Archive:Mo/any Glimmer Monk

A Monk that utilizes Glimmer of Light to create a versatile, if not always the most efficient, build.

Attributes and Skills
[build prof=Monk/any Healing=11+1+1 prot=10+1 Divine=10+1][Glimmer of Light][Spirit Bond][Dismiss Condition][Guardian][Shield of Absorption][Optional][Optional][Holy Veil][/build]

Equipment

 * Armor: Survivor's insignia on all pieces, you won't need the extra energy if you stay on your toes. On the last open armor piece, either put a vitae or a recovery rune. The dazed reduction is nice, but is a bit of a trade-off in my opinion.
 * Weapons:
 * 40/40 PROTECTION wand/offhand set
 * Hale 20/20 Prot rod of enchanting/fortitude (I prefer enchanting.)
 * Crippling Spear of Fortitude/Shield of fortitude set. (Keep both a +5 energy and a -5 energy spear in your inventory. Standard shield defensive sets, including reducing dazed and crippled shields.)
 * High energy set. (Remember to not camp in this set, only switch to this set to cast.)

Usage

 * Spirit Bond: Use this when you see a spike about to hit someone.
 * Guardian: Use this to hinder physical opponents.
 * SoA: Use this on people that are being trained by multiple sources of damage.
 * Holy Veil: Remove hexes and remember to Pre-veil whenever possible.
 * Dismiss Condition: This also heals if the target is enchanted; can be used as a general heal if you get diversioned on Glimmer.
 * Glimmer of Light: Your after/during-a-spike heal. This skill replaces RoF and GoH, allowing for much more room on your bar. Use for cleanup after attempted spikes.

Counters

 * Lots of widespread pressure. Glimmer isn't as efficient as Word of Healing.
 * Those mesmer anti-elite skills, to a small extent. If your teammates have a self-heal, they can tune-up themselves.
 * Daze, to a smaller extent than some Monks.
 * Diversion.
 * Being caught unawares. Remember to always watch the field.
 * BAD PROTTING. Practice identifying what type of prot you need, otherwise it's three times as much wasted energy.

Variants
/Any /Me /A /W /E
 * Shielding Hands - often weaker than Shield of Absorption, but the quick cast can be useful, especially against certain Assassins because of how it allows you to quickly re-act to a tele-spike
 * Draw Conditions - for when your team needs you to have a sure-fire ability to keep them clean
 * Mending Touch - allows you to remove covered conditions from yourself; necessary with Draw conditions
 * Mend Condition - a faster recharging condi removal than Dismiss
 * Signet of Rejuvenation - a free, but conditional, heal
 * Divine Spirit - energy management
 * Deny Hexes - in combination with Divine Spirit to help against hex stacks
 * Remove Hex - a faster-recharging hex removal than Veil...can be good in situations where Holy Veil will almost always be removed if used as pre-prot
 * Cure Hex - can be decent against hex pressure
 * Reverse Hex - a fast hex removal, giving you a high chance to avoid an interrupt and/or remove a nasty hex before a cover can be applied
 * Purge Signet - all purpose complete removal...be sure to cast on your lowest energy set
 * Protective Spirit - instead of Spirit Bond
 * Vigorous Spirit - for the correct team build
 * Spotless Soul / Spotless Mind - for constant removal-over-time
 * Heal Party - if this is a flag-runner for GvG
 * Aegis - for a standard back-line GvG Monk
 * Hex Breaker - to help avoid hexes
 * Return - Cast this on a set with a "Crippling" mod (usually your defensive set) whenever possible
 * Dark Escape - Allows you to live through a sticky situation or run some place a bit quicker
 * Dash - Helps you kite and/or get across the map quicker
 * Disciplined Stance - A good anti-spike skill; also helps you remove Daze from yourself
 * Balanced Stance - To counter knockdowns than can ruin the day; additionally prevents damage from physical characters by ignoring critical hits
 * Shield Bash - Can be difficult to use, but rewarding when it pays off
 * Sprint - For a Monk that wants a speed boost (such as for a GvG team that is constantly splitting) while still having access to a defensive Warrior ability
 * Glyph of Lesser Energy - If using Aegis or Heal Party
 * Storm Djinn's Haste - for a flag-runner