Nudge
Mar 21, 2005, 04:56 PM
After spending so many hours fighting as a Warrior, I decided to go for a different type of build in my new PvP experience. After trying unsuccessfully to create a powerful backline nuker of my own, I gave a quick go-around at the monk. I think I created a pretty powerful build.
Mo/Nobody Cares
PvP Rod: Energy +15 Energy Regen -1
PvP Focus: Energy +12 Health+30(when Hexed) Healing Prayers +1(20% Chance)
Aesthetic Scalp: +1 Divine Favor Energy +6 AL60
Aesthetic Chest: Energy+6 AL60
Aesthetic Arm: Energy+6 AL60
Wanderer's Pants (for some decency):Energy Recovery+1 AL60
Aesthetic Foot: Energy Recovery+1 Energy+1 AL60
Divine Favor: 10+1 (61)
Healing Prayers: 11+1(20%) (77)
Protection Prayers: 10 (61)
Total attribute points used: 199/200
Skills:
1) Orison of Healing (availability) - (5,1,2) Heal target ally for 67 health.
2) Signet of Devotion (availability) - (0,2,5) Heal target ally for 77 health.
3) Heal Other (availability) - (15,1,30) Heal target other ally for 252 health.
4) Divine Intervention (availability) - (10,1,30) For 10 seconds, if target ally receives damage that would be fatal, the damage is negated and that ally is healed for 183 health.
5) Shield of Regeneration (availability) (elite) - (15,1,20) For 9 seconds, target ally gains 8 health regeneration and 40 armor. This is an elite skill.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 8.
7) Purge Conditions (availability) - (5,1,30) Remove all conditions from target ally.
8) Guardian (availability) - (5,1,2) For 5 seconds, target ally has a 40% chance to block attacks and magical projectiles.
The first three spells allowed for an effective amount of healing to all team members, as a monk should be able to do. Keep in mind that, as of this BwE, the cost of Heal Other was only 10 energy and was dropped to about 160 health.
Divine Intervention was beyond useful to me. In the arena, it saved one person long enough to be healed and restore order (this monk was 25-1 in the arena, with multiple changes in group members).
Shield of Regeneration and Healing Breeze were helpful occasionally while allies were taking damage, but ultimately saved my monk's hind end in too many occasions.
Purge Conditions assisted in any horrific mesmer onslaught, which only came every so often and was quickly negated by the spell.
Now, Arena-wise, this build almost always won. In GvG, this build allowed for constant healing of up to 5 allies at a time, only to falter about 2 minutes into a battle after all energy was wasted. This allowed for an effective GvG strategy based on damaging tanks and 2 monks that was efficient enough to even take on the well-known District Nudists and end the battle triumphant (a very very difficult battle, I might add).
The final question came down to the Tombs. In the first battles, this monk build was invaluable, as only one other team was faced. In battles with multiple teams, another monk was needed to help, but the team ultimately stayed alive. When it came down to CTF, this build won on every occasion, with healing breeze for the start, Shield of regeneration for the carry, divine intervention when the enemy was ganged up on me, and Guardian if somebody else was carrying the flag. After time in such battles, the enemy became frustrated as whether to target myself, the person carrying their "offering", or try and outrun our group in "offering" points. The only time this build was really any sort of disappointment was when the team split up and I had to pick and choose who to save.
Out of the ~60 battles this monk went into, he only died 17 times, and had winning streaks of 5 or more in almost all occasions.
Mo/Nobody Cares
PvP Rod: Energy +15 Energy Regen -1
PvP Focus: Energy +12 Health+30(when Hexed) Healing Prayers +1(20% Chance)
Aesthetic Scalp: +1 Divine Favor Energy +6 AL60
Aesthetic Chest: Energy+6 AL60
Aesthetic Arm: Energy+6 AL60
Wanderer's Pants (for some decency):Energy Recovery+1 AL60
Aesthetic Foot: Energy Recovery+1 Energy+1 AL60
Divine Favor: 10+1 (61)
Healing Prayers: 11+1(20%) (77)
Protection Prayers: 10 (61)
Total attribute points used: 199/200
Skills:
1) Orison of Healing (availability) - (5,1,2) Heal target ally for 67 health.
2) Signet of Devotion (availability) - (0,2,5) Heal target ally for 77 health.
3) Heal Other (availability) - (15,1,30) Heal target other ally for 252 health.
4) Divine Intervention (availability) - (10,1,30) For 10 seconds, if target ally receives damage that would be fatal, the damage is negated and that ally is healed for 183 health.
5) Shield of Regeneration (availability) (elite) - (15,1,20) For 9 seconds, target ally gains 8 health regeneration and 40 armor. This is an elite skill.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 8.
7) Purge Conditions (availability) - (5,1,30) Remove all conditions from target ally.
8) Guardian (availability) - (5,1,2) For 5 seconds, target ally has a 40% chance to block attacks and magical projectiles.
The first three spells allowed for an effective amount of healing to all team members, as a monk should be able to do. Keep in mind that, as of this BwE, the cost of Heal Other was only 10 energy and was dropped to about 160 health.
Divine Intervention was beyond useful to me. In the arena, it saved one person long enough to be healed and restore order (this monk was 25-1 in the arena, with multiple changes in group members).
Shield of Regeneration and Healing Breeze were helpful occasionally while allies were taking damage, but ultimately saved my monk's hind end in too many occasions.
Purge Conditions assisted in any horrific mesmer onslaught, which only came every so often and was quickly negated by the spell.
Now, Arena-wise, this build almost always won. In GvG, this build allowed for constant healing of up to 5 allies at a time, only to falter about 2 minutes into a battle after all energy was wasted. This allowed for an effective GvG strategy based on damaging tanks and 2 monks that was efficient enough to even take on the well-known District Nudists and end the battle triumphant (a very very difficult battle, I might add).
The final question came down to the Tombs. In the first battles, this monk build was invaluable, as only one other team was faced. In battles with multiple teams, another monk was needed to help, but the team ultimately stayed alive. When it came down to CTF, this build won on every occasion, with healing breeze for the start, Shield of regeneration for the carry, divine intervention when the enemy was ganged up on me, and Guardian if somebody else was carrying the flag. After time in such battles, the enemy became frustrated as whether to target myself, the person carrying their "offering", or try and outrun our group in "offering" points. The only time this build was really any sort of disappointment was when the team split up and I had to pick and choose who to save.
Out of the ~60 battles this monk went into, he only died 17 times, and had winning streaks of 5 or more in almost all occasions.