Build help needed Life Barrier/Life Bond/Protective Spirit
Reve2uk
I am making a team build and i just need to check if this set up will work.
If someone casts Life Barrier and Life Bond on some one, and that person is using Protective Spirit, then will life barrier half the dmg from Protective Spirit ( so 10% of the dmg ) instead of the full wack. Then will that dmg be halfed and delt to the person who is maintaining life bond.
So would that work, i mean the way i have read into it, it should work and leave the person maintaining it getting no dmg at all and the other one getting hardly any.
..... or am i missing something, just want to check if it works b4 i go ahead with it lol.... could be alot of wasted time :P
cos i already have the rest of the build, just need to check this bit.
If someone casts Life Barrier and Life Bond on some one, and that person is using Protective Spirit, then will life barrier half the dmg from Protective Spirit ( so 10% of the dmg ) instead of the full wack. Then will that dmg be halfed and delt to the person who is maintaining life bond.
So would that work, i mean the way i have read into it, it should work and leave the person maintaining it getting no dmg at all and the other one getting hardly any.
..... or am i missing something, just want to check if it works b4 i go ahead with it lol.... could be alot of wasted time :P
cos i already have the rest of the build, just need to check this bit.
Niosisw
I am pretty sure life bond and such doesn't apply to getting hexed. + little by little can add up fast if being pounded on hard enough. or just attack life bonders
mortalis doleo
life bond + life barrier + protective spirit will make that character take 2.5% damage from the original strike, so you should get no damage.
but note, a life bond alona makes most attacks that are redirected to you cause 0 damage, so this is pretty much overkill IMO...
but note, a life bond alona makes most attacks that are redirected to you cause 0 damage, so this is pretty much overkill IMO...
Stealth Ninjah
Just put lifebond on everyone and balthazars spirit on yourself, and use blessed signet when needed.
mortalis doleo
that is pretty basic though...
you should do that and still be able to protect...
just life bonding is not enough imo
you should do that and still be able to protect...
just life bonding is not enough imo
koren
Life bond and Life barrier in theory look good when used in conjuction with prot spirit because if you cast them in the following order: Prot spirit, life bond, life barrier, then that person will only be able to be hit for 2.5% of his max hp which is good.
But in practice the problem is that prot spirit doesn't last very long. So once protective spirit wears out and is recast the order of enchantments on the target will be: life bond, life barrier, prot spirit, meaning that damage from attacks on that character will first be reduced by 25% and then if that damage is still above 10% then thats where prot spirit kicks in and reduces the damage to 10% of that characters max hp.
In this scenario, if prot spirit actually does kick in, having life barrier and life bond on is useless since prot spirit could do the exact same thing without them. But most of the time damage from attacks with life barrier and life bond will be reduced by 25% anyway and prot spirit would never get triggered unless you are taking uber damage in which case prot spirit could do the exact same thing without life bond and life barrier.
So to get life bond, life barrier and prot spirit to work together effectively, life bond and life barrier would have to be recast on the target everytime protective spirit runs out so that protective spirit always reduces damage first but this just isnt feasible.
Also note that Protective spirit reduces damage in a different way than life bond and life barrier which is why the order in which the spells reduce damage drastically affect how much damage you take.
But in practice the problem is that prot spirit doesn't last very long. So once protective spirit wears out and is recast the order of enchantments on the target will be: life bond, life barrier, prot spirit, meaning that damage from attacks on that character will first be reduced by 25% and then if that damage is still above 10% then thats where prot spirit kicks in and reduces the damage to 10% of that characters max hp.
In this scenario, if prot spirit actually does kick in, having life barrier and life bond on is useless since prot spirit could do the exact same thing without them. But most of the time damage from attacks with life barrier and life bond will be reduced by 25% anyway and prot spirit would never get triggered unless you are taking uber damage in which case prot spirit could do the exact same thing without life bond and life barrier.
So to get life bond, life barrier and prot spirit to work together effectively, life bond and life barrier would have to be recast on the target everytime protective spirit runs out so that protective spirit always reduces damage first but this just isnt feasible.
