Mar 24, 2006, 09:04 PM // 21:04
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#21
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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Try the boon bonder
D15/P16
Life Barrier
Life Bond
Life Attunement
Balz Spirit
Blessed Signet
Divine Boon
RoF
Mend Ailment (or Signet of Devotion for those who fear energy degen)
For Farming SF (in the footprint):
- bond everyone with Barrier followed by life bond (in that order)
- on youtself Balz followed by Boon
Total enchantments you are maintaining 10...
During battle cast an RoF and watch how much you can heal. Mend Ailment does wonders as well.
When you get into SF:
-tank gets Barrir/Life Bond/ Life Attunement/ Balz
-you get balz followed by Boon
Total enchantments you are maintaining 6 (no where near your potential max)
During the farming if you see a player getting careless with aggro throw on a barrier/life bond. I will usually do this for all of the players when we enter the main chamber for the third time to talk to Oro. Seems like the tank always struggles with aggro here and chaos ensues...
Note:
I would tell you the same thing applies to PvP or GvG but i think a bonder doesn't have any business doing either, you come across one semi-decent team with enchantment removal and you and your team are toast. just my oppinion.
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Aug 02, 2006, 02:09 AM // 02:09
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#22
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Academy Page
Join Date: Dec 2005
Guild: Brotherhood of the Fallen
Profession: R/W
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Hi, I plan on making a bonder and I was wondering if you cast life barrier and bond on the tank or just barrier? Also, if they do stack would the tank take half of half(25%) or just 0%(-50%+ -50%).
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Nov 19, 2006, 10:48 PM // 22:48
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#23
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Krytan Explorer
Join Date: Mar 2006
Location: Kenya
Profession: Mo/
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rezzing this thread since its in the 'important posts' and someone may wonder by wanting some more additional info.
cast life bond first, then life barrier. yes they stack so can roughly be around 75% reduced. with life bond cast first you'll recieve the least amount of damage from it since life barrier reduces the damage, and then life bond reduces it once more before redirecting it.
With Nightfall now out, I use Dismiss condition instead of Mend Condition. 1 sec more cooldown, but as long as your bonds are up its an unconditional heal for like 109 hp i believe with protection at 14 and divine at 12. mend condition can be a a more rapid heal if conditions are present, but unless you know conditions are constantly going to be present dismiss condition works wonders.
[skill]Dismiss Condition[/skill]
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Nov 19, 2006, 11:43 PM // 23:43
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#24
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Forge Runner
Join Date: Nov 2005
Profession: R/
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Quote:
Originally Posted by Nivryx
With Nightfall now out, I use Dismiss condition instead of Mend Condition. 1 sec more cooldown, but as long as your bonds are up its an unconditional heal for like 109 hp i believe with protection at 14 and divine at 12. mend condition can be a a more rapid heal if conditions are present, but unless you know conditions are constantly going to be present dismiss condition works wonders.
[skill]Dismiss Condition[/skill]
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qft
Even if your ally is suffering from no conditions, you can use Dismiss as a heal skill as long as they are under an enchant (which they should be if you are bonding).
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Nov 20, 2006, 08:29 PM // 20:29
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#25
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Lion's Arch Merchant
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If you cast Life Bond before Life Barrier, you end up taking a lot more damage to yourself. That is because partial damage is transferred to you and then further reduced on the target. If you cast Life Barrier, then Life Bond, you'll end up seeing a lot of -0s or no damage taken (but still triggering Balthazar's Spirit for energy) because the damage is reduced and then reduced some more before it is transferred to you.
In Factions, I had great success using Blessed Light as a multipurpose skill that frees up a lot of room on the skill bar. Of course, I lost Life Barrier but I was still reducing attack damage from Life Bond. Here is a sample build.
1) Reversal of Fortune - quick heal
2) Blessed Light - self heal, heal other, condition removal, hex removal
3) Signet of Devotion - free heal
4) Blessed Signet - energy
5) Mantra of Inscriptions - use signets more often
6) Life Bond - reduce attack damage
7) Balthazar's Spirit - energy
8) free
I've also used a pure Life Barrier build for certain areas which had a ton of damage (but not from attacks)
1) Reversal of Fortune - quick heal
2) free
3) Signet of Devotion - free heal
4) Blessed Signet - energy
5) Mantra of Inscriptions - use signets more often
6) Life Barrier (maintained on 7 others)
7) Essence Bond (usually applied to 2 front line characters)
8) free
The free slots usually were condition and hex removal.
