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Old May 13, 2006, 09:22 PM // 21:22   #1
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Default Co-operative Balanced Backline

Conveniently posted at:

http://gwshack.us/9df74

I thought I'd hear a few opinions before testing her out. This isn't a full build, only a 3-monk backline for a balanced GvG build.

Ideally, this backline would work with a draw conditions e/mo. And, to make it ever better, a fast cast remove hex/resurrect mesmer. Otherwise, I hope the skills explain themselves. Thanks in advance.
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Old May 13, 2006, 10:22 PM // 22:22   #2
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swap the prot and guardian around? considering you're making the booner carry aegis already
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Old May 14, 2006, 01:44 AM // 01:44   #3
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Putting a monk backline together with no consideration as to the rest of the build is a bit silly really. Also; ATTRIBUTE POINTS.
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Old May 14, 2006, 02:03 AM // 02:03   #4
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JR, mouseover the images of the character to see the attribute points. Also, each skill has the correct numbers for that set attribute level.
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Old May 14, 2006, 06:55 AM // 06:55   #5
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Quote:
Originally Posted by JR-
Putting a monk backline together with no consideration as to the rest of the build is a bit silly really.
Yeah, that may be true, but I thought I'd work backwards this time around. Lets say I had a 2 warrior, 2 mesmer, 1 e/mo lineup in the back of my mind.
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Old May 14, 2006, 11:03 AM // 11:03   #6
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Quote:
Originally Posted by TheOneMephisto
JR, mouseover the images of the character to see the attribute points. Also, each skill has the correct numbers for that set attribute level.
Well darn. I'm so used to GWFreaks, I did not know you could do that.
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Old May 14, 2006, 11:26 AM // 11:26   #7
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Smiter and Healing light monk doesn't have enoough energy management.
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Old May 14, 2006, 01:55 PM // 13:55   #8
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Also the boon prot will have a difficult time with e-mangement, both running aegis and PS.

I think the smiter can run with only air of enchant as energy management, as long as it sticks on offensive smiting (not self-smiting), but I have to agree with JR we should be able to see the rest of the build.

In general a three monk back-line in GvG is to much, but adding a smiter might be a good alternative to bring in full damage and adding some minor prots.

When running 2 wars (your back-in-the-mind build) you might consider using judges insight.

Running 2 mesmers... are you thinking about some sort of HA set-up?
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Old May 14, 2006, 02:28 PM // 14:28   #9
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Quote:
Originally Posted by JR-
Well darn. I'm so used to GWFreaks, I did not know you could do that.
I'm not sure if JR is being sarcastic or not.
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Old May 15, 2006, 05:35 AM // 05:35   #10
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Quote:
Originally Posted by Worf
Smiter and Healing light monk doesn't have enoough energy management.
Smiter = Air of enchantment
Healer = Healing Light

I can see how it is more difficult energy management than a typical WoH, but this was designed with cooperation in mind.

Quote:
Originally Posted by sir lockt
Also the boon prot will have a difficult time with e-mangement, both running aegis and PS.
Aegis chain is used only when needed, eg= vs. warrior pressure. Or say, versus a build with 4 R/W (*FotM alarm*). PS was put on the boon for splitting capability, but I suppose guardian would work almost as well. I wouldn't expect a boon to keep aegis up, but with the healing power of the Healing light monk, there is signifcantly less pressure on the boon. I felt it quite nifty, but yes, it has practical drawbacks.

Just as well, the boon will get a big help from Air of Enchantment. That's the idea...

Quote:
In general a three monk back-line in GvG is to much,
I'll have to respectfully disagree, considering teams with two monks generally also have several half-monks (E/Mo heal party, Me/Mo remove hex, etc.). But yes, 3 monks is the more conservative option.

Quote:
Running 2 mesmers... are you thinking about some sort of HA set-up?
I can't get enough mesmers on a pvp team. If I had 12 party slots, I'd probably bring 4-5 mesmers. Nothing hates other teams quite as effectively as a mesmer IMO.

Quote:
Originally Posted by LightningHell
I'm not sure if JR is being sarcastic or not.
I've always assumed not, and I'm not banned yet. But, considering the statement, I am myself pretty concerned.
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Old May 16, 2006, 07:01 AM // 07:01   #11
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Quote:
Originally Posted by LightningHell
I'm not sure if JR is being sarcastic or not.
I didn't think he was being sarcastic in that post.

I see how the Healing Light build is meant to manage energy, but I'm somewhat concerned that it may not come together as you would expect. If you have a Necro with BR on the build, yeah okay...but, without that I'd want to have Power Drain or Energy tap to make sure my infuser has energy when needed.
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Old May 16, 2006, 10:39 AM // 10:39   #12
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I look at the backline and I am thinking that this isnt a three monk backline at all.

If you run the smiter properly he isnt going to be protecting he is going to be smiting. So really what you have here is a 2 monk backline with an aegis and a hex removal on an off monk.

Draw condtions and remove hex are great things to have on the team.

However I have ran a similar build to the boon/prot w/o aegis which i think is a terrible idea on a boon prot - energy drain and inspired hex aside how you expect him to be effective I dont know.

I like the idea of the hex breaker on the healing Monk but there is one thing I see missing on the boon prot that I think is essential.

I tried running an energy drain booner without contemplation and I was punished for it(BAD IDEA ). The Monks here have no defence against self shutdown and in a GVG you need that ability IMO. You will have to deal with splits and that is the simple reason why there is two boon prots as a standard backline.

They are able to deal with things that other monks cant.

Sam
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Old May 17, 2006, 12:08 AM // 00:08   #13
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i run the healing monk in my gvg team and we run something a little similar which if u would like to try i believe would work much better than ur current one.

infuse, healing light, heal other, healing touch, mend ailment, inspired hex, revealed hex, power drain. good on self heals and on other ally healing. dual hex removal is great on e-management and with taking off covers. self-healing combo would be healing touch,light,mendailment. other ally combo would be healing light,other,light,other. heal party would generally be on ur e/mo if u bringing 1.
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Old May 17, 2006, 07:02 AM // 07:02   #14
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Many thanks for the replies on this thread. I'm currently working on the full GvG build, and have taken many comments here into serious consideration.
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