A SoR monk that uses Ausp. Inc.
Profession: Mo/Me
Name: Auspicious Shielder
Type: General PvP
Category: Support (protection)
Attributes:
Protection Prayers- 11+3+1 (15)
Divine Favor- 10+3 (13)
Inspiration- 10
Skills Set:
Shield of Regneration (protection, Elite)
Auspicious Incantation (inspiration)
Dismiss Condition (protection)
Shield Guardian (protection)
Shielding Hands (protection)
Shield of Absorbtion (protection)
Remove Hex (n/a)
Channeling (inspiration)
Summary: The basic idea of any monk is to keep your team alive and in functioning condition.. aka not plagued by hexes or conditions, or dead. This is just another way to try it. The Auspicious Shielder is meant to be a versitile healer that can deal with mass physical or elemental damage. Here's the idea of how to run it. Constantly keep channeling up for health bonus and energy management- this is also good for dismiss condition. Use Ausp. Inc. in combo with Shield of Regeneration (E) for a net gain of 20 energy per 25 seconds. It is good to use Ausp. Inc. before the match starts, but after channeling, so you have max energy after your first SoR. Prep if the enemy is spike based with SoR, SoA, and SH. For Assassin combos use SG for a quick heal and to screw their combo. SG is also good for quick saves on allies.. I find that this works the best for a quick save- SG, SH, DC. Anyhow.. the idea is moderately powerful healing, high protection and good energy management.
Gear:
-A sword, spear, axe etc. (single handed melee wep) w/ +20% enchants, and +5 energy
-a offhand protection icon w/ +45 hp while enchanted and +5 armor while enchanted
-a Sup Vig rune
-its up to you how much hp you want to have.. w/ enchants the min health and max energy is 425hp and 59en. W/ enchants the max health and min energy is 485hp and 47en... I like running this build around 450hp and 55en
Notes & Concerns:
Strengths:
-good against physical and elemental, shielding spells can reduce even lightning spells to around 10-30 dmg depending on the spell.
-very versitile, can stop a single powerful spike, or can stretch its spells to keep a whole team taking damage alive w/ reduction of shield spells and quick heals of DC and SG
-strong verse interupts, as all prot spells are 1/4 second casts except DC (3/4) and SoA (1)
-strong verse degen spammers, esp. condition.. but degen hexes are weak against a removal and 10 health regen
-long lasting enchantments
-excellent energy management
-can handle high dp and still function well (up to -45%)
Weaknesses:
- fairly weak against powerful hexers, you only have one hex removal and it takes 8 seconds to recharge
-very weak against blood spikes, barely enough regular hp instant regain to stop a blood sac/dark aura necro
-generally low hp (425-470 w/ enchant depending on gear)
-enchantment rippers, as 6/8 of your spells are enchants
-weak vs. a daze spike.. no fast cast condition removal
-w/ Ausp. Inc. it takes SoR 15 seconds to recharge.. but w/ gear it lasts 16 seconds..
-weak when ressurected.. as you need 20 energy to get back your power heals.. and low hp..
Credit: To everyone who ever used the Mo/Me class.. and made me try it enough to have the idea. To all the Me/ that use Ausp. Inc. and made me realize its great energy management.
Last edited by Epic Drunkard; Nov 16, 2007 at 11:53 PM // 23:53..
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