Apr 03, 2006, 12:16 AM // 00:16
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#1
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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Standard Prot Monk
I would suggest PUG's to practice using this build or similar. It's quite effective.
Monk/Necro
Attributes:
Divine Favor: 14
Protection Prayers: 12
Blood Magic: 10
Skills:
1.) Contemplation of Purity
2.) Guardian
3.) Mend Ailment
4.) Reversal of Fortune
5.) Shielding Hands
6.) Offering of Blood {E}
7.) Rez Sig
8.) Divine Boon
This build is your standard Prot Monk for the most part. Make sure to keep your 1st weapon slot with:
Prot Wand (halves recharge time of skills)
Atrifact (while enchanted)
And your 2nd weapon slot with:
Wand (extra energy, -energy regen)
Atrifact (extra energy, -energy regen)
Be careful with the 2nd weapon slot. That's only there in case of emergency if you need to cast something fast. Only cast 1 or at the very most 2 spells from the 2nd slot, the energy regen could be bad with the 1st slot afterwards, but you should be fine.
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Apr 03, 2006, 01:05 AM // 01:05
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#2
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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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Although this build used to be somewhat decent, now that 2 of its key skills have been hit with the nerfbat, it should be changed. Here are a few things I noticed:
a: offering of blood - 20% sac is huge since monks are primary targets, it forces a self heal which ruins the efficiency.
b: mend ailment - 5 second recharge now leaves reversal as your only spam heal, and you have no quick condition removal. Mend condition works much better, gives a larger heal at only 2 second recharge. most conditions aren't important for self removal, and those that are can be taken care of with contemplation.
c: absolutely no hex removal - you definitely need holy veil, I also run inspired hex, but you can't since you're mo/n
d: prot spirit > shielding hands. shielding hands isn't great by any stretch of the imagination, but prot spirit can be a life saver against ele's or adren spikes.
e: res sig - monks shouldn't carry res in pvp, thats what everyone else is for. if the monk is busy ressing someone, others are left to die.
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Apr 03, 2006, 02:24 AM // 02:24
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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 am well aware that OoB is not as good as it used to be, however without Mend Ailment and if you use Mend Condition, you have nothing for yourself against conditions.
Hex removal is CoP. I tend to throw up Boon and Guardian and RoF to remove 3 hexes and conditions easily. It just sucks if someone keeps on forcing you to repeat this process.
I'm not sure about the whole rez sig idea. I usually do 4v4 so 1 rez can be essential to the outcome of the battle. I suppose I can remove mend ailment for mend condition unless the rez sig is gone. It's a toughie, I always look down on those who don't bring the rez sig.
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Apr 03, 2006, 03:14 AM // 03:14
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#4
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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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the hex removal I was referring to was for your team. what if you're fighting a hex build? SS on your warrior? backfire on your ele/mesmer? your whole team is shut down, and can't do anything at all.
As for mend ail, as I said theres no real need to remove most conditions from yourself, as most aren't terrible for you to have on, unlike blind on a warrior, which needs to be ripped off fast, even when its buried.
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Apr 03, 2006, 03:24 AM // 03:24
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#5
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Jungle Guide
Join Date: Sep 2005
Guild: Charr Carvings and [BeeR]
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You make some valid points. At last, a mod that actually takes time and helps with useful advice I could always do a Monk/Mesmer with Inspired Hex and Energy Drain as my Energy Getter. Would that work? And instead of Mend Ailment use Mend Condition?
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Apr 03, 2006, 03:52 AM // 03:52
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#6
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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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That sounds about what I run, heres my bar:
prot spirit (or guardian, depending on what team build we're running - to clarify, I run guardian unless I have a good blinder with ward vs melee. If I have one, Prot spirit is better, against air and other spike damage)
reversal
mend condition
inspired hex
contemplation
boon
mantra of recall (e)
holy veil
I like MoR because it gives a ton of energy, and after you get it down can also provide an extra removal/heal with contemplation. MoR is tough to get used to, but once you get the hang of it it's better than Oob IMO.
Also, I run 16 divine 9 prot (10 insp), but that's all personal preference I guess
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Apr 03, 2006, 03:54 AM // 03:54
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#7
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mmmmmmmm pie.
Join Date: Aug 2005
Location: Honolulu, Hawaii
Guild: Favorable Winds [Gust]
Profession: Mo/
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Quote:
Originally Posted by Wretchman Drake
You make some valid points. At last, a mod that actually takes time and helps with useful advice
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*cries in corner*
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Apr 03, 2006, 10:00 AM // 10:00
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#8
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Academy Page
Join Date: Nov 2005
Location: UK
Guild: Dracos Paladin
Profession: Mo/
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Quote:
Originally Posted by Wretchman Drake
I am well aware that OoB is not as good as it used to be, however without Mend Ailment and if you use Mend Condition, you have nothing for yourself against conditions.
Hex removal is CoP. I tend to throw up Boon and Guardian and RoF to remove 3 hexes and conditions easily. It just sucks if someone keeps on forcing you to repeat this process.
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Your answer is in there
Mend condition can replace mend ailment IF you are also playing COP since COP also removes conditions.
You may want to be strategic about removing the conditions - only using CoP if the conditions are really bad - but still, it DOES cover conditions.
Spice
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Apr 03, 2006, 10:03 AM // 10:03
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#9
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Academy Page
Join Date: Nov 2005
Location: UK
Guild: Dracos Paladin
Profession: Mo/
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and Im another who uses MoR after the OOB nerf.
Having said that, I keep trying to dabble with other energy gaining mesmer skills in random arenas just to try them out.
I have used inspired hex and inspired enchantment but my problem has been that when Im under so much pressure as a monk, I never manage to have the luxury to find the appropriate targets - I need a more universal energy gainer.
Spice
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Apr 03, 2006, 10:58 AM // 10:58
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#10
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Desert Nomad
Join Date: Jan 2006
Profession: R/
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I'm another one of the people who has switched to Mantra...but that's actually for a reason:
Generally when I play boon/prot, I'm doing kephket runs. Here's what I run skill-wise:
1.) Reversal of Fortune
2.) Guardian
3.) Aegis (I was skeptical about this until I started using it...Wow...)
4.) Inspired Enchantment (I do kephket runs a lot...helps to remove her MoP)
5.) Mantra of Recall {e}
6.) Mend Ailment (for kephket runs) / Mend Condition (for everything else)
7.) Rebirth/Restore Life
8.) Divine Boon
Inspired Enchantment is sometimes swapped with Convert Hexes or Remove Hex, depends on what the team is doing.
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