Pvping for quite awhile, boon prots on the other team can be pretty meddlesome if left neglected. While in camp with nothing to do, I came up with this counter using R/Me skills. I'm prepared for flames, but if you wanna criticize my build, do it with a constructive and suggestive approach, thanks.
Expertise - 12 + 3
Domination Magic - 8
Marksmanship - 10 + 1
Armour - Druid's set
Weapon - Recurve/Composite Bow
Ressurrection Signet [No attribute]
Delibating Shot [No attribute]
Punishing Shot [Marksmanship] {Elite}
Distracting Shot [Expertise]
Whirling Defense [Expertise]
Seeking Arrows [Marksmanship]
Shame [Domination Magic]
Power Leak [Domination Magic]
Usage is pretty obvious, interrupting key skills like Mantra of Recall and Divine Boon. Deny him/her of energy with Delibating Shot, Shame and Power Leak. Any constructive criticism is welcome.
Boon prot counter
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I think that the Ranger has enough interrupting power as it is, no need to add the Mesmer for interrupting. if you really want to go e-denial than debilitating with some fast recharge skills such as serpent's quickness and/or quickening zephyr works well enough. shame is fine but personally I'll put something better instead.
basically your build is a regular pure interrupt build with debilitating and some domination skills... nothing purely against boon prots, maybe you meant shame?
basically your build is a regular pure interrupt build with debilitating and some domination skills... nothing purely against boon prots, maybe you meant shame?
When attacking a target with a prot monk backing them up (like the gate guards at aspenwood - or really any enchant heavy target), I find the rit skill disenchantment to be helpful:
Create a level 1..7 Spirit. This Spirit deals 3..13 damage and anyone struck by its attack loses one Enchantment. This Spirit dies after 10..30 seconds.
The spirit can pull enchants off the target at a quick pace and, since it is a binding ritual rather than a spell, expertise applies. Combine with a few interrupts for added effect.
Create a level 1..7 Spirit. This Spirit deals 3..13 damage and anyone struck by its attack loses one Enchantment. This Spirit dies after 10..30 seconds.
The spirit can pull enchants off the target at a quick pace and, since it is a binding ritual rather than a spell, expertise applies. Combine with a few interrupts for added effect.
Personally for interrupts I like Punishing, Savage, and Distracting shot and combined with Read the Wind makes them even better. I don't like the Seeking Arrow that much but Debilitating shot I like. I'm not a big fan of using mesmer e-denial or interrupt skills. Occasionally I will use Blackout but thats about it.
Thanks for the comments.
Power Leak was meant more to remove energy from the boon/prot. With 3-4 interrupts, you'd definately interrupt key skills like Mantra of Recall and Divine Boon.
In short, I'm using 2 methods to counter boon/prots. Energy denial and interruption. Imagine a scenaria whereby a boon/prot has been shot by Delibating, Mantra of Recall interrupted, Shame on him/her, and I have one Power Leak left to counter nother skill. The monk would probably have like... 15-20 energy left. That's energy left for 3-4 skills and they'll be countered by Shame anyway. That should do what my build intends to... render the boon/prots helpless.
Power Leak was meant more to remove energy from the boon/prot. With 3-4 interrupts, you'd definately interrupt key skills like Mantra of Recall and Divine Boon.
In short, I'm using 2 methods to counter boon/prots. Energy denial and interruption. Imagine a scenaria whereby a boon/prot has been shot by Delibating, Mantra of Recall interrupted, Shame on him/her, and I have one Power Leak left to counter nother skill. The monk would probably have like... 15-20 energy left. That's energy left for 3-4 skills and they'll be countered by Shame anyway. That should do what my build intends to... render the boon/prots helpless.
