View Full Version : A monk builds repository
Welcome to a list of Monk builds that Don't Suck, Version 1.0!
The purpose of this guide is simple. Provide a list of common builds so that people have some sort of a starting point to work from on their way to becoming good. You may find a lot of these builds are similar, or lack originality, and you would be right. If you consider 'cookie cutter' or 'wiki build' to be insults and things to be avoided, you'd probably be better off hitting the back button now. However, if you wish to become a better player through use of the best skills currently available to the class, you're in luck!
These builds are by no means set in stone. Skill updates happen frequently, so make sure to check the edit dates on the posts to see how recent the builds are. As nerfs and buffs occur, I'll try to maintain this guide to reflect the current monk meta.
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This guide was last given a significant content update on April 9th, 2008.
Table of contents:
1. PvE
2. GvG
3. RA/TA
4. HA
1. PvE
Alright, first and foremost, almost everything will work in PvE. You know it, and I know it, so let's just get that out there and over with right up front. Unfortunately, while the smite build you've been using ever since you first hit Lions Arch might work, it also has a high chance of sucking pretty badly too. And this is where the list comes in, to give you a nudge in the right direction.
Most of these builds use [[gole] as their energy management, and go easy on the pve skills. This is partly for easy adaptation for heroes, and partly because monk pve skills suck except for a place here and there in very narrow niches. Plus [[gole] is ridiculously good.
You may also notice a lack of hard resses. This may come as a shock, as the mentality that monks MUST have hard resses has been drilled into pve monks by pugs since Prophecies. In this day and age, this is simply no longer the case. It's more efficient for you to bring another skill to enable you to keep your team up for longer. It will also force you to improve your ability as a monk, as you won't have that crutch for failure to lean upon.
If, despite all this, you find it too hard to let go of your hard res, for a insignificant fee you can always purchase Scrolls of Resurrection (http://wiki.guildwars.com/wiki/Scroll_of_Resurrection) from Eye of the North, which act as an AoE [[Rebirth] (and has the added benefit of not draining your energy, or disabling your teammates skills).
That said, let's get to the builds.
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[Patient Spirit][Dismiss condition][Word of Healing][guardian][Protective Spirit][Cure Hex][Aegis][Glyph of lesser energy]
Variant: [[Signet of rejuv@14] or [[seed of life@8] instead of [[guardian@11].
Party variant: [[Heal party@14] instead of [[Aegis@11].
Hex removal variant: [[veil] instead of [[cure hex@14].
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[rof][guardian][rc][gift of health][Protective Spirit][veil][Aegis][Glyph of lesser energy]
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This build lacks party wide defense/healing, but if under pressure the combination of Divine Spirit + Glimmer allows you to heal ~1500 hp just from Glimmer spam alone.
[Patient Spirit][guardian][Dismiss condition][glimmer of light][Protective Spirit][deny hexes][divine spirit][dark escape]
Variant: [[Selfless Spirit] and [[veil] instead of [[divine spirit@11] and [[deny].
Ultra hex removal: [[Divine healing] instead of [[Dark Escape], for three hexes removed with [[deny].
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[rof][guardian][dismiss][zealous b][Protective Spirit][veil][Aegis][Glyph of lesser energy]
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[Patient Spirit][Dwayna's Kiss][dismiss][heal other][Cure Hex][Heal Party][Healer's Boon][Glyph of lesser energy]
Ursan team variant: [[Healing Seed@14] and [[Seed of Life] instead of [[dismiss@4] and [[Heal other@14].
Hex removal variant: [[Holy Veil] instead of [[Cure Hex@14].
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Self explanatory:
[ursan][summon mursaat][comfort animal][charm animal][no skill][no skill][no skill][no skill]
(No harsh replies now, the above was a joke. ..Everyone knows you don't take Comfort Animal.)
