E/Mo protector

Schorny

Wilds Pathfinder

Join Date: Apr 2005

Hi Guys.

I ran a healing monk, a protector and currently a hybrid healing/prot monk. But I was thinking about an E/Mo protector. Devine Favor isn't that important for protection. The little extra heal is quite nice but not really that essential.

I was thinking about this build, but infortunately my guild hasn't played pvp on the weekend and in arena a protection monk is not that important. In tombs the PuGs always want a Mo/* as protector. So I haven't had a chance to test this build besides PvE (which does mean nothing). It would be nice if you can give me some suggestion if this will work or not or why Devine Favor is so important for a protector.

Ether Renewal - so I always have energy
Aegis - I have enough energy to keep this up
Healing Seed - it is expensive and quite effective even with low healing
Reversal of Fortune - obviously
Protective Spirit - obviously too
Guardian - RoF against R and W
Mend Ailment - or Smite Hex if there is a martyr guy in the team
Remove Hex

I'm worried about Ether Renewal, because I may have not enough enchants on me.

Also I'm wondering why hardly anyone is running an E/Mo protector (or I'm to blind to see it, which is very likely).

Entropius

Lion's Arch Merchant

Join Date: Jun 2005

I run one, but again they're tough to play in Tombs, because it's hard to convince people that you do, indeed, know what you're doing.

Mine is hybrid prot/heal, running something like:

RoF
Mend
Infuse Health (my healing!)
Prot Spirit
Aegis
Aura of Restoration
Ether Renewal
Life Attunement (more self-healing from Aura and Renewal -> more Infuse for everyone else)

Without the Infuse Health gimmick, I'd replace Infuse Health with Shielding Hands and Life Attunement with something else... maybe Zealot's Fire if you want to be goofy, or remove/smite hex, or guardian.

You can also run Heal Party, possibly with Glyph of Lesser Energy. The amount of Heal Party you can put out in an Ether Renewal build is mind-boggling.

Healing Seed isn't that good at low healing (doesn't last that long), takes too long to cast, and can't be put on yourself.

Aura of Restoration is a good enchantment to use in ER builds: it lasts a long time and is quick to recast.

Zeru

Wilds Pathfinder

Join Date: May 2005

Ether Renewal is just plain awesome.

One mistake your making is not taking wards. Put 10 in earth and use ward against melee and elements as they are some of the best protection spells out there.

Seed is not worth it with low healing.

Shielding hands is an overlooked spell but it is very nice and even though energy won't be an issue it's excellent damage mitigation.

Guardian really is pretty crappy under natures renewal. The 2 second cast totally defeats its purpose.

Also there is no point in overloading on hex removal in the current metagame. With renewal, not many hexes are flying around.