Introduction:
A Zealous Benediction obviously uses the elite skill, Zealous Benediction. Zealous Benediction is a great heal in the Protection Prayers line, which is quite unique, making you a good protector and a good healer at the same time. This build is interesting because it is very flexible, and can work in pretty much every place you go. It's also great that it mainly uses monk skills, and you can capture elite skills of every profession without having to change your entire build.
If you have any questions, suggestions or just comments after reading this, I'd love to answer or hear it.
The Attributes:
Mo/X:
14 Protection Prayers (12+1+1)
11 Healing Prayers (10+1)
9 Divine Favor (8+1)
(2 Inspiration Magic)
Mo/A:
14 Protection Prayers (12+1+1)
10 Healing Prayers (9+1)
10 Divine Favor (9+1)
3 Shadow Arts
Note: You might want to run 16 Protection Prayers, which is personal preference. I prefer 14 myself, and I've based this guide mainly on my experience, which was all with 14 Protection Prayers.
The Skills:Zealous Benediction [Elite] - This is your elite skill, and the most important skill in your skill bar. Zealous Benediction heals for 170 health (excluding your divine favor bonus) which is quite alot. This spell costs 10 energy, and gives you 10 energy when healing a target that's below 50% health. Keep in mind that you still need 10 energy to cast this spell, so it's wise to keep your energy pool above 10 energy. Gift of Health - Another very important spell in this build. Healing for 114 health (exlcuding your divine favor bonus). It's not as powerful as Zealous Benediction, and has a slightly longer recharge, but is still a very strong heal. You can use this on targets which health is above 50%, and that's a good reason to do so, as you can't heal them with Zealous Benediction at that point, and you should make yourself useful at all times. Reversal of Fortune - A very powerful skill, 1/4 casting time and 2 seconds skill recharge, and quite an effective heal when used at the right time. Holy Veil - A very effective hex removal. In case you don't know how this works, you can cast Holy Veil on someone, and immidiatly remove the enchantment, removing a hex instantly after casting. You can also "pre-veil", cating Holy Veil on someone else or yourself before a hex is already cast on that person. This is most useful when you see, for example, a mesmer casting Diversion on you, counter this by casting Holy Veil on yourself, and removing it as soon as Diversion is on you, giving you the opportunity to continue casting. Condition Removal:Mend Condition - A very powerful condition removal. A very decent heal of 66 health and a short recharge of only 2 seconds. A big downside is, however, that it cannot be used on yourself, which can work against you.
Dismiss Condition - Dismiss Condition heals for 71 health when used on an enchantment ally, and removes one condition. The downside is that you will not be using this as a heal much, and when you remove a condition, you would still have a chance of not healing, which is a waste. Also, it has a 3 second recharge. A big plus is that it can be used on yourself, which is what makes this skill superior to Mend Condition in alot of surcumstances. Damage reducing enchantment:Protective Spirit - Protective Spirit has a very long duration on high Protection Prayers, making it very effective. This spell is very effective in high-end PvE and against spikes in PvP.
Spirit Bond - Spirit Bond's effect gets better at higher Protection Prayers, but as the duration doesn't increase, I favor Protective Spirit. Spirit Bond is still very effective when you know one target is going to take alot of 60+ damage hits in a short period of time though, getting alot out of the 10 energy.
Shield of Absorption - Very effective when your ally is taking frequent low damage hits. This is less effective against high damage hits, so this is not adviced in high-end PvE.
This leaves two open slots. You can add Mending Touch (for condition removal on yourself), Aegis another damage reducing enchantment, a ressurection skill (Rebirth Signet, Ressurection Signet, Rebirth), another hex removal (Inspired Hex, Revealed Hex), Signet(s) of Capture or anything that your team build requires. This depends on the area you're in, the team build you're playing in and of course, your personal preference. - If you find a place where you don't know how to fill in your entire skill bar, post the place and your team build, and I'll see what I'd think is most important.
In PvP, you can go Mo/A, and take the Shadow Arts skill Return and Dark Escape. These are both very powerful self defence. Dark Escape can be used against any damage, and is very strong to counter spikes, while Return is great to counter continuous hits of close ranged attackers. When using Return, try targeting an ally that is as far away as possible, as long as that person isn't too close in battle. This is far less effective in PvE, as the chance you take continuous hits of closed ranged attackers is very small.
