This is my second try at a Protection Monk, the first was... not so good. The build is probobly not going to be used by me, but rather a guild-mate. This supplements a healer or two that we will have.
The main purpose is to reduce damage and conditions/hexes so the others can do their jobs.
Quote:
Protection Monk
FengShuiBundi
(P) Monk
(S) Elementalist
Attributes:
(P) Divine Favor: 10
(P) Healing Prayers: 10 + 2
(P) Protection Prayers: 11 + 1
Skills:
1. Guardian (Monk) (Protection Prayers) (Enchantment) (5/1/2) - For 5 seconds, target ally has a 44% chance to block attacks and magical projectiles.
2. Convert Hexes (Monk) (Protection Prayers) (Spell) (15/2/20) - Remove all hexes from target other ally. For 18 seconds, that ally gains +10 armor for each Necromancer hex that was removed.
3. Reversal of Fortune (Monk) (Protection Prayers) (Enchantment) (5/¼/2) - The next time target ally would take damage, that ally gains that amount of health instead, maximum 67.
4. Restore Condition (Elite) (Monk) (Protection Prayers) (Spell) (10/¾/2) - Remove all conditions from target other ally. That ally is healed 82 health for each condition removed. This is an elite skill.
5. Remove Hex (Monk) (Unlinked) (Spell) (5/2/5) - Remove a hex from the target ally.
6. Heal Other (Monk) (Healing Prayers) (Spell) (10/¾/3) - Heal target other ally for 151 health.
7. Signet of Devotion (Monk) (Divine Favor) (Signet) (0/2/5) - Heal target ally for 72 health.
8. Glyph of Lesser Energy (Elementalist) (Unlinked) (Glyph) (5/1/30) - Your next spell cost 15 less energy to cast.
Or Swap Divine Spirit for GoLE because there aren't many high energy skills in this build? I was thinking pure protection via Mo/Ele with points into Earth (10-ish) for the 3 wards, but that would cut out all of my healing spells (basically healing would go into earth). Would that do well?
Bgnome
a protection monk doesnt need healing -- that is not what they are about. if you want heals, you max out DF which tacks on a +38 heal every time you spam Guardian and Reversal of Fortune. that, with signet of devotion is enough direct healing for you. with a high DF you may also want to try Divine Intervention, but that skill is a bit harder to coordinate.
FengShuiBundi
Well, that makes sense. I could drop Healing and max out Protection. That would let me leave Divine at 10, and I could boost Earth up to what, 8?
12/10/8 is possible, and would allow me to drop Heal other and GoLE for 2 Wards. Probobly Ward against Elemental and Ward against (One that adds +AR against physical)
How does that sound?
12/10/8 is possible, and would allow me to drop Heal other and GoLE for 2 Wards. Probobly Ward against Elemental and Ward against (One that adds +AR against physical)
How does that sound?
Bgnome
Wards are nice. Armor of Earth can be really helpful as well, from what I hear. i would guess that the elemental ward would not be as useful since you do not want people to cluster together when being hit by AoE nukes.. remember, you can always use runes and headpieces for your attributes tied to your primary so you could run a 10DF/10Prot/11Earth with a major and a minor rune, along with a scalp design bringing you up to 12/12/11 with only a slight decrease in max health, (which can be negated with a vigor rune).
FengShuiBundi
That's, what, 3 runes. Okay, I get the headpiece, and I get the armor. Can runes be inserted in leggings or gloves?
Thanks for the advice, it makes more sense than the 12/10/8 because I get the most benefit out of the wards.
If my opponent is crazy enough to use AoE nukes (Elementalist ones) then we should have little trouble winning. The use of Fire in PvP is quite silly IMO.
But it doesn't matter much as it's only one spell and I can switch it out (as i'd buy all 3) when I know I will need it.
Thanks for the advice, it makes more sense than the 12/10/8 because I get the most benefit out of the wards.
If my opponent is crazy enough to use AoE nukes (Elementalist ones) then we should have little trouble winning. The use of Fire in PvP is quite silly IMO.
But it doesn't matter much as it's only one spell and I can switch it out (as i'd buy all 3) when I know I will need it.
Kha
Quote:
Originally Posted by FengShuiBundi
But it doesn't matter much as it's only one spell and I can switch it out (as i'd buy all 3) when I know I will need it.
How will you know when you will need it if you don't know who your opponents are or what they will use before battle?
Runes can be put into leggings and gloves. Ward Against Melee is the one you were talking about earlier, by the way.
Runes can be put into leggings and gloves. Ward Against Melee is the one you were talking about earlier, by the way.
