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| Guild Wars PvP builds | |
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| Tweet Topic Started: Oct 11 2005, 09:27 PM (242 Views) | |
| Kay of Sauvage | Oct 11 2005, 09:27 PM Post #1 |
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Retired Knight
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I've mostly played GW PvP as a mes/nec or vice-versa, but I've been playing a Monk for the last week. I've found what I think is a pretty solid build. Mo/Me for 4v4 This one is all Divine and Healing, with 3 points is domination Healing touch Dwayna's Kiss Infuse Health or Signet of Devotion Healing Breeze Vigorous Spirit Aura of Faith (elite) Mend Ailment Hex Breaker Make sure you take Staff Wrapping of Enchantment 20% Aura of Faith makes healing almost 50% more effective on whoever has this enchantment. You can have it on mulitple people at once since it'll last for 80 seconds with the staff wrapping. Keep it on the usual targets... Mo (yourself), Me, Ele's, in that order of priority (unless there is a reason someone is gonna need lots of healing, like a sacraficing necro). Use vigorous spirit whenever opponents are dealing damage slowly over multiple targets, or trying to shut you down. It'll give allies health whenever they attack or cast. The amount of health this enchantment can give over 35 seconds is a pretty lot, and it only costs 5 energy to cast. Start casting this and Aura on people as soon as you arrive on the map. Use healing breeze on yourself preemptively whenever facing high damage enemies that knock you down or disrupt or backfire you. Then you can try to run to slow their rate of attack while you receive it's healing. It keeps you alive when you're on the ground from hammer warriors. Since they have to charge up those attacks, you should be able to recover in time for the next time they unload. Use healing touch mostly for yourself. With Aura of Faith, you'll get tons of health, well over 200 I think it was. If you take infuse health, it'll allow you to nearly refill an allies health from close to zero. It's great on high damage/spike opponents. You can use healing touch to get your health back after this, since this takes half of your health. Use it only to prevent someone's death. I've been using signet of devotion though, to save energy. That helps vs teams that wear out your energy, or vs some mesmers that drain all your energy. But it takes 2 seconds to cast and only gives 100 some health, so use it only to top off an allies health, or immediately dwayna's kiss. Dwayna's kiss gives extra healing for allies with enchantments. So if you keep aura and vigorous spirit on an ally, then put healing breeze on them when they start taking lots of damage, you're dwayna kiss will give like 200 health. Keep hexbreaker on yourself whenever you can. As soon as it disappears prematurely, that means someone has tried to cast a hex on you, and failed. Immediatly put this back on so you can block 2 hexes. You'll have to wait a little while to use it again, since the recharge is 15 seconds I think. Use mend ailment on your allies as needed, and use it on yourself as soon as you become crippled. You take a ton of damage if you can't keep moving away from a warrior. I'm going to try putting some attribute points into protection with this build and take protective spirit rather than Devotion/infuse. In GvG, it's necessary that someone has Protective spirit since a well cooridinated team can either spike and kill an ally faster than the healing can keep up, or it'll just cost your monks lots of energy keeping him alive. Proc spirit will limit their damage to a maximum of 10% max health. It doesn't need to last long, since a good opponent will switch targets when an ally has this on him, but it' save you energy until they do switch. Versus damage over time teams, don't bother using this and instead, use vigourous spirit as your energy saving heal. |
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| Charlemagne Of Aachen | Oct 12 2005, 06:02 AM Post #2 |
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I am a newb Kay. What characters should I make??
