team arenas prot monk
smurfhunter
hey i just wanted to share my prot monk build for team arenas. the prot part is a bit deceptive because you actually heal the party as you prot. anyway heres a screeny of all the info:
suggestions? improvements? advice?
my only thought was removing aegis, since it causes an energy drain and isnt too usefull in 4-4.
suggestions? improvements? advice?
my only thought was removing aegis, since it causes an energy drain and isnt too usefull in 4-4.
zehly
No offense, but not all of use have memorized the symbols for the skills @_@ can you post the names?
EmperorTippy
well i reconize: channeling, aegis, reversal of fortune, shielding hands, protective spirit, guardian, and I think the elite is life barrier.
smurfhunter
Quote:
Originally Posted by zehly
No offense, but not all of use have memorized the symbols for the skills @_@ can you post the names?
oh lol i didnt realize >.<
foolish of me
anyway here they are:
reversal of fortune
shielding hands
guardian
restore condition {E}
protective spirit
aegis
inspired hex
channeling
lol sry i kinda assumed a screenshot would be the same as typing it all out and less tedious. woops?
foolish of me
anyway here they are:
reversal of fortune
shielding hands
guardian
restore condition {E}
protective spirit
aegis
inspired hex
channeling
lol sry i kinda assumed a screenshot would be the same as typing it all out and less tedious. woops?
Man With No Name
I'm not sure about point allocation but all the skills you've chosen seem fine to me.
My Warrior would be extremely happy to know that you've got:
- Hex Removal
- Condition Removal and
- Some measure(s) to keep yourself alive
Although Convert Hexes might be a better choice..??
If I could guarantee I'd get a Monk equiped like so I could drop Plague Touch, but alas the only "protection monks" I see are the ones that maintain Life Bond on everyone :S
My Warrior would be extremely happy to know that you've got:
- Hex Removal
- Condition Removal and
- Some measure(s) to keep yourself alive
Although Convert Hexes might be a better choice..??
If I could guarantee I'd get a Monk equiped like so I could drop Plague Touch, but alas the only "protection monks" I see are the ones that maintain Life Bond on everyone :S
smurfhunter
Quote:
Originally Posted by Man With No Name
I'm not sure about point allocation but all the skills you've chosen seem fine to me.
My Warrior would be extremely happy to know that you've got:
- Hex Removal
- Condition Removal and
- Some measure(s) to keep yourself alive
Although Convert Hexes might be a better choice..??
If I could guarantee I'd get a Monk equiped like so, I could drop Plague Touch but alas -- the only "protection monks" I see are the ones that maintain Life Bond on everyone :S conditions are your friend in this build, restore condition heals for about 75 each and removes them all. it got to the point where id tell people to walk into the lava for a quick heal. sadly you cant remove any from yourself, and thats one of the problems with the build.
inspired hex - its quick, helps you get energy, and removes hexes. sadly its once every 20 seconds, but if can be very effective unless you meet some kind of hex stackers, in which case i doubt even remove hex would work. ill look into adding convert hexes, only im not sure where i can fit it... maybe instead of aegis?
as to keeping myself alive... the only thing that can kill prot spirit + shielding hands + reversal spam *and* guardian is, well, rend or lingering, something you almost never see there (its channeling that makes this posible to spam, with the 4 pips and the 1-2 energy you get from it you can almost keep spamming 5 energy skills)
maybe people here arent clear on how this build works... ok lemme explain it:
if someone attacks (usually me but oh well), drop prot spirit, shielding hands, guardian and reversal. spam reversal/guardian etc. (like i said its channeling that makes this possible). use restore condition as a very powerfull heal (3 conditions heals for like 220, at 5 energy and 2 second recharge). if someone has no conditions, well, you can prot them and slowy bring them up with reversal spammage. conditions are fairly common. what really kills this build is massive hex degen, since i have no efficient hex removal.
does it make a bit more sense now?
oh and point allocatoin was fairly arbitrary, i mean 16 prot just cause i can, 9 dvine to get the item (heals for just under 30 on a spell) and 10 inspiration gets you 6 net energy with insired hex and a 40 second channeling...
