Can anyone share tips on making a prot monk build for FA farming?
XvArchonvX
I have beed doing SF/FA farming for a while now using my MM and sometimes my healing monk and have noticed the build many protection monks use that I have seen to be very successful and is based on life bond, essence bond, etc. Seeing as how I know little to nothing about prot builds, I was wondering if someone could share some tips or a good build for a prot monk in a FA keg farming party.
Arya Nibelrund
Well here's what i use...i'm surely not the most experienced one as i've been doing it for a couple of days but i really have fun with it.
I bring rebirth as res spell, then i cast life bond and essence bond on the keg holder (sometimes also on a caster if he needs mana regen). Then before he aggroes the mobs i turn on aegis and cast on the keg holder protective spirit and mark of protection. That way he is safe long enough to aggro everyone while we stay out of range. Mark of prot disables all my prot skills so after i cast that i just use blessed signet to get some mana back (from 6 to 9 points depending how many enchantments i mantain). After the tank has aggroed everyone i just spam mend conditions and protective spirit again and again to keep him up and avoid to have him stripped of the bonds... (the mesmers strip protective spirit instead of the bonds).
I also tried to use balth spirit on myself so everytime life bond is triggered i get another mana regen... very useful but i don't have enough slots for it^^...
For now it has worked 100% of times with just a decent group...
I'm curious to see if anyone else has other builds to spare.
Hope it helped
I bring rebirth as res spell, then i cast life bond and essence bond on the keg holder (sometimes also on a caster if he needs mana regen). Then before he aggroes the mobs i turn on aegis and cast on the keg holder protective spirit and mark of protection. That way he is safe long enough to aggro everyone while we stay out of range. Mark of prot disables all my prot skills so after i cast that i just use blessed signet to get some mana back (from 6 to 9 points depending how many enchantments i mantain). After the tank has aggroed everyone i just spam mend conditions and protective spirit again and again to keep him up and avoid to have him stripped of the bonds... (the mesmers strip protective spirit instead of the bonds).
I also tried to use balth spirit on myself so everytime life bond is triggered i get another mana regen... very useful but i don't have enough slots for it^^...
For now it has worked 100% of times with just a decent group...
I'm curious to see if anyone else has other builds to spare.
Hope it helped
remmeh
i use:
rof
mend condition
protective spirit
blessed signet
balthazar's spirit
life barrier [e]
life bond
rebirth
in grenths footprint bond everyone, barrier tank, balths spirit yourself
in sorrows furnace barrier+bond+balths spirit tank (in that order), balths spirit yourself.
rof
mend condition
protective spirit
blessed signet
balthazar's spirit
life barrier [e]
life bond
rebirth
in grenths footprint bond everyone, barrier tank, balths spirit yourself
in sorrows furnace barrier+bond+balths spirit tank (in that order), balths spirit yourself.
jray14
Here's my favorite prot monk build for a 5-man team with gear-tank, healer, MM (with fiends) and nuker (with multiple interrupts/enchant removals and damage spells that do NOT cause enemies to flee):
[Btw, the nuker can be ANY PROFESSION COMBO as long as it does decent damage and contains multiple enchantment removals and/or interrupts: for example, an R/* with Barrage and interrupts, a N/Me or N/R with Spiteful Spirit and enchant removal and interrupts, a Me/* with Shatter Hex and interrupts and enchant removals but no Chaos Storm, an E/Me or E/R or E/N with interrupts from secondary but no fire storm, etc.]
Mo/R
Prot=16 (sup rune + hat)
DF=9
Marksmanship=9
Wilderness=5
Life Barrier (E)
Life Bond
Vital Blessing
Essence Bond
Blessed Signet
Favorable Winds
Winnowing
Concussion Shot
In Grenth's Footprint, bond the tank and healer with both Life Barrier and Life Bond, and bond the MM and nuker with just Life Bond. (Adjust your bonds as you see fit). Stay way back out of aggro and spam Blessed Signet to maintain your energy. In emergencies, maybe go add a Vital Blessing to someone. Make sure your party takes down Heretics first and don't worry about re-applying bonds until after fights are over. If you're lucky to have a talented MM (and/or talented healer with Heal Area) with a reasonable fiend army at this stage, then go ahead and supply Favorable Winds and Winnowing spirits. But be careful because it will also make the Archers and Carvers more powerful. And I guess this should go without saying, but your success in GF depends on the tank going in way ahead of everyone else and gaining full aggro each battle.
