Shielding Hands --->Overlooked?
Batou of Nine
I have recently been experiementing with many different builds for my w/mo. In random, i did ok with typical mend/breeze, however this build seemed a bit awkward vs conditions and other spikers.
One skill i am wondering about/been trying out, is shielding hands. Up to 15dmg reduction + fast caste time + fairly fast recharge time + lasts 10 seconds = pretty good, right?
Since the description is:: "For 10 seconds, damage received by target ally is reduced by 3-15." So just like dmg reduce equipment, would this apply to all dmg sources? i.e. Physical attacks, spells, wand/staff attacks, etc etc?!?
If this truely does apply to all sources, just as dmg reduce gear does, then i feel this skill is highly overlooked and possibly a great skill, even in random arenas...ideas anyone? let me know if it applies to all sources, if not, then my thoughts are moot.
EDIT:: To JetDoc. You are on crack. Shielding hands is not an elite. and in random arena, warriors sometimes do get targeted first, if not first, then often quickly... Team Arenas, obviously not teh best choice..
One skill i am wondering about/been trying out, is shielding hands. Up to 15dmg reduction + fast caste time + fairly fast recharge time + lasts 10 seconds = pretty good, right?
Since the description is:: "For 10 seconds, damage received by target ally is reduced by 3-15." So just like dmg reduce equipment, would this apply to all dmg sources? i.e. Physical attacks, spells, wand/staff attacks, etc etc?!?
If this truely does apply to all sources, just as dmg reduce gear does, then i feel this skill is highly overlooked and possibly a great skill, even in random arenas...ideas anyone? let me know if it applies to all sources, if not, then my thoughts are moot.
EDIT:: To JetDoc. You are on crack. Shielding hands is not an elite. and in random arena, warriors sometimes do get targeted first, if not first, then often quickly... Team Arenas, obviously not teh best choice..
Jetdoc
In a random arena, you are much, much better off if you use your elite on an attack-based skill, because you'll be the last one targeted.
Shyft the Pyro
What Jetdoc is thinking of is HEALING Hands, the Elite that gives HP back to you whenever you are hit. SHIELDING Hands instead prevents the damage. It's easy to confuse the two, considering they have nearly identical names, same energy cost, same activation and recharge times.
While Shielding Hands is potentially very useful to a W/Mo or an Earth-based E/Mo cracking out on +armor enchantments, the problem with it is that it is not absolutely reliable. Its cooldown is 25 seconds, which leaves you with 15 (or 13, with a +20% enchantment duration item) seconds of downtime. Granted, in random PvP you might not need more than 10 seconds to convince someone to change targets, but in more organized parties aggro is not so easily lost. It might serve you if you're popping off a Resurrection, but I don't really see the need for it if you're a W/Mo. If you get targeted in earnest, with armor penetrating/ignoring things or conditions, it will not help you much.
And before you ask, it is of no use to a 55hp monk, and does not reduce the damage to 0 instead of 5. Found that one out the hard way >_<
While Shielding Hands is potentially very useful to a W/Mo or an Earth-based E/Mo cracking out on +armor enchantments, the problem with it is that it is not absolutely reliable. Its cooldown is 25 seconds, which leaves you with 15 (or 13, with a +20% enchantment duration item) seconds of downtime. Granted, in random PvP you might not need more than 10 seconds to convince someone to change targets, but in more organized parties aggro is not so easily lost. It might serve you if you're popping off a Resurrection, but I don't really see the need for it if you're a W/Mo. If you get targeted in earnest, with armor penetrating/ignoring things or conditions, it will not help you much.
And before you ask, it is of no use to a 55hp monk, and does not reduce the damage to 0 instead of 5. Found that one out the hard way >_<
the drizzle
shield of regeneration + shielding hands equals 0 damage for my monk in random arena, so I could see it working for a warrior.
Jetdoc
Whoops - misread the title! Ignore the man behind the curtain!!!!!
Batou of Nine
lol, ok np. ignore my "crack" comment.
ty for all teh opinions. well taken, i see your point Pyro. And both disagree and agree with you. Since i am still vague on whether or not it does reduce dmg from more then phyical dmg source it is still debatable to me. Because if it IS like i was wondering, then this would be an overal great protection spell for random arena as w/mo. If it does apply to several sources, it would help vs other warriors, elementalists, Rangers. Necros & Mesmers could get through it though...
Yes, in organized PvP arenas it would be nearly useless, that is why i kept re-iterizing its use in random arenas. btw, 10 second downtime i help suppliment with Mend ailment, when i get numerious conditions spammed on me, i just spam fight them with MA...works pretty well. With a lucky draw of good support players it can do wonders.