My Warrior would be extremely happy to know that you've got:
- Hex Removal
- Condition Removal and
- Some measure(s) to keep yourself alive
Although Convert Hexes might be a better choice..??
If I could guarantee I'd get a Monk equiped like so, I could drop Plague Touch but alas -- the only "protection monks" I see are the ones that maintain Life Bond on everyone :S conditions are your friend in this build, restore condition heals for about 75 each and removes them all. it got to the point where id tell people to walk into the lava for a quick heal. sadly you cant remove any from yourself, and thats one of the problems with the build.
inspired hex - its quick, helps you get energy, and removes hexes. sadly its once every 20 seconds, but if can be very effective unless you meet some kind of hex stackers, in which case i doubt even remove hex would work. ill look into adding convert hexes, only im not sure where i can fit it... maybe instead of aegis?
as to keeping myself alive... the only thing that can kill prot spirit + shielding hands + reversal spam *and* guardian is, well, rend or lingering, something you almost never see there (its channeling that makes this posible to spam, with the 4 pips and the 1-2 energy you get from it you can almost keep spamming 5 energy skills)
maybe people here arent clear on how this build works... ok lemme explain it:
if someone attacks (usually me but oh well), drop prot spirit, shielding hands, guardian and reversal. spam reversal/guardian etc. (like i said its channeling that makes this possible). use restore condition as a very powerfull heal (3 conditions heals for like 220, at 5 energy and 2 second recharge). if someone has no conditions, well, you can prot them and slowy bring them up with reversal spammage. conditions are fairly common. what really kills this build is massive hex degen, since i have no efficient hex removal.
does it make a bit more sense now?
oh and point allocatoin was fairly arbitrary, i mean 16 prot just cause i can, 9 dvine to get the item (heals for just under 30 on a spell) and 10 inspiration gets you 6 net energy with insired hex and a 40 second channeling...
Man With No Name
How about this...
Reversal of Fortune
Shielding Hands
Guardian
Mend Ailment
Protective Spirit
Inspired Hex
Energy Drain (E)
Skill #8 ( Hex Breaker..?? )
I've changed it ever so slightly although you'll have to take a gamble...
You can now remove conditions from yourself and allies -- although now we'll be removing them 1 by 1 at 5e each. The healing benefit is also only given when there are multiple conditions on the target...
You'll no longer be hurt from conditions ( Ailment's Target Ally vs Restore's Target Other ) although removing them will be more costly
I've swapped out Channeling for Energy Drain (E) -- which will give 16 energy every 20 seconds with 10 Inspiration ( 18 Energy @ 12 Inspiration ). Between this and Inspired Hex -- you shouldn't have energy problems...
I've removed Aegis -- I agree with you, it does seem costly for what it does -- it only lasts 11 seconds @ 16 Protection and it costs 15e with a 30 second recharge... ( even with a +20% Enchant Wrapping -- it's still down more than it's up :S )
Maybe a mesmer stance could work for the 8th slot -- like Hex Breaker..?? It still works good with virtually nothing in Domination.
I'll leave that final choice up to you =)
Reversal of Fortune
Shielding Hands
Guardian
Mend Ailment
Protective Spirit
Inspired Hex
Energy Drain (E)
Skill #8 ( Hex Breaker..?? )
I've changed it ever so slightly although you'll have to take a gamble...
You can now remove conditions from yourself and allies -- although now we'll be removing them 1 by 1 at 5e each. The healing benefit is also only given when there are multiple conditions on the target...
You'll no longer be hurt from conditions ( Ailment's Target Ally vs Restore's Target Other ) although removing them will be more costly
I've swapped out Channeling for Energy Drain (E) -- which will give 16 energy every 20 seconds with 10 Inspiration ( 18 Energy @ 12 Inspiration ). Between this and Inspired Hex -- you shouldn't have energy problems...
I've removed Aegis -- I agree with you, it does seem costly for what it does -- it only lasts 11 seconds @ 16 Protection and it costs 15e with a 30 second recharge... ( even with a +20% Enchant Wrapping -- it's still down more than it's up :S )
Maybe a mesmer stance could work for the 8th slot -- like Hex Breaker..?? It still works good with virtually nothing in Domination.
