, that is why people take Ihex. I suppose Edrain would be a nice substitute, but not Holy veil.
MoR does not > Edrain. They are both fine. One can be shattered, thus screwing you over, one can miss with mana, thus screwing you over. It is all preference.
Again, Mend Cond does not > Mend ail. Mend cond may have a 3 second faster recharge, which can be alot of time, but mend ail can self heal, which is always a bonus.
As stated above, use a sup rune to but up Boon in down times, or even then soulstone for 17, but in a fight always have the minor rune on imo.
12+1+X 9+1 10 is not possible either. 12+1+X 8+1 10 is though
edit: Iirc MoR is a higher net energy gain then Edrain, but with Shadow Shroud going around MoR gets kind of scary some times. Also, Edrain works the same with 9 INSP and 10, so you can drop one out of INSP and put it into Prot, thus raising healing. It is all preference, but I usually drain Eles that I see just took damage, telling me Ether prod just finished, meaning they should have some mana. Or a monk who just got shattered and triggering MoR. Or see a monk using MoR and count down to use Edrain on him. Spirits, Pets, NPCs all have more then 8 mana also, so drain them too.
Last edited by Rukmedes; May 17, 2006 at 05:08 PM // 17:08..
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May 18, 2006, 03:48 AM // 03:48
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#5
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Hmm, Mantra of Recall huh?
The CoP + Mantra of Recall + ENchant based protection [since that's what most prot builds are anyway right?] sounds like 'ultimate' efficiency. Also, CoP allows the use of Mend Condition doesn't it?
Yeah...
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May 18, 2006, 09:14 AM // 09:14
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#6
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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A precast Holy Veil is a very strong Idea.
The reason is - diversion is bad.
Looking at your build - it looks like you know what you are talking aboutand pretty much any of the skills listed in teh thread are worth bringing and whether ya do or not is down to personal preference.
Only thing that has not been mentioned here is gift of health which brought on its own can be nice.
Divine Intervention and Hex Breaker can also find there way into your character build as can the new factions skill spirit bond, Though in PVP only - and when the other monk is carrying protective spirit.
Drain enchantment is also nice management but if you are using that I would not recomend energy drain as both can cause you to overextend.
Not much else to say really.
Sam
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May 18, 2006, 12:44 PM // 12:44
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#7
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Maxiemonster
Mantra of Recall > Energy Drain. Energy Drain is scary. The small drain function mind look fancy, but if you try to drain from someone without Energy, you're screwed, and the Energy return is quite low in the first place. Also Mantra of Recall means an increased CoP, which rocks.
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At least give both sides of the story.
EDrain also doesn't really require you to extend. See that Axe Warrior running around your midline? Drain him. Hammer Warriors are a no-no, but Sword or Axe Warriors tend to have a more stable energy pool. Failing that, pushing up a little to hit up an offesive caster. I consistantly get +16 in GvG from just picking the right people. You can also drain Minions, Pets, Spirits and NPC's for an almost garaunteed +16.
MoR on the other hand has one major downside. If you die, you are gimped unless there is a Blood Rit in the build. With Edrain you can hit it straight away and have a decent amount of energy, with MoR you then have to spend your already meagre energy casting MoR (which wont benefit you for 20 seconds), or swap up to a -1 regen set. Neither of which is particularly productive.
Also, CoP and MoR is overrated. If you are CoPing off MoR on a Boon Prot, then you are reducing the energy gain to ~3. Yes that is slightly countered by the healing and removal you get, but it's still pathetic. I would much rather just throw up a Guardian on myself and CoP that with Boon.
EDrain also gets a real bonus to your energy from the use of 20% chance recharge items. Every time you get the fast recharge, it translates straight into extra energy. Fast recharge with MoR just makes it slightly less annoying to have to CoP it.
EDrain also has a breakpoint at 9 Inspiration, which I find more suitable to the attribute spread of a Boon Prot; unlike the breakpoint of 10 for MoR.
The very nature of MoR makes it a bit awkward to use aswell, through giving you the energy 20 seconds after you cast. This makes it more difficult to gauge how you are doing energy wise.
However, like Rukmedes said; both have their uses. MoR does give you a greater return than EDrain, even with fast recharges taken into account. It just has too many downsides for me personally to want to use it in most situations.
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May 18, 2006, 02:36 PM // 14:36
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#8
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Wilds Pathfinder
Join Date: Oct 2005
Location: A long time ago, in a galaxy far far away...
Guild: Frank Ought To Monk [FotM]
Profession: W/
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JR, I completely respect your opinion (as you are much more experienced in PvP than I am) but wouldn't ED-ing a shock war be bad? If they happen to let their energy exhaust out (decent wars don't, but it can happen) then draining them can be very chancy. I'm currently trying to decide which is best for myself, and I've been weighing the opions.
