Maxiemonster's -HUGE- Boon Prot guide!
fb2000
Quote:
Originally Posted by Maxiemonster
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.
http://www.guildwarsguru.com/calculators/guru_armor.php
Ensign's calculator ftw! well with my setup (ascetics armor) i got 78 armor itd seem
http://www.guildwarsguru.com/calculators/guru_armor.php
Ensign's calculator ftw! well with my setup (ascetics armor) i got 78 armor itd seem

Maxiemonster
Quote:
Originally Posted by fb2000
well with my setup (ascetics armor) i got 78 armor itd seem
Ugh.. Ascetic's!
Acolyte's > Ascetic's.

Acolyte's > Ascetic's.
fb2000
Quote:
Originally Posted by Maxiemonster
Ugh.. Ascetic's!
Acolyte's > Ascetic's. well
Acolyte + Ascetic switching > pvp chars
just bought acolytes chest and leg pieces 2 days ago or so
now if i only remember what dmg did the dumb Master of lightning do..
on a second thought, 85dmg sounds familiar, mightve been 83 with the -2dmg from shield
i love my shield, looks so sexy on my monk
check the screenie and dont copycat my looks or ill haunt u :P
Acolyte's > Ascetic's. well
Acolyte + Ascetic switching > pvp chars

just bought acolytes chest and leg pieces 2 days ago or so
now if i only remember what dmg did the dumb Master of lightning do..
on a second thought, 85dmg sounds familiar, mightve been 83 with the -2dmg from shield
i love my shield, looks so sexy on my monk

0o7
do you need only 1 piece of Acolyte armor to get armor+10?
sno
Quote:
Originally Posted by 0o7
do you need only 1 piece of Acolyte armor to get armor+10?
Armor is locational, you can get hit on any part of your body, with chest being the most common, followed by legs, and then hands/feet (not sure exactly where head comes in, but that's not important.) I find it best to use acolytes on chest and legs, and ascetic on hands and feet.
Rebirther
its always nice to have alot of energy I agree but I personally prefer the full acoloytes set although a very logical choice to go ascetics legs and arm losing the 10 armour for those pieces doesn't really justify for the +2 energy, its not really that much of a difference, although it is nice to have 49 energy but with proper MoR management (or ED if thats your preferance) there shouldnt really be any major energy problems... that is unless your getting heavy aggro from your enemies, in which case i tend to put myself first :P
Kyle
Quote:
Originally Posted by Rebirther
but with proper MoR management (or ED if thats your preferance) there shouldnt really be any major energy problems... that is unless your getting heavy aggro from your enemies, in which case i tend to put myself first :P
yes when i have MoR up im am rarely out of energy. Only time it gets close when group over aggros and i have to turn into a healing machine. But then still it is managable. I think the lowest i got was 13 but then MoR ended and that ended that problem
yes when i have MoR up im am rarely out of energy. Only time it gets close when group over aggros and i have to turn into a healing machine. But then still it is managable. I think the lowest i got was 13 but then MoR ended and that ended that problem
Maxiemonster
Quote:
Originally Posted by 0o7
do you need only 1 piece of Acolyte armor to get armor+10?
Like Sno said, armor is locational. The chestpiece has 37.5% of applying the added armor (if any) to the damage, the legs 25% and the headpiece/gloves/boots 12.5%. When using Ascetic's parts you give up 12.5% chance of taking less damage for each Energy point.
Keep in mind that more armor means less healing (and Energy) needed to heal that target, which means it's free Energy management. It's important to equip yourself with the best armor for two reasons. The first is that you're the target alot (more then other casters), which means the Energy you save for having to heal yourself less gets quite alot. The second (and actually main) reason is that the defence you can give an ally is bigger then for yourself. Mend Condition only works on other allies, which makes conditions (especially Dazed) very painful.
Keep in mind that more armor means less healing (and Energy) needed to heal that target, which means it's free Energy management. It's important to equip yourself with the best armor for two reasons. The first is that you're the target alot (more then other casters), which means the Energy you save for having to heal yourself less gets quite alot. The second (and actually main) reason is that the defence you can give an ally is bigger then for yourself. Mend Condition only works on other allies, which makes conditions (especially Dazed) very painful.
