
Maxiemonster's -HUGE- Boon Prot guide!
Maxiemonster
I changed the guide quite alot
Enjoy.

carbajac
There's a new spell for the boon prot that I've been playing around with. Spirit Bond is kind of a substitution for Protective Spirit. I first saw it being played in a gvg battle and it seems okay. It lasts only 8 seconds which is what makes protective spirit maybe a better choice, but it kept me and others at higher health than Protective spirit would, especially against a spike. It was most helpful when a hammer warrior kept me on the ground. Every hit didn't hurt very much at all. It's nice, but that 10 energy hurts sometimes, it keeps it much less spammable.
Maxiemonster
Quote:
Originally Posted by carbajac
There's a new spell for the boon prot that I've been playing around with. Spirit Bond is kind of a substitution for Protective Spirit. I first saw it being played in a gvg battle and it seems okay. It lasts only 8 seconds which is what makes protective spirit maybe a better choice, but it kept me and others at higher health than Protective spirit would, especially against a spike. It was most helpful when a hammer warrior kept me on the ground. Every hit didn't hurt very much at all. It's nice, but that 10 energy hurts sometimes, it keeps it much less spammable.
I still like Protective Spirit better, but Protective Bond definitly isn't bad. There's already a part about it in my guide

lemming
Protective Bond != Spirit Bond
deluxe
anyone using the following sword/focus combo? 
gives you a total of 85 armor while enchanted. (60+10+5+5+5)

gives you a total of 85 armor while enchanted. (60+10+5+5+5)
Maxiemonster
I use the same sword (it's even recommended in the guide now
), but I use a +45/+5 (while enchanted) Jeweled Chalice, because I like the look better 
Oh, and it's actually 60+8+5+5+5, as your scalp doens't give you any extra armor


Oh, and it's actually 60+8+5+5+5, as your scalp doens't give you any extra armor

Zui
Yes deluxe, I use that sword on occasion, I have a +30 -2 enchant gold shield and a +45 -2 enchant gold shield to go with it when it is used(ateleast sometimes very situation dependant) Since the gold shield(providing it's 8 armor or more) will give you -2 damage per hit, and 3 more armor(8 total).
Here's some suggestions for the article by the way:
I think you mean "Spirit Bond" instead of "Protective Bond." Protective bond is a two second cast, and at 9 prot will eat 4 energy per hit. You just don't want that on a boonprot, Spirit Bond however is very viable.
I also suggest moving Guardian to the "Optional Skills" category, as it's really not a staple skill for a boonprot. It can be very good in some cases, and absolutly worthless in others.
Hex Breaker should be added to this as well, since it's an absolutley wonderful skill(in PvP) for preventing those ninja diversions(and other nasty hexes).
Energy Drain should have a more notable mention in the article. It's slightly less effecient than MoR in terms of raw energy and slightly more diffucult to use well, however it is also lacking the vunrability of enchantment removal, which is extremely common in PvP, and can really screw over your energy gain from MoR. In addition to this, if you die you'll be back up faster with Energy Drain as compared to MoR, due to MoR you'll need to wait 21 seconds(and spend 10 energy) to get the energy or CoP it off for a greatly reduced energy gain, as for Energy Drain you'll only need to wait 1 second, and spend 5 energy. This is assuming that neither skill is recharging.
I also suggest that you add a small section in skills to Drain Enchantment, although it's rarely used it's also a somewhat descent skill to run on a boonprot, with energy-managment use in addition to some offensive use.
For attributes I would suggest somthing more like:
12+1+1(3) Divine Favor
8+1 Protection Prayers
10 Insperation Magic (For running MoR) OR 9 Insperation Magic (For running Energy Drain)
Suggest any remaining points be put into Domination Magic if you're running Hex Breaker.
IMO The + on Divine Favor is very useful long-term, whereas the + on protection prayers effects really isin't that useful in many sitautions, a longer Protective Spirit or slightly more effective Guardian may be very effective in PvE, however from a PvP standpoint, I would much rather be running higher Divine Favor, as the odds are you'll end up with far more milage out of that in the long term. This is a case where I would note both attribute sets.
For equipment:
I find Garbock's Chalice to be an exelent substitute instead of the collectors item for slot #2. It's extremely useful with MoR, as you'll get +1 energy every once 5 casts, and the 1/2 casting every 1 in 5 casts is just not that needed. Both are quite viable, just I think you're going to get more milage out of your boonprot with Garbock's Chalice than the 20/20 insperation offhand.
A +5 energy sword or axe is for the main hand on slot 4 is pretty nice also, since two - regen items can get you into an energy hole if you're not careful. The sword or axe can also have an Enchanting(what I prefer) or Fortitude mod tacked onto them, which makes them a pretty nice alternitive as longer enchants when you're in an energy hole is better IMO than getting into a larger energy hole.
For the armor:
I think Judge's Armor deserves a mention, since it's not enchantment dependent like Acolytes and most offense(in PvP) is warrior-based, and there is ample enchantment stripping in PvP. PvE wise, Acolytes beats Judges hands down.
By the way, exelent article. You did a very good job summing it up, especialy since what people run on boonprots in terms of skills and especialy equipment is highly subject to personal perefrence and situational usage.
Here's some suggestions for the article by the way:
I think you mean "Spirit Bond" instead of "Protective Bond." Protective bond is a two second cast, and at 9 prot will eat 4 energy per hit. You just don't want that on a boonprot, Spirit Bond however is very viable.
I also suggest moving Guardian to the "Optional Skills" category, as it's really not a staple skill for a boonprot. It can be very good in some cases, and absolutly worthless in others.
Hex Breaker should be added to this as well, since it's an absolutley wonderful skill(in PvP) for preventing those ninja diversions(and other nasty hexes).
Energy Drain should have a more notable mention in the article. It's slightly less effecient than MoR in terms of raw energy and slightly more diffucult to use well, however it is also lacking the vunrability of enchantment removal, which is extremely common in PvP, and can really screw over your energy gain from MoR. In addition to this, if you die you'll be back up faster with Energy Drain as compared to MoR, due to MoR you'll need to wait 21 seconds(and spend 10 energy) to get the energy or CoP it off for a greatly reduced energy gain, as for Energy Drain you'll only need to wait 1 second, and spend 5 energy. This is assuming that neither skill is recharging.
I also suggest that you add a small section in skills to Drain Enchantment, although it's rarely used it's also a somewhat descent skill to run on a boonprot, with energy-managment use in addition to some offensive use.
For attributes I would suggest somthing more like:
12+1+1(3) Divine Favor
8+1 Protection Prayers
10 Insperation Magic (For running MoR) OR 9 Insperation Magic (For running Energy Drain)
Suggest any remaining points be put into Domination Magic if you're running Hex Breaker.
IMO The + on Divine Favor is very useful long-term, whereas the + on protection prayers effects really isin't that useful in many sitautions, a longer Protective Spirit or slightly more effective Guardian may be very effective in PvE, however from a PvP standpoint, I would much rather be running higher Divine Favor, as the odds are you'll end up with far more milage out of that in the long term. This is a case where I would note both attribute sets.
For equipment:
I find Garbock's Chalice to be an exelent substitute instead of the collectors item for slot #2. It's extremely useful with MoR, as you'll get +1 energy every once 5 casts, and the 1/2 casting every 1 in 5 casts is just not that needed. Both are quite viable, just I think you're going to get more milage out of your boonprot with Garbock's Chalice than the 20/20 insperation offhand.
A +5 energy sword or axe is for the main hand on slot 4 is pretty nice also, since two - regen items can get you into an energy hole if you're not careful. The sword or axe can also have an Enchanting(what I prefer) or Fortitude mod tacked onto them, which makes them a pretty nice alternitive as longer enchants when you're in an energy hole is better IMO than getting into a larger energy hole.
For the armor:
I think Judge's Armor deserves a mention, since it's not enchantment dependent like Acolytes and most offense(in PvP) is warrior-based, and there is ample enchantment stripping in PvP. PvE wise, Acolytes beats Judges hands down.
By the way, exelent article. You did a very good job summing it up, especialy since what people run on boonprots in terms of skills and especialy equipment is highly subject to personal perefrence and situational usage.
carbajac
Quote:
Originally Posted by Maxiemonster
I still like Protective Spirit better, but Protective Bond definitly isn't bad. There's already a part about it in my guide
Hmm, if in your guide you mean Spirit Bond instead of Protective Bond, then yeah, I withdraw my comment. And after looking at your guide again, it almost sounds like you are talking about Spirit Bond and not Protective Bond. Protective Bond probably wouldn't be a good idea in many boon protect builds.