2. GvG
Your backline in gvg should take into consideration what type of build your team is running, and what the meta is like at the moment. For example, as most teams have a Rit/Assassin flag runner which provides party healing, you probably won't want or need the Healer's Boon/Heal Party monk.
Here are some recently run backlines from top teams:
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Dark Alley [dR]:
[rof][dismiss][woh][infuse][spirit bond][veil][aegis][gole]
[rof][dismiss][shield of deflection][prot spirit][aura of stability][veil][aegis][glyph of lesser energy]
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Rebel Rising [rawr]:
[patient spirit][guardian][woh][infuse][prot spirit][signet of rejuvenation][veil][gole]
[guardian][rof][restore condition][spirit bond][aura of stability][veil][aegis][glyph of lesser energy]
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Stealing Society [StS]:
[guardian][dismiss][woh][infuse][prot spirit][veil][aegis][gole]
[shield of absorption][rof][restore condition][spirit bond][aura of stability][veil][aegis][glyph of lesser energy]
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Some other variations follow:
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[patient][dismiss][woh][infuse][prot spirit][signet of rejuvenation][holy veil][disciplined stance]
[guardian][rof][restore condition][spirit bond][aura of stability][veil][aegis][glyph of lesser energy]
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[rof][dismiss][shield of deflection][spirit bond][aura of stability][holy veil][aegis][gole]
[Patient Spirit][Dismiss Condition][Heal Other][Protective Spirit][Cure Hex][heal party][healer's boon][Glyph of lesser energy]
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[draw conditions][guardian][woh][infuse][prot spirit][veil][aegis][gole]
[shield of absorption][guardian][restore condition][spirit bond][aura of stability][veil][aegis][glyph of lesser energy]
3. RA/TA
In TA, your build depends largely on what your team is running. If you have a second monk with [[Aura of Stability] then you probably won't want to take [[Balanced Stance]. If you have a Weapon of Remedy rit, you may not need [[Draw Conditions], and so forth. Unfortunately in RA you don't get this sort of coordination, so you should go in with a generalized build. For this section I've gone with a general 'RA' type build, which you can tweak to fit into a TA build.
[patient spirit][guardian][dismiss][woh][spirit bond][shield of absorption][holy veil][balanced stance]
Defensive variant: [[Disciplined Stance@8] instead of [[balanced stance@8].
Prot variant: [[Protective Spirit@11] instead of [[Spirit Bond@11].
Condition removal variant: [[Draw Conditions@11] (or [[mend condition@11]) and [[mending touch@11] instead of [[Dismiss condition@11] and [[Shield of absorption@11].
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[patient spirit][guardian][dismiss][woh][spirit bond][shield of absorption][holy veil][return]
Defensive variant: [[Dark Escape@3] instead of [[Return@3].
Prot/Condition removal variants: Same as the WoH Mo/W.
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[rof][guardian][dismiss][zealous benediction][spirit bond][shield of absorption][holy veil][return]
Defensive variant: Same as the WoH Mo/A.
Prot/Condition removal variants: Same as the WoH Mo/W.
Can also be run as Mo/W with more points into Tactics.
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The following is best run with a support character, as it's low on self healing spells:
[rof][gift of health][dismiss][shield of deflection][spirit bond][shield of absorption][holy veil][return]
Defensive variant: Same as the WoH Mo/A.
Prot/Condition removal variants: Same as the WoH Mo/W.
Can also be run as Mo/W with more points into Tactics.
2. HA
[draw conditions][orison of healing][dwayna's kiss][infuse health][heal party][holy veil][healer's boon][channeling]
HB variant 1: [[Spotless Mind@14] or [[Cure Hex@14] instead of [[Holy Veil].
HB variant 2: [[Patient Spirit@14] instead of [[Orison of Healing@14].
3monk backline variant 1: [[Heal Other@14] instead of [[Infuse Health@14].
3monk backline variant 2: [[Healing Seed@14] instead of [[Draw Conditions@3] or [[Infuse Health@14].
