Originally Posted by ange1
ether renewal instead of oob
I don't think a 5 second Ether Renewal will be very useful. Energy Storage of ZERO for a Mo/E.
22 Nov 2005 at 04:22 - 7
sorry glyph of renewal
22 Nov 2005 at 04:33 - 8
Racthoh, Vexed, thank you for the ideas. I really like your build, Vexed, I'll have to incorporate some of that into my build, and I guess I should drop Healing Prayers.
One thing though: I think that what you're talking about with Contemplation is to cast it, then remove it. But, that could really kill my energy, because then I'd have to re-cast Divine Boon, and then probably need OoB to get myself back into action. But, with higher blood, that would probably be easier. Allow me to tweak this sucker.
Quote:
Originally Posted by Ange1
sorry glyph of renewal
Are you sure? I'm running out of energy as it is, if I take that, then I'll run out faster D;
22 Nov 2005 at 05:30 - 9
Quote:
Originally Posted by VGJustice
Racthoh, Vexed, thank you for the ideas. I really like your build, Vexed, I'll have to incorporate some of that into my build, and I guess I should drop Healing Prayers.
One thing though: I think that what you're talking about with Contemplation is to cast it, then remove it. But, that could really kill my energy, because then I'd have to re-cast Divine Boon, and then probably need OoB to get myself back into action. But, with higher blood, that would probably be easier. Allow me to tweak this sucker.
Are you sure? I'm running out of energy as it is, if I take that, then I'll run out faster D;
Contemplation of Purity is soley to remove hexes and conditions in one fell swoop. If you don't like CoP go with another hex remover. However there is no better spell to remove things like Migraine or Conundrum while an interrupter babysits you.
The Glyph of Renewal build is vastly different. It runs with things like Kinetic Armor, Divine Spirit, Glyph of Renewal and no boon. You either run Prot or Heal and keep your kinetic armor up by casting every 7 seconds or less pretty much. All your heal spells are reduced by 5 energy (1 is the lowest a spell can cost) and the Glyph lets you keep Divine Spirit up all the time. It is combo heavy and 1 Rend Enchantments = kaput. In Team Arena you will hit interrupt teams with some spike damage and those will shut down many single monk teams that don't use Mantra of Resolve on the healer, thus Protection is best.
Looking back I see why he suggested Glyph of Renewal, you had Divine Spirit in your build. If you really want a Divine Spirit build I do recommend Mo/E and at least Glyph of Renewal as suggested even if you choose not to use Kinetic Armor. With a Divine Spirit build I wouldn't mess with Signet of Devotion as I suggested.
Reversal of Fortune
Guardian
Protective Spirit
Divine Spirit
Glyph of Renewal
Kinetic Armor
Remove Hex
Mend Ailment
At least 8 in Earth would be my recommendation, high Divine Favor, the rest in Protection. You could drop Mend Ailment for another skill and have another member of your team run condition removal (E/Mo spiker/protection, R/Mo with just Mend Ailment from the monk line or maybe even Breeze, etc.).
22 Nov 2005 at 05:39 - 10
ok, now I understand Glyph of Renewal, thanks for the explanation. Actually, I had Divine Spirit in there as a mis-guided atempt at Energy management.
[EDIT] On a side note, I don't have a problem with "cookie-cutter builds". The way I look at it, it would only be a cookie-cutter build if it worked, and you can't ask for more than that.
22 Nov 2005 at 07:06 - 11
Blood - 10
Prot - 14 (10+4)
DF - 13 (11+2)
RoF
Guardian
Shielding Hands
Mend Ailment
Prot Spirit
Boon
OoB {E}
Contemplation of Purity
This is what i use in 4vs4. Quite effective.
22 Nov 2005 at 07:32 - 12
Glyph of Renewal/Divine Spirit healers are no more than a gimmick. You are devoting one elite, and another skill slot to energy management. Not only that, but they are both reliant on each other, so if one gets shut down, the other one is useless too. It's a build that looks awesome on paper, but there are much better alternatives to ingame.
For energy management; since the nerf to Energy Drain, Offering of Blood is now the single most powerfull for of energy management on the market. I really wouldn't consider running anything else, unless you really wanted that elite slot.
As such, I would agree to some extent with THIS build:
Quote:
Originally Posted by Jasso
Blood - 10
Prot - 14 (10+4)
DF - 13 (11+2)
RoF
Guardian
Shielding Hands
Mend Ailment
Prot Spirit
Boon
OoB {E}
Contemplation of Purity
This is what i use in 4vs4. Quite effective.
A big fan of boon prots myself. I have been running monks exclusively in PvP for 3 months pretty much, and have yet to come across a build that is quite as versatile, once you get used to it.
However, in reference to your build: A Boon Prot is much more effective at 15 Divine, 9 Prot, 10 Blood. There are no prot skills that benefit hugely from any more than that, and the divine boost makes you a LOT more efficient. If you are going to suffer -1 regen, you may aswell use boon to the best of its ability.
