Nov 16, 2005, 12:50 AM // 00:50
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#1
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Desert Nomad
Join Date: Jul 2005
Location: Tyria, cappin' ur bosses
Guild: Boston Guild [BG]
Profession: R/W
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Boon Prot: Why status stacking is useless
A while back I posted a build for 4v4 TA that utalized Apply Poison, Flurry, and Sever Artery to deal extra damage and waste the healer's time.
For the curious, the thread can be found here: http://www.guildwarsguru.com/forum/s...ad.php?t=79227
I kept trying to perfect the build when something happened. I ran into my first good Boon Prot. I had no respect for that build until I saw that person go. They had such a high Divine Favor that every time I poisoned them, I just gave them full health D; Not pretty, let me tell you. I was made entirely ineffective, and instead made life MUCH easier for the other team. Even though I noticed almost right away, it was well past too late to do anything about it.
I found out that a Boon Prot, when done correctly, can heal bigger and easier when facing a Stat Spammer. If Mend Ailment gets through even once, you just gave them back all their health, or at least a fair sized chunk of it. As you can see on my posted build, I even had some countering ability, but it was worthless against this character. I had no way of stoping them completely, and without a good interupter, I was just wasting my time and my team's time.
Now, the reason that I've posted this up is because, while I was trying to get this stat spammer build to work, the only answer I'd get is "Boon Prot". Never a "why". So, for future stat spammers, THIS is why you are worse than useless in PvP.
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Nov 16, 2005, 01:08 AM // 01:08
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#2
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No power in the verse
Join Date: Sep 2005
Location: San Francisco, CA
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Are you sure you were up against mend ailment?
Even more devastating to a condition stacker than mend ailment is the monk elite restore condition. Even without that elite, I like mend condition better than mend ailment when running a protection build. Mend condition is not able to remove conditions from yourself, but that is what teammates are for right? Mend condition allows for more healing than mend ailment even when up against single conditions. The healing for mend ailment only exceeds the healing for mend condition when up against 3 or more conditions on the same ally. And really how often does that happen?
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Nov 16, 2005, 01:25 AM // 01:25
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#3
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Frost Gate Guardian
Join Date: May 2005
Location: Manchester, UK
Profession: W/
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I wouldn't write off health degeneration totally but with that said it needs to be high (ideally max) health degeneration on as many people as possible to truely make an effect -- and done with conditions and hexes.
So, for example:
Rather than just hitting the Monk with Poison arrows -- you'd hit everyone -- followed by bleeding and maybe a few hex based degens. With a Warrior hitting away at the Monk and 3 his teammates losing -20 Health a second -- he's bound to crack.
You might not kill him directly ( like say an Axe to the face would >) ) but you are putting him under greater pressure. Your spending a literally a couple of points of energy to set-up the preparation -- the Monk is spending 5e everytime he removes it from himself and his teammates.
It's all for s**t though it they bring things like Martyr and/or Restore Condition
Last edited by Man With No Name; Nov 16, 2005 at 01:36 AM // 01:36..
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Nov 16, 2005, 01:34 AM // 01:34
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#4
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Frost Gate Guardian
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Hehe thats why on the lava map I run straight in lava and dance and let mend ailment do the rest
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Nov 16, 2005, 03:12 AM // 03:12
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#5
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Tainted Poon
Hehe thats why on the lava map I run straight in lava and dance and let mend ailment do the rest
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I see I'm not the only one...
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Nov 16, 2005, 03:57 AM // 03:57
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#6
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Jungle Guide
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Divine Boon Prot monks rise.
You are good against conditions AND spikes.
conditions:
By the popularity of trappers, victory is mine and mesmers that block monks elite skill... Use "Martyr" AND "restore condiotion". Whoever uses "Marty" just calls is and should get "restore condition" right after, gives a nice heal and anoys most of the opposite condition based team.
side note:
Divine boon is the better the more energy regen you have, use a necro or ele
And of course the longer you can use it untill you run out of energy.
Side Note2:
High divine favor.
Divine Spirit + Glyph of Renewal / Ether Renewal / Ether Prodigy / (anything that gives energy)
Divine Boon
Reversal of Fortune
A condition remover
4 free slots
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Nov 16, 2005, 01:25 PM // 13:25
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#7
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Krytan Explorer
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boon prot does not crak under presure unless they're inexperienced. The biggest problem with boon is overhealing and wasting energy, so before against degen you just have to keep your cool and not overheal.
