Maxiemonster's -HUGE- Boon Prot guide!

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

I changed the guide quite alot Enjoy.

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

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

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

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

lemming

The Hotshot

Join Date: May 2006

Honolulu

International District [id???]

Protective Bond != Spirit Bond

deluxe

deluxe

Desert Nomad

Join Date: Feb 2006

Monkeyball Z

S.K.A.T. [Ban]

Mo/

anyone using the following sword/focus combo?



gives you a total of 85 armor while enchanted. (60+10+5+5+5)

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

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

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

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.

carbajac

carbajac

Krytan Explorer

Join Date: Mar 2006

The Medicine Cabinet [PILL]

E/

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

Symphony of Light

Ascalonian Squire

Join Date: Oct 2005

Hell?

The LegionZ of Ages [LZoA]

Mo/E

Heya, I just wanted to post to say "thanks," your build has helped me quite a bit.

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Quote:
Originally Posted by 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).
You're already running at 42 Energy without a shield, and in my opinion, 30 Energy is just too few, so I don't advice a shield, unless you're using a shield in your -Energy set.

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 I changed it now though.

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 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.[/QUOTE]I'd rather have a small chance of avoiding an interupt then getting +1 Energy over ~20 seconds.

Quote:
Originally Posted by Zui
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. Experienced switchers should switch to their +30/-2 set only before casting, then switching back to there set 1, so they recharge faster, so I prefer +30/-2, as you only have 4 weapon sets. I'll add this information to my guide as well.

Quote:
Originally Posted by Zui
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. You're enchanted 99% of the time you're playing when running MoR (less with Energy Drain, but I don't recommend it in the first place), so I disagree.

Quote:
Originally Posted by Zui
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. Thanks

Quote:
Originally Posted by Symphony of Light
Heya, I just wanted to post to say "thanks," your build has helped me quite a bit. And another thanks

Effigy

Effigy

Jungle Guide

Join Date: Aug 2005

Illinois, US

Heroes of Talia [HoT]

Mo/

I also think Judge's armor is a viable option. Acolyte's may be more effective against pressure, but against spikes it suffers. When you become the target of a spike, chances are pretty good that you'll get stripped, which means you'll also lose the armor bonus from Acolyte's. Judge's, on the other hand, provides unconditional protection against the most common damage type in the game, physical.

In any case, I prefer unconditional bonuses because they still help you in the worst case scenerios, which is when you really need that little extra boost.

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Quote:
Originally Posted by Effigy
I also think Judge's armor is a viable option. Acolyte's may be more effective against pressure, but against spikes it suffers. When you become the target of a spike, chances are pretty good that you'll get stripped, which means you'll also lose the armor bonus from Acolyte's. Judge's, on the other hand, provides unconditional protection against the most common damage type in the game, physical.

In any case, I prefer unconditional bonuses because they still help you in the worst case scenerios, which is when you really need that little extra boost. Physical damage spike aren't all that common, and against damage ignoring spike teams, which are far more common, I switch to my +Health set.

sno

sno

Look into the Eye.

Join Date: Oct 2005

Detroit, Mi

Oh No Not These Guys [uhoh]

Mo/

Quote:
Originally Posted by Maxiemonster
It's definitly not a bad skill, but in my opinion, not worth it.
Hex Breaker I find to be absolutely necessary now that I've started running it in TA. Most nasty hexes are going to be focused on you, as most decent teams have some sort of monk-hate. ED Mesmers can be easily defeated with focus swapping, but a well-timed shame/diversion can really screw you over. If you precast hexbreaker, then it'll be ready again before it triggers. That means if the mesmer is smart and tries cancelling your hexbreaker with a wastrels or mind wrack, you can instantly reapply it in time to block his nasty hex as well. The fact that it's a stance makes it wonderful, as you can use it even while using other skills. I always used to run veil and inspired, and I find that veil and hexbreaker works much better for 4v4. It's useful to have a secondary hex removal on the team though when running hexbreaker, for use against mass-hex teams, as veil isn't enough.

Quote:
Mantra of Recall should be enough, and if it isn't, I would suggest Inspired Hex over this in the first place.
Agreed, although secondary energy management is great. Inspired hex is #1 of course, followed by power drain if you can use it, although only the very best can use it effectively in PvP while monking (myself not included.)