In Sorrow's Furnace, cast Life Barrier, Life Bond, Vital Blessing, and Essence Bond on the tank (in that order). Keep an eye on the bonds and re-apply in the same order as needed. Once the MM has minions, make Favorable Winds and Winnowing spirits repeatedly (adds +10 dmg for fiends and +4 dmg for horrors!). When facing monk enemies, switch to a bow and nail them with Concussion Shot while they're casting Life Attunement or Resurrect. (This will disable them for 14 sec as long as they're being attacked). Or if you already have a reliable interrupter on your team, replace Concussion shot with something else like maybe Mend Ailment.
Other possible variations:
Substitute Life Attunement for Vital Blessing.
Substitute Heal Area for Concussion Shot, crank down Marksmanship and Divine Favor, and crank up Healing. Heal minions.
[Btw, the nuker can be ANY PROFESSION COMBO as long as it does decent damage and contains multiple enchantment removals and/or interrupts: for example, an R/* with Barrage and interrupts, a N/Me or N/R with Spiteful Spirit and enchant removal and interrupts, a Me/* with Shatter Hex and interrupts and enchant removals but no Chaos Storm, an E/Me or E/R or E/N with interrupts from secondary but no fire storm, etc.]
Mo/R
Prot=16 (sup rune + hat)
DF=9
Marksmanship=9
Wilderness=5
Life Barrier (E)
Life Bond
Vital Blessing
Essence Bond
Blessed Signet
Favorable Winds
Winnowing
Concussion Shot
In Grenth's Footprint, bond the tank and healer with both Life Barrier and Life Bond, and bond the MM and nuker with just Life Bond. (Adjust your bonds as you see fit). Stay way back out of aggro and spam Blessed Signet to maintain your energy. In emergencies, maybe go add a Vital Blessing to someone. Make sure your party takes down Heretics first and don't worry about re-applying bonds until after fights are over. If you're lucky to have a talented MM (and/or talented healer with Heal Area) with a reasonable fiend army at this stage, then go ahead and supply Favorable Winds and Winnowing spirits. But be careful because it will also make the Archers and Carvers more powerful. And I guess this should go without saying, but your success in GF depends on the tank going in way ahead of everyone else and gaining full aggro each battle.
In Sorrow's Furnace, cast Life Barrier, Life Bond, Vital Blessing, and Essence Bond on the tank (in that order). Keep an eye on the bonds and re-apply in the same order as needed. Once the MM has minions, make Favorable Winds and Winnowing spirits repeatedly (adds +10 dmg for fiends and +4 dmg for horrors!). When facing monk enemies, switch to a bow and nail them with Concussion Shot while they're casting Life Attunement or Resurrect. (This will disable them for 14 sec as long as they're being attacked). Or if you already have a reliable interrupter on your team, replace Concussion shot with something else like maybe Mend Ailment.
Other possible variations:
Substitute Life Attunement for Vital Blessing.
Substitute Heal Area for Concussion Shot, crank down Marksmanship and Divine Favor, and crank up Healing. Heal minions.
LiQuId StEeL
Heres my variation.
13 protection (minor)
13 Divine (minor)
7 Healing (Sup + Head tats)
Yakslapper
I use the sup healing for no real reason other than I have black 15k, and don't feel like buying a prot rune, and headpiece.
