Archive talk:Mo/Me Gunther Breaker

I also have a variation on this which is not a bonder, though I feel the bonder is easier to explain and generally more meta for CM (Kurzick). --Ayanamij 19:30, 26 September 2007 (CEST)

tbh, heal area so you don't have to delesect to mending touch. –Ichigo724 20:03, 26 September 2007 (CEST)

I've used a build similar to that, which is also pretty good. Personally with the changes to Arcane Echo though, which allow for perma Spell Breaker, I tend to like this a lot. --Ayanamij 20:18, 26 September 2007 (CEST)

One kiss = full heal. -- Teh Uber Pwnzer  00:54, 27 September 2007 (CEST)

I like that approach. Going to test that now. --Ayanamij 10:00, 27 September 2007 (CEST)

I do wonder how the energy management works with Protective Bond though. --Ayanamij 10:00, 27 September 2007 (CEST)
 * Regarding the above build, on the few occasions I feel like gate bonding, I go the Aura of Faith route. Highly annoying and hard to kill the NPC. &mdash; Azaya 18:17, 17 October 2007 (CEST)

Life Bond
Correct me if i am wrong. You get half the dmg dealth to the one being bonded. So every thought about urself? I happens alot that you are th eonly monk in there so you will get dmg but you are almost not able to heal yourself. RoF will give some health... maybe you should use SoA or something. Kastore 13:17, 7 October 2007 (CEST)


 * It also reduces said damage by a significant amount. Short a direct targeted blast by a Siege Turtle, there isn't much that will do damage to you. That which will is actually rarer than you'd think - the Divine Favor bonus by spamming RoF is enough to cover the damage you take. -- Armond Warblade[[Image:Armond sig image.png]] 22:57, 7 October 2007 (CEST)

According to the testing I've done, you can keep yourself alive with just RoF vs. a Siege Turtle. The attacks come very slow. The weakness of this build is melee-based spike damage on the Monk itself. The compensation for this is that it plays a crucial role throughout the mission by keeping NPCs alive and then, most importantly, saving the Architect at the end with Spell Breaker. --Ayanamij 08:01, 12 October 2007 (CEST)


 * Yeah, those luxon warriors are a bitch. -- Armond Warblade[[Image:Armond sig image.png]] 08:18, 12 October 2007 (CEST)

Removing this build.
For consistency's sake I am going to remove this build, along with the others.--Ayanamij 12:23, 19 October 2007 (CEST)


 * No, this build is staying in Testing. You don't have the right to move builds from testing to stub without rewriting them. -- Armond Warblade[[Image:Armond sig image.png]] 17:24, 19 October 2007 (CEST)

gunther
now its not that gunther isent funny...but was does "ooh you touch my tralala" has to do with this build???


 * ...It's the fact that you're using Spell Breaker on Gunther? -- Armond Warblade[[Image:Armond sig image.png]] 19:53, 30 October 2007 (CET)

heres what i use
this way u can just go up to gunther every 19~secs and prot him up XD. also use 16 prot and 13 divine.--IM BLUE! Da Ba Dee Da Ba Die EDIT-works for bonding turtles also.--IM BLUE! Da Ba Dee Da Ba Die
 * Good idea, bonding both Gunther and turtles. - Star Seeker  |  My talk  16:29, 12 April 2008 (EDT)
 * XD ty, but the original build is rlly hard to kill gunther...lol me team had like 4 SF nukers and nuked gunther at same time and he still lived roflcakes.--IM BLUE! Da Ba Dee Da Ba Die
 * With SB him on, those 4 SF nukers can't even target him. - Star Seeker  |  My talk  07:24, 13 April 2008 (EDT)
 * They can target any nub standing by him and GG gunther. [[Image:mightymouse.gif|25px]] moush$2+2=4$ 00:20, 16 April 2008 (EDT)

also, dismiss works as all around heal for the bonded NPC b/c divine favor bonus+dismiss's kind of small heal=easily spammed heal.--IM BLUE! Da Ba Dee Da Ba Die

no prot spirit=epil fail
u NEED prot spirit if ur gonna keep a gate up otherwise either the turtle will kill the NPC or ur energy will kill u.--IM BLUE! Da Ba Dee Da Ba Die
 * No you don't. Half damage is reduced by life bond and you have GoH and RoF to spam for heals. And if you're running out of energy with blessed signet, balthazar's spirit, and 5 energy spells, you're doing something wrong. --NYC Elite 21:09, 6 June 2008 (EDT)

