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Old May 05, 2006, 01:01 PM // 13:01   #1
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Default Boon Prot for PVP ( RA, TA ) ?

_Hey, im using a boon prot for PVP and my atts, skills look like this :
Mo/Me.
Divine Favor 16, Inspiration 10, Protection 9.
SKill bar : Guardian, Reversal of Fortune, Contemplation of Purity, Mend Condition, Protective Spirit, Inspired Hex, Divine Boon, Mantra of Recall.

And i have some question for this :

* My skillbar is full, do i really need Res sign ? I dont think Monk need to res cause he always has his problem to deal with.
* How can i deal with hammer wars ?

Thx and i create this topic cause i cant find a topic for Monk in PVP.
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Old May 05, 2006, 02:36 PM // 14:36   #2
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I would lower divine a bit and raise prot a bit.

To deal with Hammer Warriors you have 3 options 2 of which are on your skill bar:

1) Prot spirit to lesson the dmg
2) Gaurdian to force him to miss (raising prot will make this more effective)
3) And the most important defense -> Kitting.
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Old May 05, 2006, 02:58 PM // 14:58   #3
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well i would suggest using a minor instead of sup for DF. You are a squishie and a primary target, having lower health isnt good.

and no, ressing is not your job in PvP.
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Old May 05, 2006, 03:00 PM // 15:00   #4
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IMO Divine Favor should be maxed out to 16 Divine to get the most out of Divine Boon and your Divine Favor.

Your stat setup and skill bar looks completley fine, but I would suggest taking out Guardian and put in Holy Veil or Signet of Devotion. No need for guardian when you can kite!
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Old May 05, 2006, 08:02 PM // 20:02   #5
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You don't need a res, and 16 DF is good.

I would never take out Guardian, though. Kiting is great, but it's not going to save you from warriors and assassins all by itself. Guardian is essential, IMO, not just for cutting DPS but for breaking up spike chains and dagger combos.

Protective Spirit is gold for dealing with hammer warriors. And maintaining Guardian on yourself when they're on you will often save you from their knockdown "spikes", especially the ones that use Devastating and Bash instead of Backbreaker. (If you run across one who's foolish enough to use Heavy Blow, just hit Contemplation of Purity after they Devastating you to remove the weakness, and then laugh at them.)
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Old May 05, 2006, 08:46 PM // 20:46   #6
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Many people run quite differant builds in the way of the boon prot.

Myself, i would take out CoP (no joke) for revealed hex (or remove hex), and Protective Spirit for Signet of Devotion (i would also run Edrain instead of MoR, but that's not a big deal). And that's how i usually boon prot, works very well.

Also, i would go 15 divine, 11 prot, 10 inspiration.

Guardian is wonderful, when millions of teensy assassins start barreling at you, it's much more fun too laugh in their face than be forced too flee, bleeding all over the place. (not too say you shouldn't kite with guardian)

Hammer warriors are big meanies no matter what you do, try too keep up guardian and kite as often as possible too highten the time in-between their potentially deadly spikes.

Hope i helped at all.

EDIT: And yeah, as above mentioned, monks shouldn't bring a res into pvp, especially a boon prot. You have barely enough room for the skills you need, let alone a res.

Last edited by ubard; May 05, 2006 at 08:49 PM // 20:49..
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Old May 05, 2006, 09:43 PM // 21:43   #7
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This is what I run for my Boon Prot Monk for RA (I have yet to do TA, so don't ask me about it, heh)

Inspiration: 9
Protection: 13
Divine Favor: 15

Skills:
Contemplation of Purity
Reversal of Fortune
Guardian
Protective Spirit
Holy Veil
Mend Ailment
Energy Drain
Divine Boon

I don't understand what you all mean by "kiting", what does that mean?
Also, what's the best way to use Holy Veil? Should I keep it on the person being attacked, or use it like remove hex (only when a teamate is hexed)?
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Old May 06, 2006, 12:53 AM // 00:53   #8
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kiting (to kite) is when you run ahead of something thats chasing you, so that it trails behind you, like a kite=p

In the context of this game it means running away from the warriors, so that they get fewer hits in on you.

Now, you may say. Running is an auto crit, is it not? And this is true. But a swing animation makes a person stand still, so while you may get hit once you can then just keep running and not take any damage untill you need to stop to cast because you are ahead of them.