Also note that Protective spirit reduces damage in a different way than life bond and life barrier which is why the order in which the spells reduce damage drastically affect how much damage you take.
mortalis doleo
if you are serious about this overkill, you can try to make protective bond possible (though i can hardly see it working... ill test it though).
using all three at the right order will cause your target to take only 1.25% damage, which is hilarious, since every single attack will cause either 1 or 0 damage...
ill test it and tell you if maintaining that is even possible...
using all three at the right order will cause your target to take only 1.25% damage, which is hilarious, since every single attack will cause either 1 or 0 damage...
ill test it and tell you if maintaining that is even possible...
koren
As far as I know the highest damage reduction is when you cast protective spirit first followed by life bond and life barrier.
This does not make the target take 2.5% damage from attacks but instead makes the maximum damage he can take from an attack 2.5% of his maximum hp. There is a difference.
Where did you get 1.25%?
This does not make the target take 2.5% damage from attacks but instead makes the maximum damage he can take from an attack 2.5% of his maximum hp. There is a difference.
Where did you get 1.25%?
Reve2uk
Thanks for the help, and this is for a two person farming team, one tank one nuker.
and i worked it out basicly the same as you guys, and if it dose work my tank should be taking 1 dmg per hit and with the healing rate, i should never realy be able to die agast physical attacks/elemental attacks....as long as i keep protective spirt on that is.
..ALSO might post my build later to see wot you ppl think about it
and i worked it out basicly the same as you guys, and if it dose work my tank should be taking 1 dmg per hit and with the healing rate, i should never realy be able to die agast physical attacks/elemental attacks....as long as i keep protective spirt on that is.
..ALSO might post my build later to see wot you ppl think about it
zkyt
By the look of it.. If you recast protective spirit before it runs out, then it won't mess up the order.
Exampel:
You cast Prot Spirit, Life Bond and Life Barrier in that order.
In your status bar it shows: Prot Spirit > Life Bond > Life Barrier
You then recast Prot Spirit before it runs out.
And your status bar still shows: Prot Spirit > Life Bond > Life Barrier
However, I'm not sure the effect is still the same.
Koren, he got 1.25% from using Prot Bond instead of Prot Spirit. That's what he wanted to test out.
Exampel:
You cast Prot Spirit, Life Bond and Life Barrier in that order.
In your status bar it shows: Prot Spirit > Life Bond > Life Barrier
You then recast Prot Spirit before it runs out.
And your status bar still shows: Prot Spirit > Life Bond > Life Barrier
However, I'm not sure the effect is still the same.
Koren, he got 1.25% from using Prot Bond instead of Prot Spirit. That's what he wanted to test out.
koren
Oh right I read prot spirit instead of prot bond. Yes in that case damage reduction would bring the damage down to a maximum of 1.25% of the targets maximum hp. In this case the target would probably be getting hit for all 0's until you run out of energy from the protective bond.
Recasting prot spirit before it runs out might maintain the order of the spells so the damage is reduced effectively. I don't have access to the game right now because I'm at work but if anyone can test this I'd also like to know if it works or not.
Recasting prot spirit before it runs out might maintain the order of the spells so the damage is reduced effectively. I don't have access to the game right now because I'm at work but if anyone can test this I'd also like to know if it works or not.
mortalis doleo
today i'll try to see how long i can keep prot bond on someone, and if it can really be maintained... ill let u know how i fare...
mortalis doleo
ok, i tried it and i had some success, but i only tried in CA so far...
the problem there is you dont have much time before the fight, so i figure this works better in tombs or GvG...
i suppose this is ment to make all monks in your team invulnerable to everything except rends and degen (funny, i know):
1. prot bond
2. life bond
3. life barrier
4. balth spirit
5. essence bond
6. blessed signet
7. reversal of fortune (yes, im able to protect too )
8. res sig
what do i do???
i put prot bond on the two other monks in the team, then life bond and then life barrier. so far -6 degen (14 is max).
i then put essence bond on them, -8 so far...
i then put balth spirit on me, then prot bond on me, then essence on me, -11 so far.
i then life bond 3 squishy targets in my team...
the other monks can only take 1.25% damage, and i can only take 5% damage per hit.
with this build, if another monk is hit with a phisical attack, i lose 3 energy and gain 2 back. if he is hit with another kind, i lose 2 energy in total. same for me being hit.
how do i maintain this?
i barely do!
i have energy from the other 3 squishies, and i use blessed signet A LOT.
believe it or not, i am able to throw in the occasional RoF when a character is dying (granted, only if i have high energy at that moment).
this build works, but im still testing it and training...