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[rof][restore condition][guardian][spirit bond][shield of absorption][aura of stability][holy veil][channeling]
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The Word of Healing or Glimmer of Light monk below is usually used in a three monk backline, along with the above two builds.
[shield of absorption][patient spirit][dismiss][woh][spirit bond][aura of stability][holy veil][channeling]
[shield of absorption][patient spirit][dismiss][glimmer][spirit bond][aura of stability][holy veil][channeling]
Variant 1: [[Guardian@11] instead of [[Shield of absorption@11].
Variant 2: [[Infuse Health@12] instead of [[Aura of Stability@11] or [[Spirit Bond@11].
There is more than using Mo/E in PvE or you can just go Monk only.I am currently having discussion about resses on Monk in both PvE and RA/TA.This on another board.Lytha post good builds for PvE.
I'm not so much worried about the builds at the moment as I am the layout, and how to post them without hitting the image limit. I'll probably have to separate them like;
[[Reversal of Fortune] - [[restore condition] - [[gift of health] - [[spirit bond] - [[guardian] - [[holy veil] - [[aegis] - [[gole]
That way I can still put attribute/rune info in, and have the template saving link.
As a general heal, you can't really use it against a spike as the spike will have long finished after the 2s wait time on the enchant. Infuse or Spirit Bond are anti spikes. Or some other form of small prot like Guardian beforehand if the melee chars are terribly obvious about their spike target.
Anyway, guess I'll scrounge up some more builds and hit Cerilia up to edit the posts.. (if he's even around anymore, I haven't seen him in weeks o_O)
Patient Spirit is time compression. Put it on someone who isn't critical, maybe as a top-off, and you are free to do other things during those 2 seconds. It was quite popular in TA until it got patched to be in line with Healer's Covenant.
And that same patch made it work with Healer's Boon, which made it more popular, imo. As now it's still great with WoH, and epic with HB. Boon'ed it's a 171 heal for 5e 1/8c. Mmm.
-edit;
Hindsight's 20/20, I should have made more posts in between sections so I had room for expansion. Dammit.
1. PvE
[Patient Spirit][Dwayna's Kiss][Healing Seed][Seed of Life][Heal Party][Cure Hex][Healer's Boon][Glyph of lesser energy]
I always question Seed of Life, I see too many people using it with 1 second duration. Anything less than 3 seconds just doesn't seem worth it. I usually dump it for Dismiss Condition and shave a few points out of Divine Favor. Between removing blindness from the front lines or ripping cripple of unlucky or clumsy casters I prefer the versatility
I also have no problem with dropping Healing Seed as well.
I am surprise that HB monks are now the rage everywhere, especially Ursan farming . This hits on my previous thoughts. Watch a few Norn point farm groups. HB's real power kicks in with Heal Party for brute force party healing. Combine that with the armor bonus of Ursan blessing, weakness causing shout, and the common use of consumables these groups already have decent defense, they just lack in healing. The biggest problem Ursan groups seem to have is with conditions and hexes, too many of their monks opt to take no removal at all.
The fast cast opens doors for a few skills like Ethereal Light a decent sub for Dwayna's Kiss in areas/times where the conditional heal might not be triggered often. A decent monk should be able to time the cast to avoid the interrupt while under some pressure.
Renew Life, also is interesting under HB. Down to a 2 second cast it can act as a field rez with a Heal Party at the end. Gets the target up and ready to fight, but also can take the edge off any pressure. The big down side is the target needs to be in the back or midline for easy access, or the fighting needs to be over.
Nice! Can you comment on how well Heroes will use some of the builds?
PS: I am trying to use the code on some of my Ele builds....I need more training...