Quote:
You're giving up two points in Protection Prayers for one in Divine Favor, which is stupid. It's useful to have 16 divine, lately I've been running 16 divine, 10 prot, 9 inspiration, and 3-4 dom (whatever is left, I forget... gives me 30s hexbreaker.) With only 9 inspiration I get 22 back from MoR, but that's an acceptable loss considering I'm not running any other inspiration skills. It allows enough points in dom to make it worthwhile, and an extra point in prot which is always useful.

Quote:
Experienced switchers should switch to their +30/-2 set only before casting, then switching back to there set 1, so they recharge faster, so I prefer +30/-2, as you only have 4 weapon sets. I'll add this information to my guide as well. I've been running with a 20/20 prot staff with +10 armor, a +5/20% inspiration cane with garboks chalice, a HoD with a +15/-1/+30 offhand, and a -7 energy set (forgotten fan + axe of defense.) I use all of them often, It would be nice to be able to have more than 4 though, for the +30 energy/-2 regen set. I'm not a fan of shields on monks, since you don't get the full benefit of them, I think the staff works out better.

Senator Tom

Senator Tom

Banned

Join Date: Aug 2005

California

[Dark]

W/

for the most part, i agree with zui. if you're gonna make this a 'huge' guide, you should put in all the different types, not just what you like to run and what in your opinion is best.

energy drain is definately an alternative to MoR. energy drain becomes especially effective when running dual weapons with inspiration recharge. hex breaker should be noted, drain enchantment and power drain as energy management, and i think that signet of devotion is optimal and should switch places with guardian. also you should note the use of gift of health
here is what i run;

pah01

Krytan Explorer

Join Date: Nov 2005

Liverpool

Mo/

Quote:
Originally Posted by ender6
The latest problem I have been encountering in TA isn't edenial, but rather skill usage denial. I've been facing teams with a KD/Blackout combo mesmer. Literally I have been on my ass or blacked out to the extent that I get to cast one spell in ~15 sec intervals. Just plain silly. So Prot Spirit here is far more effective. In addition, I have to rely on my teammates to carry the match since I have been effectively neutralized. Any thoughts on how to counter this one? That's the problem with being a boon prot monk, tough to adjust your skill bar to account for situatial occurences without weakening the effectiveness of your skillbar in general. Thing is these are the most poweful things you can do to a good and well played monk.

Unfortunatly kiting and your team mates are going to have to be the solutions to this problem.

If you have been knocked down and blackouted your team is responsible for you. Your blindbot should blind the warrrior because this buys you time.

I have to be harsh and say if you die because of this situation its your team mates fault. You are shutdown so they have to keep you alive. - However if you can kite well and manage to heal just eneogh to stay alive - which is possible if you keep the hammer warrior on your ass blinded - hexed then your team should manage to kill the other monk.

Also I am sorry for taking ages to reply as was away :P

Now to read Maxies edited guide :P

EDIT: And he took away the pictures. PUT THEM BACK...

Sam

Queto

Queto

Lion's Arch Merchant

Join Date: Jun 2005

Belgium

Dynasty Warriors [DW]

A/W

Running 10 inspiration while using Energy Drain? That's a real waste of attribute points! E-Drain's break point is at 9, so you can also run 9+1 Protection.

deluxe

deluxe

Desert Nomad

Join Date: Feb 2006

Monkeyball Z

S.K.A.T. [Ban]

Mo/

Quote:
Originally Posted by Queto
Running 10 inspiration while using Energy Drain? That's a real waste of attribute points! E-Drain's break point is at 9, so you can also run 9+1 Protection. I allways have 10 inspiration, as 9/10 prot does not change much, inspired hex gives you more energy and the biggest advantage: using inspired enchantment on other monks to get their MoR and have double energymanagement! (about 70% of the monks i see use MoR)

ps, senator tom, does that green -5 energy focus hide 2 energy or gives you energy like gold focusses do? i use the cities of ascalon earth focus.