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| Kay of Sauvage | Oct 12 2005, 02:14 PM Post #3 |
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Retired Knight
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um, anything you want. But you should just try to have 3 PvE characters that will cover all 6 classes. You can make any class combo work well. Some common ones are: E/Mo Me/N N/Me W/Mo Mo/Me R/E W/N R/Me Mo/W N/Mo |
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| Argetlam | Oct 12 2005, 10:33 PM Post #4 |
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Mo*Cador_of_Cornwall is good i liek it |
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| Kay of Sauvage | Oct 18 2005, 09:31 PM Post #5 |
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Retired Knight
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My Monk changes... I've now replaced hexbreaker with contemplation of purity. It takes off all my enchantments and for each one lost, it also takes of 1 hex and one condition and gives 40 some health. It's only a 1/4 second cast for 5 energy. Since I'm keeping enchantments on me, usually having 2 on at all times, I can wait for the real bad hexes to be put on me... Migrane/conundrum, backfire if I really need to cast, any energy degens, life transfer, spinal shivers. Now they all disappear like nothing happened :). Then I recast my enchants and I'm ready to go for next time they try it. Now I no longer need the mesmer secondary... So I'm gonna look if there is a skill in any class that I would find more useful than the ones I currently have. I've also replaced the Infuse/Devotion with Protective spirit. It's working very well for me, especially vs air spikers or hammer warriors. A lot of air spikers use thunderclap on me before they start spiking. Thunderclap is a hex and after 3 seconds, it hurts a bunch and knocks me down, thus not allowing me to heal myself immediately. So I see that hex on me and I cast proc spirit, and instead of taking like 300 damage in a second, I take about 100, and I'm protected for 15 more seconds. And I'll use proc spirit if I see a bunch of warriors coming at me. Hammer warriors knock me down in their ultimate combo, sometimes 2 knockdowns in a row, only to deal around 200 damage, rather than what might normally be fatal. And add healing breeze, and I can run around for 12 seconds not casting and remain fully healed. Of course, this is all because I'm usually the main target, but it work just as well on allies too. Use it when you see their heal going down in large chunks at a time. |
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| antoine of padou | Oct 18 2005, 09:58 PM Post #6 |
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Retired Head Knight & Master-At-Arms
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i upgraded my armor,before was armor 35 and i buyed the one at 50 but when i take off the armor 35 to switch to 50 its not working...any idea |
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| Kay of Sauvage | Oct 18 2005, 10:24 PM Post #7 |
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Retired Knight
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I've seen some particularly good builds that people were running... I think one was a R/W with a sword. He kept coming at me with conditions. But the key thing that bothered me was that he would cripple me and poison me immediately afterwards I guess using apply poison. Everytime I would mend the condition, it would only take off the poison and it gets reapplied in the next hit. So I could never remove the cripple, also, his other conditions like bleeding and deep would were underneath all of that, so I was constantly having lots of health degen in addition to a lot of hits from his sword since I couldn't run away. I could only get more than 1 condition off by using contemplation of purity, but it would just get the cripple and poison off, which the poison would be right back on again. Another good build was using spinal shivers. That hex interrupts your actions whenever you receive cold damage, as long as the necro has some energy since each interrupt takes 6-10 energy from them depending on their level in curses. So the necro that casts it would have a melee weapon, I think a sword (with an icy sword hilt) so that they swing fast and interrupt anything I did. The first time I faced it, I quickly removed it with contemplation, as well as any other time it was cast. But then I faced it again and was thinking I'd wait for a 2nd hex so I could remove 2 at once. Then I couldn't remove it even though the contemplation only takes 1/4 a second to cast. It interrupted contemplation like twice and I was dead by then. Definately a good spell if you can find a way to manage the energy. I'm thinking maybe going elementalist primary, specialize in energy storage, water magic, and curse, and take ether prodigy, conjure frost, something to slow movement, and spinal. Rigor Mortis might be good in case the monk has a stance that lets them evade, and it can cover up your spinal shivers so it's difficult to remove. Another good option is to be mes/Ne or Ne/Mes and using inspiration skills to get your energy, and use wastrel's worry every 3 seconds in between hitting the target, since he probably won't be able to get a cast off. Wastrels causes damage if they can't use a skill in 3 seconds. It's a very quick cast too and is only 5 energy. You still have your elite skill slot open, so that gives some good choices too. Energy drain would be good, either giving you lots of energy from your target, or using it to drain a 2nd monk. Spinal shivers also would work on other class just as easily. I'd like to see a whole team using spinal shivers, :lol: |