[stuff about seed/ursan/resses]
That /is/ an ursan build, its what we take on our 'pvpers exploit and generally rape the hell out of HM UW' outings. I haven't got around to adding all that stuff in yet, as like I said, my main concern is when I went to hit preview and it told me my ~740 images were exceeding the 200 image limit. But all you need to make seed of life good is sunspear 7, which you can basically get from beating nf, and that'll net you a 4s seed. Plus 20% enchantment, so 5s. Watch who's getting beat on and seed of life them, then smile as your whole party is healed for ridiculous amounts of health.
I would have put all that in the post there, but I was more concerned when I went to preview it and it was telling me my ~740 images were over the 200 image limit for posts.
Ethereal Light is so terrible, even if it wasn't easily interrupted. You only need one enchantment on someone to out-do Ethereal's potential, and that bar has Patient Spirit.. Wait till they get to half, patient + dwaynas, wheee full health. Plus it heals for more for each enchant and hex, uncapped. You just can't compare an easily interrupted 140 heal on 5 recharge to something that does 130-250+ hp on 3 recharge.
Monks don't need resses. Ever. Makes them bad, depending on it too much. There's room for 6 other resses in a party, (and everyone can take scrolls of res), if those aren't enough then you've got bigger problems, ones that monks taking resses would have more than likely made worse.
Nice! Can you comment on how well Heroes will use some of the builds?
They don't have too much trouble with the Word of Healing bars, although they may need more emanagement if you're not microing them. Heroes can't take pve skills anyway, so there you'd put [[signet of rejuvenation] or some such skill.
Ragnarok-
08-04-2008, 23:11
That /is/ an ursan build, its what we take on our 'pvpers exploit and generally rape the hell out of HM UW' outings. I haven't got around to adding all that stuff in yet, as like I said, my main concern is when I went to hit preview and it told me my ~740 images were exceeding the 200 image limit. But all you need to make seed of life good is sunspear 7, which you can basically get from beating nf, and that'll net you a 4s seed. Plus 20% enchantment, so 5s. Watch who's getting beat on and seed of life them, then smile as your whole party is healed for ridiculous amounts of health.
I would have put all that in the post there, but I was more concerned when I went to preview it and it was telling me my ~740 images were over the 200 image limit for posts.
Ethereal Light is so terrible, even if it wasn't easily interrupted. You only need one enchantment on someone to out-do Ethereal's potential, and that bar has Patient Spirit.. Wait till they get to half, patient + dwaynas, wheee full health. Plus it heals for more for each enchant and hex, uncapped. You just can't compare an easily interrupted 140 heal on 5 recharge to something that does 130-250+ hp on 3 recharge.
Monks don't need resses. Ever. Makes them bad, depending on it too much. There's room for 6 other resses in a party, (and everyone can take scrolls of res), if those aren't enough then you've got bigger problems, ones that monks taking resses would have more than likely made worse.
They don't have too much trouble with the Word of Healing bars, although they may need more emanagement if you're not microing them. Heroes can't take pve skills anyway, so there you'd put [[signet of rejuvenation] or some such skill.
Not trying to grill you on anything or whatever, but at 4s Seed, 20% enchant won't push it to 5s (unless they changed it so xx%s that form X.XX round up now). It'd have to be 25% before it would be 5s Seed (assuming it still rounds down-I haven't actually played in a while).
Does round up. In fact I'm pretty sure you have it backwards, as I've always thought that any decimal number will round up, not down. An easy test is with Patient Spirit. With a 20% enchant mod it would be 2.4 seconds, but if you cast it with a 20% on it'll be 3 seconds. I have gw running in the background, I'll go test it and edit the results with seed though...
..And done. Definitely get an extra second out of it.
BladeDVD
09-04-2008, 01:27
Does round up. In fact I'm pretty sure you have it backwards, as I've always thought that any decimal number will round up, not down. An easy test is with Patient Spirit. With a 20% enchant mod it would be 2.4 seconds, but if you cast it with a 20% on it'll be 3 seconds. I have gw running in the background, I'll go test it and edit the results with seed though...