Doesn't work
Bonded Kurz elementalist and it was going fine. They couldnt use spells on him and attacks were easily outhealed. However, when the turtle showed up, 1 blast and gate was down. Needs better bonds. 92.237.14.59 10:11, 31 May 2008 (EDT)


 * ... -- Armond Warblade[[Image:Armond sig image.png]] 12:54, 31 May 2008 (EDT)


 * Hint: siege turtle attack only does 250 damage. – Ichigo 724 [[Image:Ichigo-signature.jpg]] 13:16, 31 May 2008 (EDT)
 * the turtle is y u need prot spirit.........cause lb doesnt half turtle's dmg.--IMBLUE Da Ba Dee Da Ba Die 01:40, 2 November 2008 (EST)

Changes
I now run:

You can trade is Prot Spirit for Guardian. But I prefer Guardian because Prot Spirit is more expensive and in most cases, the damage it prevents, while significant, is just from Siege Turtles and is quickly healed over. If there are 2 Siege Turtles on Gunther then your team sucks and you are pretty much dead anyhow.

Anyhow, the more I played, the more I realized that bonding is really not necessary nor is it that efficient. The crux of the build is Spellbreaker and endgame play. This build single handedly can mean a victory in endgame, given the prevalence spell-based DPS against the Gatekeepers and Gunther. There are few things more satisfying than seeing a few Elementalists and Necros within spell range of Gunther and spamming failed spells, especially when you haven't even used your echo'ed Spellbreaker yet. Divine Spirit is for endgame also. Spamming heals and prot spells will save Gunther when you have just a minute or so left on the clock.

Sad that there are not more builds designed SPECIFICALLY for Aspenwood or other CMs. Builds do not appear to be evaluated according to their context. - Ayanamij 17:15, 1 December 2008 (EST)


 * One thing I forgot to add, strategy-wise, is that if you die in endgame, as long as you have splooged all your enchantments on Gunther prior to dying, he is not likely to die in the period it takes for you to respawn. If there is another healer alive, he is pretty much guaranteed to live. If anything, dying is good energy management. The build can protect itself with Spellbeaker, but the overarching goal of the build is just to protect Gunther. - Ayanamij 17:19, 1 December 2008 (EST)

rawr
anet doesnt know how to fix things it breaks so now this build is vulnerable to turtle enchant rip. byebye times for this build? ƃuoן sı ʇɐɔƃuoן  00:50, 12 December 2008 (EST)
 * lol noticed when i played, wtf did my bond goes - YES nerf :> Massive  [[Image:Image-Massive Sig.jpg|19px]] 12:39, 12 December 2008 (EST)

unarchive?
it can still work, but needs an update. could you just take a cover enchant over Blessed Aura/Sig (maybe Guardian for anti-physical)? &#9823;Fianchetto 13:09, 9 April 2012 (UTC)
 * Better off with arena WoH with shielding hands in FA. 77.100.114.120 14:22, 9 April 2012 (UTC)
 * well, FA's a format in which bonding works, but enchant strips are the problem. hence Spell Breaker. if there's ever a time for unarchival, it's now &#9823;Fianchetto [[Image:Mending.jpg|19px|link=User_talk:Fianchetto]] 22:05, 9 April 2012 (UTC)
 * It's still not worth it though. You don't have the space to bring a decent cover enchantment (Guardian comes the closest, but when that's removed you'll get steamrolled by melees), and as soon as Spell Breaker gets stripped you're useless. Not to mention you can do almost nothing to defend yourself. In general I'm sure you'd get better results just by running WoH or HBurst or something. -- Jai .  -  22:46, April 9 2012 (UTC)