I usually only maintain 10 enchantments unless energy is really flowing in the middle of battle because of damage which is why I personally choose either Life Barrier or Life Bond depending on the situation and just get the most out of it. If I bring both skills, I usually only end up with Life Bond on everyone and Life Barrier on only 2 characters.
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Nov 20, 2006, 10:52 PM // 22:52
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#26
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Krytan Explorer
Join Date: Mar 2006
Location: Kenya
Profession: Mo/
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ah, thx for clearing it up, i read your original post wrong, i suppose im dsylexic like that.
and dismiss is always effective but mend condition can be more useful in certain areas when that 1 sec cast can be quite a bit more useful with healing, but once again, dismiss is pretty much a garuntee unless it gets stripped.
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Nov 22, 2006, 08:39 PM // 20:39
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#27
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Wilds Pathfinder
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I'm not sure that using both Bond and Barrier is ever really a good thing, or at least very rarely a good thing. Sure you reduce damage by a ton, but only damage from attacks (since that is all Bond will reduce), and really, you are spending a TON of energy to reduce damage when it could be used better to recover some of the inevitable lost health.
Also, I don't think that Mantra of Inscriptions is totally worth it in most situations because it is tough to have 10e extra to use on MoI when you already at -8 e-regen (it does work, but not always the best use of a slot IMO). It only comes out to be about .85 energy per second (at lvl 9) extra which is about 2.5 pips. So really, with MoI you can maintain about 12 enchants and without you can maintain 10. Again, in most situations I don't find it all that useful.
IMO you are better off going with 2 bond monks and each bond half the team (then you can get 20 enchants easily).
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Nov 22, 2006, 11:35 PM // 23:35
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#28
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Life Barrier I'd have to say is one of the worse elites for the job. Like already stated, Life Bond does the job by itself. When I bond I take something like this.
10+3+1 Divine Favor
11+1 Protection Prayers
9 Inspiration
Blessed Signet
Mantra of Inscriptions
Life Bond
Balthazar's Spirit
Aura of Faith {E}
Dismiss Condition
Res
Life Attunement
You reduce the team's damage by 50%, remove conditions, heal a little, and boost the other monk's effeciency by 96%. Obviously you only put the Attunement on the characters getting heavily hit/stripped, and take off Balthazar's when you are not in battle. The Mantra gives you exactly a 40% reduction at 9 inspiration, higher is unnecessary. Blessed Signet with these stats can maintain your energy out of battle with all bonds remaining active. In areas without too many conditions Reversal of Fortune can be subbed in. Use a weapon that has an extension to enchanments for Aura of Faith. You can use two superior runes if you like to take less damage from the bonds. Ether Signet is in the cookie cutter build, but if you play smart you don't need it.
I guess you could use some other elite, I haven't bonded in a while. I really think it's hard to get more efficient than this.
::EDIT:: To the guy who said to take two bonders, that's a big double you tee eff. Remind me not to party with you, ever.
Last edited by jesh; Nov 22, 2006 at 11:44 PM // 23:44..
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Nov 23, 2006, 07:02 PM // 19:02
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#29
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Forge Runner
Join Date: Nov 2005
Location: Character selection screen figuring what I want to play...
Guild: Purple Lingerie - :D
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Why not just use Spell Breaker.
9+1 divine
9+1 heal
12+1+3 protection
(If you can get other head peices so after you put bonds and such up you can swap if needed)
1.Spell Breaker [E]
2.Life Bond
3.Vital Blessing
4.Life Attunement
5.Dwayna's Kiss
6.Balthazar's Spirit
7.Blessed Signet
8.Rebirth
Last edited by Bowstring Badass; Nov 23, 2006 at 07:11 PM // 19:11..
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Nov 23, 2006, 09:18 PM // 21:18
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#30
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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Because a regular bonder isn't goint to be in a 2 man group, and the recharge prevents it from being useful in general PvE.
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Jun 01, 2009, 04:42 PM // 16:42
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#31
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Pre-Searing Cadet
Join Date: Jun 2009
Profession: Mo/Me
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Mo/?
Protection Prayers: 12+1+3=16
Divine Favor: 12+1=13
i cant get 16 prot 13 divine :S there isnt enough points =/ unless i worked it out wrong i get 12+1+3 protection but only 10+1 divine...with 12 unused points =/ so either im mean to have other items or im missing something lol.
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Jun 02, 2009, 09:11 AM // 09:11
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#33
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Administrator
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This thread is from 2005.
Please don't bump old threads in the future.
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