i'll let u know if it gets better...
edit/note:
you shouldnt drop from 44% damage anyway, but the monks should heal you, cause if you die, you are useless for a minute or two...
in adition, instead of bonding another squishy target, you can choose to drop RoF and get succor, to support your two monk buddies.
give me feedback
second edit:
you can also be a ass-backwards healer iif you choose to life bond the other squishies, by running into the fighting area and getting a healer to cast healing seed on you, and having the area healer for 20+ damage for everytime a bonded team member is attacked (if no team has too many deaths, this should mean aprox 2 times per second).
if this build turns out to work, i'd like to say that this isnt a griefer build IMO. you are easilly destroyed by an enchantement removal, you arent just ment to "survive" (you protect others too), and most importantly, this is NOT easy to pull off, and i'm still trying to pull it off "well"
last thing:
so far this is all theory, since im having problems finding groups in topk, since im only rank 1...
a shame really
the problem there is you dont have much time before the fight, so i figure this works better in tombs or GvG...
i suppose this is ment to make all monks in your team invulnerable to everything except rends and degen (funny, i know):
1. prot bond
2. life bond
3. life barrier
4. balth spirit
5. essence bond
6. blessed signet
7. reversal of fortune (yes, im able to protect too )
8. res sig
what do i do???
i put prot bond on the two other monks in the team, then life bond and then life barrier. so far -6 degen (14 is max).
i then put essence bond on them, -8 so far...
i then put balth spirit on me, then prot bond on me, then essence on me, -11 so far.
i then life bond 3 squishy targets in my team...
the other monks can only take 1.25% damage, and i can only take 5% damage per hit.
with this build, if another monk is hit with a phisical attack, i lose 3 energy and gain 2 back. if he is hit with another kind, i lose 2 energy in total. same for me being hit.
how do i maintain this?
i barely do!
i have energy from the other 3 squishies, and i use blessed signet A LOT.
believe it or not, i am able to throw in the occasional RoF when a character is dying (granted, only if i have high energy at that moment).
this build works, but im still testing it and training...
i'll let u know if it gets better...
edit/note:
you shouldnt drop from 44% damage anyway, but the monks should heal you, cause if you die, you are useless for a minute or two...
in adition, instead of bonding another squishy target, you can choose to drop RoF and get succor, to support your two monk buddies.
give me feedback
second edit:
you can also be a ass-backwards healer iif you choose to life bond the other squishies, by running into the fighting area and getting a healer to cast healing seed on you, and having the area healer for 20+ damage for everytime a bonded team member is attacked (if no team has too many deaths, this should mean aprox 2 times per second).
if this build turns out to work, i'd like to say that this isnt a griefer build IMO. you are easilly destroyed by an enchantement removal, you arent just ment to "survive" (you protect others too), and most importantly, this is NOT easy to pull off, and i'm still trying to pull it off "well"
last thing:
so far this is all theory, since im having problems finding groups in topk, since im only rank 1...
a shame really
Reve2uk
So far i have treid to put this build togather but haven't been able to try anything since i can't get on guild wars till later in the week.
Its a two person team a Tank and a Nuker, just feel i am missing something.
Tank:
e/mo (would use monk but only lvl6 at mo )
protect prayers = 12
Healing = 8
smite = 9
energ store = 9
hp = 55
Total nrg = 47 nrg
Protective Spirit
Symbol of Wrath
Balthazar's Aura
Essence Bond
Balthazar's Spirit
Watchful Spirit
Mending
Succor
Nuke:
e/mo
Fire attributes 16
Energy store 15
protection prayers 3
total nrg = 87 nrg
Fire Attunement
Rodgort's Invocation
Fire Storm
Meteor Shower
Life Barrier
Life Bond
Succor
Essence Bond
so anyone got any helpfull tips they can give, cos with it at the moment, both ppl will only have 1 nrg regain wot we can work with no problem, jsut more time. BUT is all the healing needed?
because i will have 6HP regain so 12hp a secound and dmg per hit should be 1.3.
but for the dmg rate to get two high i would have to have 10 people around me hiting me every secound then i would have a problem, but is that likely to happened, or have i missed something out.
edited skills
Its a two person team a Tank and a Nuker, just feel i am missing something.