1. Heaing Breeze
2. Healing Seed
3. Guardian
4. Life Barrier {E}
5. Life Bond
6. Essence Bond
7. Balthazar's Spirit
8. Blessed Signet
GF:
Life Bond the 'Tank' and the other two, non-monks. The other monk (healing usually), can take care of himself. Put up Balthazar's Spirit on yourself. Before the 'Tank' aggros, put up Healing Seed, Healing Breeze, and Guardian (IN THAT ORDER). This puts 3 enchants ahead of the Life Bond incase of Stripping. Spam guardian while there are still Mesmers around, and reapply Breeze and Seed when you feel necessary. It's all pretty simple as long as you have a competent 'Tank'. If by chance something gets stripped, put up Guardian, then the newly placed Enchant, then another Guardian. This keeps any more Stripping of Enchants.
SF:
Follow the same basic strategy as before, but this time, Barrier, Bond, and Essence the 'Tank' IN THAT ORDER. Essence is the least important of the 3, so it has lowest priority. Balthazar's Spirit yourself again. Cover your enchantments like before, and heal whenever you need to.
Through the whole thing, you will more than likely want to use Blessed Signet between fights to regen. As long as the 'Tank' is swarmed, you will have a virtually unlimited mana pool
PM me if you need a better explanation.
13 protection (minor)
13 Divine (minor)
7 Healing (Sup + Head tats)
Yakslapper
I use the sup healing for no real reason other than I have black 15k, and don't feel like buying a prot rune, and headpiece.
1. Heaing Breeze
2. Healing Seed
3. Guardian
4. Life Barrier {E}
5. Life Bond
6. Essence Bond
7. Balthazar's Spirit
8. Blessed Signet
GF:
Life Bond the 'Tank' and the other two, non-monks. The other monk (healing usually), can take care of himself. Put up Balthazar's Spirit on yourself. Before the 'Tank' aggros, put up Healing Seed, Healing Breeze, and Guardian (IN THAT ORDER). This puts 3 enchants ahead of the Life Bond incase of Stripping. Spam guardian while there are still Mesmers around, and reapply Breeze and Seed when you feel necessary. It's all pretty simple as long as you have a competent 'Tank'. If by chance something gets stripped, put up Guardian, then the newly placed Enchant, then another Guardian. This keeps any more Stripping of Enchants.
SF:
Follow the same basic strategy as before, but this time, Barrier, Bond, and Essence the 'Tank' IN THAT ORDER. Essence is the least important of the 3, so it has lowest priority. Balthazar's Spirit yourself again. Cover your enchantments like before, and heal whenever you need to.
Through the whole thing, you will more than likely want to use Blessed Signet between fights to regen. As long as the 'Tank' is swarmed, you will have a virtually unlimited mana pool
PM me if you need a better explanation.
chippxero
Based on a 5 man team including a healing monk. (it's also set up to cover stupidity in other human players)
Fire: 10
Protection: 13 (head tat + minor)
Devine: 13 (superior)
Gardock's staff
Aegis
Blessed Signet
Signet of Devotion
Reversal of Fortune
Mend Ailment
Meteor Shower(or spell of your choice)
Life Barrier {Elite}
Rebirth
life barrier: I chose this over life bond as it's one less person that needs healing in heavy fights. (You have to stay well out of the fighting though.)
blessed signet: every time it recharges and you'll get 12 energy back each time which isn't a problem.
Aegis: just as a fight starts to reduce any healing needed if the fight draws out for a second aegis use it. (good for if another of your team manages to draw aggro)
signet of devotion: for some free 89point heals if needed.
ROF: for emergency heals incase healer monk is casting.
Mend ailment: saves healing over conditions and wasting energy.
Rebirth: needed for range
Meteor storm: a great interupt on monk bosses which take the longest to kill most of the time, as you would just have the monk boss on his own talk with ele and cordinate a meteor storm so that he fires his you then cast as his first one hits and then he echo's over yours, this results with monk bosses not able to use MOP for a long enough time to kill him without the long battle.
(Fire doesn't really need to be at 10 but it does about 45 damage per hit to everything in SF so it helps with kills as well as the intrupt, you could use the points on devine and Protection but still have the interupt)
^can be replaced with a energy management spell from another profession or another interupt although energy is bountful using blessed signet and there isn't a better interupt IMO.