Burton2000
Ive seen monks in high end GvG like Irresistable blokes using Distortion. What are peoples thoughts on this and for what skill would you remove to take it out of :Boon/Rof/guardian/MoR/Ihex/CoP/Mend/Sig devotion or prot spirit
Bloodied Blade
^^
It's likely swapped for CoP since it's GvG and you can rely on your fellow monks. The only problem I see with it is that without any pts in illusion you lost 6-8 energy per swing if you evade. The good thing about it though is that if a bunnythumper or shock warrior sees you use Guardian, they're immediately going to hit their Irresistable Blow button to KD you. It's becoming popular now though to run 3 different monk builds, WoH, SB/Infuse (well, that was always there), RC Prot. Are you sure that it was a boon/prot build running Distortion in the first place? It could easily have been a modified WoH or SB/Infuse that was designed to be better able to evade without need for Aegis or Guardian from an ally. I could especially understand this in an RC Prot build where energy is (at least in my experience) a rather abundant commodity.
I really wouldn't run distortion though unless I had to to combat a new FotM build or something...even then, I might not. I just don't feel it would be worth the energy waste on a boon/prot build.
It's likely swapped for CoP since it's GvG and you can rely on your fellow monks. The only problem I see with it is that without any pts in illusion you lost 6-8 energy per swing if you evade. The good thing about it though is that if a bunnythumper or shock warrior sees you use Guardian, they're immediately going to hit their Irresistable Blow button to KD you. It's becoming popular now though to run 3 different monk builds, WoH, SB/Infuse (well, that was always there), RC Prot. Are you sure that it was a boon/prot build running Distortion in the first place? It could easily have been a modified WoH or SB/Infuse that was designed to be better able to evade without need for Aegis or Guardian from an ally. I could especially understand this in an RC Prot build where energy is (at least in my experience) a rather abundant commodity.
I really wouldn't run distortion though unless I had to to combat a new FotM build or something...even then, I might not. I just don't feel it would be worth the energy waste on a boon/prot build.
l Batman l
I think this discussion should be geared towards one PvP format. The build and weapon sets can vary depending on GvG, HoH, RA, TA or anything else. GvG seems to be the most common and would appeal to the most people in my opinion.
Also wondoring if the basic gear is the following
Weapon 1: Main casting
Weapon 2: Kiting gear/Inspiration fast cast/recharge
Weapon 3: Energy reserve 15/-1 wand and 15/-1 offhand
Weapon 4: Anti energy denial
Divine favor scalp w/ minor rune (superior for boon re/cast)
All +10 armor while enchanted armor
Then +hp armor for switch vs armor ignoring spikes
Then must have skills
Reversal of Fortune
Divine Boon
Energy Manangement {E} Mantra of Recall/Drain Energy
Condition Removal Mend Condition/Draw Conditions
Hex Removal Inspired Hex/Holy Veil
Optional skills include: Contemplation of Purity, Guardian, Signet of Devotion, Protective Spirit, Gift of Health, and others
Seems like the essentials to a good boon prot build for GvG
Is it confirmed that a green shield will only give 4 armor?
Also wondoring if the basic gear is the following
Weapon 1: Main casting
Weapon 2: Kiting gear/Inspiration fast cast/recharge
Weapon 3: Energy reserve 15/-1 wand and 15/-1 offhand
Weapon 4: Anti energy denial
Divine favor scalp w/ minor rune (superior for boon re/cast)
All +10 armor while enchanted armor
Then +hp armor for switch vs armor ignoring spikes
Then must have skills
Reversal of Fortune
Divine Boon
Energy Manangement {E} Mantra of Recall/Drain Energy
Condition Removal Mend Condition/Draw Conditions
Hex Removal Inspired Hex/Holy Veil
Optional skills include: Contemplation of Purity, Guardian, Signet of Devotion, Protective Spirit, Gift of Health, and others
Seems like the essentials to a good boon prot build for GvG
Is it confirmed that a green shield will only give 4 armor?
Yichi
lol im suprised i took so long to respond in this. :P
http://www.guildwarsguru.com/forum/s....php?t=3070751
read my post on the bottom of first page and u have my thoughts and strats on boon prot.
http://www.guildwarsguru.com/forum/s....php?t=3070751
read my post on the bottom of first page and u have my thoughts and strats on boon prot.
ender6
Quick comments on your thoughts/strategies...(preface this is for PvP)
-lose the superior rune. Buff yourself up as much as possible since you will be targeted first (in RA/TA). Some ppl who bring PvE chars into PvP will use a sup rune swap to enhance their divine.