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Nov 16, 2005, 04:07 PM // 16:07
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#8
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Ascalonian Squire
Join Date: Sep 2005
Guild: Onslaught of Xen
Profession: Mo/Me
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I will have to admit I have had issues with the hex AND condition teams. My boon protect monk brings inspired hex, smite hex, and mend aliment. But if no one else on the team can remove hexes I still get stuck.
I can not tell you how many warriors I have killed buy running into the lava and using mend aliment. Many people are getting smarter about it but I still have some follow me in.
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Nov 16, 2005, 04:25 PM // 16:25
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#9
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Outlaws Of Ascalon
Profession: Mo/
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Quote:
Originally Posted by granor
I can not tell you how many warriors I have killed buy running into the lava and using mend aliment. Many people are getting smarter about it but I still have some follow me in.
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u took my idea dam that is wat i do
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Nov 16, 2005, 04:36 PM // 16:36
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#10
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Lava running monks are funny. I will admit though, it's definitely a viable way to keep warriors off your back... Still, chances are good your team won't be near you when you do a lava ditch so your team is at risk.
The only thing I see a prot boon monk dying to would be a skill locker. That's about all I can think of in terms of efficiency where you could kill them outright. Convert Hexes + Restore Condition pretty much makes a monk nigh invincible to any form of indirect combat. Protective Spirit = no spiking for j00... The only way to kill one would probably be a well timed Rend/Desecrate Enchantments + Lingering Curse {E} with a near simultaneous strike of Eviscerate + Exe. Strike. If they're using a stance / enchant / ward combo for evasion, then Rigor Mortis might be part of the mix...
I hate divine prot boons...
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Nov 16, 2005, 05:08 PM // 17:08
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#11
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: Xen of Sigils [XoO]
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I gotta try that lava trick sometime..
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Nov 16, 2005, 05:24 PM // 17:24
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#12
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Frost Gate Guardian
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~
Quote:
Originally Posted by Yukito Kunisaki
Lava running monks are funny. I will admit though, it's definitely a viable way to keep warriors off your back... Still, chances are good your team won't be near you when you do a lava ditch so your team is at risk.
The only thing I see a prot boon monk dying to would be a skill locker. That's about all I can think of in terms of efficiency where you could kill them outright. Convert Hexes + Restore Condition pretty much makes a monk nigh invincible to any form of indirect combat. Protective Spirit = no spiking for j00... The only way to kill one would probably be a well timed Rend/Desecrate Enchantments + Lingering Curse {E} with a near simultaneous strike of Eviscerate + Exe. Strike. If they're using a stance / enchant / ward combo for evasion, then Rigor Mortis might be part of the mix...
I hate divine prot boons...
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You might want to check the spell descriptions.
You dont really need a well timed Rend or Desecrate Enchantments combined with Lingering Curse. Lingering Curse removes all enchantments on the target when it hits.
Worthless Player
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Nov 16, 2005, 06:37 PM // 18:37
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#13
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Wilds Pathfinder
Join Date: May 2005
Guild: The Black Dye Cartel
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Contemplation of Purity is a must for Prot/Booners. Nothing like Contemplating that Migraine right off and watch then miss their interrupts on your lightning fast prot spells.
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Nov 16, 2005, 06:49 PM // 18:49
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#14
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Ascalonian Squire
Join Date: Sep 2005
Guild: Onslaught of Xen
Profession: Mo/Me
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Quote:
Originally Posted by Dzan
Contemplation of Purity is a must for Prot/Booners. Nothing like Contemplating that Migraine right off and watch then miss their interrupts on your lightning fast prot spells.
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ok I will bite.
I run
gardian/protective spirt
ROF
mend aliment
shielding hands
smite hex
inspirted hex
boon
res sig/channel
so what do I drop for Contemplate?
btw the slashes are for Random / Tombs
Yes I run res sig in random. many people do not understnad when you are the last guy standing you should rez someone OTHER than your monk and I do not want to break the res chain.
Protective spirt is hard to run without channel that is why I do not run it in random.
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Nov 16, 2005, 06:59 PM // 18:59
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#15
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Raiddinn Beatdropper
You might want to check the spell descriptions.
You dont really need a well timed Rend or Desecrate Enchantments combined with Lingering Curse. Lingering Curse removes all enchantments on the target when it hits.
Worthless Player
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there are some spammable enchants that need to stay off for at least 2 seconds for the Evis/exe strike to hit. Enchant spam stacking is countered by a dual bomb from curses...
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Nov 16, 2005, 07:24 PM // 19:24
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#16
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Frost Gate Guardian
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~
Quote:
Originally Posted by Yukito Kunisaki
there are some spammable enchants that need to stay off for at least 2 seconds for the Evis/exe strike to hit. Enchant spam stacking is countered by a dual bomb from curses...