Symphony of Light
Heya, I just wanted to post to say "thanks," your build has helped me quite a bit.
Maxiemonster
Quote:
Originally Posted by Zui
Quote: Originally Posted by Zui I think you mean "Spirit Bond" instead of "Protective Bond." Protective bond is a two second cast, and at 9 prot will eat 4 energy per hit. You just don't want that on a boonprot, Spirit Bond however is very viable. Sorry for that. I always get mixed up between Spirit Bond, Protective Bond and Protective Spirit

Quote: Originally Posted by Zui I also suggest moving Guardian to the "Optional Skills" category, as it's really not a staple skill for a boonprot. It can be very good in some cases, and absolutly worthless in others. I disagree. You need a 2nd unconditional Healing spell, and this is the only one that is an effective 2nd unconditional Healing spell for a Boon Prot. If you tell me an alternative though, I might consider moving it to the optional skills.
Quote: Originally Posted by Zui Hex Breaker should be added to this as well, since it's an absolutley wonderful skill(in PvP) for preventing those ninja diversions(and other nasty hexes). It's definitly not a bad skill, but in my opinion, not worth it.
Quote: Originally Posted by Zui Energy Drain should have a more notable mention in the article. Definitly not.
Quote: Originally Posted by Zui I also suggest that you add a small section in skills to Drain Enchantment, although it's rarely used it's also a somewhat descent skill to run on a boonprot, with energy-managment use in addition to some offensive use. Mantra of Recall should be enough, and if it isn't, I would suggest Inspired Hex over this in the first place.
Quote: Originally Posted by Zui For attributes I would suggest somthing more like:
12+1+1(3) Divine Favor
8+1 Protection Prayers
10 Insperation Magic (For running MoR) OR 9 Insperation Magic (For running Energy Drain) You're giving up two points in Protection Prayers for one in Divine Favor, which is stupid.
Quote:
Originally Posted by Zui
Heya, I just wanted to post to say "thanks," your build has helped me quite a bit.
Thanks ![]() Quote:
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