Build:Mo/E Withdrawal Prot

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Image:Red thumbs down.png This build is not favored by the GuildWiki community.

The general consensus among users of GuildWiki is that this build is not viable.

This build was voted unfavored for the following reasons:

  • Protection build with lacking Spike protection.
  • Overkill of Condition Removal.
  • Energy problems.

Contents

The Withdrawal Prot (short for Protection) build uses the Withdraw Hexes spell to remove area of effect hexes like Shadow of Fear, Deep Freeze, Soothing Images, Suffering, etc. This eliminates the chance of removing cover hexes instead of the damaging hex.

[edit] Attributes and Skills

MonkElementalistMonk / Elementalist Attribute Rank
Divine Favor 12 + 1 + 3
Protection Prayers 12 + 1
Holy Veil

Holy Veil

Reversal of Fortune

Reversal of Fortune

Guardian

Guardian

Draw Conditions

Draw Conditions

Mend Ailment

Mend Ailment

Withdraw Hexes

Withdraw Hexes

Glyph of Lesser Energy

Glyph of Lesser Energy

Rebirth

Rebirth


[edit] Equipment

  • +10 armor while enchanted
  • 20% recharge divine, 10% recharge all divine favor rod
  • 20% recharge/10% all recharge protection focus

[edit] Usage

Notice the Equipment asked for is all recharge time. That is because cast time should not be an issue, all spells/skills besides the resurrection skill are 1 second casts or less.

  • Holy Veil is just for removing one hex. Simply cast it on someone with a hex and remove it and one hex will be removed.
  • Use Reversal of Fortune for a heal of other players.
  • Use Guardian on members of your party being beaten on by melee.
  • Draw conditions is for condition removal of all other players when there are stacked conditions on numerous players. It transfers conditions to you (meaning if it is the same condition such as bleeding on multiple players, you become the only one bleeding). You can then proceed to use mend ailment or Purge Conditions (see variants).
  • Glyph of Lesser energy then Withdraw Hexes when an AoE hex is removed. This way it only costs 5 energy.
Notice this is a Mo/E for a reason. If it was a Mo/Me there would be no energy management without points in Inspiration Magic.
  • Rebirth is your resurrect. Use it when nobody has a reusable res.

[edit] Counters

  • Diversion --> in this case wait it out.
  • Mesmer Interrupts (Rangers have 1/2 second activation in addition to flight time)
  • Hex spam
  • Knockdown
  • Damage spikes via Shadow Strike, Obsidian Flame, etc.
  • Dazed (possibly)
  • Barrage as it has area of effect

[edit] Variants

  • Use Purge Conditions instead of Mend Ailment. In this way, you need to time your condition removal more so that it is not wasted. It has 4 times the recharge of Mend Ailment.


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