-my stats as some others seem to agree with: 13 divine | 11 prot | 10 insp
-this may be a personal taste, but I think MoR works better than EDrain here. 1)It acts as a cover chant 2) will certainly add healing power/hex stripping, when you activate CoP 3)You don't need to split your focus and target an enemy to EDrain, 4) You don't have to worry about the enemies energy level.
-Your Weapon sets looked decent, I personally like +7AL weapon mod as opposed to your +30 health.
-Signet of Devotion is something you should consider for your skill bar. Maybe drop Prot Spirit since you have Gaurdian + RoF combo.
-I like IH, but for this scenario, i think Holy Veil will benefit you more. Quicker recharge, and you can preveil, which seems to be a must nowadays.
Overall your strategies and thought are right on IMO.
-lose the superior rune. Buff yourself up as much as possible since you will be targeted first (in RA/TA). Some ppl who bring PvE chars into PvP will use a sup rune swap to enhance their divine.
-my stats as some others seem to agree with: 13 divine | 11 prot | 10 insp
-this may be a personal taste, but I think MoR works better than EDrain here. 1)It acts as a cover chant 2) will certainly add healing power/hex stripping, when you activate CoP 3)You don't need to split your focus and target an enemy to EDrain, 4) You don't have to worry about the enemies energy level.
-Your Weapon sets looked decent, I personally like +7AL weapon mod as opposed to your +30 health.
-Signet of Devotion is something you should consider for your skill bar. Maybe drop Prot Spirit since you have Gaurdian + RoF combo.
-I like IH, but for this scenario, i think Holy Veil will benefit you more. Quicker recharge, and you can preveil, which seems to be a must nowadays.
Overall your strategies and thought are right on IMO.
Yichi
-thats why i suggested the sup rune only for applying divine boon. it shoudl be removed immediately afterwards for a minor rune. if boon gets shattered, just reapply boon with minor rune until clear to reapply with sup rune.
-MoR can work as a cover enchant, but edrain personalyl i have more control over than MoR. i have used both and both do very well, but i feel that with the faster recharge times from garbocks/straw effigy in inspiration that i have more control over edrain and i can usually use it at a faster rate than MoR in order to keep my energy up. Having to swap is as simple as pressing "C" and edrain (7 on my bar) then click on a red bar again. it literally takes like a second so have never found it to be a deal where casting edrain actually took me away from my duties.
-i personalyl use a hp+30 as having a warrior spike trying to split you in two, it can be nice to have as much health as possible for the other monk to be able to react to it. i also have in inventory the sword maximonster is talking about from presearing. it has +5 armor while enchanted and i added another ar+5 pommel on it. i have a shield also for my monk thats a gold tower shield thats hp+30, -2dmg while enchanted i can swap too if i notice that there is a lot of physical dmg aka warrior spike.
-after personal use of sig of devo, its garbage. 2 second cast ftl. it will never replace prot spirit on my bar. prot spirit has saved my teams ass when warriors are pushing in for bodygaurds to counter the mass dmg from th elemental attacks now, but as i said use it sparingly. its not as spammable as reversal and will work well against some spikes such as fc air, or the old school obsidian flame spike. its just a damn good skill to have around.
-veil is good, but since they increased the recharge time, i like having inspired for a second energy management. also i have had cases where veil was thrown on a target and instantly shattered, and thus not removing the hex. another reason that i like inspired. when in VoD and both teams goign for one another full out, it can be very energy draining and its good to have a secondary energy management to give you that little bit of extra energy inbetween edrain/MoR
-MoR can work as a cover enchant, but edrain personalyl i have more control over than MoR. i have used both and both do very well, but i feel that with the faster recharge times from garbocks/straw effigy in inspiration that i have more control over edrain and i can usually use it at a faster rate than MoR in order to keep my energy up. Having to swap is as simple as pressing "C" and edrain (7 on my bar) then click on a red bar again. it literally takes like a second so have never found it to be a deal where casting edrain actually took me away from my duties.
-i personalyl use a hp+30 as having a warrior spike trying to split you in two, it can be nice to have as much health as possible for the other monk to be able to react to it. i also have in inventory the sword maximonster is talking about from presearing. it has +5 armor while enchanted and i added another ar+5 pommel on it. i have a shield also for my monk thats a gold tower shield thats hp+30, -2dmg while enchanted i can swap too if i notice that there is a lot of physical dmg aka warrior spike.
