protection

olly123

olly123

Krytan Explorer

Join Date: Apr 2006

sh*tvill england

tgc

Mo/

ok i have noticed there are a few ppl here in this forum ., and on GW with only one or two games to there name. but all the builds i have seen r focused on all of the games and not just one. so i through id make this little thread up. sorry if its all ready been posted ive check but cant see it anywhere. hope it helps, and please don't flame me, constructive critaoism will help but flaming will close the thread.

all tho pprotection its self does not look as affective as healing, it is simply 10x better, not only does it decrease the damage taken/ prevent damage, but it can also heal. this when used correctly can stop teams from dropping below 75% hp, while both monks keeping high energy like b4 ill do one form each game, then one that includes some form different games

ok Proph

boon-Protect

basically, u combine divine boon, with protection spells to give a nice cover, and a nice heal, tho with the nerf , ur find its less favored but its still run, if not as easily. also i find it hard to fit a res on this build, or a chance to cap elites so u must make sure u tell the team this, and ignore the asses calling u a n00b, cos monks should never res, they just prevent death.


revesals of fortune
Gardian
signet of divotion ( about 100hp heal for free )
Protective spirit
Contemplation of Purity (self heal + removes hexs and conditsons)
inspire Hex
mantra of recall http://gw.gamewikis.org/wiki/Mantra_of_Recall
Divine boon

attributes
divine favor :16 (is a must)
protection: rest cant remember how much of top of my head
inspiration 9-10

mantra of Recall can b replaced with energy drain Energy Drain


just keep boon up and mantra of recall, use sig of devotion as much as possible, and watch ur energy, with only 3 pips of regain and -2 every spell it goes down quickly.

Factions i believe this is the best monk build for factions alone)

in my opinion, faction has the best 2 protection spells in ( blessed light, and gift oh health, and nether fall under protection, thats how good it is


Blessed light http://gw.gamewikis.org/wiki/Blessed_Light (not only is it a big heal, it removes a hex and a condition, tho its a lot of energy so watch out)
signet of devotion (yet again main heal)
gift of health, (nice big heal for only 9 attributes )
Reversal of Fortune
protective spirit
Revealed Hex/mend aliment ( depends on the area ur in, and blessed light does most of the remove any way)
Rebirth


attributes
divine: 16 (12+3+1)
Healing 9 (8+1)
Protection 9 (8+1)
inspiration


ok u should have some left over, if u can put them in protection, then the rest in inspiration., because gift of health is such a good heal for such little attributes, and the disable bit on it is only for healing spells it means u can use it with out the draw back, and a nice strong heal


u can swap Protective spirit for spirit bond, i prefer protective spirit because of the duration on it., tho u cant knock spirit bond, with a heal for 96 for each attack over 60, its very hard to find something better


nightfall

this move has my garrote elite in of the three games, not only can it give u 10 energy back it can heal for a full amount of about 180hp, and is self use


Zealous Benediction http://gw.gamewikis.org/wiki/Zealous_Benediction
Reversal of Fortune
Shield of Absorption
Protective spirit
dismiss condition
holy veil
Glyph of Lesser Energy
rebirth


attributes
Protection 12-16 (depends on ur liking of runes)
divine: 12-13 (same as above)

u may add in agise in for any of ur choice of spells
and u cane add in Divert Hexes (
http://gw.gamewikis.org/wiki/Divert_Hexes), instead of ZB, and remove holy vial for any protection move of ur choice.


the best of the best is (ok not best of best but a good one with skills form all 3 games in is)

Zealous Benediction
gift of health
reversals of fortune
dismiss condition
holy veil
agies
glyph of lesser energy
rebirth

attributes
divine: 9
Healing 11 (10+1)
Protection 15 (11+3+1)


ok u may swap ZB with divert if u wish, for hevy hex areas and that means u may remove veil for any move of ur choice. also u can remove agise and GolE for SoA/Shilding hands and PS/SB

ok i hope this helps u all, feed back is welcomed but no flaming please. im goign to do one on healign as soon as i have lunch ( mummm chinese :P)

olly

Dr Dem

Dr Dem

Ascalonian Squire

Join Date: Jan 2007

Leviathans Servants

Mo/

Thats one long lunch

Well all the builds seem good.

Although couple of points I have to make is with you last build,

1. GoLE means your 2nd Prof is Mo/E, yet you have att's set into Inspiration, simple mistake I guess, just letting you know

2. Not containing any damage migitation enchants, such as

Sheild of Absorbtion / Shielding hands or Prot Spirit/Spirit Bond,

Or you make a few varying builds with the skills from all 3 games.

ZB + GoH + RoF + SoA = Tasty

Coupled with Glyph of Lesser Energy + Aegis = Very tasty

That with Dismiss Condition + Hex removal = Brilliant.

For PvE I find Remove Hex simple and efficient.
Inspired/Revealed Hex is ok, but long recharge time.
Holy Veil is good, but tend to only use it in PvP.
Smite Hex, dont see much point unless your some kind of smite monk.