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Monk is my primary. In my experience nature's renewal is a major pita for Boon/Pro's. Problem you'll have with trying to interupt is the extremely fast cast time of rof. Choking gas doesn't last long enough to be too much of a concern. I usually just run around and kite heal for the what is it? 8 seconds till it wears off. If your grp is bringing a boon/pro or doesn't want you to bring NR, the Rit Disenchant Spirit is the next biggest pita in my experience.
Choking Gas can easily last almost 30 seconds if you sacrifice higher damage. At 1/2s RoF is still impossible to target for interrupts, but its still twice as long as before, 1/2 is a much bigger target for a well timed Distracting/Savage Shot if you can see it coming. Guardian isn't even worth mentioning... at 2seconds casting is begging to be interrupted. Mantra of Recall also becomes an easy target. Anyone bringing a boon prot wouldn't be bringing anyone with NR... or they need there head examined.
A mesmer is surely the next biggest pita? Backfire? Diversion? Shatterstorm/Enchantments? Various other anti-cast hexes/spells.
A mesmer is surely the next biggest pita? Backfire? Diversion? Shatterstorm/Enchantments? Various other anti-cast hexes/spells.
T
If you use Shatterstorm.... what enchantments? Shatterstorm + Diversion = excellent way to lure CoP into Diversion. Shatterstorm + Backfire = Excellent way to waste CoP and make them useless for the next 10 seconds. It may be a pretty trashy elite, but beyond the completely unbalanced Order of Apostasy... nothing beats it. Even if you only remove Boon each time you cast it they have to recast it, having to waste 5 energy every 7 seconds to recast boon really digs into your energy supply.
Ootb? You mean OoB? It use to be a good method of gaining energy till they nerfed it to 20%. Now all it does is help your enemies kill you.
Ootb? You mean OoB? It use to be a good method of gaining energy till they nerfed it to 20%. Now all it does is help your enemies kill you.
P
MoRecovery/diversion/shame lock, NR/debilitating shot and heavy e-denial (as in, 2+ surgers sitting on you) are what I hate the most as a boon/prot, probably in that order.
Surgers are less of a problem for me than the ranger threat, as I tend to run SoD on my bar and am pretty confident with my weapon swapping. As for the other two, at least I know I have a chance of sneaking a spell past distracting/savage shot.
Healing through a ~2 sec window is really frustrating, especially when I've copped off something already and need to sacrifice a mend cond. to get rid of shame to catch a spike.
Surgers are less of a problem for me than the ranger threat, as I tend to run SoD on my bar and am pretty confident with my weapon swapping. As for the other two, at least I know I have a chance of sneaking a spell past distracting/savage shot.
Healing through a ~2 sec window is really frustrating, especially when I've copped off something already and need to sacrifice a mend cond. to get rid of shame to catch a spike.
B
^^
/agree
1 surger is never a problem, but 2+ or a good ranger is really a pain. I frequently monk in pvp and there is nothing more annoying than finding that a ranger on the other team packed debilitating shot (I just assume they're loaded to the gills with interrupts).
I know this may sound like it won't work, but Arcane Conundrum should give you a larger window to interrupt in. If they try to remove it via insp hex you can savage shot, if they CoP they lose that for 10 secs, and if they wait it out thats 8-10 seconds where their monk isn't doing anything. A lot of people will actually just cast *through* it until after you interrupt them 1-2 times.
I think one thing that you may want to watch for, however, is that if you lengthen their cast times the monks may actually take advantage of that in order to waste your interrupts via cancelling the cast mid-way through in the hopes that you will try to interrupt right when they cancel it or right afterwards. This would be a good reason to stick with RtW as your prep (I mean, with 9 prot guardian is only 40% and lasts 5 seconds...you can just take the chance that you might miss or you can wait it out and interrupt the next one, so Seeking isn't really necessary).
Good Luck with your monk hunting.
-Blade
/agree
1 surger is never a problem, but 2+ or a good ranger is really a pain. I frequently monk in pvp and there is nothing more annoying than finding that a ranger on the other team packed debilitating shot (I just assume they're loaded to the gills with interrupts).