Tank:
e/mo (would use monk but only lvl6 at mo )
protect prayers = 12
Healing = 8
smite = 9
energ store = 9
hp = 55
Total nrg = 47 nrg
Protective Spirit
Symbol of Wrath
Balthazar's Aura
Essence Bond
Balthazar's Spirit
Watchful Spirit
Mending
Succor
Nuke:
e/mo
Fire attributes 16
Energy store 15
protection prayers 3
total nrg = 87 nrg
Fire Attunement
Rodgort's Invocation
Fire Storm
Meteor Shower
Life Barrier
Life Bond
Succor
Essence Bond
so anyone got any helpfull tips they can give, cos with it at the moment, both ppl will only have 1 nrg regain wot we can work with no problem, jsut more time. BUT is all the healing needed?
because i will have 6HP regain so 12hp a secound and dmg per hit should be 1.3.
but for the dmg rate to get two high i would have to have 10 people around me hiting me every secound then i would have a problem, but is that likely to happened, or have i missed something out.
edited skills
mortalis doleo
i would have gone protector and nuker as tank... because you can
protector mo:
life bond
protective bond
balth spirit
essence bond
blessed signet
divine boon
reversal of fortune
?
the protector can protect both charaters, and heal with divine boon + RoF.
nuker e/? (preferably echo nuker):
pheonix
fire burst
lava font
meteor shower
other fire skills...
protector mo:
life bond
protective bond
balth spirit
essence bond
blessed signet
divine boon
reversal of fortune
?
the protector can protect both charaters, and heal with divine boon + RoF.
nuker e/? (preferably echo nuker):
pheonix
fire burst
lava font
meteor shower
other fire skills...
Reve2uk
thing is thou i only have an e/mo at the moment so blessed signet is total useless to me, i can only get 3 nrg max from it.
this is one of the reasons for posting the build wanted to use wot i had and ot a e/mo that isn't doing much at the moment :P
edit: also interupts could be a problem for the nuker unless i make them a e/W then use bon def, which wouldn't be to bad.
but would my current build work effectivly
edit2: changed both rebirths for, Essence Bond and succor
this is one of the reasons for posting the build wanted to use wot i had and ot a e/mo that isn't doing much at the moment :P
edit: also interupts could be a problem for the nuker unless i make them a e/W then use bon def, which wouldn't be to bad.
but would my current build work effectivly
edit2: changed both rebirths for, Essence Bond and succor
mortalis doleo
for an elmo it is hard maintainng enchantements after the ether renewal nerf, but it can still be used to some extent...
the build itself sems solid and capable of farming most regions, but i still think it should be one nuker, and one monk to keep him alive...
if you cant be monk, then maybe something like this for the protector:
1. life bond
2. prot bond
3. healing seed
4. balth spirit
5. reversal of fortune
6. essence bond
7. ether renewal
8. rebirth/mend ailement
you cast life bond, prot bond and essence bond on the nuker, and balth spirit on yourself.
you cast healing seed on the nuker if you see he is being damaged (with the enchantements on him, seed will be healing, not rducing damage).
you stay behind, very behind, so to not agr enemies, and when you are see you are losing energy, cast ether and spam RoF and mend on either you or the nuker.
the nuker should get succor and apply it to you.
you should have 12 protection, 10 energy storage (with rune), and rest go to healing.
the build itself sems solid and capable of farming most regions, but i still think it should be one nuker, and one monk to keep him alive...
if you cant be monk, then maybe something like this for the protector:
1. life bond
2. prot bond
3. healing seed
4. balth spirit
5. reversal of fortune
6. essence bond
7. ether renewal
8. rebirth/mend ailement
you cast life bond, prot bond and essence bond on the nuker, and balth spirit on yourself.
you cast healing seed on the nuker if you see he is being damaged (with the enchantements on him, seed will be healing, not rducing damage).
you stay behind, very behind, so to not agr enemies, and when you are see you are losing energy, cast ether and spam RoF and mend on either you or the nuker.
the nuker should get succor and apply it to you.
you should have 12 protection, 10 energy storage (with rune), and rest go to healing.