FengShuiBundi
Thanks for the info. I will know for PvE by word of mouth. And hopefully experience should dictate what I need for a specific guild (although builds will be shuffling around rather quickly). Team weaknesses also play an important factor in which to choose.
Or I could drop SoD (although that's a waste of points into DF).
I had originally gone for El/Mo and put points into ES (8) and Earth (10) and Protection (12). That gave me more than enough energy and dropped SoD allowing for all 3 Wards in the same build. However I was told that a monk w/o DF is worthless, although the build seemed alright to me.
Or I could drop SoD (although that's a waste of points into DF).
I had originally gone for El/Mo and put points into ES (8) and Earth (10) and Protection (12). That gave me more than enough energy and dropped SoD allowing for all 3 Wards in the same build. However I was told that a monk w/o DF is worthless, although the build seemed alright to me.
Bgnome
runes can be fitted to any piece of armor. they will not stack if they have the same effect, however they will stack with the headpiece bonus and can also be fitted to the headpiece, last i heard. so you could in theory run with 5 different runes in 1 set of armor.
edit: you could run an elmo as a protection monk. that would take out all your DF linked skills and any direct healing. DF really helps a protection monk, but i do not think it is as crucial as it is to a healer monk. Energy storage and management may go a long way here..
edit: you could run an elmo as a protection monk. that would take out all your DF linked skills and any direct healing. DF really helps a protection monk, but i do not think it is as crucial as it is to a healer monk. Energy storage and management may go a long way here..
FengShuiBundi
I've decided to drop the healing prayers and go 10DF/10PP/11EM
I've set it up this way because it gives the greatest benefit to the wards and allows for DF and PP to be boosted (Tattoo + Minor + Major) to 12 apiece.
The health loss should be covered by a minor vigor rune.
Heal Other and GoLE have been dropped for Ward Against Harm and Ward Against Elements. (Would Ward Against Melee be better? It provides an AoE slow). Are the skills from the protection line okay? I have 2 hex removers on the build.
Also, if SoD isn't good enough (basically self heal) I could drop it for the 3rd Ward. Is that a smart choice?
I've set it up this way because it gives the greatest benefit to the wards and allows for DF and PP to be boosted (Tattoo + Minor + Major) to 12 apiece.
The health loss should be covered by a minor vigor rune.
Heal Other and GoLE have been dropped for Ward Against Harm and Ward Against Elements. (Would Ward Against Melee be better? It provides an AoE slow). Are the skills from the protection line okay? I have 2 hex removers on the build.
Also, if SoD isn't good enough (basically self heal) I could drop it for the 3rd Ward. Is that a smart choice?
Kha
Quote:
Originally Posted by Bgnome
edit: you could run an elmo as a protection monk. that would take out all your DF linked skills and any direct healing. DF really helps a protection monk, but i do not think it is as crucial as it is to a healer monk. Energy storage and management may go a long way here..
Personally I think E/Mo is great for protection monk while Mo/? is great for healing monk. Earth Magic is great self and area defense too, so it should workout well. You can be more diverse in your attributes in PvE and add some heals, but for PvP/GvG you will be spread too thin.
FengShuiBundi
Energy vs. Little bits of Healing
I'm not really sure here. As the healer would often end up focusing on the same people I'm protecting, I think that Energy wins. And originally that was my intention.
That drops out SoD... the problem I see in that is I lose a decent heal which I can use on myself. Heal Other via my other monk would probobly be better though. Dropping SoD does give me the chance to take all 3 Wards though (Not Foes).
If I went El/Mo, what would be the layout? I would need to max Protection b/c runes don't work on secondary.
Maybe 8 ES/10Earth/12 Protection?
Minor + Head = 12 Earth.
Major ES + Minor Vigor = 10 ES with no reduction in health, right? (What's the negative health loss on Major ES and the positive health gain on Minor Vigor, as well as any negatives for minor vigor?)
I'm not really sure here. As the healer would often end up focusing on the same people I'm protecting, I think that Energy wins. And originally that was my intention.
That drops out SoD... the problem I see in that is I lose a decent heal which I can use on myself. Heal Other via my other monk would probobly be better though. Dropping SoD does give me the chance to take all 3 Wards though (Not Foes).
If I went El/Mo, what would be the layout? I would need to max Protection b/c runes don't work on secondary.
Maybe 8 ES/10Earth/12 Protection?
Minor + Head = 12 Earth.
Major ES + Minor Vigor = 10 ES with no reduction in health, right? (What's the negative health loss on Major ES and the positive health gain on Minor Vigor, as well as any negatives for minor vigor?)