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| Kay of Sauvage | Oct 18 2005, 10:25 PM Post #8 |
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Retired Knight
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Ant, what do you mean it's not working? You mean you can't wear it? I hope you didn't buy it off anyone... Cause all armor is customized only for you when get it. Nobody else will be able to wear it. |
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| Kay of Sauvage | Oct 18 2005, 11:58 PM Post #9 |
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Retired Knight
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hmm, now that I think about it, it won't be a good idea to use a sword without being a warrior primary or secondary... Won't get hardly any damage. So I guess other options are to be a N/W, but then energy could be a problem, though you could use all adrenaline skills to minimize that. And you still have an elite availble so you could take blood is power or whatever the skill is that gives you energy... Or you can work with another player and have them do the cold damage, either a warrior or a quickshot ranger would be best. You could also just use the necro's staff to deal the cold damage too, but I think a good monk would be able to time his casts in between the hits. Though as mesmer you may be able to put migrane on the monk also so he'll cast much more infrequently. But if you were facing my monk, you'd have to immediately start hitting me as soon as you get spinal shivers on me, cause I would remove it as soon as I can see it on me and press the button. You'd have to use rend enchantments on me first, then I'd probably be screwed... Also, you gotta watch for hex removals that come from other players, so you would need to cover your important hex with another hex. Facing 2 monks might be tough if they keep removing this hex, so you can't depend solely on it. It'd be nice for your other skill to work well on their own in case you get interrupted or the hex is removed, etc... |
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| Argetlam | Oct 19 2005, 12:02 AM Post #10 |
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i like Mo*Cador_of_Cornwall and when using it i like to have conjurephantasm on although a monk is primarily to heal it is nice to have a spell that can handle ana ttacking enemy cause healinhg and running doesnt always work but if u can help a warrior while fighiutng with conjure phantasm it is a lot o help |
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| Kay of Sauvage | Oct 19 2005, 04:53 AM Post #11 |
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Retired Knight
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I disagree. You really shouldn't have the attribute points to put into illusion magic. You should try to maximize your divine favor and healing, and protection if you are also using that. Even if you don't use any divine favor skills, you still give 3 extra health for every point of divine favor you have whenever you use a monk skill on someone. Another reason I don't think you should be using phantasm is because it costs 10 energy. You'll definitely need all the energy you can muster to heal. And it's better to keep you and your damage dealing allies alive because they won't deal any damage while dead. Maybe in a 2 monk group or more it might be feasible for the monks to do a bit of damage while, or perhaps in a group full of people with good self heals, although I still wouldn't recommend it... Even if you were able to make the phantasm skill last for 10 seconds on an enemy, that would only amount to 100 damage. Using that amount of energy for healing can quadruple that amount. Even just using healing breeze with a staff of enchanting would give about 250 health. BTW, when you put / Me on the boards here, it shows your screenname instead. Maybe you should put /mes instead
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| Dinas of Cheshire | Oct 19 2005, 11:13 AM Post #12 |
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I agree with Kay, the only time that I would put points into my secondary professions is if it was ranger/mesmer for the energy and health gains, but even then Id make sure marks and expertise were both atleast 11(not including mods), in pvp this is. With a monk your main job is to heal or protect people, if your allies cant deal the damage then its tough luck on them because its not your fault......I find that aslong as you can keep them alive long enough they should be able to get the kills anyway. BTW Cador Ive joined your guild, I dont know if its going to be permanent or not yet because I was already part of a guild that did pvp and gvg who kinda need me, so Im there to help anyone who needs it ......what I would say is to try and get people into some pvp battles aswell just to warm them up to it, if need be then we could get Kay in as a guild guest and we could try to do some gvg's but we really need everybody to start playing some pvp battles, use one of the pre-set builds if you dont have enough skills to make a proper build yet......Dinas |
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| Argetlam | Oct 19 2005, 11:19 PM Post #13 |
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well unfortunately i had to end that one due to problems but i made a new one that wont conflict with RTK rules and all we will be good we have 2 lvl 18s if u join we will have a lvl 20 wondering if u can get us to forge we have a lvl 16 or two or a lvl 17 |
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What characters should I make??
7:39 PM Jul 11