I'll leave that final choice up to you =)
Neo-LD
I only have used restore condition on an arena monk once, and it was only to test out my new cool elite once I capped it It works very well vs condition stacking builds, but it has some issues.
First, as has already been identified, you cant mend yourself of conditions. That maens wasting another slot on mend ailment. If you ask me, you should take out restore since mend will heal for about the same amount if there are lots of conditions exepct it wont remove them all.
2nd, you are a bit light on actual healing, so any group that can dispel/wait out your defensive chants can chew up that monk pretty fast.
First, as has already been identified, you cant mend yourself of conditions. That maens wasting another slot on mend ailment. If you ask me, you should take out restore since mend will heal for about the same amount if there are lots of conditions exepct it wont remove them all.
2nd, you are a bit light on actual healing, so any group that can dispel/wait out your defensive chants can chew up that monk pretty fast.
thekolman
Hrmm, if you are the only monk, and a prot. monk at that, I don't see how can you upkeep healing yourself and the rest of your team without divine boon. Also, restore condition is non-self target and you will be the first target. Does channelling really help that much in 4v4? It's incredible in tombs but I think it's kind of unreliable in 4v4.
Against good teams in 4v4, I don't see this build holding up. If you have another healer it would probably fly, but by yourself I don't think you can do prot. without boon.
Against good teams in 4v4, I don't see this build holding up. If you have another healer it would probably fly, but by yourself I don't think you can do prot. without boon.
smurfhunter
Quote:
Originally Posted by thekolman
Hrmm, if you are the only monk, and a prot. monk at that, I don't see how can you upkeep healing yourself and the rest of your team without divine boon. Also, restore condition is non-self target and you will be the first target. Does channelling really help that much in 4v4? It's incredible in tombs but I think it's kind of unreliable in 4v4.
Against good teams in 4v4, I don't see this build holding up. If you have another healer it would probably fly, but by yourself I don't think you can do prot. without boon. guys, you should try it channeling is *key* its like a monkal attunement, almost. and restore condition at maxed prot heals for orison with 1 condition, heal other with 2, infuse with 3, etc.
you actually heal *better* than a heal monk since like no one debuffs in team arenas.
this comes from lots of frustrating times in TA as a heal monk...
try it ^^
Against good teams in 4v4, I don't see this build holding up. If you have another healer it would probably fly, but by yourself I don't think you can do prot. without boon. guys, you should try it channeling is *key* its like a monkal attunement, almost. and restore condition at maxed prot heals for orison with 1 condition, heal other with 2, infuse with 3, etc.
you actually heal *better* than a heal monk since like no one debuffs in team arenas.
this comes from lots of frustrating times in TA as a heal monk...
try it ^^
Gabriel Fallen Monk
protection monks are worthless in 4v4. Be a good divine boon healer and grab a character that can damage/disrupt the other team and also protect you ala earth ele or something.
mr_boo
Quote:
Originally Posted by Gabriel Fallen Monk
protection monks are worthless in 4v4. Be a good divine boon healer and grab a character that can damage/disrupt the other team and also protect you ala earth ele or something.
You're probably right for the most part here Gabriel, but I think that if the team is organized right, you can get away with it. Smurf was running with an E/Mo (assuming it's a Smiter here), so he probably didn't have to worry too much about taking care of that guy. So that leaves only himself and the mesmer to essentially look after.
The one problem I can see, as Smurf already mentioned, is that massive hexing and degen problems can be a real pain the butt, and the one way I thought about solving that issue might be Dwayna's Kiss, but Smurf's build isn't really built to use that.
Assuming the E/Mo is smiter, maybe she can run Aegis for you Smurf and thus you can bring whatever you like.
The one problem I can see, as Smurf already mentioned, is that massive hexing and degen problems can be a real pain the butt, and the one way I thought about solving that issue might be Dwayna's Kiss, but Smurf's build isn't really built to use that.
