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| < PvP Discussion ~ Prot Bar |
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Posted:
Mon May 24, 2010 8:07 am
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Joined: 17 Mar 2009
Posts: 329
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so i had few ideas after the skill update so here's one i'd like to share with.
nothing that new to be surprised of but i do believe this build can put a good effort in gvg when it's used right.
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 Prophecies | Aura of FaithElite Enchantment Spell. For 60 seconds, target ally gains 24..45..52% more Health when healed. (Attrib: Divine Favor) |
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 Nightfall | Shield of AbsorptionEnchantment Spell. For 3..6..7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. (Attrib: Protection Prayers) |
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 Core | Shielding HandsEnchantment Spell. For 8 seconds, damage received by target ally is reduced by 3..15..19. (Attrib: Protection Prayers) |
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 Core | GuardianEnchantment Spell. For 2..6..7 seconds, target ally has a 50% chance to block attacks. (Attrib: Protection Prayers) |
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 Nightfall | Dismiss ConditionSpell. Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 15..63..79 Health. (Attrib: Protection Prayers) |
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 EotN | Aura of StabilityEnchantment Spell. For 3..7..8 seconds, target other ally cannot be knocked down. (Attrib: Protection Prayers) |
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 Core | Holy VeilEnchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. |
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 Core | Balanced Stance- 30
 - 5
 Stance. For 8..18..21 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack. (Attrib: Tactics) |
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or  | | | | 
 Prophecies | Disciplined Stance- 15
 - 5
 Stance. For 1..5..6 seconds, you gain +24 armor and have a 75% chance to block attacks. Disciplined Stance ends if you use an adrenal skill. (Attrib: Tactics) |
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 Core | Hex Breaker- 15
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 Stance. For 5..65..85 seconds, the next time you are the target of a hex, that hex fails and the caster takes 10..39..48 damage. (Attrib: Domination Magic) |
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?
since this is not a bar what u could randomly spam and hope it will clean/heal everything up like people are used to do with rc when taking much pressure. then u are wrong. this build actually needs to prevent the incoming dmg, so using aura of faith on someone before most dmg will land it's impossible to let it die. when preventing this ur heal monk will heal target anyway + u probably will remove deep-wound with dismiss which already gives u good amount of heals. if target will be protted right time there is no need to infuse.
also, shield of absorption + shielding hands will make a good combo since it will reduce quite good amount of dmg in between. if target was already protted by one of then + guardian it won't even need more than aura of faith/or woh imo. ofc u wont prevent all the dmg but using it right time in right amount it will make huge difference than just letting infuse/spirit bond/aegis (all 10energy) + rof + rc the target as most monks do right now.
since this build has enchantments only then dismiss condition is a perfect solution for it. no matter what enchantment u use dismiss will already give enough heal (patient spirit 114 health). there is absolutely no need to over heal or prot. in current meta with 2 warriors, a ranger and 2 mesmers it's a good solution imo. since there aren't that many conditions around (deep-wound on spike, poison, weakness sometimes, cripple in some situation) u don't need to bring rc along (yes rc has amazing heal power ofc). but u also have the heal monk who can remove the conditions. when ur midline/frontline is getting spiked by 2 warriors and 2 mesmers (e-surge, overload, mind wrack, e burn etc) u can just put aura of faith before it's getting targeted and it will be fine since it reduces almost 50% of the dmg. ofc it won't help if monks use it too late. that will make this build fail and u will probably think "omg, this sucks, i'll use rc again. "
when it might come to split and send back ur prot monk then it's a perfect solution since u can also self target. it wont only remove the conditions but also heals u up so i don't want to believe ur prot can die in base that easily. better than rof spamming to get atleast some kind of a heal from divine favor, eh ?!
so i made a little example (yes i know my photoshop skills are amazing) of showing how those 2 skills can be amazing together. not to mention aura of faith takes 5energy only and recharging after 8 seconds. so basically, u'll be reducing dmg by 47% and getting healed over 200+ health after every 8 seconds by using aura of faith + dismiss. and that is done by your prot monk only.
this was just an idea of something different. please comment and post what u think. also the criticism is very welcome. every build has it's own weakness so thats why i posted it to know ur opinion.
thanks for reading this wall of text. i'm already falling asleep typing all of it. bye  |
Last edited by Jennie on Tue May 25, 2010 10:51 am; edited 2 times in total |
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Posted:
Mon May 24, 2010 8:45 am
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Joined: 17 Mar 2009
Posts: 329
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it was just an idea what people could run than just rc. if u don't have any comments about the build then don't post, please.
