Hmm...I took a few months away from Guild Wars recently...came back for a checkup and what do you know...PvPX came up, I guess I'm just lucky like that. Now I'm gonna get some looks for this...but...I spent the weekend on Arenas (oh noes!!)...the 5x bonus in faction was just too much for me to ignore
So after a few runs with my mesmer...the results were mixed, he really wasn't much of an arena build, not much in the way of staying alive...I was looking for Flawlesses, even when I managed to make some sort of a streak, the flawless victory bonus was quite elusive.
So...I went and cobbled together a monk build from what I purchased previously, turned out to be a bonder since I had those from my last foray into monking...and that worked out...not too bad since NR got nerfed just in time...gotta warn you...what you're about to see may be extremely retro -.-;
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arenamonkPvPX builds
JYX
Monk/Ranger
Level: 20
Divine Favor: 13 (12+1)
Protection Prayers: 15 (12+3)
Balthazar's Spirit (Smiting Prayers)
While you maintain this enchantment, target ally gains adrenaline and energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.)
Energy:10 Cast Time:2 Recharge:0
Life Bond (Protection Prayers)
Whenever target other ally receives physical damage, half the damage is redirected to you. The damage you receive this way is reduced by 30 points.
Energy:10 Cast Time:2 Recharge:0
Blessed Signet (Divine Favor)
For each Enchantment you are maintaining, you gain 3 energy, maximum 22.
Energy:0 Cast Time:2 Recharge:10
Aegis (Protection Prayers)
For 11 seconds, all party members have a 50% chance to block attacks.
Energy:15 Cast Time:1 Recharge:30
Shielding Hands (Protection Prayers)
For the next 10 seconds, damage received by target ally is reduced by 18.
Energy:5 Cast Time:0.75 Recharge:25
Protective Spirit (Protection Prayers)
For the next 22 seconds, target ally cannot lose more than 10% health due to damage from a single attack or spell.
Energy:10 Cast Time:0.25 Recharge:5
Mend Ailment (Protection Prayers)
Remove one "Condition" (poison, disease, blindness, dazed, bleed, crippled, or deep wound) from target ally. That ally is healed 70 for each remaining Condition.
Energy:5 Cast Time:0.75 Recharge:2
Shield of Regeneration [Elite] (Protection Prayers)
For 11 seconds, target ally gains 10 health regeneration and 40 armor.
Energy:15 Cast Time:1 Recharge:20 Guess I'll explain how I used it. Balthazar's Spirit on myself, Life Bond on everyone else. That brings me to a grand total of 0 pips of regen. Works well against physical teams, or even casters who like to wand. We don't need the entire team to be physical...just 2 would do. Although I did once get an all caster enemy...which was...ok since I just disabled the bonds and improvised...but in effect that meant 3 wasted slots.
Blessed Signet...used that to recharge myself after the first bonding session...and...whenever theres a quieter time in the action and people aren't in immediate danger of dying...I throw in a signet.
Aegis also usually slows down the proceedings enough so that I can use signet, partially negating the high cost of Aegis...also I get some time left over to patch up the team, remove conditions, stall for the next Shield etc. I tried Guardian too...but that didn't have the all-encompassing nature of Aegis...it didn't stall effectively enough and it ended up being the same drain on energy or even worse due to its short duration and single target nature.
Shielding Hands...no brainer. Also works well with Shield of Regeneration I deed...if slightly wasteful. Usually people switch targets after I cast shield...but some teams like to keep pounding, in which case the two used together might be required.
Protective spirit...I had Reversal of Fortune in here before...I remember I originally bought this skill back when air Eles were starting to get popular. It comes in handy sometimes now...I figure I needed something for the Eles. For warriors we have shielding hands and permenant bonds...seemed only fair.
Mend Ailment...I had mend condition...but that was poo...so I went with this...easy enough. Its not as consistent a heal as mend condition, and I do feel the pain when a Ranger continually spams poison only...as theres very small healing going on, and it costs him less energy, and he can spam if faster than I can mend it....but...I don't see any other option.
Shield of Regeneration...I actually had to buy this one. Before, I used Mark of Protection, but that was poor in that I couldn't protect anyone else while I was doing it. Shield of Regeneration and Shielding Hands together seem to create basic invulnerability in 4v4. An Orb does 30something damage in my experience...and you get 10 pips of regen.
In my Experience, this works well with Symbiosis since theres so much reliance on enchantments, both permenant and temporary. Nature's Renewal now would actually still really mess it up, luckily for me most people seem to be of the opinion the skill is now useless. Symbiosis seems to fill in somewhat for the lack of healing in this build. Ailment is unreliable for healing, and Shield of Regeneration...while sufficient in some games...isn't in others. If Symbiosis is up...it ususally works out well. In theory...with bond and shielding hands up...melee attackers should be dealing...0 damage on a normal strike O.o; I think this is why I've been able to get away with so little direct healing.
Improvements? I got a lot of good results with this build, a lot of straight flawlesses, a lot of good faction. But I think a few can definately be made...theres no way something I just threw together can be perfect...but I'm biased with my own builds...I find them hard to criticise...so I decided to throw it out here. I've tried putting in some healing...but it didn't work out...none of the skills there seem replacable, when I take out spirit, I get screwed by Eles, when I take out Mend...I get screwed by everyone. Gotten rid of Bond to make a boon protector...but erm...energy was a big issue when you're the only monk on the team. I even thought of putting symbiosis in there...but again...what to take out?
I'd like to see what builds everyone else was running over the weekend for their faction farming purposes...not just monk builds...although I would definatley like to improve my monking.