Reve2uk
thanks got one question thou, with life bond i should be getting 0 dmg throu so will balth spirit actaully give me any nrg???
if it dosen't do you think i should get another maintaining spell for extra nrg for ether renwal or shall i put i different one in like
Aegis - block so less nrg lose from prot bond
Guardian - block/spam
Vigorous Spirit - healing- so i wouldn't have to use seed as much
...
if it dosen't do you think i should get another maintaining spell for extra nrg for ether renwal or shall i put i different one in like
Aegis - block so less nrg lose from prot bond
Guardian - block/spam
Vigorous Spirit - healing- so i wouldn't have to use seed as much
...
mortalis doleo
the great think about the life bond-balth spirit combe, is that even with -0 damage, you still gain energy.
i think that the build i gave should work, even though ether renewal isnt that effective...
let me know if you have problems.
edit:
you should have aprox 70 energy, before the fight starts.
with 12 protection, i think you should lose 4 energy from easch stike through prot bond.
you will gain 1 energy from life bond-balth spirit, and one from essence bond.
that means you lose 2 energy from each strike.
with succor on you, you should have 1 energy regen, and with all that energy, i dont think you actually need ether renewal but it helps.
just make sure you regain energy before the next fight, and that you dont fight enemies who are able to strip enchantements...
i think that the build i gave should work, even though ether renewal isnt that effective...
let me know if you have problems.
edit:
you should have aprox 70 energy, before the fight starts.
with 12 protection, i think you should lose 4 energy from easch stike through prot bond.
you will gain 1 energy from life bond-balth spirit, and one from essence bond.
that means you lose 2 energy from each strike.
with succor on you, you should have 1 energy regen, and with all that energy, i dont think you actually need ether renewal but it helps.
just make sure you regain energy before the next fight, and that you dont fight enemies who are able to strip enchantements...
Reve2uk
thanks i will post how it gose when i try it out tomorrow
patnl
ok i have done this build thing for ages and it works very well i maintained 32 enchants in guild battel with the life bond bal spirite combo thats before nerf
basicly this is my build
1 blessed sig (i put this on 1 guss i will keep hitting this evry x seconds
2 -
3 -
4 -
5 -
6 devine boon
7 life bond
8 bal spirite
ok now filling in the gaps i my role is to protect and to serve as a back up healer. i use a 13 healing 12 prot 12 devine build 2 mayors and a sup rune
so we have 4 skills 2 put there and we have a coupels of tough choices to make there are a few viable options;
prot range
aegis, prot spirite, reversal, mend alliment
healing
mending woh (e) and orison / healing breeze
divine
watchfull spirite and sig devotion
ok so what i have chosen for guild battels is
orison woh prot spirit and agis to fill those spots
why woh will generaly heal for 60 + 70 ( conditional ) + 60 (boon) + 40 (devine) francly way enough for me to spike heal a bit of the live back orison is there as a back up is i realy realy whant his ass saved
prot spirite self devence and hyly spammeble
agis any prot mo not bringing this in gb mmmmm lets refraise that i dont see me not taking that
comments no good self defence highly vonereble to conditions and negative regen.
so we could consder taking mo / wa taking bonetise defence ( auto fills with the life bond balth aura thing take mending and wachfull and spamm those around this is nice in random arena but frankly in gb mending and wachfull are nice ( +4 + 2 regen) but basicly srews up your energie managment making you a feggie if you dy and you basicly have no plan b
other option go all devine and prot and just go reversal shield of regen aegis and prot spirit/ mend alliment i my experiance you dont heal that much and your not that versetile as i am now
going low on prot only using life bond at prot 8 7 etc
doeble if you put mending on for instance to absorbe the 5 6 etc that will flout above your head almost evry hit
no good
so my build to but it blutly is to but bal spirite on and 7 bonds regain my enegie with hits ( redyretst 1 gain 1 energie) and the signet
then i let my other mo heal if i see some one in danger il woh him if i am almost getting my signet reloaded i cast aegis and the the sig so that i dont waste enegie ( i do over load somtimes )
and last but not least
if I AM in troubel or in doubt
i run in cirkels, scream and schout
/sarc i kitte and put prot spirite on me
the end.....
