Build talk:Mo/P JQ Ray of Judgment

Use hammer of dawn, just redo att spread: 12+1+3 smiting, 9+1 heal, 9 command, 2+1 div-- Christmas Relyk  11:36, 6 January 2009 (EST)
 * The fact anyone would bring healing on a smiter bar is laughable, and honestly it is bad in AB since you can't solo cap with it unline in CM. [[Image:Frostrage.jpg|19px]]Frosty  po!  11:39, 6 January 2009 (EST)
 * You use arcane echo in ab...--[[Image:Relyk chtistmas2.jpg|20px]] Christmas Relyk  11:42, 6 January 2009 (EST)
 * ...That would make you use Illusion of Haste for IMS. 217.120.228.192 11:45, 6 January 2009 (EST)
 * Which would suck. [[Image:Frostrage.jpg|19px]]Frosty  po!  11:45, 6 January 2009 (EST)
 * or you could actually not be bad and cap with your group--[[Image:Relyk chtistmas2.jpg|20px]] Christmas Relyk  11:47, 6 January 2009 (EST)
 * Or you could not be bad and run an Ele in AB and be able to cap without assistance. [[Image:Frostrage.jpg|19px]]Frosty  po!  11:48, 6 January 2009 (EST)
 * Or cap with ur team and stop being dumb--[[Image:Relyk chtistmas2.jpg|20px]] Christmas Relyk  11:50, 6 January 2009 (EST)
 * If you're capping with a team, you'd run this over a Mo/Me with Arcane. Other than that, this is for JQ, not AB and it's what people are running. Healing spec is uneccessary; DF bonus on smites and reverse is all you need to keep a carrier or shrine; if it's not then take Boon. - [[Image:Panic_sig5.png]] 11:59, 6 January 2009 (EST)
 * If you'd cap with your team you would still have to take Illusion of Haste for IMS, wouldn't you? 217.120.228.192 12:19, 6 January 2009 (EST)
 * Holy Haste should be an IMS...=S--[[Image:Altruismliger.jpg|19px]] Liger414  talk  12:21, 6 January 2009 (EST)

I never played JQ before. how is it? Railin 12:22, 6 January 2009 (EST)
 * How is what? JQ? I find it fun =D --[[Image:Altruismliger.jpg|19px]] Liger414  talk  12:22, 6 January 2009 (EST)
 * Jade Quarry possibly is the most fun game type at the moment. Brandnew.  12:25, 6 January 2009 (EST)
 * Erm, anyone who wants faction goes there tbh. Are Kurzicks useful? Yeah as punch bags I suppose. Do people play it? Hell yeah.--[[Image:Altruismliger.jpg|19px]] Liger414  talk  12:26, 6 January 2009 (EST)
 * Cool. I'm gonna check it out. [[Image:Railin-WoH.jpg‎|19px]] Railin 12:29, 6 January 2009 (EST)
 * fa is funner, you have more control on the outcome--Relyk _||_  I hammers u! 19:58, 12 January 2009 (EST)

Really relyk? I find JQ to be a better arena for individual control. A good monk capper can control a shrine, and effectively control 1/3 of the points income provided he isn't faced with too many cappers. In FA, it tends to require much more teamwork to win. Mender 12:56, 16 January 2009 (EST)


 * teamwork? teamwork!? aint no nobody in fa does no teamwork. usually comes down to 1 person breaking doors/running amber since everyone loves to just hunt each other for fun ƃuoן sı [[Image:Escape.jpg|19px]] ʇɐɔƃuoן 19:33, 2 February 2009 (EST)
 * lol play fa more--Relyk 04:51, 21 February 2009 (UTC)

Self countering?
This build is so popular on JQ, there are usually at least 2-3 Mo/P with such build. Why not to add an interruption? I use Anthem of Weariness and disrupting throw in 2 optionals. They work pretty well, other monks cant cap a shrine, because of rupt on Roj. Gunm 16:20, 27 February 2009 (UTC)
 * Builds always have counters, you can just as easily disrupt meteor shower or other ele stuff--Relyk 16:30, 27 February 2009 (UTC)

Variant
Remove a few points for smiting and divine favor/or Command... pour them into protection. bring skills like shield of absorption for ultimate survivability when being mobbed by the group clusters.