Kareem

Kareem

Academy Page

Join Date: May 2006

Minnesota

Guildless & Looking

Quote:
Originally Posted by deluxe
anyone using the following sword/focus combo?



gives you a total of 85 armor while enchanted. (60+10+5+5+5) Where is that focus obtained from?

outkast7053

Lion's Arch Merchant

Join Date: Feb 2006

Cookies They Smunch [YUMM]

N/Mo

you can buy that focus at droks and a collector in kurzick territory has it as well

check wiki for exact specs on collector

Senator Tom

Senator Tom

Banned

Join Date: Aug 2005

California

[Dark]

W/

Quote:
Originally Posted by deluxe
I allways have 10 inspiration, as 9/10 prot does not change much, inspired hex gives you more energy and the biggest advantage: using inspired enchantment on other monks to get their MoR and have double energymanagement! (about 70% of the monks i see use MoR)

ps, senator tom, does that green -5 energy focus hide 2 energy or gives you energy like gold focusses do? i use the cities of ascalon earth focus. yes it hides 2 energy. greens only give 3 energy if you dont meet the req, while golds give 6 energy. same idea with shields, green shields give 3 armor if you dont meet the req, while gold shields give 8. kind of a reward for finding a unique gold

art_

art_

Jungle Guide

Join Date: Dec 2005

Quote:
Originally Posted by Queto
Running 10 inspiration while using Energy Drain? That's a real waste of attribute points! E-Drain's break point is at 9, so you can also run 9+1 Protection. agreed.

cloude1080

Ascalonian Squire

Join Date: Jun 2005

Guildless :D

Mo/Me

I've been reading this whole thread and yet noone mentioned the Peppermint/Gingerbread Shield (+10 AL without req). While I havent been able to test them out yet, can anyone provide me an insight (if they do work at all) ? Or should I just go off with gold shield ?

Also, there is a collector wand outside Nolani provide -10% dmg all time (again havent been able to test this). But it is better compare to +10 AL ? (Note that +dmg skills ignore armor anyway).

I find that in RA/TA,I am most likely the only monk. A good pressure team (or even bad team mates that take too long to kill enemy monk) will make me run dry even with the best e-management I could perform. Sig of Dev simply shines there, at least you can do something while waiting for 5e to come.

MoR/CoP combo is also good against Assasin's conditions (Daze specially) so taking it over E-Drain is something I would do in RA/TA.

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

Yes cloude, those will work, and will provide you with 10 al. However I far prefer using a gold -2(enchanted) +30 or -2(enchanted) +45(enchanted) shield, as the armor is only two less, you have the obvious health bonus, and the -2 damage while enchanted bonus. Honestly, if you don't have or want to fork over the cash for a nice gold shield, they're a viable alternitive.

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Quote:
Originally Posted by cloude1080
I've been reading this whole thread and yet noone mentioned the Peppermint/Gingerbread Shield (+10 AL without req). While I havent been able to test them out yet, can anyone provide me an insight (if they do work at all) ? Or should I just go off with gold shield ?
A Peppermint/Gingerbread Shield isn't all that great compared to a gold +45/-2 (while enchanted) gold shield, so I wouldn't advice them. I'm not to sure about a +45/-2 (while enchanted) gold shield either, as this does lower your Energy by 12 (which makes your Energy pool 30 if you use Acolyte's set and the Pre-Searing sword), and only gives you 3 Armor and -2 damage (while enchanted), which isn't that incredible. I'm going to test this out as soon as I get a +45/-2 gold shield, as I haven't had the chance to play much because of school.

A Quote:
Originally Posted by cloude1080
lso, there is a collector wand outside Nolani provide -10% dmg all time (again havent been able to test this). But it is better compare to +10 AL ? (Note that +dmg skills ignore armor anyway). Actually, that -10% damage means that your wand deals 10% less damage If the wand worked like you think it would, everyone would use this wand.

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

Quote:
Originally Posted by pah01
Thing is these are the most poweful things you can do to a good and well played monk.

Unfortunatly kiting and your team mates are going to have to be the solutions to this problem.

If you have been knocked down and blackouted your team is responsible for you. Your blindbot should blind the warrrior because this buys you time.

I have to be harsh and say if you die because of this situation its your team mates fault. You are shutdown so they have to keep you alive. - However if you can kite well and manage to heal just eneogh to stay alive - which is possible if you keep the hammer warrior on your ass blinded - hexed then your team should manage to kill the other monk.