Prot Spirit is a bit of a waste in 4v4 imo, you don't tend to see that much heavy spike. Nothing that you couldn't easily save with a ninja reversal anyway. Instead I would consider throwing in Holy Veil for hex removal.
22 Nov 2005 at 11:49 - 13
Quote:
Originally Posted by JR-
A big fan of boon prots myself. I have been running monks exclusively in PvP for 3 months pretty much, and have yet to come across a build that is quite as versatile, once you get used to it.
However, in reference to your build: A Boon Prot is much more effective at 15 Divine, 9 Prot, 10 Blood. There are no prot skills that benefit hugely from any more than that, and the divine boost makes you a LOT more efficient. If you are going to suffer -1 regen, you may aswell use boon to the best of its ability.
Prot Spirit is a bit of a waste in 4v4 imo, you don't tend to see that much heavy spike. Nothing that you couldn't easily save with a ninja reversal anyway. Instead I would consider throwing in Holy Veil for hex removal.
I have to test out those attributes  Thanks for info. About prot spirit.. i have found it a lifesaver more times i can count. Its especially usefull when you have low armor casters on your team = read mesmers  Stops any spiking very nicely.
22 Nov 2005 at 13:16 - 14
Boon prot goes 12+4df, 10 blood, and 8+1 prot
Offering of blood for energy management
rof for staple heal/anti-spike
prot spirit for anti-spike
mend ailment for conditions
guardian for anti-warrior/ranger
shielding hands for anti-smite/ranger spike/dps
convert for anti-hexes
thats 7 skills and then boon
some people like to make really offensive builds...they throw everything at the enemy to get the kills at the expense of defense. If you like the idea, throw in vampiric gaze or shadow strike/similar on all your monks if mo/n and use it at the spike. The bonus of 150-ish damage (if 3 monks) means you can drop people a lot faster than normal. The energy expense can grate a bit though so a blood ispower/ritual bot can be a useful support character for the said mo/n triplets
if your just sticking with 4v4 i wouldnt bother (although a support/shutdown necro with bip/britual can still work good), but 8v8 the additional damage can make some spike builds go from good to great in terms of spike damage.
22 Nov 2005 at 15:17 - 15
Convert Hexes Yuck. 17 energy and a 2 sec cast on an anti-spike character when it works perfectly well at 0 protection.
The only real staples are:
Rof
Oob
Mend
Smite Hex/Holy Veil
Boon
those 5 combine extremely well and provide max utility, the rest of it can be customized most of the time.
22 Nov 2005 at 16:26 - 16
Boon protector is a great way to farm faction easily in the CA. You'll find yourself getting on consecutive wins often.
The beauty of it really in my eyes in Reversal of Fortune. The 1/4 second cast time is what makes it shine, making it nearly impossible to interrupt (NEARLY, had it interrupted 3 times to date). The spell alone will heal you for 100+ health, and the possibility of another 70 or so makes this a 7 energy cast that restores 1/3 of your health.
22 Nov 2005 at 16:34 - 17
Quote:
Originally Posted by Racthoh
I think boon is more effective if you focus on one attribute rather than 2. If you focus solely in healing, you will heal for A LOT. However, it's really overkill, and protection does it very well.
right now (because shes stillhaving to get into groups) my monk is a pure healer, and can drop a nearly (in the 290s) 300 point heal other, and a healing touch for just over 200; and the skill-levels arent even max. (shes lvl 18 with no 15-skillpoint quests done yet)
22 Nov 2005 at 20:54 - 18
Quote:
Originally Posted by JR-
However, in reference to your build: A Boon Prot is much more effective at 15 Divine, 9 Prot, 10 Blood.
Prot Spirit is a bit of a waste in 4v4 imo, you don't tend to see that much heavy spike.
You were a little off on the stats: should be 11/10/10. But I agree that Prot Spirit is a waste in 4v4...
DF 15 (11+1+3)
Prot 11 (10+1)
Blood 10
RoF
Guardian
Shielding Hands
Mend Ailment
Remove Hex (use on team mates)
Divine Boon
OoB
Res Signet or CoP (CoP for self)
22 Nov 2005 at 21:01 - 19
Quote:
Originally Posted by Yamat
You were a little off on the stats: should be 11/10/10. But I agree that Prot Spirit is a waste in 4v4...
DF 15 (11+1+3)
Prot 11 (10+1)
Blood 10
RoF
Guardian
Shielding Hands
Mend Ailment
Remove Hex (use on team mates)
Divine Boon
OoB
Res Signet or CoP (CoP for self)
Shielding Hands does NOTHING vs Ranger Spike, Warrior Spike, Ele Spike. It is only useful vs. normal attacks, that is it. It's slow recycle is crap. Max Protection you save 17 damage per hit, a warrior can lay out well over 100 damage on a skill attack. Reducing that to 40ish > reducing it to 83-130ish.