-after personal use of sig of devo, its garbage. 2 second cast ftl. it will never replace prot spirit on my bar. prot spirit has saved my teams ass when warriors are pushing in for bodygaurds to counter the mass dmg from th elemental attacks now, but as i said use it sparingly. its not as spammable as reversal and will work well against some spikes such as fc air, or the old school obsidian flame spike. its just a damn good skill to have around.
-veil is good, but since they increased the recharge time, i like having inspired for a second energy management. also i have had cases where veil was thrown on a target and instantly shattered, and thus not removing the hex. another reason that i like inspired. when in VoD and both teams goign for one another full out, it can be very energy draining and its good to have a secondary energy management to give you that little bit of extra energy inbetween edrain/MoR
SnipiousMax
Quote:
Originally Posted by MistressYichi
... i have had cases where veil was thrown on a target and instantly shattered, and thus not removing the hex.
This has happened to me not a few times lately. I switched back to Inspired after the last one. A mesmer knowing what to look for will get it pretty regularly.
bobrath
I've been trying to learn boon/proting and veil confuses me. Am I casting it to right away double click to remove it, or do you ever leave it on a target to slow down the hexing?
(and thanks for all the other information, its been great!)
(and thanks for all the other information, its been great!)
Dean Wormer
If you know you're going up against a hex heavy team, then you cast veil on the most likely candidates for hexing before the battle starts. Then, once you see a hex that should be removed, you double click veil and remove it from that member. If there's hexing during the battle, then you just cast and remove right away.
Yichi
Quote:
Originally Posted by SnipiousMax
This has happened to me not a few times lately. I switched back to Inspired after the last one. A mesmer knowing what to look for will get it pretty regularly.
same reason and then add to that the added recharge time from a couple updates ago, and veil isnt worth the slot compared to inspired hex IMO.
Yichi
Quote:
Originally Posted by bobrath
I've been trying to learn boon/proting and veil confuses me. Am I casting it to right away double click to remove it, or do you ever leave it on a target to slow down the hexing?
(and thanks for all the other information, its been great!) in gvg it isnt as big of a deal to "pre-veil" yourself as a veil is more useful in HA/Halls where migrane and mindwrack is more common. cast the veil then double click it to remove the hex.
(and thanks for all the other information, its been great!) in gvg it isnt as big of a deal to "pre-veil" yourself as a veil is more useful in HA/Halls where migrane and mindwrack is more common. cast the veil then double click it to remove the hex.
Drewfense
gj on the guide and to everyone on the responses. A ton of important topics have been addressed, but there are a few I would like to throw in:
Inspired Hex: I view the most important reason for bringing it on any monk is to counter diversion (hex breaker works just as well, but it is all preference). I am glad to see that was addressed.
Gaurdian: RoF is a great reactionary spell and is perfect for catching most spikes, but it is significantly lacking in countering adrenaline spikes. Adrenal spikes are the easiest to see in advance (normally you will be facing a 2 warrior party, look for when they converge on a target, often led by frenzy) and a precast Gaurdian will bring the target to full health and completely counter the spike. If there is any enchant removal, because of the off timing of adren spikes compared to other spikes, it will likely not have an effect.
Kiting w/ Gaurdian: Running in circles is fine, but in the end is not enough. Some maps force different kiting patterns or give certain advantages to none circle kiting. Whenever you take a sharp turn in your kiting, cast Gaurdian. Stopping completely can even completely neutralize a warrior (example ice maps in RA/TA/GvG -> run past the ice and stop immediately on the shore, the warrior will stop in the ice and be slowed, then you can run off). Whenever you stop, cast Gaurdian. Kiting mitigates damage, but knowing how to correctly stop and heal (may it be Gaurdian, RoF, or CoP) gives you longevity. RA/TA is the best way to learn how to do this. Another excellent and fun way for PvEers is running the second half of Copper to Iron. Gaurdian is also the best way to counter being knocked down, but this is much more difficult to master and is very situational in how to do so.
ESurge Mezmers: This is the biggest problems for all monks in PvP, but is especially hard on boon prots. Whenever you are not healing, or even when you are midcast, you should be watching your opponents actions. The end product is watching for visual signs, sounds, radar, and directly by selecting an enemy. Do not try to do all of these at once :P You will get confused and end up tripping over yourself. Rather start off slow. The easiest way is to work on directly selecting an enemy and watching their spells. I would strongly recommend a 4v4 setting because their are simply less enemies running around. For ESurge specifically, I would suggest playing a lot of RA international because their is a significant amount there compared to american. If you are receiving significant pressure and it is to hard to watch the opposing mezmer, there is nothing wrong with remaining in a negative energy set and switching back as necessary...which brings me to the next thing.