Assuming the E/Mo is smiter, maybe she can run Aegis for you Smurf and thus you can bring whatever you like.
smurfhunter
actually, i did this in competition arenas where there are all kinds. the emo smiter probably helped but they always focused on the mesmer (big surprise).
and no prot monks arent worthless in 4-4 >.< a warrior or his pall could fight me all match and barely scratch me, its mesmers that hurt me. but they hurt any monk...
here ill go make some more screenies and show you
here watch this:
notice how i was tanking for approx 2 mins, with the entire team sitting on me. (everyones health bar is full)
ended like this:
so you see, prot monks do work. and fyi that was a completely random team i was with, actually the first team i was with. i just hit enter mission in comp arenas, no preplanning or anything.
im too lazy to black out names, but who would mind, really...
and no prot monks arent worthless in 4-4 >.< a warrior or his pall could fight me all match and barely scratch me, its mesmers that hurt me. but they hurt any monk...
here ill go make some more screenies and show you
here watch this:
notice how i was tanking for approx 2 mins, with the entire team sitting on me. (everyones health bar is full)
ended like this:
so you see, prot monks do work. and fyi that was a completely random team i was with, actually the first team i was with. i just hit enter mission in comp arenas, no preplanning or anything.
im too lazy to black out names, but who would mind, really...
thekolman
Quote:
Originally Posted by Gabriel Fallen Monk
protection monks are worthless in 4v4. Be a good divine boon healer and grab a character that can damage/disrupt the other team and also protect you ala earth ele or something.
That's rediculous. After about 30 seconds as a divine boon healer you will be out of energy, thus dead. If you can't minimize the damage done to you and your team, you won't be able to outheal it if you are the only monk.
That's rediculous. After about 30 seconds as a divine boon healer you will be out of energy, thus dead. If you can't minimize the damage done to you and your team, you won't be able to outheal it if you are the only monk.
Fantus
Quote:
Originally Posted by thekolman
That's rediculous. After about 30 seconds as a divine boon healer you will be out of energy, thus dead. If you can't minimize the damage done to you and your team, you won't be able to outheal it if you are the only monk.
.. even more so because the enemy will most likely target YOU and you won't outheal say 2 warriors constantly bashing you, being a pure healer. Boon Healers work very well in PvE, but in 4x4 your team will be doomed.
Yukito Kunisaki
Actually, now that I look at it, Protection IS > healing. Healing is what you do when the dmg gets sooo high that protection isn't enough... However, Protection is already too good just by itself.
Convert Hexes adds armor if your necro hexed, mend/restore ailment and what not heal for a LOT when your teammates are conditioned. Reversal of Fortune is a spammable heal that does a LOT by healing AND negating dmg in a 5e. package. Guardian and Shielding Hands are probably Godly in the right setup...
Yeah, 3 prot monks is probably better than 2 heal monks and a prot monk... Who knew?
Convert Hexes adds armor if your necro hexed, mend/restore ailment and what not heal for a LOT when your teammates are conditioned. Reversal of Fortune is a spammable heal that does a LOT by healing AND negating dmg in a 5e. package. Guardian and Shielding Hands are probably Godly in the right setup...
Yeah, 3 prot monks is probably better than 2 heal monks and a prot monk... Who knew?
smurfhunter
Quote:
Originally Posted by Yukito Kunisaki
Actually, now that I look at it, Protection IS > healing. Healing is what you do when the dmg gets sooo high that protection isn't enough... However, Protection is already too good just by itself.
Convert Hexes adds armor if your necro hexed, mend/restore ailment and what not heal for a LOT when your teammates are conditioned. Reversal of Fortune is a spammable heal that does a LOT by healing AND negating dmg in a 5e. package. Guardian and Shielding Hands are probably Godly in the right setup...
Yeah, 3 prot monks is probably better than 2 heal monks and a prot monk... Who knew? actually that is technically not true. in an 8-8 setting, more than one prot monk is redundant since you spam the same enchantments, and they dont stack. (OMG STACK MENDING). anyway...
so if you run 3 prot monks you will be stepping on each other alot with the buffs. and face it, despite all the protting, it just doesnt hold to some of the serious damage you take in 8-8. so ideally, the prot monk will minimize damage while the healers use massive spike heals.
i mean even in 4-4 they could out damage me if they had a good mesmer on my ass. so... maybe 1 heal 1 prot and a hybrid. but i hate hybrids generally. so idk.
i saw mental block using shield of deflection. im guessing it was to gimp those ranger builds. but at 15 energy... i mean i dont see anyone spamming that. then maybe they have something else up their sleeve... (aah those foreigners are soo clever...)
