Oct 01, 2005, 02:22 PM // 14:22
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#21
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Wilds Pathfinder
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Quote:
Originally Posted by Dont Look At My
forget about channeling, it only suckz. The radius of channeling is the same then the one for heal area, too tiny to make an effect.
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lol how can you say channeling sucks. there are times that i would rather take that skill over e drain.
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Oct 01, 2005, 05:30 PM // 17:30
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#22
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Frost Gate Guardian
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Quote:
Originally Posted by Entropius
I notice you have no elite, and that you have Res Sig on a monk -- this is widely considered to be a Bad Idea in high-end PvP.
I would suggest, for Tombs and GvG, replacing the Res Sig with Channeling. This will give you a good bit of energy.
Running Boon is tricky.
Smite Hex really isn't worth it unless you have points in Smiting. You might consider running Convert Hexes for it if you really need the hex defense.
As your elite, you might try Restore Conditions, Shield of Deflection, Shield of Regeneration, or Spellbreaker. If you need energy regain in addition to Inspired Hex and Channeling, try Energy Drain or Mantra of Recall instead.
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IMO Smite Hex is worth it with 0 points in smiting. I take it over remove hex in every situation. Why? Smite Hex takes 1 second to cast. Smite hex can be applied in some cases before they can bury the hex with other hexes. I never take channeling - I always take Inspired Hex with Smite Hex. Double Hex removal is nice to have around. I also take Energy Drain as my Elite. Between Inspired Hex and Energy Drain, you shouldn't ever really run outta juice. On a pure Protection monk, this is one spot on the team that actually can stop to res for 3 seconds if timed correctly - I wouldn't take the sig, but some teams do have the Prot take one.
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Oct 01, 2005, 05:33 PM // 17:33
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#23
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Frost Gate Guardian
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Quote:
Originally Posted by dont feel no pain
or u could do bond/prot thats what i do very effective too
1.life bond(on team)
2.balthzars spirit (when anyone in the team takes dmg u get 1 energy due to the life bond)(it's uber effective)
3.blessed sigit
4.aegis
5.guardian
6.mark of prot(elite)
7.divine spirit or sheidling hands
8.res sig
this is such a uber uber uber build
even with -4 energy degen
u still get a lot of energy from team dmg not to mention blessed sigit that gains 23 energy and spammable
there is uausly more than enough energy for the skills
hope u like
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this build gets owned in tombs (ask me how i know. :-> )
Rend kills it instantly. If you die, you have to recast all your chants, and then you're 1/2 as effective as a regular monk. No offense.
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Oct 01, 2005, 05:59 PM // 17:59
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#24
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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Quote:
Originally Posted by dont feel no pain
or u could do bond/prot thats what i do very effective too
1.life bond(on team)
2.balthzars spirit (when anyone in the team takes dmg u get 1 energy due to the life bond)(it's uber effective)
3.blessed sigit
4.aegis
5.guardian
6.mark of prot(elite)
7.divine spirit or sheidling hands
8.res sig
this is such a uber uber uber build
even with -4 energy degen
u still get a lot of energy from team dmg not to mention blessed sigit that gains 23 energy and spammable
there is uausly more than enough energy for the skills
hope u like
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this build just suckz. Firstly, you have no really good healing. Shielding hands is the only spell that can heal a bit? Man THAT BUILD SUCKZ!!!!!!
and having Balthasars Spirit is ok, but only depending on it is crap. One Remove enchant when you're out of mana, and a ranger blocking your blessed signet. What are you going to do?
and divine spirit suckz anyways, not a real good option until they fixx it.
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Oct 01, 2005, 06:02 PM // 18:02
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#25
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Banned
Join Date: Sep 2005
Location: Luxembourg
Profession: Mo/Me
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Quote:
Originally Posted by Ishamael Sedai
lol how can you say channeling sucks. there are times that i would rather take that skill over e drain.
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well channeling suckz, because if you want to really effectly use it, its range is just too tiny for that, so its not really worth it. As in 4on4 there are not enough people to drain off, and in Tombs, you just cant run into the ennemi and hope your close enough to most people to drain some energy, you would die like nothing.
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Oct 01, 2005, 11:05 PM // 23:05
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#26
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Lion's Arch Merchant
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Quote:
Originally Posted by Dont Look At My
well channeling suckz, because if you want to really effectly use it, its range is just too tiny for that, so its not really worth it. As in 4on4 there are not enough people to drain off, and in Tombs, you just cant run into the ennemi and hope your close enough to most people to drain some energy, you would die like nothing.