as i mentioned before, this build is for preventing dmg. exactly what good prot monks should do. compared to aegis(10e 30s recharge, spirit bond (10e 5s recharge), infuse (10e + half lost health) then aura of faith seems pretty good IF you prevent the dmg seeing almost all prot monks use spirit bond/aegis then when most dmg has already landed which makes it completelly useless. |
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Posted:
Mon May 24, 2010 9:48 am
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Joined: 13 Jan 2008
Posts: 310
Location: Paris, France
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As long as you have veil + Hex breaker (On both monk) it should be fine. Explaining : Mind Wrack has a 7 sec recharge, if you hold veil & hex breaker, the 1st mind wrack will break your hex breaker, but you still have veil, 7 sec after he'll use mind wrack again, this time you have veil so you can remove it, 7 sec later (With the cast time on veil) your hex breaker should be back. Yes of course you'll have it sometimes but not that much.
This build with hex breaker looks good to me |
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Posted:
Mon May 24, 2010 10:12 am
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Joined: 23 Sep 2008
Posts: 172
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hex breaker on a monk is a bullshit.
here is some evidence:
1. you are missing a lot of armor - shield baby
2. you are very sensitive to melee dmg (point 1 & no stance obviosuly), as long as you dot bring some kind of ward of melee or any other meleehater character, you cant run hex breaker
3. no balanced stance on prot equals rape from a hammer war, if there is one. and generally, ppl are likely to bring hammer war. the reason is quite obvious. it doesnt allow you to bring hex breakers.
to sum it up: it is better to be mo/w for sure. soa is quite helpful, so is aegis. im not sure about sh.
ive gotta say (might be wrong, just my observations) that preveil on healer is a must. i have observed a bunch of prots who were spamming useless rofs, uardians and no preveil. that was a quick wipe! in this meta you just have to aegis the upcoming spike (burn energy on the mesmers, they just push the keys on keyboard like a fckin bots) and AoS+guardian the shit out. using rof is the biggest joke you can do in this meta.
your build might be good only if you cover aura of faith with a sh. otherwise shatter will pwn your ass  |
Last edited by fayra on Mon May 24, 2010 10:21 am; edited 1 time in total _________________ lisek. the big L yo. |
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Posted:
Mon May 24, 2010 10:19 am
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Joined: 17 Mar 2009
Posts: 329
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good point lisek. also, people can run some other skill instead of shielding hands. what ever the prot monk prefers to run imo. personally, i would still like to run mo/w cause of the high armor which helps u alot in many different situations. more than hex breaker.
i don't think shatter will pwn my ass since aura of faith lasts 3 seconds only (bit more with prot ench. staff) so i doubt they will wait for it since faith has 8 second recharge and u can use it quite often and shatter enchantment. has 20s recharge, including 15energy which is pretty high. |
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Posted:
Mon May 24, 2010 10:38 am
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Joined: 22 Mar 2007
Posts: 1280
Location: Internet Rage
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You need to not look at the current meta only through the eyes of the old meta. Hexbreaker monks are not nearly as solo-hearty as mo/w, especially against physical damage. However there have been years and years of monks with caster subjobs. What was different was that during these years monks had more reliance upon their team to shut down and prevent incoming damage. After this long meta of mo/w's everyone is just so stuck in the mindset of 'hurf durf, monks must do everything on their own.'
Mo/me is perfectly valid, your team is just going to have to compensate elsewhere with more physical defense. |
_________________
| Quote: |
As a boy I spent much time in these lands.
Look at them now. |
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Posted:
Mon May 24, 2010 11:09 am
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Joined: 27 Jun 2007
Posts: 544
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You definitely can't run hexbreaker on the prot monk (I personally wouldn't even run it on heal monk either. The shield spec and stances still work wonders for warriors jizzing all over your monks in this new meta.
The veil on a heal monk seems ok, but I wouldn't drop cure hex for it.
| Reverend Dr wrote: |
| Mo/me is perfectly valid, your team is just going to have to compensate elsewhere with more physical defense. |
What other midline template do you suggest for "physical defense" that won't get destroyed by esurge mesmers? |
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Posted:
Mon May 24, 2010 3:42 pm
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Joined: 21 May 2008
Posts: 222
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| Reverend_Dr wrote: |
You need to not look at the current meta only through the eyes of the old meta. Hexbreaker monks are not nearly as solo-hearty as mo/w, especially against physical damage. However there have been years and years of monks with caster subjobs. What was different was that during these years monks had more reliance upon their team to shut down and prevent incoming damage. After this long meta of mo/w's everyone is just so stuck in the mindset of 'hurf durf, monks must do everything on their own.'