..And done. Definitely get an extra second out of it.
http://guildwars.wikia.com/wiki/Patient_Spirit
"Anomaly! With a 20% enchantment mod, this enchantment is lengthened to 3 seconds instead of following the game's normal rounding rules."
Also, I read somewhere on the wiki (can't find it now) that said Guild Wars used round to even for some calculations. Essentially, a 1.4 would round to 1 and a 1.5 would round to 2. http://en.wikipedia.org/wiki/Rounding#Round-to-even_method
Might be different for other types of calculations involving rounding though.
Here's a wiki link with enchantment durations under a 20% (and lower) extension mod: http://guildwars.wikia.com/wiki/Of_Enchanting
Thanks for putting this together. I really need to start playing my monk outside of COF again.
"Anomaly! With a 20% enchantment mod, this enchantment is lengthened to 3 seconds instead of following the game's normal rounding rules."
Holy ****. They need to fix that, I enjoy seeing my new favorite skill get better. >_>
the forests wisper
09-04-2008, 13:01
sweet builds shawn.
i agree that [patient spirit] is awesome.
on a side note, what are your thoughts on [restore condition] vs [shield of deflection] on a gvg monk? persoanly i prefer SoD but thats due to using it more than RC.
also, again in a GvG format, who do u think should take [protective spirit], the infuser or the prot? naturaly the other has [spirit bond].
cheers
Akirai Annuvil
09-04-2008, 15:44
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Dark Alley [dR]:
[rof][dismiss][woh][infuse][spirit bond][veil][aegis][gole]
[rof][dismiss][shield of deflection][prot spirit][aura of stability][veil][aegis][glyph of lesser energy]
Tommy stopped running blight yeah?
Do you know why they're running ps on their SoD instead of their WoH (and vice versa with sb)?
EDIT: @Whisper -- normally, people run prot spirit on their woh as it doesn't matter much for the skill whether prot is @14 or @9 ( [[protective spirit@14] or [[protective spirit@9] ) while for spirit bond it helps matters more ( [[spirit bond@14] vs. [[spirit bond@9] ). So normally SB on RC/SoD and PS on the WoH.
Which is why it's weird dR is running it backwards so to speak.
the forests wisper
10-04-2008, 11:50
pre veiling will dominate that imo.
the hexes taking twice as long to land will out do the ability to remove 2 hexes at a time. + ide use [divine spirit]
and on the [glyph of lesser energy] question, i use it on rechage but others dont. i wont use it if i m just pre protting.
Akirai Annuvil
10-04-2008, 13:43
The monk/ele builds all carry [glyph of lesser]
Is this being used on every recharge for any spell cast with the possibility of wasting 10 of its energy saving? or being saved specifically for 10 energy spells but at the expense of adding 1+ second to cast time?
I normally just use it on recharge -- you can normally combine it with at least 1 10 energy skill (Aegis, SoD, SB, Infuse or PS) -- the situation that I end up casting two 5 energy spells is pretty rare.
Secondly, Preproting with holy veil is really awesome but how does it compare in a drawn out fight against this combination?
[signet of devotion][deny hexes]
Deny works slightly better when you think you're going to face heavy hexes. All other situations preveiling heavily outclasses deny. It also depends a bit on the strength of your interruptors.
Plus sig of devo sorta sucks.
Mister Smartypants
10-04-2008, 14:24
Plus sig of devo sorta sucks.
I'm glad you said that because I see so many people with it, in PvE (mainly on heroes) and AB, and outside of a few specialised builds I really don't see what's so good about it. The cast time outweighs the lack of energy cost, as far as I'm concerned, but I was starting to think I was missing the point because of how much in the minority I am with this opinion. Ty!
Quick Rinoa
10-04-2008, 14:49
[signet of devotion]
You use it early to off set the cast time, obiviously its energy management too and it has the security of a signet requiring hard interupt. It's not bad skill own.
Add [deny hexes]
And you've got a free heal and double hex removal option. This make signet of devotion a stronger choice.
