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Old Apr 09, 2007, 12:57 PM // 12:57   #1
Ascalonian Squire
 
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Guild: Golden Light Keepers [Gold]
Profession: Mo/
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Default Light Bonder

Profession: Monk/any
Name: Light Bonder
Type: AB
Category: Support
Attributes:
Healing prayers: 10+2
Protection prayers 10+2
Divine favor: 11+2+1
Skills:
[skill]Holy Veil[/skill][skill]Balthazar's Spirit[/skill][skill]Blessed Signet[/skill][skill]Reversal Of Fortune[/skill][skill]Healing Light[/skill][skill]Extinguish[/skill][skill]Healing Breeze[/skill][skill]Life Bond[/skill]
Template: ADMRTfKclaSeSpZasfdQKeA

Summary: This build intended to support your party in Alliance Battles, basically by using bonds on your party and keeping Balthazar's Spirit on yourself. The basic use is keeping Life Bond active on every member and then use Blessed Signet to refill your energy while your group is not battling at the moment. Extinguish has proven real useful on massive degen you can found on shrines (basically, traps) and let you save lots of time needed when using individual conditions removal instead. Holy Veil is the usual hex remover, if you are on need of energy you can keep it off and recast only when near to face the enemy group. Reversal Of Fortune is mainly used during fight, when some of your party member suffer high dmg single hits. It is also a cheap source of little healing when needed. Healing Light is your primary healing source (read notes about it and ZB then), 88 pts for just the cost of 2 energy if more than good, more often you are always full of energy even when you are spamming all your skills, because bonding, this makes energy management (i.e. weapon switching) really simple.
Healing Breeze, even really a wasted skill on PvP, it is proven useful in AB battles, because you aren't full time PvP there, but you need even do some tactics who needs sometime running in map withut face enemy, and even within battle, your members are sometime not primary targets of opposing parties. Its main use is after Extingish and still degen on, you cast it on member who has about 2/3 health (NOT to the lowest, he has to be healed) and heal others in the while. After healing all other members, most likely you don't need to heal him too. Another reason is the facing of Assassins (read note).

Notes & Concerns:
ZB and HLnotes: ZB [skill]Zealous Benediction[/skill] maybe seems better than HL, but most of the times the builds, of party members you are dealing with, are self-supporting, I have tried it, but most often, when health is low enough to trigger the ZB advantage, the member will selfheal (or has been healed by another good monk around ) while casting ZB, nullyfing the advantage and giving you -10 energy on the shot. Make it 2 times in a row, and add a simple energy denial on you, and you're done . If you plan to use it, make sure your party is smart enough to let you use it effectively!
Healing Breeze: When you were target of an Assassin, nowadays they are smart enough to let you have to deal with 2 hexes, becuse they know well the 1st hex is removed in no time, but the time needed to remove 2nd hex is enough for him to kill you. Most Assassin builds rely on conditional dmg spells (when target hexed) and giving degenerations, so if you cast HB and removing the first hex while casting HB, you can face him long enough to let your party members help you (all degen spells are denied by your +8 regen pips). I had experiences of Assassins who ran out of energy before finishing me off, and had to resign me as target. But, even you can keep alive, you will be enough busy to have some problems on helping your party. You can also benefit of enchantments and set Dwayna's Kiss [skill]Dwayna's Kiss[/skill] in place of HB.
Armors, weapons: anything who gives bonus while enchanted are good, focus on health and/or armor improvements, you will have plenty of energy and you really don't need energy bonuses on your armor. Example template: RmHK1MrWMCysq/Vgwyk9YkxykeiMx0kApMwykh10wyk/AA

Counters: Enchantments removal are your primary nightmare, but this build lets you be useful even with all bonds off, as long you can count on 4 pips energy regen and low cost healing. Surely you cant spam skills as before, but you aren't dead meat as some bond builds let you be, when facing ench removal parties.
Balthazar's Spirit: if you have Warriors in party, you can think to make some points on Smithing prayers and cast it on him, he will surely appreciate

Credit: all the KuKu who had let me test this build throroughly

Edit: some grammar, pnumm's hint
Edit: holymasamune's hint

Last edited by arimicci; Apr 09, 2007 at 02:57 PM // 14:57..
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Old Apr 09, 2007, 01:02 PM // 13:02   #2
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I like the idea, but given all those enchantments, dwayna's kiss should be of great help here.
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Old Apr 09, 2007, 01:10 PM // 13:10   #3
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Yeah, thats a pity you can't use it on yourself. Maybe it is a good alternative for healing breeze.
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Old Apr 09, 2007, 01:22 PM // 13:22   #4
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Don't really see the point of a +20% enchantment mod. The only ench you really have is HB. I rather get +5 armor for more protection or +30 health to survive assassin attacks.
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Old Apr 09, 2007, 02:55 PM // 14:55   #5
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Maybe cause I always love to see enchs lastin longer, even just 1. But ur right, thats not so important mod in this case. Will edit build.
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Old Apr 10, 2007, 05:19 PM // 17:19   #6
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OK.

Remove veil -> deny hexes. This is great, using blessed sig whenever you can, this will remove 2 hexes every 12 seconds, much better.

Extinguish -> dismiss condition. A free ~100 point heal even IF they dont' have any conditions.

Healing Breeze -> 10 energy for this? waste IMO, i'd try something like Watchful Healing, this would provide 3 hex removals with deny hexes, also.

Other than that, I could see this working. If you wanted to add a twist, bring a ranger with "symbiosis", or bring it yourself, and throw on Vital Blessing perhaps, you'll be rolling with about 1k health, and your party members should be around 800-900.
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Old Apr 11, 2007, 04:54 PM // 16:54   #7
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[skill]Deny Hexes[/skill] even powerful as u said, can't be precast, thats what had let me use HV instead, because usually any try to cast hex removal is interrupted when I do after being hexed. Sure a good choice in other situations

[skill]Dismiss Condition[/skill] is individual skill, it makes me 3s to remove 4 conditions, that is what I'd like to avoid using a 1s partywide removal, the primary use for Extinguish is just conditions removal, I don't care about healing by using this skill (DC makes 63pts by given build stats)

[skill]Watchful Healing[/skill] will be good use just for healing when denied, but dont' think here real useful, because if I equip it, I will use it more often in conditions where denial is a rare event, and +4 health pips are just nothing, compared to HB +8
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