Primary monk protection build
Ravidel
So the idea is to be a good protector, and here's my implementation (I'll work out the attributes later, but assume high Protection Prayers and Divine Favor):
1. Shield of Deflection / Amity {Elite}
2. Guardian
3. Reversal of Fortune
4. Shielding Hands
5. Convert Hexes
6. Mend Condition
7. <secondary>
8. <secondary>
I'm not sure about #1. Anyone have arguments for or against SoD?
Guardian and RoF are spammable to protect my better enchantments (i.e., whichever I choose for my #1 slot), and hex/condition removal is useful.
I can't come up with a good secondary. Mesmers and Necros are typically offensive, Elementalists just have glyphs, and Rangers don't have a purpose as a Monk's secondary. Warriors have stances, but I'm looking for other alternatives.
-Rav
1. Shield of Deflection / Amity {Elite}
2. Guardian
3. Reversal of Fortune
4. Shielding Hands
5. Convert Hexes
6. Mend Condition
7. <secondary>
8. <secondary>
I'm not sure about #1. Anyone have arguments for or against SoD?
Guardian and RoF are spammable to protect my better enchantments (i.e., whichever I choose for my #1 slot), and hex/condition removal is useful.
I can't come up with a good secondary. Mesmers and Necros are typically offensive, Elementalists just have glyphs, and Rangers don't have a purpose as a Monk's secondary. Warriors have stances, but I'm looking for other alternatives.
-Rav
Nash
Just to clarify, Amity is a hex and not enchantment so coverinng would only be done on Shield.
Secondary, I was thinking Mesmer, Sympathetic Visage, against Warrior trains, so when they focus your target their energy and adrenaline goes poof. Would probably be overkill with Amity, though.
Ranger can sure be used on a Monk, one such use is Draw Conditions/Melandru's Resilience for heaps of energy. Warriors have more than stances, they have shouts like "Watch Yourself!"; 20 bonus AL that can't be removed, and no cost, just use your wand 4 times. Elementalists have some self-buffs. Necros have things like Blood is Power (though it got hit with the nerf stick), and non-elite Warrior shutdown as an alternative to Amity.
Secondary, I was thinking Mesmer, Sympathetic Visage, against Warrior trains, so when they focus your target their energy and adrenaline goes poof. Would probably be overkill with Amity, though.
Ranger can sure be used on a Monk, one such use is Draw Conditions/Melandru's Resilience for heaps of energy. Warriors have more than stances, they have shouts like "Watch Yourself!"; 20 bonus AL that can't be removed, and no cost, just use your wand 4 times. Elementalists have some self-buffs. Necros have things like Blood is Power (though it got hit with the nerf stick), and non-elite Warrior shutdown as an alternative to Amity.
Bgnome
take the necro for Rend Enchantments and perhaps something else..
walder
Nash you got me thinking:
R/Mo
11 Healing
12 Wilderness (+1/+1)
10 Protection
Melandru's Resilience-E
Draw Conditions
Protective Spirit
Healing Seed
Orison of Healing
Healing Breeze
Reversal of Fortune
Purge Conditions
I'm not sure that Melandru's will give you enough energy but if it does, its a pretty standard healer. I threw in Purge Conditions in case you get more than you asked for after using Draw Conditions.
R/Mo
11 Healing
12 Wilderness (+1/+1)
10 Protection
Melandru's Resilience-E
Draw Conditions
Protective Spirit
Healing Seed
Orison of Healing
Healing Breeze
Reversal of Fortune
Purge Conditions
I'm not sure that Melandru's will give you enough energy but if it does, its a pretty standard healer. I threw in Purge Conditions in case you get more than you asked for after using Draw Conditions.
Bgnome
as a ranger primary, your healing will be sub par. your energy pool is smaller, you have less regen, and you do not get the divine favor bonus.
Nash
Swap the Ranger and Monk around. The Monk primary will be much better.
walder
Yea, the only reason I went R/Mo is because in my experiences as a Monk primary, I got targeted first and I spent a lot of time healing myself. I guess it would be better with Divine Favor and a decent team.
Edit*
Heres what I changed to make it Mo/R
Mo/R
Divine Favor 10 (+1)
Healing 12 (+1/+1)
Protection 8 (+1)
Wilderness 10
Melandru's Resilience-E
Draw Conditions
Purge Conditions
Orison of Healing
Healing Breeze
Signet of Devotion
Infuse Health
Heal Other
I made some changes by taking out most of the protection part of the build. I made it healing, just using the Protection line as a means of energy.
