I'm gonna have to say no to OoB as energy management...a 40% hp sac? (assuming AtB is up) They also have no active regen, and thus, no way of healing outside of their touch skills. I would definitely say remove OoB and replace it with escape, otherwise any warrior with condition removal will own the team after whirling defense is gone. The point of the touch ranger **is** damage, but unless you can avoid being hit, they're as useful as a hole in a spoon. The healer needs much more than simply heal other...it takes an entire 10e every time the healer wants to heal 1 "Forest Vampire", whereas with a boon/prot it takes 7e **and** the target gains either a defensive buff or a temporary immunity to damage (Reversal of Fortune's ability to heal what should've been dmg).
All in all, I say that the balanced team is still better...or you could tweak the build so that an anti-caster and a warrior with condition removal couldn't kill the whole team...(it's why I don't like throw dirt in team arenas, everyone has condition removal via self skill or monk).
I would run life siphon on **at LEAST** 2 of your FVs, most boon/prot monks in pvp have 1-2 forms of hex removal, more often it's one. Use the first LS to have the monk use Inspired Hex on (which now he can't use for 20s plus the recharge of the skill) and then LS him again. Now you have a slightly distracted monk (believe me, a bunny thumper will not even phase a good boon/prot, hexes that kill them slowly but surely get under their skin enough to make them mess up).
The reason that I actually am able to tell you *all* of this with certainty is because there are 2 things that I play in pvp with utterly amazing skill (I count utterly amazing as 17+ flawless from RA):
The Touch Ranger and the Boon/Prot monk. I will be swapping from Touch of Agony/Vamp Touch to Vamp Bite/Vamp Touch when I'm able to.
Good Luck with the build.
P.S. Another selling point for escape is that when paired with the right skills you can have almost 1 min+ of 75% defense (after the ~1min there start to be breaks of ~5-10 seconds in defense...solveable by kiting).
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