Can anyone point me in the right direction for the 3 mains builds?
Pure Healer
Bonder
Boon
FoW monk builds
Big Fiz
Tsunami Rain
I'd normally say Search Button.
Here are my builds (modified to MY taste)
Boon Healer (Monk/Mesmer)
Healing Touch, Orison of Healing, Word of Healing, Remove Hex, Energy Tap, Channeling, Divine Boon, Rebirth
Semi-Bonder (Monk/Mesmer)
Healing Breeze, Inspired Hex, Blessed Signet, Word of Healing, Energy Tap, Essence Bond, Lifebond, Restore Life.
You could also switch out WoH for Life Barrier if you want to lean more toward bonding.
Here are my builds (modified to MY taste)
Boon Healer (Monk/Mesmer)
Healing Touch, Orison of Healing, Word of Healing, Remove Hex, Energy Tap, Channeling, Divine Boon, Rebirth
Semi-Bonder (Monk/Mesmer)
Healing Breeze, Inspired Hex, Blessed Signet, Word of Healing, Energy Tap, Essence Bond, Lifebond, Restore Life.
You could also switch out WoH for Life Barrier if you want to lean more toward bonding.
Evilsod
Build i use for bonder:
Prot Spirit (works as a decent cover for your own Balth spirit, mesmers seem to hate that...)
Blessed Signet
Mantra of Inscriptions
Mend Condition <--- the skill that lets monks go to sleep in the spider cave
Balthazaars Spirit
Life Attunement <---only if your team is doing book trick, if they're not your gonna be so incredibly bored
Life Bond
Spellbreaker/Life Barrier <---depends on the team really
Healer (sorta experimental)
Healing Hands <---you'll see why later (or WoH)
Orison
Dwaynas Kiss
Healing Touch
Healing Seed (if your teams doing book trick)
Inspired Hex
Arcane Thievery <--- Heres the experimental part, felt like randomly stealing the odd spell off Shadow Monks/Skeletal Bonds giving you a chance to steal WoH, SB, etc that or just to hopfully disable something, however briefly.
Restore Life/Rebirth
Prot Spirit (works as a decent cover for your own Balth spirit, mesmers seem to hate that...)
Blessed Signet
Mantra of Inscriptions
Mend Condition <--- the skill that lets monks go to sleep in the spider cave
Balthazaars Spirit
Life Attunement <---only if your team is doing book trick, if they're not your gonna be so incredibly bored
Life Bond
Spellbreaker/Life Barrier <---depends on the team really
Healer (sorta experimental)
Healing Hands <---you'll see why later (or WoH)
Orison
Dwaynas Kiss
Healing Touch
Healing Seed (if your teams doing book trick)
Inspired Hex
Arcane Thievery <--- Heres the experimental part, felt like randomly stealing the odd spell off Shadow Monks/Skeletal Bonds giving you a chance to steal WoH, SB, etc that or just to hopfully disable something, however briefly.
Restore Life/Rebirth
Bloodied Blade
Hmm...I'll consider Arcane Thievery...
Also, would it be possible to use a combo of Reversal of Fortune and Channeling to gain energy fast if you have like 6-8 things attacking you?
EDIT: I would use the WoH build...but that's just because I haven't capped life barrier yet.
Also, would it be possible to use a combo of Reversal of Fortune and Channeling to gain energy fast if you have like 6-8 things attacking you?
EDIT: I would use the WoH build...but that's just because I haven't capped life barrier yet.
Sister Spice
Ok this is roughly from memory so I don't promise it's perfect.
I did two long FOW runs recently as the bonder.
Skill set up was something like this:
blessed signet, balthazars spirit, life bond, life barrier, watchful spirit, holy veil, rebirth, aegis
I wouldn't say it was an *optimal* build - but it worked ok ...
here are some comments:
1. I try to bond the warrior, the healing monk, and 2 or 3 squishies. If at any point someone DOES die then from then on I life bond them too.
I will switch around the bonds on the squishies depending on who is taking the most pressure.
To be honest, in a guild group with a warrior who is good at handling aggro - a lot of those bonds are unneccessary - but I got into bonding for PUGs so it's a good habit to bond more than just the warrior.
2. Life Barrier - not really necessary - if we're doing the book stuff then I barrier the warrior - but I think I will take SB in future. However, LB DOES have the advantage of feeding the blessed signet which is good, also I put it on AFTER the life bond mainly because if an enchantment is going to be removed I prefer the barrier to go as bond feeds my energy through balths.
3. Watchful Spirit
it's expensive to cast but handy for a number of reasons - 1 cover enchant (with a BONUS if it's removed), 2 feeds the signet, 3 gives +2 regen when they are under conditions (as an alternative to spamming mend ailment)
4. Particularly handy when there are mesmers around shattering enchantments.
4. Holy veil
ok so they nerfed it so it's not as good as it was - but still it fits in with a bond build in FOW ok
- removes a hex
- cheap to cast
- covers the bond
- bonus if mesmers knock it off
- adds to blessed signet
So although it has a 12s recharge instead of 7 for remove hex - I like it for a bit of hex removal
I've seen some bond builds use vital blessing I suppose to make the tank even bigger - yes you get an even more protected tank - on the other hand unlike Watchful it doesnt give you a bonus for losing it -
the main time you need cover enchants is when there are mesmers - and when there are mesmers Vital blessing is just another way for them to take damage due to Shatter Enchantment
Aegis
I threw it in experimentally, when I have extra energy (say due to balths) it's nice to throw up a bit of extra protection for everyone ....
but it's not really 'in keeping' with the build
Rebirth
Mainly have that as I always like to bring it everywhere (am famous for it)
In reality Im the last person who should be using it really as I can only use it at the end of a fight, and causes a bit of havoc with my energy management (even with energy switches etc)
However if I didnt take it I would still want to take some kind of res on principle, and I DO like rebirths ability to pull people out of agro so I would probably stick with it.