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I believe you said (Without quoting):
Well timed rend + lingering curse followed by near simultaneous axe damage spiking.
If the spike is nearly simultaneous then enchantments staying off for at least 2 seconds really doesn't matter.
Even if it does matter, a well timed Rend + Lingering Curse will do nothing to stop enchantments casted after the well timed Rend + Lingering Curse.
Or do you mean a Rend followed by a simultaneous Lingering Curse + Axe Spike?
Or Lingering curse followed by a simultaneous Rend + Axe Spike?
None of that is what you said so far. Whatever the case is, there is pretty much no need for 2 mass enchantment removals to hit within a 2 second window. Also, hopefully there wont be 2 necros to help get these longer cast time strips in that small window...
Just give it up and say "my bad".
Worthless Player
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Nov 16, 2005, 07:44 PM // 19:44
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#17
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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Quote:
Originally Posted by granor
ok I will bite.
I run
gardian/protective spirt
ROF
mend aliment
shielding hands
smite hex
inspirted hex
boon
res sig/channel
so what do I drop for Contemplate?
btw the slashes are for Random / Tombs
Yes I run res sig in random. many people do not understnad when you are the last guy standing you should rez someone OTHER than your monk and I do not want to break the res chain.
Protective spirt is hard to run without channel that is why I do not run it in random.
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I'd take out smite hex, but I'd also consider Holy Veil over CoP...
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Nov 16, 2005, 08:09 PM // 20:09
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#18
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Jungle Guide
Join Date: Jun 2005
Location: Topeka, Kansas
Guild: Tyrian Fo Lyfe [word]
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Quote:
Originally Posted by granor
ok I will bite.
I run
gardian/protective spirt
ROF
mend aliment
shielding hands
smite hex
inspirted hex
boon
res sig/channel
so what do I drop for Contemplate?
btw the slashes are for Random / Tombs
Yes I run res sig in random. many people do not understnad when you are the last guy standing you should rez someone OTHER than your monk and I do not want to break the res chain.
Protective spirt is hard to run without channel that is why I do not run it in random.
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I would drop out smite hex for CoP as well, and for arenas I would consider taking out inspired hex for Offering of Blood (Since most likely the team will primarily be hexing you, and you'll most likely be the most important person on your party, so you dont really need target other ally hex removal). Also, swap out Ailment for Condition since it will heal more than ailment with removal of conditions (given subsequent removals) unless there are 3+ conditions stacked. Then, if you get conditions on you, don't worry about your conditions, as in, dont use CoP, unless you have these hexes on you: Dazed, Deep Wound, Cripple. Ignore degen and let it expire.
for arenas i usually swap out rez sig for sig of devotion because frankly, usually i only have 0-1 people in my party die in a given arena.
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Nov 17, 2005, 12:55 AM // 00:55
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#19
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Academy Page
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Whenever i do a boon 'prot', its always with offering of blood. The goal of a build like this, in my opinion, is to have as many quick casting 5 energy skills as you can.
Quote:
there are some spammable enchants that need to stay off for at least 2 seconds for the Evis/exe strike to hit. Enchant spam stacking is countered by a dual bomb from curses...
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This is where boon prots excel, actually. for reactionary healing, a standard heal monk can do just fine. However, when you have alot of very fast casting 5 (or 7 really) energy skills, you are essentially built to counter a spike. Even if a target was rended right before a spike, unless it was executed flawlessly, there is always that 1/4 second available to put up either RoF or Divine Intervention, which on top of the effects they add, heal for ~120 hp. And especially against a two piece spike such as an Eviscerate/Executioners spike, there is always time to save yourself.
As to condition removal, i would always take draw conditions. As wheel stated, if you are the only one healing yourself, you are in a unique position to tell when you need condition/hex removal, and theres CoP for that. As for everyone else, just remove it with draw conditions. There are no quick casting hex removals, so i generally go without one. Acceptable in CA because you have CoP, also ok in tombs if you make sure the other monks can bring more hex removal. Purge Conditions is actually very nice to have in a boon prot too, since it can act as yet another quick casting heal, and at the same time remove all conditions. Not so usefull in tombs, but at least viable in CA.
To sum it up, in my opinion, a boon prot should consist of *all* 1/4 second spells, to maximize the benefit of your Divine Favor/Boon healing (there are alot of these - Draw Conditions, Rof, Divine Boon, CoP, Purge Conditions, Offering of Blood, Divine Intervention, Protective Spirit, etc). The only exception to that rule might be Signet of Devotion or Aegis.
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