Attributes and Skills
[build prof=Mo/P Smiting=12+1+3 Healing=9+1 Divine=5+1 Command=8][Patient Spirit][Ray of Judgment][Castigation Signet][Reversal of Damage][Smite Condition][Smite Hex]["Fall Back!"]["Make Haste!"][/build]
 * Critique.-- Ikimono <font color ="Teal">Needs more Paragon [[Image:Monk-Paragon-icon.png|24px]] 11:08, 30 March 2009 (UTC)
 * 9 command for shield, and i work fine without patient spirit, i use bane sig to make rangers fk off--Relyk 03:22, 14 April 2009 (UTC)
 * Kills your shield thoughErring Ryft 09:22, 17 April 2009 (UTC)
 * Um, bane sig costs 0 energy, how does it kill it? <font color="Black">Drah <font color="DarkRed">Mc <font color="Black">Ninja  14:48, 18 April 2009 (UTC)
 * I love all the Mo/P I'm seeing in Quarry using this build that are using RoJ on my warrior while I'm just running around. People are stupid. 75.45.162.248 03:29, 4 May 2009 (UTC)
 * Stupid People are stupid. Only utterly retarded people use RoJ on players unless they are snared or are casting something like meteor shower. However...i used it on a few people who refused to move or when I'm on defense. -- Ikimono <font color ="Teal">Needs more Paragon [[Image:Monk-Paragon-icon.png|24px]] 04:35, 4 May 2009 (UTC)
 * rod->castigation signet-->Roj->Bane signet--Relyk 00:31, 8 May 2009 (UTC)

archive due to roj nerf?
i havent used this in cm since the up[date but roj scatters nowGeneralmurgahn 23:47, 20 June 2009 (UTC)
 * It still works in fort aspenwood to an extent. I'll need to test it in JQ.-- Ikimono "a rabid grizzly bear" [[Image:Monk-Paragon-icon.png|24px]] 23:58, 20 June 2009 (UTC)


 * so...the results are?Funkopotomis 00:51, 22 June 2009 (UTC)
 * Tested. An initial RoJ causes scatter, but only after the 3rd or 4th second. However, they don't regenerate fast enough, so by the time RoJ recharges, a second RoJ will kill them off. --[[Image:Jimp.jpg|19px]] <font color="#00aaff">WhiteAsIce 08:28, 30 June 2009 (UTC)
 * If you stay within attack/spell-casting range of the enemies, they tend to keep attacking you until it's too late. 67.160.232.67 07:03, 18 July 2009 (UTC)
 * be brave and smite condition/hex--Relyk 11:38, 22 July 2009 (UTC)
 * Or be brave and go FOR THE GREATER GOOD! KAMIKAZE!-- Ikimono "My beard is thick." [[Image:Monk-Paragon-icon.png|24px]] 12:41, 22 July 2009 (UTC)

Just hide behind a wall after you cast roj (or before) and let the rangers pewpew you. the one you target sometimes wont die, so bane/cast sig will kill him or use rod and wand him. quarry shrines are the same, you can tank it out and survive if ur manly and they should die, otherwise finish off any extras with the same method.--Relyk 05:08, 28 August 2009 (UTC)--Relyk 05:08, 28 August 2009 (UTC)

Alternative to Smite Conditions?
I know I'm a noob for not owning EoTN, but so far only alternative I see is Purge Conditions. Any ideas? 79.221.51.47 05:00, 28 August 2009 (UTC)
 * mending touch--Relyk 05:04, 28 August 2009 (UTC)
 * Thanks, would have went for Mend Aliment but that seems better.79.221.51.47 05:07, 28 August 2009 (UTC)

More Optionals
Scourge Healing has come in handy more than a few times when faced with camping healers and unwitting minion masters that carry Blood of the Master. But what about Spell Shield for interrupt protection (spell-based interrupts) that keeps the secondary class free for Paragon? <font color="#4056b2">Lazuli 00:13, October 13, 2009 (UTC)

Invalid template Code
hmm I tried saving this template code and when I open it up in GW its says invalid template code.--<font color="Purple">ℜĭŧz <font color="Orange">✔  13:27, November 22, 2009 (UTC)
 * Yea were having an issue with the code right now. Were tyring to get skills to have the PvP descriptions, but that messes up the code when exported to guild wars. You can try downloading the build pack (ask Karate Jesus about that), or type the skills manually, or wait until we find a way to fix it. Gringo 17:39, November 22, 2009 (UTC)

This works in AB
I created a variant of this and found it worked great in AB. I dropped Make Haste and used all 3 signets. Does anyone mind if this gets tagged accordingly? --War_Pig5 05:40, May 3, 2010 (UTC)

Mo/E variant
Use windborn speed for carrier boost so that you can bring glyph of concentration for anti interrupt on RoJ. --<font face="Poor Richard"><font color="Black">Smity the Smith 15:23, June 13, 2010 (UTC)
 * And Gale. --67.240.88.57 15:51, June 13, 2010 (UTC)