Convert Hexes adds armor if your necro hexed, mend/restore ailment and what not heal for a LOT when your teammates are conditioned. Reversal of Fortune is a spammable heal that does a LOT by healing AND negating dmg in a 5e. package. Guardian and Shielding Hands are probably Godly in the right setup...
Yeah, 3 prot monks is probably better than 2 heal monks and a prot monk... Who knew? actually that is technically not true. in an 8-8 setting, more than one prot monk is redundant since you spam the same enchantments, and they dont stack. (OMG STACK MENDING). anyway...
so if you run 3 prot monks you will be stepping on each other alot with the buffs. and face it, despite all the protting, it just doesnt hold to some of the serious damage you take in 8-8. so ideally, the prot monk will minimize damage while the healers use massive spike heals.
i mean even in 4-4 they could out damage me if they had a good mesmer on my ass. so... maybe 1 heal 1 prot and a hybrid. but i hate hybrids generally. so idk.
i saw mental block using shield of deflection. im guessing it was to gimp those ranger builds. but at 15 energy... i mean i dont see anyone spamming that. then maybe they have something else up their sleeve... (aah those foreigners are soo clever...)
Yukito Kunisaki
What's the need of spike heals when the most devastating attack will only hit you for 40+? [yay for prot. spirit] If they jackhammer you with 40+ dmg hits, shouldn't you just spam your protective skills?
Shield of Regeneration gives excellent defensive capabilities from both spikes and degen as well as an excellent armor boost.
Ah well, I suppose one spike healer is all you need since the 2 protectors could protect from conditions and hexes respectively and both will stop high spike dmg from killing anyone in one shot... Word of Healing, Heal Other, Healing Touch, all great spike Heals I guess...
Shield of Regeneration gives excellent defensive capabilities from both spikes and degen as well as an excellent armor boost.
Ah well, I suppose one spike healer is all you need since the 2 protectors could protect from conditions and hexes respectively and both will stop high spike dmg from killing anyone in one shot... Word of Healing, Heal Other, Healing Touch, all great spike Heals I guess...
smurfhunter
Quote:
Originally Posted by Yukito Kunisaki
What's the need of spike heals when the most devastating attack will only hit you for 40+? [yay for prot. spirit] If they jackhammer you with 40+ dmg hits, shouldn't you just spam your protective skills?
Shield of Regeneration gives excellent defensive capabilities from both spikes and degen as well as an excellent armor boost.
Ah well, I suppose one spike healer is all you need since the 2 protectors could protect from conditions and hexes respectively and both will stop high spike dmg from killing anyone in one shot... Word of Healing, Heal Other, Healing Touch, all great spike Heals I guess... i agree, if the other team never debuffed run 3 prot monks. sadly, any good group knows how to debuff. i mean you saw invinci monks taking enchantments to the extreme.
lol. shield of regen is like healing breeze only elite. and at 15 energy...
and, getting hit 10 times with prot spirit = dead. something that cant happen in TA, but happens all the time in 8-8.
so like i said you need at least one spike healer.
actually just FYI it got absolutely anal in TA when i was hit with an IA ranger and a debuffer. i didnt last long enough to take a screenshot (lol)
Shield of Regeneration gives excellent defensive capabilities from both spikes and degen as well as an excellent armor boost.
Ah well, I suppose one spike healer is all you need since the 2 protectors could protect from conditions and hexes respectively and both will stop high spike dmg from killing anyone in one shot... Word of Healing, Heal Other, Healing Touch, all great spike Heals I guess... i agree, if the other team never debuffed run 3 prot monks. sadly, any good group knows how to debuff. i mean you saw invinci monks taking enchantments to the extreme.
lol. shield of regen is like healing breeze only elite. and at 15 energy...
and, getting hit 10 times with prot spirit = dead. something that cant happen in TA, but happens all the time in 8-8.
so like i said you need at least one spike healer.
actually just FYI it got absolutely anal in TA when i was hit with an IA ranger and a debuffer. i didnt last long enough to take a screenshot (lol)