I know this may sound like it won't work, but Arcane Conundrum should give you a larger window to interrupt in. If they try to remove it via insp hex you can savage shot, if they CoP they lose that for 10 secs, and if they wait it out thats 8-10 seconds where their monk isn't doing anything. A lot of people will actually just cast *through* it until after you interrupt them 1-2 times.
I think one thing that you may want to watch for, however, is that if you lengthen their cast times the monks may actually take advantage of that in order to waste your interrupts via cancelling the cast mid-way through in the hopes that you will try to interrupt right when they cancel it or right afterwards. This would be a good reason to stick with RtW as your prep (I mean, with 9 prot guardian is only 40% and lasts 5 seconds...you can just take the chance that you might miss or you can wait it out and interrupt the next one, so Seeking isn't really necessary).
Good Luck with your monk hunting.
-Blade
If your trying to run a e drain ranger why dont you just use the classic r/me.
Oath shot(elite)
Debilitating shot
Signet of weariness
Mantra of signets
Blackout
Savage shot
Distracting shot
Rez
Basically you lead off with debilitating shot, use the stance mantra of signets, then use your first signet of weariness followed by your second one. After that chain is done oath shot something then hit the next monk/caster. You have bow interupts to interupt guardians or other long casting skills like signet of devotion.Black out is for incase you miss your oath shot you can run up to the monk and he cant cast a thing or you can do it to a warrior as his aderaline is all charged up.
Oath shot(elite)
Debilitating shot
Signet of weariness
Mantra of signets
Blackout
Savage shot
Distracting shot
Rez
Basically you lead off with debilitating shot, use the stance mantra of signets, then use your first signet of weariness followed by your second one. After that chain is done oath shot something then hit the next monk/caster. You have bow interupts to interupt guardians or other long casting skills like signet of devotion.Black out is for incase you miss your oath shot you can run up to the monk and he cant cast a thing or you can do it to a warrior as his aderaline is all charged up.
here's my boon prot counter
10+2 Expertise
11+1+2 Wilderness
10+1 Marksmanship
Melandru's Arrows
Dual Shot
Distracting
Savage
Debilitating/mes interrupt
Troll Ungent
Whirling
Rez
It's more of a boon prot killer than an a shutdown. Basic combo is Dual Shot+savage, then normal shot+distracting (this is for spiking btw). With Melandru's Arrows up, just keep shooting away and make the boon prot heal himself while the others gets killed by your teammates. In time you can kill a boon prot if it's pressured enough by the dmg. If you are confident enough you can interrupt anything, I'd say save the interrupts and just go for dps. Skill 5 is very interchangable, most of the time I bring something I feel like or depends on the place, debilitating, pin down, complicate, nature's renewal, etc.
Been running this build for a long time and it still works great. With this you have you can be a great dps and not just to boon prots. Works great on most eles, sins and w/mos.
Also this build has a self heal, at least you don't have to depend on a healer as much.
10+2 Expertise
11+1+2 Wilderness
10+1 Marksmanship
Melandru's Arrows
Dual Shot
Distracting
Savage
Debilitating/mes interrupt
Troll Ungent
Whirling
Rez
It's more of a boon prot killer than an a shutdown. Basic combo is Dual Shot+savage, then normal shot+distracting (this is for spiking btw). With Melandru's Arrows up, just keep shooting away and make the boon prot heal himself while the others gets killed by your teammates. In time you can kill a boon prot if it's pressured enough by the dmg. If you are confident enough you can interrupt anything, I'd say save the interrupts and just go for dps. Skill 5 is very interchangable, most of the time I bring something I feel like or depends on the place, debilitating, pin down, complicate, nature's renewal, etc.
Been running this build for a long time and it still works great. With this you have you can be a great dps and not just to boon prots. Works great on most eles, sins and w/mos.
Also this build has a self heal, at least you don't have to depend on a healer as much.
