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Old Apr 17, 2009, 12:47 AM // 00:47   #1
Desert Nomad
 
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Default FA defender

I'm too afraid to use enchants due to turtles, so I'm playing a monk the way people don't like. Red bar goes up only lol. But surprisingly its pretty good so far...

Note, you have to be good at targeting the correct NPC at the correct time with this build

[Word of Healing][Signet of Rejuvenation][Patient spirit][Infuse Health][Dismiss Condition][Cure Hex][Dash][Return]

12+1+1 healing
12+1 divine
3 prot

40/40 healing set
High energy set
defensive set if you want but i recommend against it.

dash/return helps for quick movement within the fortress.

Start out by running with everyone to the amber mine, let the others kill (use your wand to help and heal if luxons get too close too fast) Grab some amber and run back home (note dont use return, shadow stepping drops items.

Now you can do 1 of two things at this time.

1) keep following anyone running amber and support them
or
2) go to the gate getting hit hardest(most likely the one on the left facing out of the fortress, right looking at the fortress, sorry i forgot colors) and heal 1-2 NPCs at the gate

both are good options (imo) but I always choose 2 just because its more fun for me.

How to go about 2.

pretty simple actually. I would start with one NPC at first (I pick ele just because it has some wards and defensive things) and heal it with your signet and WoH FROM BEHIND THE GATE (they will rarely get pulled too far....but if they do run in and heal). If you notice damage getting harder to manage, start using Infuse health, self target, and either WoH or patient healing doesn't REALLY matter. then dont forget to retarget your NPC of choice.

Now if there is a break through (it happens, if your the ONLY support character it will be hard to permanently keep it closed) at EITHER side of the fortress, fall back and

A) If no one is rushing the last gate, heal the other npcs AND players getting attacked

B) if the the final gate is getting attacked, heal the juggernaugt. He is the most hardy of the group and as long as he remains alive (and no one opens the gate) then they wont be able to even touch gunther.

Senario B is where this build really shines. Infuse health will heal for more then half of this guys health, and (as far as i know) it is really hard to spike the jugga down, so you should be able to tell when to infuse +WoH. Switch to High energy set when needed. When you are finally out of energy (Which should take a while if you are conservative with heals. But he could be attacked a LOT so....its never perfect) run into a hazard zone. What i mean by this is make yourself noticed by the enemy so they will target you and kill you. Use Dash/return to move quickly back to the jugga and switch back to your low energy set.

Same thing with Gunther. IF they manage to get by then heal whichever npc is getting attacked, infuse/WoH when needed, switch to high energy when needed, and get attacked/killed when energy is low or try to infuse yourself to death.

9/10 times its easy to get yourself killed if you want to.

I dunno, just a little fun build that doesn't use Ion cannon XP

Last edited by ajc2123; Apr 17, 2009 at 12:53 AM // 00:53..
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Old Apr 17, 2009, 01:40 AM // 01:40   #2
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Yeah i played something simular because once the RoJ monks come along, cast RoJ, and the NPCs survive, then theyre stuck for 20 seconds. Except i use'd Healing Seed instead of infuse health so i it could counter half of the RoJ damage, gives me a little more reaction time to counter the burning.

Its fun to see a few necro bombers/RoJ monks come in, do this bizniz and then realise no one died xD. Always amusing.

Oh and i usually go /P like every other monk just for the shout "Make Haste!" so the amber runner...Makes haste...