ps i was drunk when i wrote this so exuse me for the spelling mistakes i made
basicly this is my build
1 blessed sig (i put this on 1 guss i will keep hitting this evry x seconds
2 -
3 -
4 -
5 -
6 devine boon
7 life bond
8 bal spirite
ok now filling in the gaps i my role is to protect and to serve as a back up healer. i use a 13 healing 12 prot 12 devine build 2 mayors and a sup rune
so we have 4 skills 2 put there and we have a coupels of tough choices to make there are a few viable options;
prot range
aegis, prot spirite, reversal, mend alliment
healing
mending woh (e) and orison / healing breeze
divine
watchfull spirite and sig devotion
ok so what i have chosen for guild battels is
orison woh prot spirit and agis to fill those spots
why woh will generaly heal for 60 + 70 ( conditional ) + 60 (boon) + 40 (devine) francly way enough for me to spike heal a bit of the live back orison is there as a back up is i realy realy whant his ass saved
prot spirite self devence and hyly spammeble
agis any prot mo not bringing this in gb mmmmm lets refraise that i dont see me not taking that
comments no good self defence highly vonereble to conditions and negative regen.
so we could consder taking mo / wa taking bonetise defence ( auto fills with the life bond balth aura thing take mending and wachfull and spamm those around this is nice in random arena but frankly in gb mending and wachfull are nice ( +4 + 2 regen) but basicly srews up your energie managment making you a feggie if you dy and you basicly have no plan b
other option go all devine and prot and just go reversal shield of regen aegis and prot spirit/ mend alliment i my experiance you dont heal that much and your not that versetile as i am now
going low on prot only using life bond at prot 8 7 etc
doeble if you put mending on for instance to absorbe the 5 6 etc that will flout above your head almost evry hit
no good
so my build to but it blutly is to but bal spirite on and 7 bonds regain my enegie with hits ( redyretst 1 gain 1 energie) and the signet
then i let my other mo heal if i see some one in danger il woh him if i am almost getting my signet reloaded i cast aegis and the the sig so that i dont waste enegie ( i do over load somtimes )
and last but not least
if I AM in troubel or in doubt
i run in cirkels, scream and schout
/sarc i kitte and put prot spirite on me
the end.....
ps i was drunk when i wrote this so exuse me for the spelling mistakes i made
Reve2uk
How high do you have to have protection prayers to only take 3 dmg from Protective Bond?
mortalis doleo
3 is the maximum, so i think 14. with an ele you cant reach 3, but you can reach 4.
that is ok, because you have energy storage - almost two times the energy of a monk
that is ok, because you have energy storage - almost two times the energy of a monk
rii
Surely ether prodigy would be a better bet? 10pips means 10 enchants max... which is the maximum anyway. and you dont need blessed signet. I dont have time to work it out now, ill come back later, but i have a feeling a prodigal enchanter would work well on an ele tank if you take advatage of the essence bonds for energy income.
Reve2uk
some one said to get 3 you have to have 13 proctection prayers and if thats so its not realy a problem for my ele/monk just equip my 20% proctection prayer +1
as for ether prodigy i have never realy considered it for a tank build cos u have to loser all you enchantments which would mean death
it also cause Exhaustion which isn't the worset thing when u have 72 nrg
..but i would like to see what you come up with cause that lose all enchaments is a killer :P
as for ether prodigy i have never realy considered it for a tank build cos u have to loser all you enchantments which would mean death
it also cause Exhaustion which isn't the worset thing when u have 72 nrg
..but i would like to see what you come up with cause that lose all enchaments is a killer :P
mortalis doleo
if its 13 protection, then you shoud use that off-hand, and cross your fingers
rii
Well, you loose all enchants that are on you. So if your maintaining them on someone else, youll be unharmed by the recast. This of course means that you cant really put balth spirit on yourself unless you want to recast every 30s. apart from that, just take a +20% enchantment mod on a staff and go forth.
How about something like this:
Elementalist/Monk (prodigial enchanter)
Energy Storage: 12+4
Protection: 12
Ether Prodigy [e]
Life Attunement
Life Bond
Protective Spirit
Protective Bond
Sheilding Hands
Essence Bond
Guardian
That is 4 maintained enchantments, leaving you with 6 pips of energy regeneration. This should be enough to keep prot spirit, shielding hands, and guardian on the target.
Elementalist/Monk
Energy Storage: 11+1
Water: 10+1+1
Fire: 10
Aura of Restoration
Elemental Attunement [e]
Water Attunement
Balthazars Spirit
Flame Burst
Ice Spikes
Frozen Burst
Deep Freeze
I havent calculated any damage output, but it seems ok... also it slows them so you can run like hell if it doesnt work -.- Of course, you can sub in any nukes you want. Theres a bit of healing in aura+life attunement, and your spells are quite high energy so you should get some decent self heals.
