From GuildWiki
test
|
On May 1, 2007, all articles in the GuildWiki build namespace
will be deleted. After that date, no build articles may be posted
to the GuildWiki in either the main or build namespaces before a
new policy is decided on. Find the reasoning and the details behind
this at GuildWiki:Builds wipe.
|
This build focuses on long-lasting enchantments to keep the
party protected for longer and better manage energy while assisting
the healing monk with, oftentimes, much needed energy regen as
well.
[edit] Attributes and Skills
- Your optional skill slot should be determined by who's in your
party and where you're using this build in game.
- If generally high levels of degen are expected, perhaps Healing
Breeze or Watchful Healing could serve you well while
relieving some stress from the party's healing monk.
- Among the other professions, Arcane Mimicry is a choice to consider
if used to copy another monk elite, which is covered under
"Usage."
- Rebirth can
obviously be removed in favor of another res skill, though this
build enables both you and your resurrected ally to return to the
fight more quickly (this is explained in more detail under
"Usage").
[edit] Equipment
- Most any armor will work well for this build. Ascetic's
Armor for extra energy or Acolyte's Armor for the extra defense
while enchanted come highly recommended.
- Your arms should include either a staff or martial weapon with
an "Enchantments last 20% longer" mod. An "I Have the Power!" (+5
energy) or "Let the Memory Live Again" (HSR 10%) inscription for
martial weapons combined with a 20/20 Protection Prayers offhand is
recommended.
- Blessed
Aura is the key for enabling this build to work and should be
maintained at all times except when resurrecting an ally. In so
doing, your enchantment spells will last a staggering 50%
longer, assuring you party members will be more protected for
longer spans of time with less spam casting on your part (i.e. Protective
Spirit lasting 33 seconds and Shield of
Absorption lasting it's full cooldown time, thus making it
available to the tank indefinitely).
- Once you have this going, cast Peace and
Harmony to regain the energy regen lost in paying the upkeep of
Blessed Aura.
With such a long duration- just under two minutes- a cheap cost,
and quick cooldown, you can now help the other monks in your group
manage their energy by enchanting them with it as well. This extra
point of energy regen can help offset the upkeep of Healer's Boon or
just serve as an added bonus, which can prove extremely useful in
the absense of a battery necromancer. This assumes, of course, that
the monk or monks in the party will not be actively participating
in combat by casting a spell that targets a foe or dealing damage
to a foe in some way.
- Healing
Touch is mearly intended as self-preservation. As increasing
you Protection Prayers or Divine Favor any further produces very
modest enhancements of the skills prescribed, Healing Prayers is
set as such, though depending on your optional skill you may find a
slight reworking of the attribute layout to be more
advantagious.
- Using Rebirth any
time other than to pull people away from hostile targets as you
resurrect them or after a battle ends has always been a bit of a
double-edged sword on account of the total drain of your energy.
This build enables you to more easily recover that energy drain via
the extra regen of Peace and Harmony. You need only cancel Blessed Aura to
Rebirth an ally and
have an energy regen of 5 to help recover the sacrificed energy
(presumming you have Peace and Harmony on yourself, which you
should). You can also aid your ally in returning to the battle more
quickly by spending the 5 energy to put Peace and
Harmony on them as well, as there is little chance they will
head straight back into combat. Even without the Blessed Aura, your
ally will benefit from over 1 1/2 minutes of extra regen.
- Regarding Arcane Mimicry as the optional skill slot:
duplicating an important monk support spell (i.e. Spell Breaker) in
either emergency or predetermined/planned situations can prove
quite useful (though the long cooldown of Arcane Mimicry
can slow a party's progress down if your group is relying on a
duplicated spell to do something).
[edit] Counters
- Obviously enchantment stripping is the #1 problem for this
build.
- Other forms of shutdown, interruption, or anti-caster
builds.
- E-Denial and/or becoming Dazed are not as big a threat to this
build as they are to many casters given it's moderate spell costs,
slightly increased energy regen, and relatively short casting
times, but can prove quite the nuisance.
[edit] Variants
- There are a ton of variations that could be applied to this
build in the form of the elite. While the extra energy regen for
you and your allied monks/support characters is nice, but any
Protection Prayers elite could be substituted in (i.e. Shield of
Deflection).
- This build could also serve as a pseudo heal/protection monk,
givin the attribute layout, utilizing skills such as Healing Breeze,
Vigorous
Spirit, and the like.
- This build will never be as useful for energy management as a
battery necromancer, nor is it intended primarily to aid others
with their energy management; it can help fill the void if one
isn't present or boost the benefits of one even further, modest
amount though it may be.
- If a battery necromancer is present, however, it can be used to
help boost their energy regen as they've little to rely on save the
party killing creatures.