Also I am sorry for taking ages to reply as was away :P

Now to read Maxies edited guide :P

EDIT: And he took away the pictures. PUT THEM BACK...

Sam No worries about the delayed response, I too apologise for my lagged responses -- work sometimes keeps me busy.

I'm glad to hear someone else say: It's not your fault, but rather your teammates' fault.

That's sorta how I saw the scenario. Regardless, the whole affair is quite frustrating. Another Problematic build that I have come across (I am almost scared to post it) is the thunderclap build. Only defense you have to stop the first thunderclap from sticking is preveil or bring hexbreaker. I played one match where I didn't preveil and I was hit with thunderclap, I never had a chance to cast one spell. Spent the entire-shortlived-match on my ass.

Lesson I learned, which you have mentioned before, preveiling is crucial. I also recently have revisited putting signet of devotion on my skillbar, and I have to be honest it has been working like a charm.

My current build:

RoF
Cop
Gaurdian
Divine Boon
Signet of Devotion
Mantra of Recall
Holy Veil
Mend Condtion

I don't miss prot spirit, but I do miss IH (which I dropped to put Holy Veil back on my bar). I'm even thinking of squeezing Hex Breaker onto my build, but that would mean dropping Sig of Devotion, thoughts?

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Quote:
Originally Posted by ender6
My current build:

RoF
Cop
Gaurdian
Divine Boon
Signet of Devotion
Mantra of Recall
Holy Veil
Mend Condtion

I don't miss prot spirit, but I do miss IH (which I dropped to put Holy Veil back on my bar). I'm even thinking of squeezing Hex Breaker onto my build, but that would mean dropping Sig of Devotion, thoughts? It depends where you use this build. I always run these skills in RA/TA, though, in PvE and GvG I don't.

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

Maxie, that was a continuation of a discussion regarding 4v4 play....

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Quote:
Originally Posted by ender6
Maxie, that was a continuation of a discussion regarding 4v4 play.... Sorry, didn't feel like reading it all over again But then you're running a great build in my opinion.

I also tried that +45/-2 Gold shield, but running 30 Energy is impossible Just stick with a +45/+5 Focus.

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

Quote:
Originally Posted by Maxiemonster
Sorry, didn't feel like reading it all over again But then you're running a great build in my opinion.

I also tried that +45/-2 Gold shield, but running 30 Energy is impossible Just stick with a +45/+5 Focus. I have no intention of using a shield. I believe the person who posted the usage of the shield intended its use specificlly for when you're kiting. Regardless, I find when you are on the run and start toggling to different weapon sets in can sometimes slow you down and can complicate things. I've described the 3 weapon sets i keep on my monk in a previous post and for me that is enough to manage.

Sab

Sab

Desert Nomad

Join Date: Dec 2005

Perhaps this has already been mentioned, but Energy Drain works great in PvE as:

- It's energy-on-demand
- Enemy mobs almost always have 8+ energy
- You can make full use of faster recharge equipment
- You probably won't be using CoP, so MoR's synergy with CoP is irrelevant

In PvP, EDrain is a different story, but in PvE, I tend to use it in favour of MoR for those reasons.

Just thought I'd get that out there.

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

In PvE, Offering of Blood is better then both Energy Drain and Mantra of Recall, but I don't feel like adding it, since PvE is so much different then PvP.

Senator Tom

Senator Tom

Banned

Join Date: Aug 2005

California

[Dark]

W/

under kiting you hardly have anything, but that is what separates the good players from the bad. you need to be able to manipulate the other team. for example, when you're getting hit with ed skills, move backwards and lure the mes into your teams front/middle lines. whenever warriors see mesmers walking towards them, they know to attack that mesmer.

SnipiousMax

SnipiousMax

Perfectly Elocuted

Join Date: Sep 2005

Quote:
Originally Posted by ender6
My current build:

RoF
Cop
Gaurdian
Divine Boon
Signet of Devotion
Mantra of Recall
Holy Veil
Mend Condtion

I don't miss prot spirit, but I do miss IH (which I dropped to put Holy Veil back on my bar). I'm even thinking of squeezing Hex Breaker onto my build, but that would mean dropping Sig of Devotion, thoughts? That's the build I've been running in TA lately. I want to work on a gladiator title, and I don't want to do it in RA so I've been practicing with my Boon Prot in TA. I agree that I've not missed Prot Spirit since I've taken it out while I miss IH, I think i'm better off with Holy Veil. I really REALLY want to work hex breaker in, but I'm afraid to take out Sig of Devotion. Have you had any luck without it?