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May 18, 2006, 02:40 PM // 14:40
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#9
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by sh4ft3d
JR, I completely respect your opinion (as you are much more experienced in PvP than I am) but wouldn't ED-ing a shock war be bad? If they happen to let their energy exhaust out (decent wars don't, but it can happen) then draining them can be very chancy. I'm currently trying to decide which is best for myself, and I've been weighing the opions.
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I was considering mentioning this, but I thought it would be getting a little too intense. A bad Shock Warrior may well exhaust his energy pool down to a point where it becomes unviable to drain him; in which case you don't. If you wanted to be pedantic you could then argue that if you are facing a bad Shock Warrior, you are probably facing a bad team and therefore wont need the energy as much. However, your point is valid.
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May 18, 2006, 04:23 PM // 16:23
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#10
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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I also have to agree on E-Drain. MoR can be great under some circumstances and does yeild more energy(plus a bit more self healing/hex/condition removal) but the fact is it's unreliable. E-Drain is energy on demand, unlike MoR which is every 20 seconds, or when the enchantment is CoPed off, or stripped/shattered/drained.
Plus as has already been mentioned, you have the death factor. You die running MoR, it's going to be pretty tight on energy for 20 seconds. You die running edrain, you can probably just hit edrain again, and you've got a decent amount of energy.
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May 19, 2006, 09:51 PM // 21:51
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#11
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Comparing skills like Mantra of Recall and Energy Drain is pointless if you don't tell where you're going to run them in the first place. I prefer not relying on Inspired Hex/Shatter Enchantment anymore. Energy Drain and Mantra of Recall both have rather non-conditional effects, and Energy Drain simply doesn't give me enough Energy return in many cases, that's why I run Mantra of Recall.
And I'm definitly not saying you should CoP Mantra of Recall whenever the recharge goes in effect, I would never recommend this, since why would you go through that much trouble for 3 Energy? And when I'm talking about trouble, I'm talking about casting CoP, followed by Mantra of Recall and Boon. That's 3 cast, which means you're not ready to heal (effectivly) for several seconds.
I'm saying Mantra of Recall increases the effect of CoP, which it definitly does, running CoP in an Energy Drain build is even stupid in my opinion, and without an effective CoP, the value of running Boon Prot goes down, as removing Dazed or Migraine with covers isn't that easy anymore (since you can't easily cast Guardian in these cases to double CoP's effect, as these are 2 seconds to cast, and RoF never works).
And after some testing with switching the past couple of days, I decided I'm going to continue switching forver (or untill it gets nerfed ^^). Switching doesn't hurt you much (it might change your Health/Energy pool, which isn't always great), and it gives you alot. For example, switching to 20/20 + 20/20 before casting Mantra of Recall is great (skill recharge and casting time both rock on Mantra of Recall), but having these items on non-stop is a waste, as you're not casting Inspiration Magic skills constintly.
And if you don't know how to switch effectivly, make sure you don't hit the switch button untill after casting your spell. This is VERY important, since when you switch when you're still casting your spell, for some reason, you're frozen for about a second (I've got the feeling it's 0.75 seconds, just like the time between skills cast), and that really sucks.
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May 20, 2006, 12:47 AM // 00:47
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#12
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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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These points have all been brought up many times. For more on the MoR-vs-ED debate, please go here. Any further discussion in this thread should be about the OP's build specifically.
The fact is, depending on what you're doing, a boon prot can have a very different skillbar. For instance, in 4v4 when you're the only source of team healing/cleaning, you should most defninately run mend condition, as well as holy veil (in addition to inspired hex, likely dropping prot spirit.)
In 8v8, mend ailment is fine if you have someone else who can remove conditions, and PS may be better than veil if you already have adequate hex removal on your team.
Also, for your attributes, run higher divine (15 or 16) and 10 inspiration. That will leave you with 9 or 10 prot, which is fine. The bonus from a higher boon is much more important than 1 extra point in inspiration, and superior divine favor is important for larger heals, even when you're going to be taking most of the damage (ie 4v4.)
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May 20, 2006, 05:52 AM // 05:52
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#13
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/W
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12+X divine is key over the more prot. why? Divine adds heal to Divine Boon and the divine bonus.
Also, don't take a super rune just because it heals for more, 75 HP is alot.
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May 20, 2006, 07:48 AM // 07:48
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#14
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Yes, do take a superior rune because it heals for more. 18 points more for heal is quite a bit, especialy added up over time. Enough to definently offset the -75 health penalty.
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May 20, 2006, 11:33 AM // 11:33
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#15
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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Zui no its not worth it. Dead monks dont heal - in PVE run 2 sups because its PVE. In PVP run no sup rune unless you have a PVE character and make use of the trick maxiemonster suggested.
Sam
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May 20, 2006, 07:13 PM // 19:13
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#16
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/W
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Quote:
Originally Posted by pah01
Zui no its not worth it. Dead monks dont heal - in PVE run 2 sups because its PVE. In PVP run no sup rune unless you have a PVE character and make use of the trick maxiemonster suggested.
Sam
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^ Spot on.
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