The "CoP" Monk.

Actuvious Devanger

Ascalonian Squire

Join Date: Oct 2005

TEC

E/Mo

The "Cop" Monk build was designed solely for the purpose of TA and CA. This build focuses on using prot to prevent dmg, using hex and condition removers while keep allies healed.
CoP, which stands for Contemplation of Purity, is a skill not used by many monks. But if used right, can be very useful.


Attributes
Protection Prayers: 12+3(sup rune)
Divine Favor: 9+1(minor rune)+1(headgear)
Blood Magic: 9

Skills:
Reversal of Fortune
Guardian
Signet of Devotion
Divine Boon
Contemplation of Purity
Mend Condition
Offering of Blood
Res Sig

The Strategy:
Basicly, the strategy here is to know when, and when not to use divin favor. When a round starts, I do not have divine. I stick with using reversal, guardian, condition and smite hex. If I become the target, I will put on divine favor, or if I can't handle the dmg output. With divine favor+divine boon+reversal or such, you will get healed for 100+. If low on energy, you can always use signet of devotion and offering of blood. Also, because of the popularity of the "Palidan" build, it is great to have mend condition. This will heal target for 150 or 200+.
NOW COMES the MAIN secret to this build. Yup, you guessed it, Cop! Say if you are getting hexed, say 5 hexes on you and 3 conditions. First put on divine boon, then stack on reversal and guardian. Afterwards, as fast as possible, use CoP. This will get rid of all three conditions and 3 hexes. And in return heal you for 300+. Since all four skills are fast recharge, feel free to do it again!

rii

Desert Nomad

Join Date: Mar 2005

UK

Energy Management, and lack of.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

CoP is actually really nice in a setting where you have less than 4 monks (depending on the build, could be gvg. more often its 4-4)

i usually use it with a boon prot and offering of blood as the elite, 16 DF, 10 prot and like 9 blood.

CoP is actually a skill, not a spell, so it saves you from the migraine/arcane conundrum lockdown thingy. its also affected by expertise. now believe me, ive tried to make a decent r/mo build but.. no dice

Actuvious Devanger

Ascalonian Squire

Join Date: Oct 2005

TEC

E/Mo

I remeber I forgot something! I include Offering of Blood to keep my energy high. I knew there was some skill I was forgetting. ~_~ There, the build is edited. ^^

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

in that case my advice is screw protection and get 16 DF

Actuvious Devanger

Ascalonian Squire

Join Date: Oct 2005

TEC

E/Mo

but that way I can't prot efficiently. Anyways, this build is to keep others healed better. Also, if I do go tombing with this build, I ussually add Aegis instead of res sig.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

you only have 3 prot skills: guardian, rof, and mend condition. the only one that really suffers from having like 10 protection is guardian, but the rest of your skill bar does alot better

Actuvious Devanger

Ascalonian Squire

Join Date: Oct 2005

TEC

E/Mo

I will try that tonight. But like i said, for tombing, it is better to have 16 prot.
anyways, thnx for the input. ^^

Eonwe

Jungle Guide

Join Date: May 2005

New Jersey

Idiot Savants

Actually if you're running boon, you want to go with 16 Divine Favor, not 16 Protection. :|

Man With No Name

Man With No Name

Frost Gate Guardian

Join Date: May 2005

Manchester, UK

W/

Whenever I've played alongside Monks that use this, it's been solid -- it just falls down when it comes to removing hexes from teammates rather than from themselves...

That's why I prefer the alternate version with Holy Veil in place of CoP.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

Actually with this build don't use offering Mantra of recall works much better as its an enchant as well and is able to be comboed with CoP. Take inspired and switch it out for signet of devotion. Also take out mend condition for mend ailment for yourself. After all mots warriors will go after you no matter if they miss the entire round. And you don't really need a rez sig. Switch it out for something that might help such as shielding hands. and 16 DF works much better than 16 prot.

smurfhunter

smurfhunter

Banned

Join Date: Aug 2005

my w/mo uses mending, orison, and healing breeze. you cant kill him.

Sand Scorpions [SS]

W/Mo

mantra of recall gives less energy than oob. just because you can CoP-it doesnt justify its use for me.

Actuvious Devanger

Ascalonian Squire

Join Date: Oct 2005

TEC

E/Mo

Cop takes care of conditions on me. therefore, i don't need mend ailment. plus, mend condition does a lot of healing. also, for ta and ca, monks do need res sig

Actuvious Devanger

Ascalonian Squire

Join Date: Oct 2005

TEC

E/Mo

Tried it with 16 favor. Works well. ^^

Third Quarter

Third Quarter

Academy Page

Join Date: Jun 2005

Ectos And Shards [EnS]

I prefer Mantra of Recall over Offering of Blood because it forces you to really learn to use the monk's primary energy management mechanism: conservation.

Watch your rate of energy usage. You should be using enough that everyone is staying alive, but not so much that you burn out before Mantra of Recall ends.

I rather like Divine Spirit on this guy as well. It's great in conjunction with Divine Boon, or pretty much any time you think you're going to have to do a lot of spamming. (you can get a good 16 seconds out of it if you have high Divine Favour)

Also, bear in mind that 16 Divine Favour gets you a 51 health bonus on every spell you cast. It's not huge, but it adds up pretty quick, especially since you're negating a lot of damage with those prot spells.

Actuvious Devanger

Ascalonian Squire

Join Date: Oct 2005

TEC

E/Mo

with favor and divine, each spell can heal for 120+.

rii

Desert Nomad

Join Date: Mar 2005

UK

Recall is also better since there are other inspiration skills that give energy, since generally one skill isnt enough, unless on fast recharge etc.

Yamat

Krytan Explorer

Join Date: Jun 2005

San Diego, USA

Quote:
Originally Posted by Actuvious Devanger
with favor and divine, each spell can heal for 120+. True... but I find that most of the time the extra from boon is wasted in this kind of setup due to overheal. And the -2 energy per cast hits hard... without spike protection (warrior or ele), you will be casting RoF a lot as a damage mitigation spell, as it is intended, but this quickly eats through your energy. The warriors/rangers are probably using weapons that give damage bonus with health >50%, so you want that to be happening, which means spamming RoF and Guardian a lot.

I agree with other posters too... take higher DF over Prot. The extra 2/4% on Guardian isn't worth it.

I like your use of CoP and Mend Condition though... I might give that a try.

Finally, I'd throw out Sig of Dev since it takes too long to cast, and put in Shielding Hands. Oh, and make sure the rest of the team knows you won't be removing hex's from them!!

Brother Foon Sped

Academy Page

Join Date: Oct 2005

I have a build that uses boon. I run 8 to 10 enchantments at the same time and get paid for it in energy. It's the most effective 4 man monk I have seen to date. Mostly cuz there is no ench removal in 4 mans it seems.

Any guesses. I use reversal of fortune and protective spirit to trigger boon "heals" but any gueses on what enchantments and what elite I use for energy management and over all party protection and healing?

I use Divine favor at 16 and protection at 15.

I'll confess if guessed.

entropy

Wilds Pathfinder

Join Date: Jun 2005

N/W

10 enchants? 8 skill slots...

Brother Foon Sped

Academy Page

Join Date: Oct 2005

8- 10 enchants up. Some of them are the same enchantment but on multiple party members. I was refering to the amount of enchantments I can upkeep.