Making the -2 not count: Use your three energy sets (normal, +, -) so that you have 5 energy as much as possible. If you cast a spell, the -2 will not effect you, but you still get the boon healing. This can be hard to get used to, but saves a large amount of energy in the long haul.
Double recharge: Yep Sno was right, you get 36% half, 4% fourth. I was bored one night and tested it...but with the new update recharge is capped at 50% so no more fourth recharge :/
Aggressive Monking/Positioning: This is the BIG one that I am warry to even mention because so much goes into it especially in GvG. Be aware of enemy positioning (especially mezmers), but do not be afraid to push up. There is a reason people like boon prots, they are so freakin hard to kill. I often try to stagger a two monk backline, with one on either side, one in the backline and the other in the midline. By staggering, you can make your build tremendously more offensive. At the expense of making the forward monk susceptible to mezmers, you allow your warriors to freely overextend. Furthermore, your boon prot can use spells more effectively than if he were in the backline. A great combo that I like to run if I am the forward monk is Energy Drain (even though I love MoR) and Drain Enchantment. Drain Enchantment is a great energy source (especially with 20/20 recharge), but if used effectively you can completely cripple the opposing offense. For example, if there is a smiter, he should be within casting range at all times. Watch him. The second he casts Zealots, strip him and he is gone for 30 secs. By then your Drain Ench is already ready for another round. This is an extremely easy way to completely remove an opposing character from the game. Since smite just got nerfed, I will throw out another common one. Just strip the eles prodigy. Sure he gets it back in 5 secs, but there goes 10 exhaustion. Keep it up or help out your mezmer in stripping him and you can completely take out the ele whom often plays a critical role in most builds. EDrain is ideal for adding pressure to opposing monks or messing with a warrior, your target is completely dependant on the other teams build. The one thing that is universal is whenever a monk goes down and is rezed, drain him immediately. He will likely have no energy then and can quickly led to a party wipe.
That was a lot of stuff so I think I will end it there. This may be same old same old, but there are a ton of little tricks to monking that can drastically help your team. If ya need any help on boon proting or any other type of monking (my fav builds though will always be infuse/woh cause of their difficulty/effectiveness) just drop me a pm.
Inspired Hex: I view the most important reason for bringing it on any monk is to counter diversion (hex breaker works just as well, but it is all preference). I am glad to see that was addressed.
Gaurdian: RoF is a great reactionary spell and is perfect for catching most spikes, but it is significantly lacking in countering adrenaline spikes. Adrenal spikes are the easiest to see in advance (normally you will be facing a 2 warrior party, look for when they converge on a target, often led by frenzy) and a precast Gaurdian will bring the target to full health and completely counter the spike. If there is any enchant removal, because of the off timing of adren spikes compared to other spikes, it will likely not have an effect.
Kiting w/ Gaurdian: Running in circles is fine, but in the end is not enough. Some maps force different kiting patterns or give certain advantages to none circle kiting. Whenever you take a sharp turn in your kiting, cast Gaurdian. Stopping completely can even completely neutralize a warrior (example ice maps in RA/TA/GvG -> run past the ice and stop immediately on the shore, the warrior will stop in the ice and be slowed, then you can run off). Whenever you stop, cast Gaurdian. Kiting mitigates damage, but knowing how to correctly stop and heal (may it be Gaurdian, RoF, or CoP) gives you longevity. RA/TA is the best way to learn how to do this. Another excellent and fun way for PvEers is running the second half of Copper to Iron. Gaurdian is also the best way to counter being knocked down, but this is much more difficult to master and is very situational in how to do so.
ESurge Mezmers: This is the biggest problems for all monks in PvP, but is especially hard on boon prots. Whenever you are not healing, or even when you are midcast, you should be watching your opponents actions. The end product is watching for visual signs, sounds, radar, and directly by selecting an enemy. Do not try to do all of these at once :P You will get confused and end up tripping over yourself. Rather start off slow. The easiest way is to work on directly selecting an enemy and watching their spells. I would strongly recommend a 4v4 setting because their are simply less enemies running around. For ESurge specifically, I would suggest playing a lot of RA international because their is a significant amount there compared to american. If you are receiving significant pressure and it is to hard to watch the opposing mezmer, there is nothing wrong with remaining in a negative energy set and switching back as necessary...which brings me to the next thing.