Mo/me is perfectly valid, your team is just going to have to compensate elsewhere with more physical defense. |
be a good monk and know how to beat a mez having said that, making an ele bring a ward or secondary rit bring WoW (or whatever ppl do to stop warriors now a days) has a very high opprt cost, the skills and skill points are better used elsewhere for the player, the monk has to sacrafice less skill points and bar space that would be used for a skill (you propose hex breaker but there are others) that the monk does not need.
I think you have it backwards. Hex breaker is a much larger cruch then stances are. Good monks should be able to handle the mez pressure w/o hex breaker (there are a lot of ways), there is not much a monk him/herself (without stances)can do to counter wars w/o having to rely on teammates which is not an adequate solution as discussed above.
as for the rest of the bar aof will most likley get shattered (unless covered and then the spike woul have to be pretty sloppy cause your aof, then covering then popping ur heal) but depending on the mez u may get the dismiss off you need if u dont cover it, for me that is a little to random, a spirit bond has a higher chance of healing (if even for less given your math) but the fact that it is more consistent i think triumphs in the end. |
_________________ TANG OWNZ |
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Posted:
Mon May 24, 2010 9:55 pm
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Joined: 05 Feb 2008
Posts: 1617
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| That is a pretty fucking amazing paint job. |
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Posted:
Tue May 25, 2010 12:01 am
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Joined: 22 Mar 2007
Posts: 1280
Location: Internet Rage
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| newb hunter wrote: |
I think you have it backwards. Hex breaker is a much larger cruch then stances are. |
I remember back during the original Bsurge meta, we started to see e/me with hexbreaker. At first everyone started calling them bad because they were crutching hexbreaker to avoid diversion. Eventually more people settled into bringing hexbreaker, not just the 'scrubs', top level guilds were bringing it as well.
Its really about what the meta settles into. If there is more threat from warriors them mo/w is most likely going to end up as the best option, if there is more threat from hexes then hexbreaker. Just as easy as it is to say that a good monk should be able to handle mes pressure without hexbreaker: a good monk should be able to handle warrior pressure without stances. You crutch in whichever one is giving is the hardest to deal with. |
_________________
| Quote: |
As a boy I spent much time in these lands.
Look at them now. |
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Posted:
Tue May 25, 2010 10:03 am
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Joined: 07 Oct 2008
Posts: 211
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Hey Jen,
Nice post, I like the effort you put in and the attempt at bringing some diversity to the Prot monk bar. I don't like the idea of replying to a wall of text with a wall of text so I’ll see what I can do about cutting this post down.
| Jennie wrote: |
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 Prophecies | Aura of FaithElite Enchantment Spell. For 60 seconds, target ally gains 24..45..52% more Health when healed. (Attrib: Divine Favor) |
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 Nightfall | Shield of AbsorptionEnchantment Spell. For 3..6..7 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. (Attrib: Protection Prayers) |
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 Core | Shielding HandsEnchantment Spell. For 8 seconds, damage received by target ally is reduced by 3..15..19. (Attrib: Protection Prayers) |
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 Core | GuardianEnchantment Spell. For 2..6..7 seconds, target ally has a 50% chance to block attacks. (Attrib: Protection Prayers) |
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 Nightfall | Dismiss ConditionSpell. Remove one Condition from target ally. If that ally is under the effects of an Enchantment, that ally is healed for 15..63..79 Health. (Attrib: Protection Prayers) |
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 Core | Holy VeilEnchantment Spell. While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally. |
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 Core | Balanced Stance- 30
 - 5
 Stance. For 8..18..21 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack. (Attrib: Tactics) |
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or  | | | | 
 Prophecies | Disciplined Stance- 15
 - 5
 Stance. For 1..5..6 seconds, you gain +24 armor and have a 75% chance to block attacks. Disciplined Stance ends if you use an adrenal skill. (Attrib: Tactics) |
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or  | | | | 
 Core | Hex Breaker- 15
 - 5
 Stance. For 5..65..85 seconds, the next time you are the target of a hex, that hex fails and the caster takes 10..39..48 damage. (Attrib: Domination Magic) |
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The 8th skill on the bar that is missing is Aura of Stability. (Included in the picture)
Strengths:
1. Holy Veil is on your bar.
2. Altogether the bar is relatively solid against hard spike builds and caster spikes.
3. Protting cost is very low all of your skills are 5 energy skills. Aura of Faith is actually 5e, for anyone who doesn’t monk.