Ari Shiningstar

Ascalonian Squire

Join Date: Jun 2006

JHEA

Mo/Me

I've been going all devine/protection. I use peace and harmony to help with energy..seems to work for the most part.

Ari

ender6

ender6

Wilds Pathfinder

Join Date: Feb 2006

Mo/

Quote:
Originally Posted by SnipiousMax
That's the build I've been running in TA lately. I want to work on a gladiator title, and I don't want to do it in RA so I've been practicing with my Boon Prot in TA. I agree that I've not missed Prot Spirit since I've taken it out while I miss IH, I think i'm better off with Holy Veil. I really REALLY want to work hex breaker in, but I'm afraid to take out Sig of Devotion. Have you had any luck without it? I have stuck with this build, and i have been able to handle alomst any scenario -- minus the constant lag i have been experiencing lately. I Always preveil during the count down. So I walk out into the arena with veil/boon/and MoR up...If i am not targeted by a mesmer (which is rare) I will drop veil. If I am targeted, it is strip the hex and reapply holy veil. This works well. If I face a heavy hex team, keep up something like Gaurdian with MoR and Boon, then CoP -- you should be clean. Moral of the story, hex breaker isn't needed, and not worth dropping Signet of Devotion for -- IMHO. Also please realize that being good or even an excelent boon prot monk is only half the story, you need a good team to really get some good streaks going. I have faced many matches where skill denial has taken me nearly completly out of the match, but my team has won the match for me. A good team is a balanced team that can react to various scenarios and builds. A good boon prot monk is very much the same, able to respond to various strains, and attacks.

fb2000

Desert Nomad

Join Date: Apr 2006

Quote:
Originally Posted by Maxiemonster
I'm not to sure about a +45/-2 (while enchanted) gold shield either, as this does lower your Energy by 12 (which makes your Energy pool 30 if you use Acolyte's set and the Pre-Searing sword), and only gives you 3 Armor and -2 damage (while enchanted), which isn't that incredible. I'm going to test this out as soon as I get a +45/-2 gold shield, as I haven't had the chance to play much because of school. apparently, having a gold shield and NOT meeting the req gives u 8 al, and having a green/blue/purple one gives you 3 al..
at least this is the replies i got on the Gladiator section.
anyway with this, and the 10 al sword, Master of lightning does 98 instead of 137dmg lightning orb, id calculate it if i wasnt lazy enough

Zui

Desert Nomad

Join Date: Mar 2006

The Benecia Renovatio [RenO]

Mo/

Quote:
Originally Posted by fb2000
98 instead of 137dmg lightning orb, id calculate it if i wasnt lazy (off the top of my head) That's *about* a 30% damage reduction.

God Apprentice

God Apprentice

Wilds Pathfinder

Join Date: Mar 2006

Mo/N

Very nice guide Maxie

0o7

Ascalonian Squire

Join Date: Feb 2006

Denmark

Quote:
Originally Posted by Maxiemonster
Health: 575
Damage: 400
Armor: 80
You take 282.84 damage.

Health: 665
Damage: 400
Armor: 60
You take 400 damage.
How do you calculate how much damage you get?

like this one:

Health: 575
Damage: 400
Armor: 80
You take 282.84 damage.

Maxiemonster

Maxiemonster

There is no spoon.

Join Date: Jun 2005

Netherlands

Mo/

Quote:
Originally Posted by fb2000
apparently, having a gold shield and NOT meeting the req gives u 8 al, and having a green/blue/purple one gives you 3 al..
at least this is the replies i got on the Gladiator section.
anyway with this, and the 10 al sword, Master of lightning does 98 instead of 137dmg lightning orb, id calculate it if i wasnt lazy enough
137 damage against someone with 88 Armor would be 84 damage taken, and probably 82 because of the -2 damage recieved on your shield. I still don't recommend a shield though.

Quote:
Originally Posted by 0o7