Making the -2 not count: Use your three energy sets (normal, +, -) so that you have 5 energy as much as possible. If you cast a spell, the -2 will not effect you, but you still get the boon healing. This can be hard to get used to, but saves a large amount of energy in the long haul.
Double recharge: Yep Sno was right, you get 36% half, 4% fourth. I was bored one night and tested it...but with the new update recharge is capped at 50% so no more fourth recharge :/
Aggressive Monking/Positioning: This is the BIG one that I am warry to even mention because so much goes into it especially in GvG. Be aware of enemy positioning (especially mezmers), but do not be afraid to push up. There is a reason people like boon prots, they are so freakin hard to kill. I often try to stagger a two monk backline, with one on either side, one in the backline and the other in the midline. By staggering, you can make your build tremendously more offensive. At the expense of making the forward monk susceptible to mezmers, you allow your warriors to freely overextend. Furthermore, your boon prot can use spells more effectively than if he were in the backline. A great combo that I like to run if I am the forward monk is Energy Drain (even though I love MoR) and Drain Enchantment. Drain Enchantment is a great energy source (especially with 20/20 recharge), but if used effectively you can completely cripple the opposing offense. For example, if there is a smiter, he should be within casting range at all times. Watch him. The second he casts Zealots, strip him and he is gone for 30 secs. By then your Drain Ench is already ready for another round. This is an extremely easy way to completely remove an opposing character from the game. Since smite just got nerfed, I will throw out another common one. Just strip the eles prodigy. Sure he gets it back in 5 secs, but there goes 10 exhaustion. Keep it up or help out your mezmer in stripping him and you can completely take out the ele whom often plays a critical role in most builds. EDrain is ideal for adding pressure to opposing monks or messing with a warrior, your target is completely dependant on the other teams build. The one thing that is universal is whenever a monk goes down and is rezed, drain him immediately. He will likely have no energy then and can quickly led to a party wipe.
That was a lot of stuff so I think I will end it there. This may be same old same old, but there are a ton of little tricks to monking that can drastically help your team. If ya need any help on boon proting or any other type of monking (my fav builds though will always be infuse/woh cause of their difficulty/effectiveness) just drop me a pm.
Symeon
You need to update your description of Weapon Set 1. John Verado has a +15 energy/regeneration -1/health +30 icon. You made me waste 30 minutes farming Topaz Crests :P
Good guide though, helped me a lot. Thanks
Good guide though, helped me a lot. Thanks

l Batman l
I'm starting to think Judge's armor is better than Acolyte's because likely you're going to get stripped during/before a spike. Then again, another monk may cast protective spirit or spirit bond on you which would put Acolyte's back on top. Though, I'm not very experienced in GvG so maybe another opinion could chime in.
Symeon
I'd just like to make a point here.
I've been doing some testing, and I find that if you take a hex removal spell and make one of the choices shown in this guide on the final slot, the combination is best as either of the two:
Holy Veil + Signet of Devotion
... the hex removal here has no energy management but of course can be used more often, and Signet of Devotion certainly saves some energy.
OR
Inspired Hex + Protective Spirit
... this combination gives some energy management with the hex removal, leaving some room for Protective Spirit. This spell can make up for the slow hex removal recharge by countering deadly hexes like Backfire, and stopping spikes.
If you're less likely to be facing spikes but want to remove hexes rather than cope with them, go for combination 1, whereas if you'd like something else to get your energy up and need to counter spikes, take combination 2.
Once again, great guide, I wouldn't be making these observations without having taken the mentioned skills, armor and weapons etc.
I've been doing some testing, and I find that if you take a hex removal spell and make one of the choices shown in this guide on the final slot, the combination is best as either of the two:
Holy Veil + Signet of Devotion
... the hex removal here has no energy management but of course can be used more often, and Signet of Devotion certainly saves some energy.
OR
Inspired Hex + Protective Spirit
... this combination gives some energy management with the hex removal, leaving some room for Protective Spirit. This spell can make up for the slow hex removal recharge by countering deadly hexes like Backfire, and stopping spikes.
If you're less likely to be facing spikes but want to remove hexes rather than cope with them, go for combination 1, whereas if you'd like something else to get your energy up and need to counter spikes, take combination 2.
Once again, great guide, I wouldn't be making these observations without having taken the mentioned skills, armor and weapons etc.

