Jul 15, 2006, 07:50 PM // 19:50
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#1
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Ascalonian Squire
Join Date: Sep 2005
Guild: Illusion of Skill (IoS)
Profession: Mo/Me
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Blessed Light Monk...
Alright now I realize this isn't the traditional Blessed Light build, but running it in gvg last night was rather effective. Im relying completely on healing spells in this build and dropping the protection. This of course means no gift of health. Was just wondering what everyone thought of the build..or if im better off running with Gift of Health and the more usual skills.
Divine: 10+3+1
Healing: 11+1
Inspiration: 9
Illusion: 3
Skills:
Blessed Light-E
Orison of Healing
Heal Other
Healing Touch
Distortion
Infuse Health
Inspired Hex
Drain Enchant
I was playing this build w/ a MoR Boon protect as the second monk...it seemed to work well. It also split pretty well as long as I was on the defensive side of the split. We also have a copy of Expel Hexes in the build, and a runner w/ Extinguish if that helps at all. No Draw Conditions though.
Given we lost a few, but we also had some err7's and whatnot, and it was our first time w/ the build. Just wanted to get some advice or w/e on this build. Am I castrating myself by not packing Gift of Health etc.? Thanks.
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Jul 15, 2006, 11:31 PM // 23:31
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#2
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Lion's Arch Merchant
Join Date: Dec 2005
Guild: Lightning Strikes Twice [LST]
Profession: Me/
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Prot spirit isnt around, and I really feel that one is mandatory to save yourself from these backbreakers and the like.
Also I'd really fit in power drain as it's one of the best e-management tools around and you use a lot of high energy demand skills.
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Jul 16, 2006, 06:38 AM // 06:38
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#3
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Ascalonian Squire
Join Date: Sep 2005
Guild: Illusion of Skill (IoS)
Profession: Mo/Me
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Yeah I think Power Drain would probably be a good skill to pack in place of Drain Enchant. Prot. Spirit is a great skill, the boon prot would be packing it, but would be nice to have in a split. Just don't know how many points I could afford in prot. Like I was saying maybe I'm just better off running the more normal prot/healing Blessed light setup. Guess more testing will tell.
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Jul 16, 2006, 08:15 AM // 08:15
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#4
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Here's what I felt was a well-rounded BL monk, which I posted in another thread. It was run in a balanced/pressure build along with a boon prot. Might want to test her out; I was happy with it.
For arena play, or if you want a split monk, I would adivse subbing out hex breaker for distortion.
Quote:
Originally Posted by Byron
Just tested out a blessed light/infuser build in GvG today, and I was impressed enough with the results that I feel it should be posted:
B-light/infuse
12+1+2 divine favor
9+1 healing prayers
9 inspiration magic
3 domination magic
Blessed Light {e}
Dwayna's kiss
Signet of Devotion
Infuse Health
Healing touch
Inspired Hex
Channeling (drain enchantment, power drain work also)
Hex Breaker
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Jul 16, 2006, 07:10 PM // 19:10
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#5
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Frost Gate Guardian
Join Date: Dec 2005
Guild: ODA
Profession: Mo/
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I play it like this:
1. Infuse health
2. Orison of healing
3. Dwanias kiss
4. Blessed Light [E]
5. Signet of Devotion
6. Reveal Hex
7. Distorsion
8. Res sig.
In GvG that is...
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Jul 17, 2006, 07:31 PM // 19:31
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#6
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Re:tired
Join Date: Nov 2005
Profession: W/
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B-Light
Monk/Mesmer
Level: 20
Divine Favor: 15 (11+4) / 13 (11+2)
Healing Prayers: 9 (8+1)
Protection Prayers: 9 (8+1)
Inspiration Magic: 9
Domination Magic: 1
- Reversal of Fortune (Protection Prayers)
- Blessed Light [Elite] (Divine Favor)
- Protective Spirit (Protection Prayers) / Spirit Bond (Protection Prayers)
- Gift of Health (Healing Prayers)
- Hex Breaker (Domination Magic) / Divine Intervention (Divine Favor)
- Signet of Devotion (Divine Favor)
- Inspired Hex (Inspiration Magic)
- Drain Enchantment (Inspiration Magic)
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Jul 17, 2006, 10:06 PM // 22:06
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#7
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Banned
Join Date: Aug 2005
Location: California
Guild: [Dark]
Profession: W/
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And theres always the Soul Wedding build
Divine 13 (9+1+3)
Healing 9 (8+1)
Protection 11 (10+1)
9 insp. I think and rest into dom.
Blessed Light
Reversal of Fortune
Signet of Devotion
Gift of Health
Guardian
Spirit Bond
Hex Breaker
Channeling
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Jul 18, 2006, 12:55 AM // 00:55
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#8
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Academy Page
Join Date: Jan 2006
Location: California
Profession: Mo/
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Quote:
Originally Posted by Senator Tom
And theres always the Soul Wedding build
Divine 13 (9+1+3)
Healing 9 (8+1)
Protection 11 (10+1)
9 insp. I think and rest into dom.