Of course, it would be preferable to run with another character (although he is somewhat of a luxury):
Monk/Mesmer
Divine Favour: 11+3+1
Healing: 10+1
Domination: 10
Aura of Faith [e]
Divine Boon
Vigourous Spirit
Res Sig
Restore Life
Healing Seed
Orison of Healing
Chaos Storm
The build lacks energy management, but the main plan is cast vig spirit, aura of faith, healing seed, then heal if things turn pear shaped. Most battles shouldnt last too long though in pve nukage.
Perhaps some healing and a wider spread of attributes on the prodigy would work better... but whatever.
How about something like this:
Elementalist/Monk (prodigial enchanter)
Energy Storage: 12+4
Protection: 12
Ether Prodigy [e]
Life Attunement
Life Bond
Protective Spirit
Protective Bond
Sheilding Hands
Essence Bond
Guardian
That is 4 maintained enchantments, leaving you with 6 pips of energy regeneration. This should be enough to keep prot spirit, shielding hands, and guardian on the target.
Elementalist/Monk
Energy Storage: 11+1
Water: 10+1+1
Fire: 10
Aura of Restoration
Elemental Attunement [e]
Water Attunement
Balthazars Spirit
Flame Burst
Ice Spikes
Frozen Burst
Deep Freeze
I havent calculated any damage output, but it seems ok... also it slows them so you can run like hell if it doesnt work -.- Of course, you can sub in any nukes you want. Theres a bit of healing in aura+life attunement, and your spells are quite high energy so you should get some decent self heals.
Of course, it would be preferable to run with another character (although he is somewhat of a luxury):
Monk/Mesmer
Divine Favour: 11+3+1
Healing: 10+1
Domination: 10
Aura of Faith [e]
Divine Boon
Vigourous Spirit
Res Sig
Restore Life
Healing Seed
Orison of Healing
Chaos Storm
The build lacks energy management, but the main plan is cast vig spirit, aura of faith, healing seed, then heal if things turn pear shaped. Most battles shouldnt last too long though in pve nukage.
Perhaps some healing and a wider spread of attributes on the prodigy would work better... but whatever.
Reve2uk
treid the build, and if you have 13 you do get 3 with protetive bond, so with the build u lose 1 nrg.
will my orignil partner wasn't there so i had to find another one, which was a Ele/R.... so i didn't have succors on me so i had 0 nrg regain....
all started to go well we took on four hydras out side augry, main problem was that he didn't have that many good moves and then got a bit carried away after that fight and started to rush........... meaning protective bond wore of and i was taking half his dmg and when u r attacking minotors and hydras u don't last long......
..in fact i was dying faster then him cos of life bond
also either renwal didn't seem that good everytime i only ended up with about +5, thats without succors thou
will my orignil partner wasn't there so i had to find another one, which was a Ele/R.... so i didn't have succors on me so i had 0 nrg regain....
all started to go well we took on four hydras out side augry, main problem was that he didn't have that many good moves and then got a bit carried away after that fight and started to rush........... meaning protective bond wore of and i was taking half his dmg and when u r attacking minotors and hydras u don't last long......
..in fact i was dying faster then him cos of life bond
also either renwal didn't seem that good everytime i only ended up with about +5, thats without succors thou
mortalis doleo
i think he needs to be E/Mo, and maybe if you are attacking hydras, have him cast healing seed on you. you will be healed for the -0 damages too, so it should balance out...
Reve2uk
only time i was taking dmg was when the protective bond was broke, also the fact after we beat the first group he went "He was amazing " made me think yup wrong choice in partner :P
other then that it works well agasit small groups depending on there rate of attack - four hydra's were alot easier then four minotors
and since then i decided to lvl my monk :P got to the desrt lvl 10 , thats with henching most of the missions, most ppl don't think a lvl 8 can do much, well they were wrong.
now power leveling him at gates of kryta (start part of mission)- if u have any smiting skills and want to lvl fast i say go there
other then that it works well agasit small groups depending on there rate of attack - four hydra's were alot easier then four minotors
and since then i decided to lvl my monk :P got to the desrt lvl 10 , thats with henching most of the missions, most ppl don't think a lvl 8 can do much, well they were wrong.
now power leveling him at gates of kryta (start part of mission)- if u have any smiting skills and want to lvl fast i say go there