So I would probably take Aegis out and maybe replace it with condition removal. I didnt need condition removal against the spiders it actually suprised me how effectively the watchful spirit helped (slows the degen down a bit, and once they took a wodge of damage I just shot it off to replenish their life before re-attaching the next one) - but I think one spammable spell would be reasonable so mend condition or ailment it is (depending on whether I want to mend myself of not)
Like I say - not the perfect optimum bond build - but one that did work very effectively in FOW *with a good team* (lets face it most things work with a good team)
and from experience it can work with a not so good team too as it allows for some flexibility depending on the situation
Spice
PS the above would *not* be good in the Forest section as that bit eats bonds for breakfast
however it worked for Forge run, beach, spiders, and khobey
I did two long FOW runs recently as the bonder.
Skill set up was something like this:
blessed signet, balthazars spirit, life bond, life barrier, watchful spirit, holy veil, rebirth, aegis
I wouldn't say it was an *optimal* build - but it worked ok ...
here are some comments:
1. I try to bond the warrior, the healing monk, and 2 or 3 squishies. If at any point someone DOES die then from then on I life bond them too.
I will switch around the bonds on the squishies depending on who is taking the most pressure.
To be honest, in a guild group with a warrior who is good at handling aggro - a lot of those bonds are unneccessary - but I got into bonding for PUGs so it's a good habit to bond more than just the warrior.
2. Life Barrier - not really necessary - if we're doing the book stuff then I barrier the warrior - but I think I will take SB in future. However, LB DOES have the advantage of feeding the blessed signet which is good, also I put it on AFTER the life bond mainly because if an enchantment is going to be removed I prefer the barrier to go as bond feeds my energy through balths.
3. Watchful Spirit
it's expensive to cast but handy for a number of reasons - 1 cover enchant (with a BONUS if it's removed), 2 feeds the signet, 3 gives +2 regen when they are under conditions (as an alternative to spamming mend ailment)
4. Particularly handy when there are mesmers around shattering enchantments.
4. Holy veil
ok so they nerfed it so it's not as good as it was - but still it fits in with a bond build in FOW ok
- removes a hex
- cheap to cast
- covers the bond
- bonus if mesmers knock it off
- adds to blessed signet
So although it has a 12s recharge instead of 7 for remove hex - I like it for a bit of hex removal
I've seen some bond builds use vital blessing I suppose to make the tank even bigger - yes you get an even more protected tank - on the other hand unlike Watchful it doesnt give you a bonus for losing it -
the main time you need cover enchants is when there are mesmers - and when there are mesmers Vital blessing is just another way for them to take damage due to Shatter Enchantment
Aegis
I threw it in experimentally, when I have extra energy (say due to balths) it's nice to throw up a bit of extra protection for everyone ....
but it's not really 'in keeping' with the build
Rebirth
Mainly have that as I always like to bring it everywhere (am famous for it)
In reality Im the last person who should be using it really as I can only use it at the end of a fight, and causes a bit of havoc with my energy management (even with energy switches etc)
However if I didnt take it I would still want to take some kind of res on principle, and I DO like rebirths ability to pull people out of agro so I would probably stick with it.
So I would probably take Aegis out and maybe replace it with condition removal. I didnt need condition removal against the spiders it actually suprised me how effectively the watchful spirit helped (slows the degen down a bit, and once they took a wodge of damage I just shot it off to replenish their life before re-attaching the next one) - but I think one spammable spell would be reasonable so mend condition or ailment it is (depending on whether I want to mend myself of not)
Like I say - not the perfect optimum bond build - but one that did work very effectively in FOW *with a good team* (lets face it most things work with a good team)
and from experience it can work with a not so good team too as it allows for some flexibility depending on the situation
Spice
PS the above would *not* be good in the Forest section as that bit eats bonds for breakfast
however it worked for Forge run, beach, spiders, and khobey
Sister Spice
Quote:
Originally Posted by Bloodied Blade
Hmm...I'll consider Arcane Thievery...
Also, would it be possible to use a combo of Reversal of Fortune and Channeling to gain energy fast if you have like 6-8 things attacking you?
EDIT: I would use the WoH build...but that's just because I haven't capped life barrier yet. If 6-8 things are attacking you as a monk then either you're in the wrong place
or if you are in a bunch of melee things hitting you, you might find guardian more spammable than ROF as rof only prevents the next damage - whereas guardian makes it harder for the next few *hits*
Spice
Also, would it be possible to use a combo of Reversal of Fortune and Channeling to gain energy fast if you have like 6-8 things attacking you?
EDIT: I would use the WoH build...but that's just because I haven't capped life barrier yet. If 6-8 things are attacking you as a monk then either you're in the wrong place
or if you are in a bunch of melee things hitting you, you might find guardian more spammable than ROF as rof only prevents the next damage - whereas guardian makes it harder for the next few *hits*
Spice
Maxiemonster
I used a Boon Prot/Bonding build, and I made it as the only Monk through quite a big part of FoW (Forest + Forgemaster + Spider Cave), I think it was:
1. Reversal of Fortune
2. Mend Ailment
3. Guardian
4. Divine Boon
5. Life Barrier [Elite]
6. Life Bond
7. Divine Boon
8. Blessed Signet
Not sure though, it's quite a long time ago
1. Reversal of Fortune
2. Mend Ailment
3. Guardian
4. Divine Boon
5. Life Barrier [Elite]
6. Life Bond
7. Divine Boon
8. Blessed Signet
Not sure though, it's quite a long time ago