4. I also like the idea of taking Hex Breaker as well; hexes being relatively easy to apply, applied very frequently and hard to remove (Long cast on hex removal, hard to remove stacks, long recharge, covered/stacked quickly).
I also want to point out that you only loose 8 armor from not meeting your sheild requirement; in a Meta strongly focused on armor ignoring damage.
Weaknesses:
1. I think the bar would be easily shut down; Guardian, Shield of Absorption are spells that both have 1 second cast times making them relatively easy to interrupt and when interrupted the even bigger problem of what to do next will arise.
2. The bar is lacking skills such as Aegis, Reversal of Fortunes or Spirit Bond which are ideal emergency skills to save a target.
The next problem I identified is tied to the current Meta; the effectiveness of a Prot bar that doesn't have Spirit Bond is going to be questionable.
Prot in current MetaGame:
I've found Spirt Bond to be really amazingly good in this Meta, Ablity to remove my own Mind Wrack and gaining +4hp in the proccess, Dealing with the heavy spike builds. I've always liked this skill and I never really played with Aegis simply because I don't find this skill very amazing for anything except covering up strings of mistakes. Reversal of Fortunes is also a skill that is very useful in terms of removing Mind Wrack and protting in the metagame.
Note: On split Reversal of Fortunes is not to spam for divine favor heals, when a big chunk of damage is incoming you cast rof to get the max damage reduction + heal... + divine favor heals ofcourse. |
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Posted:
Tue May 25, 2010 11:15 am
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Joined: 17 Mar 2009
Posts: 329
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| Damien92 wrote: |
| The 8th skill on the bar that is missing is Aura of Stability. (Included in the picture) |
sorry, forgot to type it (blonde moment) but it's fixed now.
| Damien92 wrote: |
Weaknesses:
1. I think the bar would be easily shut down; Guardian, Shield of Absorption are spells that both have 1 second cast times making them relatively easy to interrupt and when interrupted the even bigger problem of what to do next will arise. |
so is the usual rc bar with guardian and/or shield of absorption so i don't really see that huge difference imo.
| Damien92 wrote: |
2. The bar is lacking skills such as Aegis, Reversal of Fortunes or Spirit Bond which are ideal emergency skills to save a target.
The next problem I identified is tied to the current Meta; the effectiveness of a Prot bar that doesn't have Spirit Bond is going to be questionable. |
spirit bond is definitely a great skill but as i mentioned before u can change quite few skills in this build. yesterday observing the evening AT there we're quite few prot monks who ran the bar with few changes. most of then brought along  | | | | 
 Factions | Spirit BondEnchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 40..88..104 Health. (Attrib: Protection Prayers) |
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 Core | Aegis (PvP)Enchantment Spell. For 5..10..11 seconds, all party members within earshot have a 50% chance to block attacks. (Attrib: Protection Prayers) |
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even. many dropped dismiss condition and took  | | | | 
 Prophecies | Mend ConditionSpell. Remove one Condition (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, Deep Wound or Cracked Armor) from target other ally. If a Condition is removed, that ally is healed for 5..57..74 Health. (Attrib: Protection Prayers) |
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. so it's all about what the prot monk prefers, really.
but thanks for ur reply. was nice to know what u think about it including the weaknesses  |
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Posted:
Tue May 25, 2010 12:48 pm
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Joined: 09 Oct 2007
Posts: 119
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| Hexbreaker seems kind of suboptimal given that Wastrel's Worry is not far behind Overload if at all in terms of Mind Wrack abuse. I'm all for creative solutions, but we should probably avoid the ones that are countered by swapping in synergistic skills on the opposing team. |
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Posted:
Tue May 25, 2010 1:32 pm
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Joined: 24 Apr 2010
Posts: 64
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| I'm a AoF fan and have been waiting for someone to realize just how amazing the skill is. So bravo to you. Anyway, I find the bar works great as Mo/A, might wanna check that out. |
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Posted:
Tue May 25, 2010 1:56 pm
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Joined: 23 May 2010
Posts: 23
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dropping dismiss is more 8v8 focused while dismiss is more split orientated, having mend condition is better vs some lone condition spam (like removing a random poison), hence it was taken a lot. Downside is shit like crip shot, crip slash is more effective when used against your team, even with a draw on your team.
i wouldn't take off rof personally, it is awesome to make mind wrack trigger besides all the reasons you should already take the skill, AoF cannot replace the functionality of RoF, it replaces SH or SoA.
ps: spirit bond + aof on 1 target is epic heals, tho the need of sb on an aof bar isn't required, if you are going to catch spikes at 10% with sb it will do less then a random rof would have done and a well catched spike AoF will be just as good, if not better. |
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