Build:Mo/any Peaceful Enchanter

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Contents

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

MonkMonk / Any Attribute Rank
Protection Prayers 10 + 1 +3
Healing Prayers 10 + 1
Divine Favor 11 + 1
Protective Spirit

Protective Spirit

Shield of Absorption

Shield of Absorption

Aegis

Aegis

Optional

Optional

Healing Touch

Healing Touch

Peace and Harmony

Peace and Harmony

Blessed Aura

Blessed Aura

Rebirth

Rebirth

  • 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.

[edit] Usage

  • 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.

[edit] Notes

  • 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.


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