The equipment:
Armor:Full Judge's Set (+10 armor vs. physical) Protection Prayers scalp Minor Protection Prayers, Minor Healing Prayers, Minor Divine Favor, (Superior) Vigor One rune of you choice* * I like the Rune of Recovery myself, just in case for some reason that Dazed can't get off (which shouldn't happen), it ends sooner. If you're confident about your Dazed being ended before that time, you can pick something of your personal preference, even though there's nothing all that helpful.
Weapon sets:
- Crippling Spear of Fortitude (-5 Energy) + Shield of Fortitude (+10 armor vs. X)*
Crippling Spear of Fortitude (+5 Energy) + Focus of Fortitude (+10 armor vs. X)*
Wand of Memory (+15 Energy/-1 Energy regen) + Focus of Fortitude (+15 Energy/-1 Energy regen)
Optional**
*These items have a inscription with +10 armor (vs. X), meaning that this can be anything. Slashing is the most useful one (as you'll face slashing damage the most), but piercing, blunt and elements (depending on the flavor of the month) can also be a nice addition to your set. It's nice to have all types in your inventory when PvP'ing (even though it's nice in PvE as well), as you'll never know what you'll face, and it'd be stupid if you thought "I won't be fighting cold damage anyway", just to find out you're getting owned by a team that does.
**You can add another +10 armor vs. X set here, so you can switch more rapidly when fighting several damage types. When you use an adjusted build you might need this weapon slot for something else, but that's up to you.
Note: If you find the switching between weapon sets hard, you can also use weapon set 2 at all times, but it's adviced to learn this as soon as you can (especially when PvP'ing).
The basics:
Kiting:
Kiting means running away from foes hitting you, trying to avoid taking damage, or reducing the damage taken.
Kiting close ranged melee characters is simple, just run in circles (preferably small ones, as you shouldn't run away from your allies). Kiting Area of Effect is easy as well, just move out of spells like Fire Storm as soon as you can. Kiting Point Blank Area of Effect is a bit harder. When you see someone cast something like Earthquake, try to move away from him, as he can't chase you while casting. Of course, this'll require you to watch the spells enemies are casting.
Switching been weapon sets:
These weapon sets both give extra armor and health. Keep in mind that you'll need to switch your focus and shield, depending on the type of damage you're facing at that moment. Te first is your main weapon set, and you should have this on most of the time. When your pool in your first weapon set is drained, you'll have to switch to your second weapon set each time you cast.
Your third weapon set is there for situations that you're out of energy completly, but use it wisely, as going into negative energy is very dangerous.
Note: When running Rebirth in PvE, you should always switch to your first weapon set before casting to reduce they ammount of energy you lose. This also gives you the chance to switch to your second set afterwards, to give them a quick heal (seeing Rebirth only ressurects someone with a small amount of Health).
Hex/Condition Removal:
Cooperating with your teammates is very important. Make sure your teammates call the hexes or conditions they want removed from there and their heroes, as you can't see what they're suffering from (unless you're using your own heroes). For this you'll obviously need to know the names of important hexes that need to be removed (unless you realy trust your teammates calling the right hexes). Also, try to learn the skill pictures of hexes you want to remove from yourself, so you can remove them off yourself when a nasty one is cast on you, without having to hover over the hex, which takes way too much time.
I'd also like to note that you should NEVER use hex removal on someone who hasn't called that they want a hex removed. If you cast your hex removal on random hexes you'll most likely be removing hexes that don't or barely need to be removed, and you risk missing a hex that does need removal, because of your hex removal recharging.
Interface:
Click here for a picture of my interface.
Alot of people forget this, but a good interface is very important, so customize it wisely. Most of the time, monks look at the party member screen, their skill bar (so they can see when they can recast a skill), their effect monitor and their energy pool. These are the four things you should have centered, so you always know the things you should know. You can't really play without a chat screen or a compass, and your weapon set should be somewhere to (just to make sure you have the right set equiped at that time). You can also see that it's best to put your party member screen on the left or right, because it can completly cover up your character, and you should always see your character.
I hope I could help, good luck!
Maxiemonster.