I'm not considering it on heroes or PVE. I'm only interested on how it's performance compares against veil in PVP.
the forests wisper
10-04-2008, 14:54
as i said, preveiling will beat it because of the added utility.
against a heavy hex team, ide agree but with [divine spirit] not the signet.
i think the sig fails because 2 seconds is enough time for any player with a brain cell to interupt,deal more damage than it heals and/or push/spike in a gvg.
infusers save no lives if they have to interupt a 2 second cast sig before infusing.
Psychotic
10-04-2008, 17:31
if you are going to use a signet, i suggest [Signet of Rejuvenation] as the 1 second cast time is much better for a monk to use than 2. In addition, as long as you meet the condition (rather easy to meet condition) you heal for more. Although, it is not very easy to fit on a prot bar, but in that case I wouldn't suggest a signet anyway (for a heal on a prot bar, you can't really beat [Gift of Health] ). The 3 second different of recharge is easily made up in the second less of cast time.
In addition, I agree with the others that [Divine Spirit] is much better than [Signet of Devotion] for synergizing with [Deny Hexes]. Divine Spirit allows you to basically spam healing for ~13 seconds, which, even with the huge down time that can allow you to drastically negate a lot of pressure, and when its down, it is much more dependable for the second hex removal from Deny Hexes.
Quick Rinoa
10-04-2008, 21:01
Sorry guys perhaps i should have said what kind of pvp I'm playing and what kind of build. I tend to play the arena's AB and aspenwood usually as ZB Monk/Assassin.
Regarding this combination
[divine spirit][deny hexes]
I'd like a better answer for chosing this over the signet and deny combination.
Obiviously I can spam spells while under the divine spirit enchantment but first I'll spend 10 energy to enchant myself then I'll need to cast at least 3 spells to have gained any energy benefit. During those 9 to 12 seconds divine spirit is up how many spells would i realistically be needing to cast 3 to 6 maybe? Lets say 6 as an example, with monk spells costing between 5 to 10 energy i could save between 14 to 20 energy and I would have spent between 16 to 40 energy to do so.
Providing Divine Spirit is used up and is not stripped early, I'm then playing with a 7 skill bar for at least 48 seconds. Making deny hexes more predictable does not seem a good enough trade off to me, as i am capable of using signet first if I know I'll need to remove 2 hexes.
If you think
[Holy veil]
is better than [signet of devotion][deny hexes]
I'll agree that i can see advantages in veil being perhaps more general and allowing me to drop signet of devotion, thanks for your answers.
Psychotic
10-04-2008, 22:56
[divine spirit][deny hexes]
I'd like a better answer for chosing this over the signet and deny combination.
Obiviously I can spam spells while under the divine spirit enchantment but first I'll spend 10 energy to enchant myself then I'll need to cast at least 3 spells to have gained any energy benefit. During those 9 to 12 seconds divine spirit is up how many spells would i realistically be needing to cast 3 to 6 maybe? Lets say 6 as an example, with monk spells costing between 5 to 10 energy i could save between 14 to 20 energy and I would have spent between 16 to 40 energy to do so.
Providing Divine Spirit is used up and is not stripped early, I'm then playing with a 7 skill bar for at least 48 seconds. Making deny hexes more predictable does not seem a good enough trade off to me, as i am capable of using signet first if I know I'll need to remove 2 hexes.
If you think
[Holy veil]
is better than [signet of devotion][deny hexes]
I'll agree that i can see advantages in veil being perhaps more general and allowing me to drop signet of devotion, thanks for your answers.
To remove those 2 hexes with sig of dev + deny, you're going to be casting for 3 seconds (+ aftercast). A LOT can happen in 3 seconds. I'm not saying it isn't as effective, but casting a 2 second cast signet so that you can then cast a 1 second spell is a lot of time as a monk, especially if the enemy is putting out much pressure or decides to spike in the mean time. In your case (Aspenwood, and somewhat AB) you can probably get away with this... however outside of those arenas, 3 seconds of casting for a meager heal and 2 hexes removed is not very effective. Whereas Divine Spirit + Deny Hexes allows you to cast Deny Hexes on whim for 2 hexes, you are stuck with something with a short recharge and "long" cast time.
