I'm thinking of an E/Mo for PVP with Obsidian Flesh, Armor of Earth, Kinetic Armor and the standard Protection spells - reversal and protective spirit... life bond, etc.
Attributes will look like:
Earth: 11 + 2 + 1 = 14
Energy: 10 + 1 = 11
Protection: 10
Basically, I'm looking to add to my group's defense with protection spells while becoming immune to mesmers and air ele's.
Anyone have suggestions?
E/Mo Protector.... Viable?
DarkAynjil
DarkAynjil
anyone?
Neo-LD
but you cant heal anything...cant damage anything...you will have a hard time dying, true, but with your current skill setup I dont think any group wold find it worth their while to kill you.
just the truth man
You could improve by using Aegis, Shield of Regeneration, ward against elements, and ward against melee. btw, I always thought it was really nifty for a elmo to use gyph of sacrifice to cast any form of res INSTANTLY. lol.
just the truth man
You could improve by using Aegis, Shield of Regeneration, ward against elements, and ward against melee. btw, I always thought it was really nifty for a elmo to use gyph of sacrifice to cast any form of res INSTANTLY. lol.
Deathlord
Unfortunately glyph of sacrifice would also mean it cannot be used for another 120 seconds. You'd be better off just holding a ress signet if you wanted a fast one-time use ressurect.
Also, the build isn't meant for healing or damaging, it's meant for being the core of protection for you're teamates while keeping yourself alive.
Try-
Earth: 8 (+4)
Energy: 10 (+3)
Protection: 12
>> Skills
1. Ward Against Melee
2. Armor of Earth
3. Ether Prodigy
4. Aura of Restoration
5. Life Bond
6. Balthazars Spirit
7. Reversal of Fortune
8. Free slot
Theme- To start it off, make sure you're teamates caster's are near/close to you to feel the effects of Ward against Melee. I chose the ward insted of Obsidian Flesh because it'll effect teamates and can be renewed right after it wear's out.
Ether Prodigy can kill you if you don't use it carefully. First, you need to use the energy combo (Balthazar's on yourself while life bonding others for hp regen) so that you have negative energy regen. Then, you use ether prodigy so that you're energy doesn't go under 0. You may choose to renew it or not depending on when it runs out. The others kills are pretty self-explanitory
Side-effects: If you over-do ether prodigy and end up with major exhaustion issues then you could have trouble with keeping up with the enchantments and keeping yourself alive. Also, when you use ether prodigy you lose all previous enchantments, meaning you'll have to cast your spells in a certain order, I know the first time you use it should be fine, but i don't know how well it'll be if you try to use it in a loop.
The Loop> Life bond around 6 people, costing 60 energy. - Use Ether Prodigy for energy upkeep - Balthazar's spirit when the fighting starts so you can get another energy income - Only use aura of restoration if you're getting a decent input of energy from balthazar's spirit.
Sprinkle wards and armor of earth whenever you have enough energy and feel it's neccesary. Hope this helped.
Also, the build isn't meant for healing or damaging, it's meant for being the core of protection for you're teamates while keeping yourself alive.
Try-
Earth: 8 (+4)
Energy: 10 (+3)
Protection: 12
>> Skills
1. Ward Against Melee
2. Armor of Earth
3. Ether Prodigy
4. Aura of Restoration
5. Life Bond
6. Balthazars Spirit
7. Reversal of Fortune
8. Free slot
Theme- To start it off, make sure you're teamates caster's are near/close to you to feel the effects of Ward against Melee. I chose the ward insted of Obsidian Flesh because it'll effect teamates and can be renewed right after it wear's out.
Ether Prodigy can kill you if you don't use it carefully. First, you need to use the energy combo (Balthazar's on yourself while life bonding others for hp regen) so that you have negative energy regen. Then, you use ether prodigy so that you're energy doesn't go under 0. You may choose to renew it or not depending on when it runs out. The others kills are pretty self-explanitory
Side-effects: If you over-do ether prodigy and end up with major exhaustion issues then you could have trouble with keeping up with the enchantments and keeping yourself alive. Also, when you use ether prodigy you lose all previous enchantments, meaning you'll have to cast your spells in a certain order, I know the first time you use it should be fine, but i don't know how well it'll be if you try to use it in a loop.