 * Cancel? -- DANDY ^_^ -- 15:54, June 13, 2010 (UTC)
 * Yea I know how to cancel, honeslty tho that just eats up your energy and time, so whats the point if u can go secondary elementalist and have the same carrier support. Only difference is lack of Fall Back --<font face="Poor Richard"><font color="Black">Smity the Smith  15:57, June 13, 2010 (UTC)
 * And you get Gale. --67.240.88.57 16:05, June 13, 2010 (UTC)
 * So what's the point of gimping my bar when I can just hit cancel. I understand your suggestion represents a more lazy playstyle, but don't try to push that through as a good option for the bar. -- DANDY ^_^ -- 16:18, June 13, 2010 (UTC)
 * I dont see it really as being lazy that you dont wanna play cancel games to save time. Explain how you are gimping your bar exactly? --<font face="Poor Richard"><font color="Black">Smity the Smith  16:19, June 13, 2010 (UTC)
 * Dropping MH and FB for Glyph of Conc when it's a circumstance in which you can just cancel. I label that as making your bar worse for nothing. -- DANDY ^_^ -- 16:24, June 13, 2010 (UTC)
 * Alright. Imo however windbord speed replaces MH cus it has the same effect, and it also can be used as a self targeting IMS to take the role of FB. You make minor sacrifices to have the ability to get in and nuke a shrine quickly without playing games.  Some shrines are heavily gaurded and you simply don't have time to play cancel games. --<font face="Poor Richard"><font color="Black">Smity the Smith  16:37, June 13, 2010 (UTC)
 * (ec)Mostly you won't need it, but GoC is useful for pushing a cap against ints and other pressure where canceling eats up too much time. Also, canceling on a 2sec fails against decent players (which are admittedly rare) and if you don't get a fc. Plus, you can bring gale.--67.240.88.57 16:39, June 13, 2010 (UTC)
 * It's pretty well established that the arguement that bad players exist therefore something is ok is inferior to the arguement that you should always prepare for the worst. --<font face="Poor Richard"><font color="Black">Smity the Smith 16:45, June 13, 2010 (UTC)
 * You want your build to work optimally in a wide range of given circumstances. MH/FB is unconditional on this, GoC won't even be necessary in all games. Thus, despite perhaps being lovely in some situations, it's not probable enough to insist buildwarsing for. That also makes it quite acceptable to push a build into "Good" for working in the majority of situations; eg. vs. shitty players -- DANDY ^_^ -- 16:48, June 13, 2010 (UTC)

Another Variant
Just wanted to share another variant that I use which I really enjoy. Please share comments: [build prof=Mo/A smi=12+3+1 dead=12][Disrupting Dagger][Ray of Judgment][Shadow Walk][Iron Palm][Holy Strike][Augury of Death][Crippling Dagger][Dash][/build] --<font face="Poor Richard"><font color="Black">Smity the Smith 17:16, June 14, 2010 (UTC)
 * RoJ to nuke shrines
 * Spike players with RoJ->Shadow Walk->Iron Palm->Holy Strike->Augury of Death->Disrupting Dagger->Crippling Dagger
 * Also start a spike with Augury->Iron Palm->Holy strike, etc etc
 * Interrupt key skills with disrupting dagger, such as RoJ
 * Snare foes and carriers with Crippling Dagger
 * You're actually telling me 2-6 here? My god is that a funny spike. I'm not commenting one way or another on its efficiency, but gogo! -- DANDY ^_^ -- 17:19, June 14, 2010 (UTC)
 * what is this luxon faggotry?--Ikimono1 06:14, August 24, 2010 (UTC)

ftw

Merging with the others
. Will be merging Archive:Mo/Me Offensive RoJ JQ and into this page, and then moving to the new name (Mo/any). Only real argument against it that I can think of is that the build pack would only grab the /P version (currently). --  Toraen   talk  04:37, 19 June 2011 (UTC)
 * You should do it, the new mesmer meta build makes it hard for the Mo/P build. <font color="##157DEC">Sjan [[File:Rsz 160px-dervish-tango-icon-200.png]] 21:22, 13 July 2011 (UTC)
 * The problem is that there's going to be 4 different builds on the page (once a dom variant is written for the Mo/Me). I think we might actually be better off with them separate just because of that. --  Toraen   talk  03:22, 14 July 2011 (UTC)

Flux: Quickening Terrain
Current flux affects speed boosts drastically. Can anyone comment on what this means for boosting jade carriers? Are juggernauts/turtles harmed if we boost their speed, or are they unaffected by flux, or does the game consider them "below normal speed" when unboosted?
 * Only players are affected by the Flux, so no. -- Jai . -  11:10, August 10 2011 (UTC)

Mo/P 4 attributes hybrid
So someone above is saying that Mo/P with Healing Prayers sucks. I disagree. This is the build I've been successfully using for... I can't even remember, probably for the whole time after the RoJ buff.