23 Nov 2005 at 02:30 - 20
Ok, I've tweaked my build a bit, but I'm still having some problems. I think that most of my problems are related to me being bad at the job (no practice = not good D; ) Sooo....
Attributes:
Blood: 10
Protection: 10 + 1
Divine Favor: 11 + 3 + 1
Skills:
Reversal of Fortune
Orison of Healing
Mend Ailment
Guardian
Holy Veil
Contemplation of Purity
Divine Boon
Offering of Blood {E}
Orison is in there because I can still get some good out of it even with nuthing in the stat. Or, level 1 plus a minor rune, if you must. I'm still having huge energy problems, and if I get targeted, I'm basicly doomed. Maybe I'm not casting things in the right order? I also tried Blessed Signet, but it didn't do enough (again, maybe things weren't done in the right order?) I can get some good out of it, but I'm dieing to things that I don't think that I should have died to
There is one other possibility, and that is lag. I've been having spotty lag a lot lately. Qwest FTL D;
23 Nov 2005 at 02:33 - 21
Quote:
Originally Posted by VGJustice
Ok, I've tweaked my build a bit, but I'm still having some problems. I think that most of my problems are related to me being bad at the job (no practice = not good D; ) Sooo....
Attributes:
Blood: 10
Protection: 10 + 1
Divine Favor: 11 + 3 + 1
Skills:
Reversal of Fortune
Orison of Healing
Mend Ailment
Guardian
Holy Veil
Contemplation of Purity
Divine Boon
Offering of Blood {E}
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Why do you have Orison with NO healing prayers?
Quote:
I also tried Blessed Signet, but it didn't do enough (again, maybe things weren't done in the right order?) I can get some good out of it, but I'm dieing to things that I don't think that I should have died to
Not Blessed Signet, Signet of Devotion! :-)
23 Nov 2005 at 03:07 - 22
Mend Condition instead of Mend Ailment
&
Plague Touch instead of Divine Spirit
Very dangerous for condition users. But it's not without its drawbacks. At this point, you can actually do some harm [quite a bit actually] if your teammates aren't in need of healing. [it happens...  ]
23 Nov 2005 at 05:07 - 23
Quote:
Originally Posted by Vexed Arcanist
Why do you have Orison with NO healing prayers?
Well, like I said, I can still get good healing out of it using Boon even without any healing prayers. Best idea in the world? No, not really, I was just looking for a cheap skill to fill a hole. But, at level 2 Healing, I was getting about 27ish + 67 from boon + 42 DF, for 136 pure healing for 7 energy. Not too bad, but just a filler.
Also, I actually did mean Blessed Signet. I was trying to use it for energy management, but I was only getting 3 energy out of it, so it was a no-go. I'm kinda leary of Sig of Devotion, but I'll give it a try. Can't hurt, and it could be nice if it actually worked.
And, about Mend Condition. I like it, as it removes the whole enchilada instead of just one, but I don't like the recharge time. Plus, I can get a lot more bang out of Ailment if I spam it. But, then again, maybe that's why I'm killing my energy so fast =/
Yeah, I'm starting to think that 90% of my problems are from me having a healer's mentality while using a prot.
23 Nov 2005 at 08:14 - 24
In 4v4 as the only monk you can not remove all hexes, remove all conditions and remove/restore all damage/health. If you play in Comp Arena only remove conditions that are called like Blind, or nasty ones you notice like Cripple. In Team Arena your team build should be built to have at least one that can help in a pinch. An Ele with Restore Condition and maybe Protective Spirit can help when needed while dealing damage when you have complete control over protecting. A War/Mo who is purely Adrenal based can put Succor on you (and probably another caster like an Ele, Mes or Nec) which will increase your ability to heal/prot.
23 Nov 2005 at 19:32 - 25
I've been messing around with the Boon Healer builds recently, as I've never tried them before. This is what I use, for pve. Might be a little different for pvp.
12+3+1 Divine Favor
9+1 Protection
9 Blood
Divine Boon
Signet of Devotion
Rebirth (don't use that in pvp lol)
Reversal of Fortune
Guardian
Offering of Blood {E}
Contemplation of Purity
Mend Condition
Mend Condition has the same recharge as ailment, sonny. I use DB and Guardian if I need to get rid of things on myself, with Contemplation. My team mates can worry about their own dang hexes. I'm toying with the idea of putting in Shielding Hands and Protective Spirit, but Shielding Hands has that huge recharge, and Protective Spirit costs 10e.. don't know. Those stats are what I've been using, but I may lower DF to 15 and use 11 Protection and 10 blood. Not sure how much of a difference that would make, whether for better or worse.
23 Nov 2005 at 19:45 - 26
I would say lower Prot 1 point, and raise Blood to 10. Seriously the one point in prot really makes no extra difference, 9 is a bit of a cut off point there. Wheras the efficiency of OoB takes a bigger step up at 10.
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