Last night had a group of me (w/mo) running typical axe spike build with prot skills using only MA and SH with Necro, monk and ranger... had 15 consecutive wins. and lost eventually only cause the ranger dropped...
i still wanna find out for sure if it does apply to numerous sources... test time!
ty for all teh opinions. well taken, i see your point Pyro. And both disagree and agree with you. Since i am still vague on whether or not it does reduce dmg from more then phyical dmg source it is still debatable to me. Because if it IS like i was wondering, then this would be an overal great protection spell for random arena as w/mo. If it does apply to several sources, it would help vs other warriors, elementalists, Rangers. Necros & Mesmers could get through it though...
Yes, in organized PvP arenas it would be nearly useless, that is why i kept re-iterizing its use in random arenas. btw, 10 second downtime i help suppliment with Mend ailment, when i get numerious conditions spammed on me, i just spam fight them with MA...works pretty well. With a lucky draw of good support players it can do wonders.
Last night had a group of me (w/mo) running typical axe spike build with prot skills using only MA and SH with Necro, monk and ranger... had 15 consecutive wins. and lost eventually only cause the ranger dropped...
i still wanna find out for sure if it does apply to numerous sources... test time!
entropy
Shielding hands is great and it reduces ALL dmg. If chaos storm hits for 16 then it would hit for 4 at 9 prot prayers i think. Atleast when its -12 dmg. I'm pretty sure im right and yes it is overlooked sometimes but its great. Thogub for warriros i would not reccomend it. Condition and hex removal is a bit more important
entropy
Shielding hands is great and it reduces ALL dmg. If chaos storm hits for 16 then it would hit for 4 at 9 prot prayers i think. Atleast when its -12 dmg. I'm pretty sure im right and yes it is overlooked sometimes but its great. Thogub for warriros i would not reccomend it. Condition and hex removal is a bit more important
ImBobNewbie
If you go up against a semi-competent group even in random arenas, you wont be targeted for a while. If they're smart, you'll probably be the last target.
Since this is the case vs. smart groups, keeping yourself alive is not a big priority. All of the best warriors in tombs run offensive set ups. (I mean the best... rank 6-9+) I particularly like Axe war with something like
Eviscerate
Executioner's strike
Disrupting Chop
Axe Rake
Tiger's Fury
Warrior's Cunning
Sprint
Res Sig
16 axe
9-10 beast mastery (enough to get 9 second tiger's fury)
rest in strength
This build should be able to drop a single monk in random arenas pretty quickly, considering Evisc does approx 120 dmg to 60 armor monk. Once you have the deep wounds on them, their hp max is even reduced by 20%. You follow up with Axe rake and cripple. About 80% of the time, the monk will drop quickly. If there's two... then you may have problems.
Since this is the case vs. smart groups, keeping yourself alive is not a big priority. All of the best warriors in tombs run offensive set ups. (I mean the best... rank 6-9+) I particularly like Axe war with something like
Eviscerate
Executioner's strike
Disrupting Chop
Axe Rake
Tiger's Fury
Warrior's Cunning
Sprint
Res Sig
16 axe
9-10 beast mastery (enough to get 9 second tiger's fury)
rest in strength
This build should be able to drop a single monk in random arenas pretty quickly, considering Evisc does approx 120 dmg to 60 armor monk. Once you have the deep wounds on them, their hp max is even reduced by 20%. You follow up with Axe rake and cripple. About 80% of the time, the monk will drop quickly. If there's two... then you may have problems.
heist23
shielding hands is great, but it's downfall is it's long cooldown. that alone could turn the tables against you in prolonged fight, seeing as 10 seconds isn't really that long...
and then...people are on an anti-enchanting spree these days, so it might not be smart to bring along an enchant that takes so long to recharge....
and then...people are on an anti-enchanting spree these days, so it might not be smart to bring along an enchant that takes so long to recharge....
Batou of Nine
aye, all true indeed. But since it is RANDOM arena. those half competent groups are actually rare. As far as being more offense with a bit of hex/condition removal, i already stated my basic build.
I run a highly offensive axe spiker, with only 2 skills from prot:: Sheilding Hands and Mend Ailment. Ailment for condition removal + healing, and shielding hands to lessen dmg from physical dmg and spells. My only problem at ALL is hexes. Even if i am not targeted asap, my 5-6 offense skills more than make due! basically:: Flurry, Eviscerate {e}, Axe Rake, Executioners Strike, Distracting Blow, Mend Ailment, Shielding Hands, Rez Sig.
highly offensive spike dmg, plus intrupt to kill monk fast, and if they rush to me to try and protect monk ~ Shielding Hands time to shine. Works wonders really! Been testing this for a week now. But again hexes can really tear me up.
EDIT:: i guess with my skill setup here. i am looking for suggestions for any changes to build this around shielding hands. For those who do think this works well (as i am experiencing), id appreciate critiques on skill changes?
