Forum Link Code:[url=]Mo-Me Barrier Bond Monk[/url]
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This is a versatile protection monk build to use if there is
another healing monk in the party. It is primarily
designed for PvE.
Attributes and Skills
Equipment
Usually, monks should avoid using runes that reduce hit points.
It is very important for a monk to have as much health as possible,
thus being able to take more hits before going down. However, in
most situations, the Life Bond monk does not get involved in
combat, as the enchantments can be maintained from a greater
distance than is needed to cast them. The bonder will usually stay
as far behind the healing monk as the monks and casters stay away
from the warriors. Normally a bonder will use one major or superior
rune to boost either Protection or Divine Favor.
For elementalist-heavy areas use the chest piece with elemental
resistance. For melee-heavy areas use the physical resistance chest
piece and pants. Always use tattoos on hands and feet for extra
energy.
Good equipment for this build will be anything that increases
energy and anything with a +1 divine favor chance of 20%. Use of +1
items will not change the optimal skill allocations in the table
below. No other mods available will be of much use to a bonder as
all fast cast and recharge items effect spells only and blessed
signet is not a spell. Good options include:
The
Soulstone and Noss' Artifact also provide extra HP when enchanted. Rual's Focus
provides the same amount of health while in a stance, Mantra of Inscriptions being a stance
that will almost always be up.
Kepkhet's Refuge or The Yakslapper
are also a fairly good options, providing extra energy. However
they do not increase rank in any skill.
Usage
- Life
Barrier + Life
Bond are used on the tank(s) in the party to reduce the amount
of damage they are taking and allow them to more effectively deal
out damage. Life Barrier should be cast first, followed by Life
Bond. Also, depending upon proficiency you should also bond the
other members of your party with this priority: Non-Tanks taking
damage, melee attackers, Monks, others.
- Balthazar's Spirit and Blessed Signet
are for energy management. Balthazar's is to be cast on yourself.
Whenever damage is redirected to you from Life Bond, you still get +1 energy from
Balthazar's Spirit, even if Life Bond reduces the damage to 0. The
energy gained from these skills can often outstrip the energy
degeneration from maintaining multiple enchantments. During a large
battle, it is possible to maintain 12+ total enchantments, with
Life Bond on every character, plus Life Barrier on the
tank(s).
- Rebirth is
generally the resurrection spell of choice for PvE. Party members
often die in dangerous areas and would easily be killed again if
resurrected at the place they died. Rebirth can be used to teleport
the body to the caster's safe location. Be warned however that
using Rebirth will cause the caster to have 0 energy, which will
make any maintained enchantments over the energy regen rate
(usually 4) drop. The bonder should only use Rebirth if there is no
other way of bringing a party member back up.
- Ether
Signet is a backup plan for when your energy drops under 8 and
blessed signet isn't recharged.
Variants
The most commonly used skills are Life Barrier, Life Bond, Mantra of Inscriptions, Balthazar's
Spirit, Blessed Signet, and Rebirth. This leaves two open skill slots,
shown above as optional to use on utility spells and several
options have been listed here:
- For a more passive monk, use Watchful Spirit
for regeneration and spike heals while remaining safely outside of
spell range. Note that Watchful Spirit does not require any points
in Healing for its Healing over time and makes for a great cover
enchantment in areas where the enemies use enchantment
removals.
- Aegis and Guardian are excellent
utility skills as well and can also serve as cover enchantments in
areas with high enchantment removal. When using Aegis, Blessed Aura can be added to extend the
duration of Aegis. This
leaves the bonder without self healing, so do this only if you are
confident the healing monk can handle the load.
- Vital
Blessing can be used to great effect in small groups, where
maintaining more than three enchantments on each party member is
possible. Since Vital Blessing adds its health to the target's
current health this can also serve as an emergency heal but if the
enchantment is shattered or removed this can result in instant
death.
- Inspired
Hex is an excellent utility skill to add to an open slot for
this build. Besides the obvious benefits of hex removal it can also
return energy. This is most useful in areas where foes cast Rust or Ignorance so that Blessed Signet
can continually be recast.
- Signet of Devotion is a good direct
healing spell which can be used on the bonder themselves or on
other casters. Bonders use this skill to cover health lost through
Life Bond as well
as to help allied necromancers cover life sacrifice costs. It costs
no energy and benefits from Mantra of Inscriptions.
- Reversal of Fortune can serve as a cover
enchantment in areas where enchantment removal is prevalent as well
as to provide supplemental healing for the group. When used as a
healing skill the energy cost can be quite high because to heal
effectively it must be cast several times in a row. This also
requires the bonder to be within spell range of the target being
healed. Despite these drawbacks this skill can be used to great
effect in areas where aggro can be drawn to a single
character.
- Mend
Condition can be put to good use in this build, especially if
you have great Aggro control, resulting in not needing to remove
conditions on yourself. Then, you would probably be using Mend Ailment, which
has a slightly longer recharge time, and is inconsistent with the
healing bonus.
- Dismiss Condition may also be utilised
effectively with almost guarenteed bonus healing due to the fact
that it heals extra if the ally has an enchantment on him.
- Life
Attunement can be used to buff the bonders healing skills when
no healing monk is available. This is also an excellent enchantment
to maintain on tanks to make healing easier.
- Early Prophecies variations: It's possible to run this
build relatively early in the Prophecies campaign. Once Beetletun
is reached, Blessed Signet can be captured, Life Barrier
is found just
outside of Beacon's Perch and Balthazar's
Spirit and Life
Bond are available from trainers. Other skills need to be
adapted for such an early-game build. Vital Blessing,
Inspired Hex,
Guardian, Reversal of
Fortune, and Signet of Devotion are all available at
this point via quests and/or skill trainers.
Notes
Inspiration Magic vs. Divine
Favor
Both Inspiration Magic and Divine Favor govern
energy gain, and by extension the number of bonds that can be
maintained. The trade-off presented here is between energy gain on
use of Blessed Signet and the number of times Blessed
Signet can be used. Since this is a protection build the table
has been limited to high levels of Protection
Prayers, it also assumes that a Superior Rune of Divine Favor
is used as well. The optimal values are in bold. Simply
select a desired level of Protection Prayers and use these values to
optimize energy gain from Blessed Signet and Mantra of Inscriptions. Take note that
neither type of +1 chance 20% item, Inspiration
Magic or Divine Favor, will have an effect on the optimal
attribute levels shown here.
| Protection Prayers Level |
Inspiration Magic Level |
Divine
Favor Level |
Energy gain per second |
Energy/sec w/out mantra |
| 16 |
12 |
6 |
1.34 |
0.92 |
| 11 |
9 |
1.94 |
1.33 |
| 10 |
11 |
2.16 |
1.50 |
| 9 |
12 |
2.35 |
1.67 |
| 8 |
13 |
2.40 |
1.75 |
| 6 |
14 |
2.52 |
1.92 |
| 3 |
15 |
2.43 |
2.00 |
| 15 |
12 |
7 |
1.61 |
1.08 |
| 11 |
10 |
2.07 |
1.42 |
| 10 |
12 |
2.42 |
1.67 |
| 9 |
13 |
2.47 |
1.75 |
| 8 |
14 |
2.644 |
1.92 |
| 6 |
15 |
2.638 |
2.00 |
| 3 |
16 |
2.54 |
2.08 |
| 14 |
12 |
10 |
2.14 |
1.42 |
| 11 |
12 |
2.46 |
1.67 |
| 10 |
14 |
2.81 |
1.92 |
| 8 |
15 |
2.77 |
2.00 |
| 6 |
16 |
2.76 |
2.08 |