Fire: 10
Protection: 13 (head tat + minor)
Devine: 13 (superior)
Gardock's staff
Aegis
Blessed Signet
Signet of Devotion
Reversal of Fortune
Mend Ailment
Meteor Shower(or spell of your choice)
Life Barrier {Elite}
Rebirth
life barrier: I chose this over life bond as it's one less person that needs healing in heavy fights. (You have to stay well out of the fighting though.)
blessed signet: every time it recharges and you'll get 12 energy back each time which isn't a problem.
Aegis: just as a fight starts to reduce any healing needed if the fight draws out for a second aegis use it. (good for if another of your team manages to draw aggro)
signet of devotion: for some free 89point heals if needed.
ROF: for emergency heals incase healer monk is casting.
Mend ailment: saves healing over conditions and wasting energy.
Rebirth: needed for range
Meteor storm: a great interupt on monk bosses which take the longest to kill most of the time, as you would just have the monk boss on his own talk with ele and cordinate a meteor storm so that he fires his you then cast as his first one hits and then he echo's over yours, this results with monk bosses not able to use MOP for a long enough time to kill him without the long battle.
(Fire doesn't really need to be at 10 but it does about 45 damage per hit to everything in SF so it helps with kills as well as the intrupt, you could use the points on devine and Protection but still have the interupt)
^can be replaced with a energy management spell from another profession or another interupt although energy is bountful using blessed signet and there isn't a better interupt IMO.
JMFD
My bonder:
Its a little boring, but gets the job done admirably:
Protection 16 /Divine Favour 12
Life Barrier
Life Bond
Life Attunement
Vital Blessing
Balthazar's Spirit
Blessed Signet
*something from secondary, scourge healing (hmm.. yummy, but need to lower DF for some smiting), or sig of devotion* Sig is best if you do not know the healer.
Rebirth
In Grenths:
Put Life bond on everyone (for safety) , and spirit on yourself, this will ensure anytime anyone gets hit, you get energy. Life Barrier goes on the tank, and life attunement on the tank, and potentially yourself and the healer if things go nasty. Use Barrier on peops that get agro, and remove ti when they no longer need it.
VB+ Life Attunement on the tank in SF, also add Baths spirit as a cover enchant. Keep an eye on which enchants vanish vs mesmers and necros et voila! easy protection.
For most of the time you'll be at -2 to -4 degen (heck sometimes in the midst of combat at -8), but spamming Blessed you should be fine.
To clarify:
Grenths:
All Allies: Life Bond
Tank: Life Barrier
Yourself: Balths Spirit
When in trouble LA for yourself, Barrier for allies, Vital Blessing for anyone, Spirit for the healer if getting wailed on. Remember to remove when no longer needed!
Sorrows:
Tank (in this order): Life Bond. Life Barrier, Vital Blessing, Life Attunement, Baltz Spirit
Yourself: Balths spirit
If anyone else gets agro, Lifebond them straight away.
Its a little boring, but gets the job done admirably:
Protection 16 /Divine Favour 12
Life Barrier
Life Bond
Life Attunement
Vital Blessing
Balthazar's Spirit
Blessed Signet
*something from secondary, scourge healing (hmm.. yummy, but need to lower DF for some smiting), or sig of devotion* Sig is best if you do not know the healer.
Rebirth
In Grenths:
Put Life bond on everyone (for safety) , and spirit on yourself, this will ensure anytime anyone gets hit, you get energy. Life Barrier goes on the tank, and life attunement on the tank, and potentially yourself and the healer if things go nasty. Use Barrier on peops that get agro, and remove ti when they no longer need it.
VB+ Life Attunement on the tank in SF, also add Baths spirit as a cover enchant. Keep an eye on which enchants vanish vs mesmers and necros et voila! easy protection.
For most of the time you'll be at -2 to -4 degen (heck sometimes in the midst of combat at -8), but spamming Blessed you should be fine.