EDIT: Ooopps i was more referring to JQ. I hardly play FA -.-

Last edited by lewis91; Apr 17, 2009 at 01:44 AM // 01:44..
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Old Apr 17, 2009, 02:10 AM // 02:10   #3
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I'd use [dark escape] instead of [dash], you run half as fast but it's a good skill against pretty much anything.
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Old Apr 17, 2009, 02:14 AM // 02:14   #4
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Quote:
Originally Posted by AKB48 View Post
I'd use [dark escape] instead of [dash], you run half as fast but it's a good skill against pretty much anything.
I use dash because I don't wanna spare any attribute points anywhere else. Since I have no protective spells to reduce/prevent damage, i want as much high healing numbers as i can get.
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Old Apr 17, 2009, 03:55 AM // 03:55   #5
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Dash is better because dying in FA isnt so bad. If you die, woopdedo ur up in like 5 seconds and rdy to go again.
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Old Apr 17, 2009, 04:28 AM // 04:28   #6
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Originally Posted by ajc2123 View Post
defensive set if you want but i recommend against it.
Stopped reading there. Elaborate why you recommend against it and I might read the whole thing.
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Old Apr 17, 2009, 04:38 AM // 04:38   #7
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I hope your team likes to gank Mesmers and damage oriented eles. A decent mesmer that can Pleak/PBlock your Cure Hex or WoH is unlikely in FA. A lame VoR WW mesmer is much more likely and will probably cause trouble for your build. On the other hand I don't know how well a your build will fare against a the eles without prots (Lighting Surge/Shatterstone/Gale could be problems when under pressure).

I would run Dark Escape because it will make the difference in being able to ignore your own health at critical times to save key npcs. I would still like to run Prot for at least Guardian but so long as the low quality of Luxon players (and the number of leechers) remains constant it really just about anything can win as Kurzick.

Sidenote: Should this be discussed in the Alliance Battles forums?

Last edited by Celeborn10; Apr 17, 2009 at 04:40 AM // 04:40.. Reason: I like proper grammar.
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Old Apr 17, 2009, 10:38 AM // 10:38   #8
Desert Nomad
 
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Stopped reading there. Elaborate why you recommend against it and I might read the whole thing.
It's discussed later in the build.

But basically.

A) Dying in FA/JQ does not add points to the score unlike AB, and you res instantly

B) With Dash/return you are easily able to return to the jugga, which will 9/10 times not even go under half health before you get back

C) dying is used at jugga/gunther to get energy.

And no, this isn't an AB build so....
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Old Apr 17, 2009, 02:12 PM // 14:12   #9
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When ever I monk in FA I run back in with amber and go right to orange and heal the ranger and Ele at the gate so every time outer orange gets repaired some of the warriors are killed. Divine doesn't have to be that high so you can spec some into prot and/or dark escape for the "Coward!" spam you might get stuck in.
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Old Apr 19, 2009, 02:01 AM // 02:01   #10
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Quote:
Originally Posted by Luminarus View Post
Dash is better because dying in FA isnt so bad. If you die, woopdedo ur up in like 5 seconds and rdy to go again.
But in general, 5sec is a long time =)

But here, yea, dash is good. But if you're a all-area monk then DE is better since you arent just focused on healing 2 specific targets.
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Old Apr 20, 2009, 09:45 PM // 21:45   #11
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I would not be afraid to run prot against the turtles. [Protective spirit] & [shield of absorption] w/ some red bars go up is the best to keep up npc's.
Also I have found that when the orange and purple gates are broken you should protect the NPC Rangers next instead of retreating behind the green gate.
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Old Apr 21, 2009, 08:01 PM // 20:01   #12
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Try using [skill]Patient Spirit[/skill] or [skill]Watchful Healing[/skill] as a cover enchant for your prots.

Actually, I run 16 Divine 13 Prot in there and you can get a lot done with just [skill]Guardian[/skill][skill]Watchful Healing[/skill] and [skill]Mend Condition[/skill]. I do my redbar with [skill]Signet of Devotion[/skill],[skill]Blessed Light[/skill] and [skill]Glyph of Lesser Energy[/skill]. The bar is rounded out with [skill]Holy Veil[/skill] and [skill]Contemplation of Purity[/skill].

Most of the time I sit in a sword/shield set with +5e, 20% enchant duration, +10 vs Earth and +30hp. Turtle siege attacks do Earth damage fyi. Because of that, I like to sit on the orange side and keep the ranger in front of the inner gate alive - he takes half damage from the turtle and all the fire ele's, so with a little monk love he can survive the whole game.

In case anyone cares, the way the siege attack interacts with enchantments is that it strips the enchant and then does damage. So, if it strips patient spirit or watchful healing, the heal is delivered first and then damage is taken. Might be worth knowing?

Also, because the turtle pings itself on the radar when it uses its siege, it's fairly trivial to get your cover enchant up on an NPC at the right time.
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Old Apr 22, 2009, 07:38 PM // 19:38   #13
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You forgot the superior prot rune.
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