Apr 11, 2006, 09:15 PM // 21:15
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Boon-Prot Monk (a bit different)
I was thinking about a build that can be great at removing hexes and conditions and at the same time heal good.
Attributes:
Divine Favor: 16
Inspiration: 10
Protection: 10
Sup. Vigor so you're not totally dead =p
Skills:
1.) Contemplation of Purity
2.) Guardian
3.) Reversal of Fortune
4.) Purge Conditions
5.) Matyr {E}
6.) Energy Tap
7.) Inspired Hex
8.) Divine Boon
Basically a build about getting rid of conditions the best and getting some constant energy hopefully. Take some energy away with Energy Tap and Inspired Hex to get some energy and remove a hex.
Use Matyr to gain all negative conditions and then quickly use Purge Conditions to remove them all. If you're waiting to recharge Purge Conditions, throw up RoF, Guardian and Boon should already be on you, then CoP.
I usually play a different boon prot but I was wondering if these build works well in PvP. I know it can do fine in PvE.
Last edited by Wretchman Drake; Apr 11, 2006 at 09:17 PM // 21:17..
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Apr 11, 2006, 09:21 PM // 21:21
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#2
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: Mo/Me
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energy tap and insp hex is not enough energy management, and purge conditions and martyr dont trigger the bonus from divine boon.
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Apr 11, 2006, 09:39 PM // 21:39
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#3
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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I don't intend to trigger Divine Boon from Purge. It's just a way to remove everyone's conditions fast on your team. Energy Tap and Insp Hex I know aren't the best energy management but as a monk your job is to keep everyone alive, not at full health. Don't spam spells if you don't need to.
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Apr 12, 2006, 01:59 AM // 01:59
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#4
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Krytan Explorer
Join Date: Mar 2006
Location: Vancouver, B.C.
Guild: Seers of Serpents
Profession: Mo/Me
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Look like you've created Healer/Prot/Hex & Condition removal
Well done *thumbs up*
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Apr 12, 2006, 02:51 AM // 02:51
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#5
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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heh thanks =p
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Apr 12, 2006, 05:48 AM // 05:48
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#6
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Pre-Searing Cadet
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If you intend to use this monk for TA or GvG ??
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Apr 12, 2006, 09:22 AM // 09:22
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#7
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Jungle Guide
Join Date: Sep 2005
Profession: Mo/Me
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It's going to run out of energy way too fast to be worth having.
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Apr 12, 2006, 10:01 AM // 10:01
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#8
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by dgb
It's going to run out of energy way too fast to be worth having.
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QFT .
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Apr 12, 2006, 08:48 PM // 20:48
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#9
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Frost Gate Guardian
Join Date: Jul 2005
Location: Brisbane, Australia
Guild: n/a
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Have you considered draw conditions rather than the martyr?
That way you'll have an elite slot free and you get the boon when you draw.
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Apr 12, 2006, 08:53 PM // 20:53
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#10
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Yes it the point was to get all conditions fast rather than taking triple the time to remove the conditions, and since Matyr gets all of them on you, one cast of Purge Conditions with a 20 sec rechagre is nice... I dunno just trying diff combos. I wish I had the actual game to test half these builds I post myself before declaring anything...
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Apr 12, 2006, 10:56 PM // 22:56
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#11
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: Mo/Me
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if you insist on using an elite to remove conditions check out "restore conditions"...yes its a target other ally skill but self condition removal is what CoP or ur other monk is for.
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Apr 13, 2006, 04:29 AM // 04:29
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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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all you need for condition removal should be mend condition. If you're good enough you should be able to remove them before any cover conditions get on (it's only a .75s cast,) and should be able to keep up with them as they get replaced. You can remove 1 condition every 2 seconds, while providing a generally much appreciated heal (with the removal, as well as the divine bonus and the boon bonus.) Another of the many reasons mend condition is better is that conditions are usually spammed. Once you remove them theres a good chance it'll be reapplied within seconds, such is the case with blinding flash. you can remove blind from a warrior every time it's applied, with only 1 second of blind time (maybe 1 hit missed.) Martyr's 10 second recharge means that if blind (or crippled, or any other condition) gets reapplied just after you've removed it, you're screwed for 10 more seconds. In 4v4, mend condition is just fine for a full teams condition removal. In 8v8, you'll likely have a prot monk carrying Restore Condition (not boon, obviously) which will be enough removal for the entire team. As stated before, condition removal on yourself isn't necessary, if you do happen to get one you want off, that's why you have contemplation.
Though you say you have hex removal, you really don't. you can remove 1 hex per 20 seconds, which is not nearly enough, as any decent player who carries an important hex will cover it with a 1 second cast such as parasitic bond or mind wrack. They can cast immediately after they hex, so they will beat your 1 second removal EVERY TIME, leaving that important hex (often SS or backfire) on for its full duration.
Also as said before, tap and inspired are not nearly enough energy management, and as a boon prot you don't have time to sit there and cast energy tap (which will likely be interupted, since it takes ages to cast.)
on another note: martyr isn't meant to be carried on monks. Since it's not tied to an attribute, it's much better used on an offensive player. Monks have much better ways to deal with conditions. FYI
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Apr 13, 2006, 12:09 PM // 12:09
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#13
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Frost Gate Guardian
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E Drain or MoR = nice ^.^
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