I, personally use veil about 90% of the time anyway, but if left with such a decision, I would definately choose divine + deny.
In the end this will come down to one of those arguments where skill bars are NOT set in stone and have to do with the user's ability to cope with it. If you can heal as well with Sig of Dev+Deny as well as another monk with Divine+Deny then it doesn't matter.
One comment: no Spirit Bond in the PvE builds? I find it amazing in, say, the realm of torment when squishies refuse to kite from the torment dervishes or get caught in the water hex AoE. While Spirit Bond's ineffective against 300-damage fireballs, in a dual-monk team I don't think there's any reason not to bring it - just as you would in pvp, one monk with a lower spec in prot brings the protspirit while the "protter" handles Spirit Bond.
Mm, guess I forgot to include that as a variant. In a dual monk team I'd say yeah, take one of each. I just consider prot spirit to be the 'default' choice, as taking two prot spirits isn't detrimental in pve. In fact at some places with ultra-gimmicky-damage hard mode bosses, it's probably better to have two copies than one - whereas taking two spirit bonds would be rather damaging to the party.
What immediately comes to mind is hard mode oola's lab which we did the other night. One of my friends was in ursan as a necro, walked up to a Flame Guardian golem, and claimed the lightning orb that hit him did over 500 damage. That was quickly followed by a lightning bolt that killed him. And he had his hero monk SB himself before he went in. (This particular night I was on my warrior and wasn't bothering to micro my Talhkora, who did have prot spirit. She thought Shield of Deflection was a better skill to use on him for some reason.)
JoeKnowMo
13-04-2008, 03:41
Good guide.
With the way monsters tend to focus fire in PvE (especially on low HP/armor targets) and their faster attack rate in HM, [Shielding Hands] and [Shield of Absorption] deserve mention, at the very least as variants, imho.
I know [GoLE] is great, but it might be nice to suggest possible replacements. With a high-energy set and the lack of e-denial in PvE, energy is not exactly at a premium.
Ehhh knew I was forgetting something. I was actually planning on including Shield Hands/Shield Absorb as replacements for Guardian. Who needs blocking if you're taking 0 damage, right?
Suggestions for what to replace Glyph Lesser with would be welcome, as in pve I quite honestly have no idea what else I'd take. That's the usual utility/defensive slot, but you don't need things like Return or Balanced Stance in pve. Seems to me it's better to take something that will let you toss out some free spells rather than self preservation you don't need.
JoeKnowMo
13-04-2008, 10:24
I generally replace GoLE with one of the small prots I mentioned. But I could see [Heaven's Delight] or [Divine Healing] getting some play in non-HBoon builds.
What did you guys run in GvG? Whatever it was, it should be listed alongside the other guilds, unless it's the same as one of the other 3 guilds.
Oh, and Opera (http://www.opera.com) is a fantastic browser that merits some attention. The first to do tabbed browsing and mouse gestures, I believe.
Chris Le Noir
18-04-2008, 00:24
What, no [[blessed light] builds anywhere? But its shiny! :cry:
Blessed Light is rather unique, and did have its heyday back in mid-factions/early NF, but these days it really needs to see a decrease to 5e and a recharge nerf to compensate. Using a 10e spell for a small heal, or condi/hex removal is just too much when you have the power of veil/WoH.
Also, Aegis nerf and energy denial buff today along with the nerfing of ritualist support. Going to keep an eye on the monk meta and see what shakes out. But I may not update anything as the update will be reverted May 1st. Which seems rather odd. They're just going to keep all the passive defense in the game cause people cry when it gets nerfed, or something? Should be interesting..
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