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Anyone who says "suckz" has no credibility, by the way. You might want to refine your command of the English language
Channeling is quite impressive, if subtle. Even assuming that you're only in range of two targets, you're getting a 40% refund on five-energy spells -- which are mostly what monks cast.
The Blessed Signet / Lifebond monk does, indeed, have its weaknesses. One of them is the Blessed Signet itself, as you correctly but crudely pointed out. So does every other build, though; team strategy is all about mitigating your weaknesses and exploiting theirs. In this case, remember that Ranger interrupts rely on actually hitting the target: running block/evade skills like Aegis and Guardian will let you get a Blessed Signet off more easily.
Two better counters to the BS/Lifebond monk are, in my opinion, Power Leak and Chilblains. Power Leak on his Aegis will let you run him out of energy and drop the enchantments past four; Chilblains will strip off multiple maintained enchantments at a time.
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Oct 01, 2005, 11:21 PM // 23:21
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#27
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Jungle Guide
Join Date: May 2005
Location: Northern CA
Guild: Outlaws of the Water Margin
Profession: Mo/Me
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Quote:
Originally Posted by Syno Nym
So I guess you meant Blessed aura, not Divine blessing right ?
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yeah
they're all starting to sound the same to me
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Oct 02, 2005, 12:08 AM // 00:08
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#28
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Here you go although it is is for PvP it can still be good for PvE if you don't have shield of regen use something else also I would suggest a good self heal like breeze or maybe touch.
http://www.gwkb.org/cBuild.php?mode=Show&ID=117
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Oct 02, 2005, 12:20 AM // 00:20
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#29
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Quote:
Originally Posted by dont feel no pain
or u could do bond/prot thats what i do very effective too
1.life bond(on team)
2.balthzars spirit (when anyone in the team takes dmg u get 1 energy due to the life bond)(it's uber effective)
3.blessed sigit
4.aegis
5.guardian
6.mark of prot(elite)
7.divine spirit or sheidling hands
8.res sig
this is such a uber uber uber build
even with -4 energy degen
u still get a lot of energy from team dmg not to mention blessed sigit that gains 23 energy and spammable
there is uausly more than enough energy for the skills
hope u like
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i would actually take out the resig for something else... cant remember what of the top of my head, but let me just say you wont need a resig as a monk.
oh and i might switch out mark of prot for spellbreaker, especially since you dont use a secondary, you can get 13/14 divine as well as 16 prot with no problems.
and bonding actually does work in tombs. it works very well. heres why:
if blessed signet is distracted/whateverd you can still maintain 5 life bonds if someone succor's you. you dont need any pips to keep 5 life bonds up. 5/7 life bonds is like a huge portion of the team, and in alot of cases you can even just not life bond the warrior on the team because there isnt much point. this means you can spend the entire match running around with the entire team chasing you, while still essentially taking away half the damage from 5/7 people, something alot of prot monks cant say they did.
id say the real best counter to a life bonder is natures renewal, which is just mean to prot monks. you can only maintain 2 life bonds at 0 energy with it up... and thats not very cool. but you usually only see that when you fight iway teams, and if you have a bonder when fighting iway teams you honestly dont need to ball up.
aaanyway it doesnt suck as someone said before.
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Oct 02, 2005, 07:48 PM // 19:48
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#30
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by Dont Look At My
you're right, but with a pure protecter I mean a monk with
Df: 16
Prot: 15
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You would have no means of outside energy management of any consequence since you have spent the motherload of your attributes here. Also, someone mentioned 4v4 Dboon protectioner. This is great IF you have something like Offering of Blood (9-10 blood) and/or someone puts Succor on you. You can't keep up with spike protection with DBoon and no energy management. In 4v4 I typically forgo Boon and this allows me to pretty much cover all but the most intense situations. I use Channeling, which isn't so great, but I can't afford 9-10 in an attribute outside my 2 primaries and I can pinch/spot heal instead. Sometimes channeling is useless, sometimes it's tremendously useful, in CA it's just too random. Offering of Blood is always useful, so make your choice.
I run this in CA:
RoF (80 after hit; DF heal)
Guardian (50%)
Mend Ailment
Pacifism
Amity
Channeling
Remove Conditions (sick of Virulence crap)
Remove Hex
15 Prot/13 DF/6 Insp (Yes, Sup Prot, you can go without it if you prefer)
Is this super? No, in a bad group or bad mix, you still have issues. You can't deal with everything and mass Hexes owns me, but conditions almost never do, nor do any melee (as long as my random team is smart and sticks to one target). I regularly shut down KD/AS tanks who resort to AS to disrupt me, but with RoF and Guardian it doesn't happen. I just channel off them while they stand there.