cjtdaffs
First of all , thanks for producing this guide, its been a great help to me starting off with my 1st pve monk. Im only monking in pve at the moment and wondered what people think of the shield guardian spell as an alternative to protective spirit(Bearing in mind prot spirit not so useful on high armoured allies) At 11 prot Recipient has 75% chance to block attacks for 10 secs,63 hp heal on next block to target and nearby allies.Obviously prot spirit is a better skill to have on your bar when u know your going to encounter a boss who deals large spike damage.
Interested to know peoples opinion as i havnt seen this skill mentioned .
Interested to know peoples opinion as i havnt seen this skill mentioned .
The Chimpster
Really it's just an expensive reversal of fortune with AOE heal.
Reversal essentially has a 100% chance of blocking the next attack and gives a conditional heal of around 30-40 usually.
Shield guardian ends after a successful block (so the same as ROF so far) and would heal for about 70 odd. Yes, it does heal nearby allies as well but it's quite a small heal essentially, and it's expensive for what it is really.
Reversal essentially has a 100% chance of blocking the next attack and gives a conditional heal of around 30-40 usually.
Shield guardian ends after a successful block (so the same as ROF so far) and would heal for about 70 odd. Yes, it does heal nearby allies as well but it's quite a small heal essentially, and it's expensive for what it is really.
sno
Quote:
Originally Posted by The Chimpster
Really it's just an expensive reversal of fortune with AOE heal.
Reversal essentially has a 100% chance of blocking the next attack and gives a conditional heal of around 30-40 usually.
Shield guardian ends after a successful block (so the same as ROF so far) and would heal for about 70 odd. Yes, it does heal nearby allies as well but it's quite a small heal essentially, and it's expensive for what it is really. Sorry, but that's incorrect. Reversal does not block, it removes damage regardless of what type it is. If a warrior hits you, you still get hit, but part of the damage is turned into healing. If you get hit for 150 and have a max 60 RoF, you still get hit for 90 (-60 from RoF leading to a net damage of 30.) Shield guardian acts completely different, since it doesn't matter what ammount of damage you would take, because the hit misses, period. Shield guardian isn't effected by spells either.
They're 2 completely different skills. I don't use shield guardian, so I'm not going to comment on its effectiveness, but do know that they aren't "essentially the same".
Reversal essentially has a 100% chance of blocking the next attack and gives a conditional heal of around 30-40 usually.
Shield guardian ends after a successful block (so the same as ROF so far) and would heal for about 70 odd. Yes, it does heal nearby allies as well but it's quite a small heal essentially, and it's expensive for what it is really. Sorry, but that's incorrect. Reversal does not block, it removes damage regardless of what type it is. If a warrior hits you, you still get hit, but part of the damage is turned into healing. If you get hit for 150 and have a max 60 RoF, you still get hit for 90 (-60 from RoF leading to a net damage of 30.) Shield guardian acts completely different, since it doesn't matter what ammount of damage you would take, because the hit misses, period. Shield guardian isn't effected by spells either.
They're 2 completely different skills. I don't use shield guardian, so I'm not going to comment on its effectiveness, but do know that they aren't "essentially the same".
Maxiemonster
Edited the guide a little bit
Enjoy!
And thanks again for all the compliments and other replies.

And thanks again for all the compliments and other replies.
Mindflash
I'm using a 20/20 protection staff with +5 energy and +20% enchants, is that a bad choice for boon prot?
Maxiemonster
Quote:
Originally Posted by Mindflash
I'm using a 20/20 protection staff with +5 energy and +20% enchants, is that a bad choice for boon prot?
Using +20% enchants combined with Mantra of Recall is bad, so keep in mind you need to switch before casting it (if you use it, of course).
Though, there is a set that's better then your staff if that's exactly what you want to use (the same as your staff, but 2 more Energy):
20/20 Protection Prayers focus
Energy +5 Sword, with +20% enchants
But both are definitly not a bad choice for Boon Prot.
Though, there is a set that's better then your staff if that's exactly what you want to use (the same as your staff, but 2 more Energy):
20/20 Protection Prayers focus
Energy +5 Sword, with +20% enchants
But both are definitly not a bad choice for Boon Prot.
Hybrid Theory
i use esoteric warriors premade boon prot with ascetics armor and i can farm glad points really easy in RA and TA. dunno about elsewhere
Maxiemonster
Quote:
Originally Posted by Hybrid Theory
i use esoteric warriors premade boon prot with ascetics armor and i can farm glad points really easy in RA and TA. dunno about elsewhere
Yep, the premade Boon Prot is pretty nice. You should at least switch Mend Ailment for Mend Condition though. And in my opinion, Ascetic's really is one of the worst Monk armors.