To clarify:
Grenths:
All Allies: Life Bond
Tank: Life Barrier
Yourself: Balths Spirit
When in trouble LA for yourself, Barrier for allies, Vital Blessing for anyone, Spirit for the healer if getting wailed on. Remember to remove when no longer needed!
Sorrows:
Tank (in this order): Life Bond. Life Barrier, Vital Blessing, Life Attunement, Baltz Spirit
Yourself: Balths spirit
If anyone else gets agro, Lifebond them straight away.
Shikaru
My SF bonder goes:
14 Protection (10+3+1)
14 Favor (11+3)
10 Beast Mastery
Skills:
Life Barrier
Life Bond
Life Attunement
Vital Blessing or Watchful Spirit
Holy Veil
Balths Spirit
Blessed Signet
Symbiosis
Grenths:
Put Life Bond on everyone and use Life Barrier on softies (usually the other monk or the nub Ele who thinks inferno is a good ida) I find that the tank doesn't need Life Barrier in this area since he should have stances and the Summit Rangers like to target the soft targets anyways. Put Balths Spirit on yourself etc. Holy Veil to remove rust from yourself or just help with the degen. Spam Blessed Signet and use Watchful for emergency heals.
You should be able to maintain 5 energy degen (a total of 9 bonds) without much trouble.
SF:
Put all your bonds on the tank in this order
Life Barrier
Life Bond
Life Attunement
Holy Veil
Watchful Spirit
Balths Spirit
Balths Spirit is just a simple cover enchant. Against mobs that have more than one enchantment remover Watchful Spirit will counteract Shatter and if they remove holy veil it will also remove a hex (you shouldn't have to remove any of your own enchants unless under dire situations). Drop Symbiosis before a fight and your tank will instantly have 1200 hp+
There are reasons for not bringing res. Usually if you need to use res your entire party is screwed anyways. You're better off just suiciding and ressing the entire party together at a shrine.
14 Protection (10+3+1)
14 Favor (11+3)
10 Beast Mastery
Skills:
Life Barrier
Life Bond
Life Attunement
Vital Blessing or Watchful Spirit
Holy Veil
Balths Spirit
Blessed Signet
Symbiosis
Grenths:
Put Life Bond on everyone and use Life Barrier on softies (usually the other monk or the nub Ele who thinks inferno is a good ida) I find that the tank doesn't need Life Barrier in this area since he should have stances and the Summit Rangers like to target the soft targets anyways. Put Balths Spirit on yourself etc. Holy Veil to remove rust from yourself or just help with the degen. Spam Blessed Signet and use Watchful for emergency heals.
You should be able to maintain 5 energy degen (a total of 9 bonds) without much trouble.
SF:
Put all your bonds on the tank in this order
Life Barrier
Life Bond
Life Attunement
Holy Veil
Watchful Spirit
Balths Spirit
Balths Spirit is just a simple cover enchant. Against mobs that have more than one enchantment remover Watchful Spirit will counteract Shatter and if they remove holy veil it will also remove a hex (you shouldn't have to remove any of your own enchants unless under dire situations). Drop Symbiosis before a fight and your tank will instantly have 1200 hp+
There are reasons for not bringing res. Usually if you need to use res your entire party is screwed anyways. You're better off just suiciding and ressing the entire party together at a shrine.
Arwen Granger
My FA/Oro/SF Bonder build with 3 sup runes (hp 296) for 5 man farming
Smite - 14 (10+3+1)
Prot - 13 (10+3)
Div - 14 (11+3)
wield yakslapper or ivor wand + wroth's icon combo.
Skills:
Blessed Signet
Balthazar's Aura
Balthazar's Spirit
Watchful Spirit
Vital Blessing or Holy Veil
Life Bond
Life Barrier
Rebirth
Outside SF, cast life bond onto everyone first, add life barrier to tank, then bal spirit to both tank and myself - so 4 + 2 + 1 = 7 enchantments.
In battle, I usually cast watchful on the necro so that he/she can recover faster. Watchful is very useful as a cover enchantment, despite it is very expensive.
