This build is provisionally vetted great pending more votes. This build has received a provisional rating in the range from 4.75 to 5.0 and thus qualifies for the highest category of working builds: Great. This build has been designed for the following use: |
This build is significantly affected by the Flux: Jack of All Trades. See the build's talk page for discussion and ramifications not noted here. Notes: Decrease Healing Prayers to 9 + 1 + 1. Increase Protection Prayers, Divine Favor and/or a fourth attribute to 8-11 ranks. |
This build is significantly affected by the Flux: Minion Apocalypse. See the build's talk page for discussion and ramifications not noted here. Notes: Easier to trigger the energy gain of Bonetti's Defense when attacked by minions. |
The WoH Monk is designed to cope with the pressures in low-skill PvP, packing defense through Secondary Profession skills whilst having prot abilities and big heals.
Attributes and Skills[]
Your allies are healed for 29 Health whenever you cast Monk spells on them. |
- Spirit Bond (PvP) : Protect people from air eles and other high damage sources. A super-heavy, fast recharging prot.
- Protective Spirit : Over Spirit Bond for a longer lasting prot.
- Shield of Absorption : As a small prot that can become effective quickly because of the many damage sources in AB and CM.
- Shielding Hands : As a small prot with a quick cast that also provides a small heal.
- Holy Veil : As a hex removal that can be precast and can remove a hex instantly.
- Vigorous Spirit : For excellent anti-pressure and a cover enchantment for Holy Veil.
- Signet of Rejuvenation : Useful for an emergency heal if having problems with energy management.
- Sprint : IMS for getting away from a bad situation, catching up to a teammate, or capping quickly/running amber.
- Shield Bash : Better against Sins and an easy defense option, but isn't that great against constant amounts of physical pressure.
- Disciplined Stance : Provides blocking as well as armor, which also helps against unblockable attacks and spells.
- Bonetti's Defense : Energy management as well as 5 seconds of blocking that doesn't require extra attribute spread.
- Balanced Stance : Very useful anti knockdown and anti critical.
- Return : To shadowstep to allies and avoid melee.
- Dark Escape : For a great anti-spike as well as IMS.
- Smoke Powder Defense : To stop massive melee damage for a while.
- Dash
- Natural Stride : A convenient skill with IMS and block all rolled into one.
- Distracting Shot : Because Dshot.
- Shield of Force : Powerful anti-spike pre-prot - not as useful as Shield Bash, but recharges faster.
- Armor of Sanctity : Powerful anti-melee enchantment.
Equipment[]
- Survivor Insignias or Disciple's Insignias, with Runes of Vitae/Vigor; run Wanderer's in Fort Aspenwood if playing on the Kurzick side.
- A high set (a wand and focus with two 15/-1 mods).
- A 40/20/20% Protection staff.
- A 40/40 Heal Set.
- Spears with +5 energy/-5 energy, +30hp/Defense and +10 vs "x" shields.
- Max Q7/8 Tactics shield if you meet the requirements, otherwise a Strength shield.
Usage[]
- Heal with Word of Healing and Patient Spirit.
- Use Guardian, SB and Dismiss Condition as necessary.
- When under pressure, use your secondary skills to protect yourself e.g.:
- Shield Bash vs assassin chains.
- Shield Stance or Disciplined Stance vs melee to get Guardian up easily.
- Balanced Stance vs attackers with KD (Assassins and Hammer Warriors mostly).
- Dark Escape vs anything to reduce damage.
- Return vs any melee to snare them and get away.
Counters[]
- Standard anti-caster counters.
- Anti-block skills, like Wild Blow and Rigor Mortis.