The Loop> Life bond around 6 people, costing 60 energy. - Use Ether Prodigy for energy upkeep - Balthazar's spirit when the fighting starts so you can get another energy income - Only use aura of restoration if you're getting a decent input of energy from balthazar's spirit.
Sprinkle wards and armor of earth whenever you have enough energy and feel it's neccesary. Hope this helped.
Vindexus
If you're going for protection I don't think you have enough protection prayers in there. For Life Bonding I'd recommend getting a W/Mo to cast Balth's spirit on you. Also, drop Aura of Restoration. Take protective spirit.
sveet
The answer is in some builds, it is viable to go EMo, but the vast majority of the time, the lack of any divine skills will make your heals too small, and your extra energy will not make up for the deficiencies in healing.
Zeru
I'd switch it around and go with Mo/E. This will let you get Divine Favor on all your protection spells and give the possibility of Divine Boon use if your team is short on healing; of course if you go with more earth than protection spells the extra energy might be worth it.
Things you definitely want as a protection mo/e or e/mo.
1. ward of melee
2. protective spirit
3. guardian
4. reversal of fortune
5. elite: mark of protection, obsidian flesh, spell breaker
Possible options:
1) Divine Boon
2) Ward against elements
3) Signet of Devotion (free healing)
4) Life bond/healing seed (this still works yes?)
Things you definitely want as a protection mo/e or e/mo.
1. ward of melee
2. protective spirit
3. guardian
4. reversal of fortune
5. elite: mark of protection, obsidian flesh, spell breaker
Possible options:
1) Divine Boon
2) Ward against elements
3) Signet of Devotion (free healing)
4) Life bond/healing seed (this still works yes?)
JoDiamonds
It's worth a shot, anyway. You could try to fill the protection role for groups that normally do one protection monk & two healing monks.
JoDiamonds
Quote:
Originally Posted by Deathlord
Earth: 8 (+4)
Energy: 10 (+3)
Protection: 12 Er, this looks like it's reccomending Superior runes for Earth -and- Energy, which seems pretty dangerous. That said, swapping to Monk/Elementalist might be worth it just to switch to a Protection Rune (if you really want Prot:12 and lower Energy/Earth).
Energy: 10 (+3)
Protection: 12 Er, this looks like it's reccomending Superior runes for Earth -and- Energy, which seems pretty dangerous. That said, swapping to Monk/Elementalist might be worth it just to switch to a Protection Rune (if you really want Prot:12 and lower Energy/Earth).
DarkAynjil
Hmm... thanks for the suggestions so far guys. I might just go Mo/E to try Spell breaker instead of Obs Flesh, as I can cast that on other players. (It's my Air spike counter, along with reversal and prot spirit,)
Good stuff here.
Good stuff here.
Aranarth
If you want to maintain multiple enchantments, go with Mo/E.
Make your open slot Blessed Signet, and you will have a lot more mana to play with than you would have as an E/Mo.
DF: 8+1
Prot: 12+1+1
Earth: 10
For the elite spell, where is Shield of Regeneration on your list of things to consider?
With 14 protections I believe you will get 11 seconds of 10 pips of regeneration. The added 40 armor also will cut damage taken in half (if it is affected by armor). It will fill a gap in your build in that it gives you a way to deal with degenration spells, and it can really take the heat off of someone who is being focused. Try it out and you will see that the spell works better than its description reads. It's not healing breeze.
Let the healer worry about Spell Breaker.
Make your open slot Blessed Signet, and you will have a lot more mana to play with than you would have as an E/Mo.
DF: 8+1
Prot: 12+1+1
Earth: 10
For the elite spell, where is Shield of Regeneration on your list of things to consider?
With 14 protections I believe you will get 11 seconds of 10 pips of regeneration. The added 40 armor also will cut damage taken in half (if it is affected by armor). It will fill a gap in your build in that it gives you a way to deal with degenration spells, and it can really take the heat off of someone who is being focused. Try it out and you will see that the spell works better than its description reads. It's not healing breeze.
Let the healer worry about Spell Breaker.