If I get hit by life siphon or bleeding I use watchful on myself so only -1 health degen, worst put vital blessing. Mostly this will work outside SF with a half decent pug.
Inside SF, the tank gets barrier, bond, watchful, vital, bal spirit - in this order.
I cast bal spirit on myself. This will normally leave me enough energy to cast bal aura on the tank when we box in onto bosses.
Holy Veil can be swapped in for vital blessing if you want to but my experience is that as soon as u strip the hex, another one comes in immediately...
Smite - 14 (10+3+1)
Prot - 13 (10+3)
Div - 14 (11+3)
wield yakslapper or ivor wand + wroth's icon combo.
Skills:
Blessed Signet
Balthazar's Aura
Balthazar's Spirit
Watchful Spirit
Vital Blessing or Holy Veil
Life Bond
Life Barrier
Rebirth
Outside SF, cast life bond onto everyone first, add life barrier to tank, then bal spirit to both tank and myself - so 4 + 2 + 1 = 7 enchantments.
In battle, I usually cast watchful on the necro so that he/she can recover faster. Watchful is very useful as a cover enchantment, despite it is very expensive.
If I get hit by life siphon or bleeding I use watchful on myself so only -1 health degen, worst put vital blessing. Mostly this will work outside SF with a half decent pug.
Inside SF, the tank gets barrier, bond, watchful, vital, bal spirit - in this order.
I cast bal spirit on myself. This will normally leave me enough energy to cast bal aura on the tank when we box in onto bosses.
Holy Veil can be swapped in for vital blessing if you want to but my experience is that as soon as u strip the hex, another one comes in immediately...
Leighwyn
Quote:
Originally Posted by LiQuId StEeL
Heres my variation.
13 protection (minor)
13 Divine (minor)
7 Healing (Sup + Head tats)
Yakslapper
I use the sup healing for no real reason other than I have black 15k, and don't feel like buying a prot rune, and headpiece. You do realize that if you did what you SHOULD do and put your superior rune as whichever attribute is highest (here, prot or DF) and head piece as whichever other is highest (prot or DF again) you could get your healing prayers up to 11 while still have 13 in prot and DF, right?
13 prot (11 + 1 + 1 = 13 = 77 pts)
13 df (10 + 3 = 13 = 61 pts)
11 hp (10 + 1 = 13 = 61 pts)
61 + 61 + 77 = 199
13 protection (minor)
13 Divine (minor)
7 Healing (Sup + Head tats)
Yakslapper
I use the sup healing for no real reason other than I have black 15k, and don't feel like buying a prot rune, and headpiece. You do realize that if you did what you SHOULD do and put your superior rune as whichever attribute is highest (here, prot or DF) and head piece as whichever other is highest (prot or DF again) you could get your healing prayers up to 11 while still have 13 in prot and DF, right?
13 prot (11 + 1 + 1 = 13 = 77 pts)
13 df (10 + 3 = 13 = 61 pts)
11 hp (10 + 1 = 13 = 61 pts)
61 + 61 + 77 = 199
acidic artist
i have a perfect build for this. i use it and have no problems with anything. i dont like doing 5 man runs and being anything other than my monk cuz i dont like the way other bonders work. all u have to do is think for a minute while making a build. it requires 8 healing 14 prot 13 divine.
life barrier
life bond
mending
essence bond
mend ailment
remove hex
blessed sig
rebirth
just cast life bond on everyone but you outside of SF. once inside cast barrier then bond then mending and finally essence and it acts as a buffer for when shatter hex is used. u will find that this build is excellent. i dont remember my rune setup so you may have a higher divine or prot than this but it will be more helpfull.
life barrier
life bond
mending
essence bond
mend ailment
remove hex
blessed sig
rebirth
just cast life bond on everyone but you outside of SF. once inside cast barrier then bond then mending and finally essence and it acts as a buffer for when shatter hex is used. u will find that this build is excellent. i dont remember my rune setup so you may have a higher divine or prot than this but it will be more helpfull.