I run a highly offensive axe spiker, with only 2 skills from prot:: Sheilding Hands and Mend Ailment. Ailment for condition removal + healing, and shielding hands to lessen dmg from physical dmg and spells. My only problem at ALL is hexes. Even if i am not targeted asap, my 5-6 offense skills more than make due! basically:: Flurry, Eviscerate {e}, Axe Rake, Executioners Strike, Distracting Blow, Mend Ailment, Shielding Hands, Rez Sig.
highly offensive spike dmg, plus intrupt to kill monk fast, and if they rush to me to try and protect monk ~ Shielding Hands time to shine. Works wonders really! Been testing this for a week now. But again hexes can really tear me up.
EDIT:: i guess with my skill setup here. i am looking for suggestions for any changes to build this around shielding hands. For those who do think this works well (as i am experiencing), id appreciate critiques on skill changes?
Sum Gai
Maybe use Serpents Quickness to speed the recharge?
Batou of Nine
secondary class = monk.
^^^thats a no go Sum Gai^^^
=P
^^^thats a no go Sum Gai^^^
=P
Sum Gai
I was thinking Mo/R, my bad.
Jetdoc
Definitely replace Distracting Blow with Disrupting Chop - much more effective in interrupting and disabling.
Otherwise, your build is nice, but doesn't protect you against hexes (the bane of most warriors, especially in Random Arena, IMO). I'd be very tempted to (1) replace Shielding Hands with Smite Hex/Remove Hex or (2) replace Mend Ailment with Purge Signet.
The signet is harmful because of the slow cast time and the energy drawback, but that's a way that you can keep Shielding Hands as your primary healing spell (yes, it's a damage reducer but it's basically the same concept). This would leave Shielding Hands and Flurry as your only two energy based skills.
Otherwise, your build is nice, but doesn't protect you against hexes (the bane of most warriors, especially in Random Arena, IMO). I'd be very tempted to (1) replace Shielding Hands with Smite Hex/Remove Hex or (2) replace Mend Ailment with Purge Signet.
The signet is harmful because of the slow cast time and the energy drawback, but that's a way that you can keep Shielding Hands as your primary healing spell (yes, it's a damage reducer but it's basically the same concept). This would leave Shielding Hands and Flurry as your only two energy based skills.
Vindexus
Quote:
Originally Posted by Jetdoc
Definitely replace Distracting Blow with Disrupting Chop - much more effective in interrupting and disabling.
No, don't do that. Distracting Blow is 1/2s cast, energy based, and AoE. Disrupting Chop is regular attack speed, and requires 6 adrenaline.
entropy
Yea but unless its a big spell it won't matter anway it just disrupts disrupting chop disables for 20 secs. Definetley worth it. Disruption just means they can cast again. They need the Lieutanants helm for pvp.
NatalieD
I would strongly recommend Disrupting Chop over Distracting Blow at least for random arenas. Disrupting Chop can disable a res signet. In 4v4, prompt rezzing is almost as important as focused fire, so being able to disrupt that can be an enormous advantage.
sly_1
Shielding hands is actually quite effective vs ranger spike, as it reduces the damage from the arrow AND the preperation. This as opposed to say prot spirit which is useless vs ranger spike. Additionally, SH has an adequate cast time to react to the speed of ranger spike damage.
That said, war/mo's casting monk enchantments on themselves usually belong in random arena and nowhere else. There is almost always a lot better uses for the warriors piddly 20 odd energy and 2 pips of regen than trying to be some sort of wannabe monk.
Assuming the op is a RA enthusiast my only advise it that if you are facing rangers with read the wind, conjure fire, or kindle arrows the squishy eles, necros, monks and mes's on your team need that SH a helluva lot more than your warmo does.
That said, war/mo's casting monk enchantments on themselves usually belong in random arena and nowhere else. There is almost always a lot better uses for the warriors piddly 20 odd energy and 2 pips of regen than trying to be some sort of wannabe monk.
Assuming the op is a RA enthusiast my only advise it that if you are facing rangers with read the wind, conjure fire, or kindle arrows the squishy eles, necros, monks and mes's on your team need that SH a helluva lot more than your warmo does.
Sum Gai
Quote:
Originally Posted by NatalieD
I would strongly recommend Disrupting Chop over Distracting Blow at least for random arenas. Disrupting Chop can disable a res signet. In 4v4, prompt rezzing is almost as important as focused fire, so being able to disrupt that can be an enormous advantage.
Well, in 8v8, Distracting Blow > Disrupting Chop. Interrupt not only your target, but enemies around it for 5 e in 1/2 a second? gg, altar map.
Charcoal Ann
overlooked? this spell is a staple for me in farming and quite often on my bar when playing Prot monk.