Like all things it takes situational awareness. There are some situations where its better to hold still, and others where its better to run around. If you are snared or the enemy has speed the benifit of kiting is reduced greatly, and the time you force the enemy to waste chasing you goes down so that i dont even bother doing it =x But every second you make the enemy close to you to hit is like, damage you have prevented=P

Also learn to exploit the auto-pathing. most melee will just push the attack buton and let the game drive them for you. If you have obsticals to run around you can lower their speed by getting them to rub up against those things as the pathing takes them around at a diminished speed.

Casters should always be on the move~

Also, its my oppinion that in 4v4 everyone should bring a rez.
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Old May 06, 2006, 01:05 AM // 01:05   #9
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The skillbar and attribute points I told you are quite solid, kabuto . You can adjust some skills depend on your preference and team build ( Mend Ailment/Mend Condition, Signet of Devotion/ Guardian, Mantra Of Recall/Energy Drain). Firstly you practice in RA to get used to it, then you can play in TA later
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Old May 06, 2006, 02:43 AM // 02:43   #10
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I run this:
16 Divine Favor, 9 Protection Prayers, 10 Inspiration Magic

- Full Sheperd's set (Health +35 Armor), Superior Divine Favor, Superior Vigor, Minor Protection Prayers.
- +5 Energy Axe/Sword with +30 Health / +45 Health, +5 Armor (while enchanted) off-hand.

This gives you a total of 565 Health (while enchanted) and 47 Energy.

1. Reversal of Fortune - Taking RoF is out is the biggest mistake you can make. RoF is one of the reason you'd make a Boon Prot, because of the great casting time, this skill doesn't get interupted, and can also be used during Hammer streaks.
2. Mend Condition - Mend Condition is very effective, and has a decent casting time, so this skill is barely interupted, the recharge is better then Mend Ailment, and I'd say the effect is better too. It's a pitty you can't use it on yourself, but you've got CoP for that, occasionally.
3. Protective Spirit / Guardian - I prefer Protective Spirit. With 9 Protection Prayers, Guardian barely has an effect, and the 1 second casting makes it easily interupted. Protective Spirit, on the other hand only has a 1/4 second casting time, and it's effect is great, regardless of you ammount of Protection Prayers.
4. Contemplation of Purity - Great to remove conditions, mainly Crippled and Dazed, and great to remove Hexes like Migraine. Make sure you don't use this too much, the side effect is big. Divine Boon needs to be recast, and Mantra of Recall ends, which might be too soon, which can ruin everything. The 1/4 Casting time is great against Dazed, since it's barely interupted, especially whiel time. The Casting time is also great against Hexes like Migraine, unlike Inspired Hex.
5. Mantra of Recall - Not much too say about this Just your main Energy management, and should be on at all times. Try not to wait to long with recasting, but ~2 quick casts is fine, in case you're busy healing.
6. Inspired Hex - Great for removing Hexes, and it makes your Energy management even easier to control. Make sure MoR is enough though, since there aren't always Hexes to remove, so you have to rely just on MoR.
7. Revealed Hex - Same as Inspired Hex. I like Revealed Hex over Guardian (which most would use in this place) because Guardian isn't all that needed, and probably won't be used that often, but Revealed Hex always helps, even if it's not much, it's better then nothing!
8. Divine Boon - Obvious, have it on non-stop

If you're running 14 Divine Favor, 12 Protection Prayers and 10 Inspiration Magic, you might want to switch Revealed Hex for Guardian. Guardian is much more effective with 12 Protection Prayers, and definitly worth it, even though kiting is enough most of the times As for kiting. Most people run around randomly, but please, keep in mind that you're supossed to be near your teammates, and that you kite your way to the other side of the arena, you won't be that helpful to your team.
Also, it's nice to bring two Scalp Designs. One with a Superior Divine Favor rune, and one with a Minor Superior Divine Favor rune.
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Old May 06, 2006, 04:28 AM // 04:28   #11
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nice build maxiemonster exactly similar to mine. lol for some reason i keep thinking when you use mend condition you have to touch the target foe -_-, and yes revealed hex replaces m holy veil now cuhz i have 2 hex removals with enrgy management.
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Old May 06, 2006, 05:01 AM // 05:01   #12
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ive been using drain enchant lately, gives a bit of energy and helps the team. I love seeing 'Illusionary Weaponry' above my head and quickly press the 'select nearest enemy' key and use it. its also good to warp back assassins who use enchantment teleports.
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Old May 06, 2006, 05:08 AM // 05:08   #13
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Quote:
Originally Posted by Sidrakket
Now, you may say. Running is an auto crit, is it not? And this is true. But a swing animation makes a person stand still, so while you may get hit once you can then just keep running and not take any damage untill you need to stop to cast because you are ahead of them.
Mm, not quite. They only get auto-crits when they hit you in the back and you're running. If you kite sideways (strafing) you'll be ok. It's also not really the case that swinging makes them stand still - they can pursue you and keep hitting, but their attack rate will be reduced, and sometimes they'll fall behind and have to Sprint or wait for you to cast to catch up.