Blessed Light
Reversal of Fortune
Signet of Devotion
Gift of Health
Guardian
Spirit Bond
Hex Breaker
Channeling
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That's better suited for 2 Blessed Light monks as there's not much energy management. You'll notice how both Soul Wedding and One Star don't spam Blessed Light and use Sig of Devotion as much as possible. For one boon and one blessed light, this was Soul Wedding's build:
Divine Favor 16
Healing 7
Inspiration 7
Protection 10
Blessed Light
Reversal of Fortune
Gift of Health
Guardian
Signet of Devotion
Spirit Bond
Inspired Hex
Channeling
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Jul 18, 2006, 07:29 AM // 07:29
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#9
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by Slooty Booty
That's better suited for 2 Blessed Light monks as there's not much energy management
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Nah - I think it's just suited for one of the best and most experienced monks in the game.
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Jul 18, 2006, 01:38 PM // 13:38
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#10
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Lion's Arch Merchant
Join Date: May 2005
Location: Maryland
Profession: Mo/
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Quote:
Originally Posted by Senator Tom
And theres always the Soul Wedding build
Divine 13 (9+1+3)
Healing 9 (8+1)
Protection 11 (10+1)
9 insp. I think and rest into dom.
Blessed Light
Reversal of Fortune
Signet of Devotion
Gift of Health
Guardian
Spirit Bond
Hex Breaker
Channeling
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You could get the same attribute spread using 2 majors instead of the superior.
Divine: 13 (10 + 1 + 2)
Protection: 11 (9 + 2)
Healing: 9 (8 + 1)
Inspiration: 9
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Jul 18, 2006, 04:18 PM // 16:18
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#11
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Forge Runner
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Quote:
Originally Posted by Aug
You could get the same attribute spread using 2 majors instead of the superior.
Divine: 13 (10 + 1 + 2)
Protection: 11 (9 + 2)
Healing: 9 (8 + 1)
Inspiration: 9
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Does it matter?
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Jul 18, 2006, 04:42 PM // 16:42
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#12
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Krytan Explorer
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Quote:
Originally Posted by TheOneMephisto
Does it matter?
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It's 5 extra health.
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Jul 18, 2006, 05:05 PM // 17:05
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#13
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Forge Runner
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Quote:
Originally Posted by neoflame
It's 5 extra health.
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Ah.
-throws hands up in happiness-
Well, I guess that you should take everything that you can.
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Jul 18, 2006, 05:25 PM // 17:25
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#14
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Chasing Dragons
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
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5hp =/= 0hp and therefore not dead yet.
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Jul 19, 2006, 07:51 AM // 07:51
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#15
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Academy Page
Join Date: Apr 2006
Guild: Plz Check Your Connection [Err7]
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Why running channeling in gvg when monks are supposed to be far back ?
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Jul 19, 2006, 04:22 PM // 16:22
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#16
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Academy Page
Join Date: Jan 2006
Location: California
Profession: Mo/
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It takes very careful and exact positioning to get a benefit from channeling without pushing through the midline and getting eaten alive. Kiting through the other team's overextended frontline is ideal when you must. I tend to stay in the backline unless the pressure is enough that I can't rely on Sig of Devo/reversal/gift spamming. Once I start using prot spirit or blessed frequently I will move up to the midline area in hopes of getting a few +1's. Read the battle, if you're doing that anyway you shouldn't have TOOO much trouble extending now and then.
Last edited by Slooty Booty; Jul 19, 2006 at 04:26 PM // 16:26..
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Jul 20, 2006, 04:05 PM // 16:05
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#17
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Frost Gate Guardian
Join Date: Dec 2005
Guild: ODA
Profession: Mo/
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Quote:
Originally Posted by Slit Wrists
Why running channeling in gvg when monks are supposed to be far back ?
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Far back no... you still want to be positioned as people maentioned midline to backline depending on situation. Still since many guilds are running 2-3 meelefighters in their preshure builds with some tactial locating a Energybonus of 2-3 under presshure without moving towards enemy casters... Same boost as Devine boon gives you but in reverse and that hurts doesent it? Still im not very fond of it myself
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Jul 21, 2006, 11:53 AM // 11:53
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#18
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Frost Gate Guardian
Join Date: Dec 2005
Guild: Daunting Tempest
Profession: Mo/
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Noone using powerdrain anymore? Come on guys! It rocks!
Anyway, about the attributes. I generally tend to run high heal, low prot (something like 10 heal, 5 /7 prot). Any reason for the preference for more spread out attributes? I tend to run only RoF and spirit bond and with about 5 or 7 in prot both have high enough attributes to effectively do their job: stop spikes. I'm not sure the extra prot is worth it in comparison to a slightly better GoH.
Then again, I could be wrong about that. Any ideas?
Finally about channeling. I'm still undecided about it but I found myself benefitting largly from it in those situations where it is hard to use powerdrain. Channeling seems to work pretty good when you're being pressured hard and cannot easily powerdrain.
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Jul 22, 2006, 07:33 AM // 07:33
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#19
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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Quote:
Originally Posted by Tortoise
Noone using powerdrain anymore? Come on guys! It rocks!
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It's not only unreliable, but you get no real secondary effect from it. Well, there is an off-chance to interrupt an important spell.The drains and inspires remove things, MoR covers boon and fuels CoP, and E-drain can take away enemy energy. These are more primary uses than a power drain, IMO.
It is, however, a very efficient e-management spell when it lands. So, if a monk can get good at it, more power to him/her. I think a monk has enough concerns without interrupts (on spells only).
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Jul 22, 2006, 03:26 PM // 15:26
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#20
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Forge Runner
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Quote:
Originally Posted by Tortoise
Noone using powerdrain anymore? Come on guys! It rocks!
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Powerdrain gives great energy, but it takes a lot of energy and practice to be able to use it properly.
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