You'd have to sacrifice something for a resurrection, normally I sacrifice Hex removal, and make sure someone else in the group has the abilty to remove hexes.

Rebirth is good. But only if your one of the last survivors out of your group (which sometimes your not), and safely out of aggro. Or to have an energy hiding set, which means you still have some energy after casting Rebirth, not ideal in Mid battle though.

I tend to favour Ressurection Chant. If someone dies in Mid battle, I make sure no-one else is about to die (hopefully), and cast GoLE then Aegis (to cover the team while you res), then Resurrection chant.

There, for 5 energy (which would have regen'd ages ago), you've covered the whole team and ressurected a party member to full health, or near, then you can carry on as normal. Only downside is waiting 30 secs for GoLE to recharge. But hopefully members shouldnt be dieing every 30 seconds.

For E-management I find Sig of Devotion does fine, swap it with Hex remove / dismiss condition, or (if your desperate) RoF, but I'd recommend keeping RoF.

Simple things like, not Over healing, making sure you cast GoLE before Aegis, casting SoA/SH/PS/SB on people who need it, and only casting ZB when healing from below 50% should be enough to keep your energy ticking near the top, with allowing a small breathing space between casting if you can.

With all that, and with all the other threads here, that should be ample to becomming an effective monk.

Dem

creelie

creelie

Wilds Pathfinder

Join Date: Jan 2007

Alberta

Charter Vanguard [CV]

Mo/

I love the synergy between Prot Spirit and Shield of Absorption, but it becomes a 15 energy investment on a single teammate. Do you think Gift of Health is more useful when the whole party is taking damage?

olly123

olly123

Krytan Explorer

Join Date: Apr 2006

sh*tvill england

tgc

Mo/

Quote:
Originally Posted by Dr Dem
Thats one long lunch

Well all the builds seem good.

Although couple of points I have to make is with you last build,

1. GoLE means your 2nd Prof is Mo/E, yet you have att's set into Inspiration, simple mistake I guess, just letting you know

2. Not containing any damage migitation enchants, such as

Sheild of Absorbtion / Shielding hands or Prot Spirit/Spirit Bond,

Or you make a few varying builds with the skills from all 3 games.

ZB + GoH + RoF + SoA = Tasty

Coupled with Glyph of Lesser Energy + Aegis = Very tasty

That with Dismiss Condition + Hex removal = Brilliant.

For PvE I find Remove Hex simple and efficient.
Inspired/Revealed Hex is ok, but long recharge time.
Holy Veil is good, but tend to only use it in PvP.
Smite Hex, dont see much point unless your some kind of smite monk.

You'd have to sacrifice something for a resurrection, normally I sacrifice Hex removal, and make sure someone else in the group has the abilty to remove hexes.

Rebirth is good. But only if your one of the last survivors out of your group (which sometimes your not), and safely out of aggro. Or to have an energy hiding set, which means you still have some energy after casting Rebirth, not ideal in Mid battle though.

I tend to favour Ressurection Chant. If someone dies in Mid battle, I make sure no-one else is about to die (hopefully), and cast GoLE then Aegis (to cover the team while you res), then Resurrection chant.

There, for 5 energy (which would have regen'd ages ago), you've covered the whole team and ressurected a party member to full health, or near, then you can carry on as normal. Only downside is waiting 30 secs for GoLE to recharge. But hopefully members shouldnt be dieing every 30 seconds.

For E-management I find Sig of Devotion does fine, swap it with Hex remove / dismiss condition, or (if your desperate) RoF, but I'd recommend keeping RoF.

Simple things like, not Over healing, making sure you cast GoLE before Aegis, casting SoA/SH/PS/SB on people who need it, and only casting ZB when healing from below 50% should be enough to keep your energy ticking near the top, with allowing a small breathing space between casting if you can.

With all that, and with all the other threads here, that should be ample to becomming an effective monk.

Dem
ok cheers, first it was for another guild forum and i went to lunch half way through:P. also the /Me was a mestake :P

ever since the SOA nerf i tend not to use it and i never through of shilding hands, and the last build was really for all 3 games in total. also i got veil in there cos im learning to use it in PVP so what better way to learn :P.

i prefer Rebirth to res cos about 7/10 times u r the last person left on a wipe and its needed. tho if there r more than 1 of u alive i let them res first . als i like ur tactic but never never res mid battle, its a killer. even if thay r the other monk, cos then thats 2 monks out for about 5 seconds. and on my own ZB build, witch doesnt have GolE and agises ( SoA/shilding and PS instead), i find ZB is totaly energy maintaing by its self, also i have to low divine for Sig

cheers for ur help tho ill change the silly mess ups now

Quote:
Originally Posted by creelie
I love the synergy between Prot Spirit and Shield of Absorption, but it becomes a 15 energy investment on a single teammate. Do you think Gift of Health is more useful when the whole party is taking damage?
lol i know what u mean and gift is a lovely move, along with ZB it can heal 2 ppl buy about 300hp, for what, 5e so i love that combo, also it was orgianly intended to get around shoudow shroud in the GVG metra at the release of factions. tho with its big heal with low attrabut points its a lovely move