I Brother Bloood I
Guide is alright... i learned how to play boon prot by myself while OoB wasnt as bad a sac. This has to much excess information guild wiki boon prot build explains it enough i suppose if u were brand new to monks this might help... Its probably better if u point out inspired and revealed hex are used more than holy veil. Also u didnt mention u should have 1 boon prot with prot spirit and another with spirit bond.(or blessed with prot spirit/spirit bond). Hex Breaker isnt all its cracked up to be theres better. Energy drain is definatley better than mantra of recall because its core, can be used if recharge is halved, and gives almost more back because of the 10 nrg cost of mantra of recall.
Maxiemonster
Quote:
Originally Posted by I Brother Bloood I
Quote: Originally Posted by I Brother Bloood I Hex Breaker isnt all its cracked up to be theres better. I agree, but alot of people here didn't, so I added it so they don't get pissed

Quote:
Originally Posted by I Brother Bloood I
Energy drain is definatley better than mantra of recall because its core, can be used if recharge is halved, and gives almost more back because of the 10 nrg cost of mantra of recall.
It being Core really doesn't make it better, when you get into PvP, you should always have to be able to get both Factions and Prophecies skills, otherwise you're just screwing your party. And Mantra of Recall has more energy return then Energy Drain has, it's just a fact. And besides the more energy gained, Mantra of Recall has alot of other functions that are great like it being an enchantment (very helpful with the 10 second recharge of Divine Boon), you not having to be close to enemies (most Monks are at the back in the first place, and you can never be sure there's an enemy around). Since many people prefer Energy Drain, I added it, but I haven't even considered it since I've start playing with Mantra of Recall.
carbajac
I just wanted to add, I haven't been able to find a really good monk build for RA since boon prot got so inefficient (it's how I made most of my Gladiator points) and, probably, I just don't want to let it go.
I found minor success by putting Power Drain in place of Prot Spirit. It's more work, but it helps. It's also good practice for interrupting on the fly. XvArchonvX
Quote:
Originally Posted by carbajac
I just wanted to add, I haven't been able to find a really good monk build for RA since boon prot got so inefficient (it's how I made most of my Gladiator points) and, probably, I just don't want to let it go.
I found minor success by putting Power Drain in place of Prot Spirit. It's more work, but it helps. It's also good practice for interrupting on the fly. Play with ZB. I have found it works well for arenas where you are the only monk. There are several good builds posted on the threads discussing ZB. Arkantos
Quote:
Originally Posted by carbajac
I just wanted to add, I haven't been able to find a really good monk build for RA since boon prot got so inefficient (it's how I made most of my Gladiator points) and, probably, I just don't want to let it go.
I found minor success by putting Power Drain in place of Prot Spirit. It's more work, but it helps. It's also good practice for interrupting on the fly. BL and ZB monks are good to play around with in RA. Foo Fighterr
I make a kinda RA style Boon Prot Monk that I have had ALOT of success with in RA!
I was playing with the traditional Boon Prot build but when I realized they had nerfed mantra of recall and divine boon I decided I would try to remake it using some other skills. This is what I came up with: Monk/Mesmer 13 Protection Prayers 16 Divine Favor Reversal of Fortune Guardian Draw Conditions Mend Ailment Signet of Devotion Remove Hex Peace and Harmony{E} Divine Boon With my armor and weapons I end up having 495 Health and 55 Energy. But while enchanted i have +45 health so that brings it up to 540. I find that this build works really well against conditions but not so good against hexes. The best way to deal with conditions is to draw as many as you can from your teammates then use Mend Ailment to get a huge self heal. Hexes are harder to deal with because of the 7 second recharge time of remove hex and also the slow 2 second cast time. But since it's RA you usually wont run into to many problems. Tell me what you think, what is bad what is good... moko
at least run Mending Touch for Mend Ailment.
![]() Effigy
Here's some substitutions I'd make:
Guardian --> Shield of Absorption Draw Conditions --> Dismiss Condition Mend Ailment --> Contemplation of Purity Remove Hex --> Holy Veil Even after the Inspiration nerf, Mantra of Recall will still provide more energy than Peace and Harmony. However, it would also require investing in a third attribute. I leave it up to you to decide which to take. Maxiemonster
Let's not pretend like Boon Prot isn't dead, it can't spike, and has alot of energy problems. Play Blessed Light or Zealous Benediction isntead, which are far better builds.
RIP, my old favorite build ![]() |