Circling around obstacles to try to snag them is very good. You can use other players for that, too. Sometimes when I see a teammate getting chased by a warrior I'll try to insert myself in between them to body-block. It's often enough to slow the warrior down and let the ally get away for a bit.
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Old May 06, 2006, 02:45 PM // 14:45   #14
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Yep, always kite sideways, in circles. Keep in mind though, while kiting an Assassin, you might have to stick close to teammates because of Horns of the Ox, which is a really powerful attack if you're not close to teammates. In that case, juts kite around your teammates

And maybe switching Revealed Hex for Guardian is better. Using Mend ailment on teammates that aren't suffering from a Condition is a waste, or do you guys disagree on that? I'm not that sure yet.. I really can't miss Protective Spirit, but Revealed Hex is so nice too..
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Old May 07, 2006, 06:02 AM // 06:02   #15
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I dont know why people keep recomending superior runes. A monk should defintly max out his health as much as possible.

Even in RA/TA Health = Time.

Never run a superior rune as a monk in GVG unless you are very very very good or when the opposition is very very very very bad. Even if you are good you are still pushing it.

If you have PVE monk then by all means have a switch but spikes can come at any moment and sometimes you are on your arse. I wish I had a nice screenshot of me at 10-20 health and living but the amount of times I have been spiked as a monk and survived because of advice that my guild has received from people in top guilds to not run superior runes on squishies at all is not even funny.

In any case dont use a sup if you are using a pvp character.

Also do not be afraid to run without boon on all the time. Sometimes you can drop it and you should.

Sam
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Old May 07, 2006, 12:49 PM // 12:49   #16
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I always go minor scalp too, _especially_ in GVG, and pack as many +health items as possible. There is a vast amount of armor ignoring damage in the game, and there is a real aim to use as much of it as possible (damn necros) - in a recent GVG against a feast spike, one of our monk having 590 health counted for alot.... until vod when they could kill us with ease, different story

I run 14 divine - 9 prot - 10 inspiration
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Old May 07, 2006, 01:56 PM // 13:56   #17
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Dont use Mantra of Recall, Energy Drain is far superior.
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Old May 07, 2006, 03:22 PM // 15:22   #18
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Quote:
Originally Posted by Wretchman Drake
Dont use Mantra of Recall, Energy Drain is far superior.
Mantra of Recall gives you more Energy per second. Energy Drain has it's nice sides, but it definitly isn't as good as MoR.

And I usually take a Superior Divine Favor Scalp and a +1 Divine Favor focus to get a 16 Divine Favor, Divine Boon cast. This gives +76 Health, and is a niec boost After that, I switch to a Minor Divine Favor Scalp, and then I get my Health back.

Last edited by Maxiemonster; May 07, 2006 at 03:24 PM // 15:24..
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Old May 07, 2006, 03:51 PM // 15:51   #19
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But with Mantra of Recall as far as I can recall you don't recieve energy until the 20 seconds is over. Enegry Drain is just quicker and more reliable in some ways.
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Old May 07, 2006, 04:10 PM // 16:10   #20
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The only point I want to contribute to is on the health issue: Be flexible at all times. A lot of situations occur you need to have max health, so dont stick always to the superior runes. Be prepared to drop them if needed.

Try to ID the enemy team asap... if its some form of spike switch to max health, dropping all superior runes. Boon prot is still effective without the superior runes (thats how its created!).

When you are suffering pressure its always nice to have the extra DF bonus/Boon healing, so use the sup DF.

Of course this kind of armor swapping is more for tactical battles like GvG, but can be used effectively in TA.

The build that uses inspired hex and revealed hex has a major problem without hexes around. In general you start to push the hex casting characters first, so that will eliminate their usage. You dont need them for energy, but you waste a slot. IMO guardian or even signet of devotion are worth more. In TA I would not recommend sig of dev, because you never run out of energy, but in a large situation (like GvG) two e-surgers can bring you down to the lvl of only using the sig of dev.

Just my 2 cents
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