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Oct 03, 2005, 03:21 AM // 03:21
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#31
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Pre-Searing Cadet
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Heres my build for tombs.
Mo/E
Glyph of Lesser Energy
Aegis
Shielding Hands
Reversal of Fortune
Guardian
Remove Hex
Smite Hex
Aegis
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Oct 03, 2005, 03:22 AM // 03:22
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#32
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Pre-Searing Cadet
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Quote:
well channeling suckz, because if you want to really effectly use it, its range is just too tiny for that, so its not really worth it. As in 4on4 there are not enough people to drain off, and in Tombs, you just cant run into the ennemi and hope your close enough to most people to drain some energy, you would die like nothing.
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Then you haven't been up against an iway build (which is common im tombs) with six warriors grouped on top of you, you can get six energy per cast.
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Oct 03, 2005, 03:25 AM // 03:25
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#33
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Pre-Searing Cadet
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Quote:
notice you have no elite, and that you have Res Sig on a monk -- this is widely considered to be a Bad Idea in high-end PvP.
I would suggest, for Tombs and GvG, replacing the Res Sig with Channeling. This will give you a good bit of energy.
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Not entirely, unlike a healing monk, he can afford to take time out to res. I used to run a res sig before the ranger spike groups got popular and I needed some extra slots to combat it.
Quote:
Running Boon is tricky.
Smite Hex really isn't worth it unless you have points in Smiting. You might consider running Convert Hexes for it if you really need the hex defense.
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Smite hex is a very fast hex removal with a faster cast time than remove hex. It is extremely useful and when paired with remove hex gives you a decent amount of hex removal. Because you're not healing and can take some time out to remove hexs, a prot monk should carry two.
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Oct 03, 2005, 03:26 AM // 03:26
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#34
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Pre-Searing Cadet
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Quote:
id say the real best counter to a life bonder is natures renewal,
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Well of the profane
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Oct 03, 2005, 04:10 AM // 04:10
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#35
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Lion's Arch Merchant
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Well of the Profane is one of those spells that tends to draw interrupts like flies. I probably Cry of Frustrationed ten of the things today; one of them got off because I was preoccupied shutting down a monk. Plus, many groups tend to run Consume Corpse/Necrotic Transversal to deal with corpses before wells can get off.
Plus, if a well gets off, the best you'll do is dispel a few people, who will then leave the well and put their enchantments back up.
IMO Chilblains is the better spell for messing up enchantments, simply because you can cast it whenever, and don't have to worry with mesmers.
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Oct 03, 2005, 04:19 AM // 04:19
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#36
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Frost Gate Guardian
Join Date: May 2005
Location: Canada
Guild: Physical Therapy [CRiP]
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I use a lifebond variation for Tombs and GvG that looks like this:
Mo/Me
3 Inspiration
12+3+1 Protection Prayers
12+1 Divine Favor
Life Bond
Blessed Signet
Balthazar's Spirit
Martyr {E}
Mend Ailment
Aegis
Inspired Hex
Resurrection Signet
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Oct 03, 2005, 06:18 AM // 06:18
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#37
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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^^ arent the Bonds/Spirit being rended?
I've never had much luck with a bond monk...
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Oct 03, 2005, 06:18 AM // 06:18
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#38
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Krytan Explorer
Join Date: Jun 2005
Location: San Diego, USA
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^^ arent the Bonds/Spirit being rended?
I've never had much luck with a bond monk...
*EDIT stupid double post... they should go back to the older version of the message board...
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Oct 03, 2005, 04:55 PM // 16:55
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#39
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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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I very rarely have my bonds stripped when I am life bonding. Although, I run Bond, Balths, Blessed, Mantra of Inscriptions, Aegis, Shielding Hands, last 2 slots are pretty flexible. Sometimes I fill up with martyr/purge, although I am quite fond of shield of deflection because it has a really nice graphic.
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Oct 05, 2005, 03:44 AM // 03:44
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#40
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Frost Gate Guardian
Join Date: May 2005
Location: Canada
Guild: Physical Therapy [CRiP]
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Unless you're up against a FoC build or something, I don't find my bonds stripped often... The majority of the time I lose my bonds would be because of deaths, not being stripped of them.
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