[build prof=Monk/Paragon smit=12+1+3 heal=7+1 div=9+1 command=6][Ray of Judgment][Reversal of Damage][Patient Spirit][Healing Breeze][Smite Condition][Smite Hex][Make Haste][Fall Back][/build] (I've been playing with Healing Prayers 9+1 and Favor 7+1 the whole time, but now I realize that it might make more sense the other way round.)

In my opinion, this is the ultimate RoJ build. With this, you can
 * cap quarries (unless you are facing a proper healer on the opponent's side, in which case you would need support anyway),
 * hold quarries (all NPCs vs 1 RoJ Monk; some vs. 2 RoJs, N/A Bomber, Ele Nuker, Me capper. Depends on your skill),
 * buff and effectively support carriers,
 * support team members (for "advanced" users with the appropriate amount of skill),
 * effectively stay alive yourself, and most importantly
 * do some of the above at the same time (unfortunately not all).

Since you can hold a quarry against up to 3 enemies (healing only the Ranger (highest armor), stupid opponents required (you encounter them all the time)), you can direct your teammates to more important locations. You can also play this in a hit-and-run manner: Nuke a quarry / guard post, nuke the next, etc. As for interrupts: If the enemy can effectively shut you down, you are either too bad (you can cancel RoJ up to 3 times), or he's too skilled. In either case, wait/call for reinforcements or cap something else.--BigBang 15:33, 9 November 2011 (UTC)
 * The first issue with splitting into healing prayers is dropping command under 9 and losing your shield AR. The next issue is running patient spirit and healing breeze since you still can't hold shrines well. Since introduction of wastrel spammers, it's barely enough to keep a carrier up. And in this case you opt to not bring a signet which is necessary at ranger shrines when one ranger survives, otherwise you're stuck getting into attack range, using RoD twice or more, and then removing Pin Down if he uses it. You can't effectively guard shrines with a roj monk without hurting your capping ability; at that point, you're better off going full healer. You can keep a shrine up against most any capper with RoD, Smite Condition, and Smite Hex, but that's not high priority for the build. You can stay alive without redbarring with healing prayers. The little support you gain for guarding quarries and carriers isn't worth it.-- Relyk 16:06, 9 November 2011 (UTC)
 * Key here is versatility. If you bring only smites, you can only cap and buff. If you're going full heal, you're one capper down and you can and will be overrun when 3 or more opponents attack both you and the shrine you're guarding. With this build, you can do both sufficiently. The last Archer standing is not a problem. Get in range, cast Reverse Damage twice and/or use your wand and he's history. When you see him trying to pin you down, kite a little bit (that's a pretty useful trick anyway) or Smite Condition afterwards. To prevent them from spreading in the first place, aggro all rangers and hide behind a wall or corner, all of which are in range of their Longbows (there's a sweet spot at the Green and Purple Guard Posts, where you're covered by the corner and the Rangers haven't moved yet.) Wastrel spammers? Pffft. You're able to keep a carrier alive till said spammer gets in Base Defender range. It's enough to get +1 Jade and keep the Mesmer from doing more important stuff - like capping quarries/shrines. Shield? Who cares? I'm running around with a 40/40 set all the time. What do you need a shield in JQ for anyway? You survive most attacks even with 505 max HP. You'll be close to guard posts or quarries all the time, just pull whoever is trying to kill you in the NPC's range. They will most certainly give them a hard time. --BigBang 11:36, 10 November 2011 (UTC)
 * You can defend with smites adequately against 1-2 players. And healers do not get overrun by 3-4 players. You don't prevent scatter, you nuke from the correct angle so they don't kite out before the last hit, which isn't possible for the two center shrines or quarries sometimes. Having to run back to and wait to get hit by RoD wastes time when you could be nuking another shrine. You don't kite Pin Down, you're trying to kill the Ranger. Dom mesmers can cap and kill the carrier at the same time, and they do outdamage this. Sitting on a 40/40 set is stupid, you compensate by running Healing Prayers. A shield set is useful everywhere. If you want to keep carriers alive, you use restful breeze. If you want to keep quarries alive, keep it up only if the carrier is coming back, otherwise let the shrine get capped so you can cap it back. There's no significant advantage to running healing prayers, you only gimp your bar and compensate for playing bad.-- Relyk 16:48, 10 November 2011 (UTC)

Command Shield of Mastery
Put this in Equipment template and equip when using Fall Back and Make Haste for chance at +1 command =) (I also put this comment on Discussion for JQ WoH)--Saxazaxx (talk) 02:55, 7 April 2018 (UTC)