The original build would probably have Divine Favor at 8, Healing at 12, Protection at 10, and Wilderness at 10. Which do you think is a more efficient build if they are both Mo/R now?
Edit*
Heres what I changed to make it Mo/R
Mo/R
Divine Favor 10 (+1)
Healing 12 (+1/+1)
Protection 8 (+1)
Wilderness 10
Melandru's Resilience-E
Draw Conditions
Purge Conditions
Orison of Healing
Healing Breeze
Signet of Devotion
Infuse Health
Heal Other
I made some changes by taking out most of the protection part of the build. I made it healing, just using the Protection line as a means of energy.
The original build would probably have Divine Favor at 8, Healing at 12, Protection at 10, and Wilderness at 10. Which do you think is a more efficient build if they are both Mo/R now?
Kha
Quote:
Originally Posted by walder
Yea, the only reason I went R/Mo is because in my experiences as a Monk primary, I got targeted first and I spent a lot of time healing myself. I guess it would be better with Divine Favor and a decent team.
It doesn't really matter your primary. Once the opposing team notices that you are the main healer or at least one of the healers, you will be a quick target. Usually if people don't go Monk primary for a healer, they are an E/Mo.
And not only does Divine Favor have a great passive bonus to it, it also has very useful skills linked to it.
And not only does Divine Favor have a great passive bonus to it, it also has very useful skills linked to it.
Nash
Less Protection. You're only using condition removal anyway, the important part is getting rid of conditions not the puny heals you get. Purge Conditions cooldown is brutal. Infuse Health is dangerous on a primary healer... Get Seed in.
fawgre
Since you're going the Protection route, why not go with the secondary Elementalist for the wards? You can take those two slots for two wards or a ward and Glyph of Lesser Energy or a freezing spell or something. Elementalists have a fairly good pool of options for Protectionists. [I could have also sworn there was something like Glyph of Gesture so you could still cast through silence, but now I can't find it. That would help you out in PvP if you're going up against an interupter and you don't want your healing output limited.]
Nash
There's no more Silence... Only Dazed. And then you have Glyph of Concentration. You must have taken a big break from GW if you didn't notice that, Silence was ages ago.
fawgre
No, no break, I'm just not a good strategist, it seems. I never got past the first few missions in Post-Searing because I kept going to back to see if I would like this, or that better, or whatever, so I was relying mostly on relatively unstable information from various fansites to see what skills I should be on the look-out for if I ever got any higher. Thanks for the info, at least I won't rush into my first PvP battle paranoid about an imaginary skill that I couldn't find the counter to.
At least the argument for wards still stands, right?
At least the argument for wards still stands, right?
Nash
Sure.
I use GWOnline.net for skill info, mostly, and the bot in the IRC channel.
I use GWOnline.net for skill info, mostly, and the bot in the IRC channel.
walder
Quote:
Originally Posted by Nash
Purge Conditions cooldown is brutal. Infuse Health is dangerous on a primary healer...
The only reason I took Purge is because I couldn't find another condition removal that you can use for yourself. I won't be using it for teamates as much as I will be using it when I have too many conditions on me.
I was planning on using Infuse Health as a emergency heal when someone really needs it, but I think Divine Intervention is better for that anyway.
I was planning on using Infuse Health as a emergency heal when someone really needs it, but I think Divine Intervention is better for that anyway.
Soiled Egg Roll
You can use mend ailment on yourself. At least, last beta you could.
walder
Quote:
Originally Posted by Soiled Egg Roll
You can use mend ailment on yourself. At least, last beta you could.
Mend Ailment
Description Remove one "Condition" (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. That ally is healed for 5-57 points for each remaining condition.
Energy Cost 5
Casting Time 3/4 second
Recharge Time 2 seconds
Skill Type Spell
Linked Attribute Protection Prayers
That skill description is from this site, so I'm assuming its correct. If you can cast this on yourself then I will definitely use this instead.
Description Remove one "Condition" (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, or Deep Wound) from target other ally. That ally is healed for 5-57 points for each remaining condition.
Energy Cost 5
Casting Time 3/4 second
Recharge Time 2 seconds
Skill Type Spell
Linked Attribute Protection Prayers
That skill description is from this site, so I'm assuming its correct. If you can cast this on yourself then I will definitely use this instead.