Forum Link Code:[url=]Mo-any SoA Monk[/url]
This build can be used in many solo farming areas and does not
rely on healing prayers at all. This build can take on any number
of monsters as you like without worrying about your health dropping
below 55 health. Shield of Absorption reduces damage by
5, and this build has a maximum health of 55. With Protective
Spirit, this means that every attack against you will do zero
damage. This build will work with Death Penalty and with 1 health (unlike
previous Invincible Monk builds). This means that you
can tank as many monsters as
you want, similar to the old Spirit Bond monk. See the Invincible Monk
article for more information on both of these kinds of builds.
Attributes and Skills
- See the Variants section for some skills to use in the
optional slot.
Equipment
- Ascetic's Armor for a larger energy pool, with a +1 Protection
Prayers scalp design. You will need to upgrade your armor so as
to bring your health down to 55 hp (as seen on this section of the Invincible Monk
page).
- Any Sword or Axe of Enchanting. The bonus must be +20%.
Also, a +5 Energy modifier (or the inscription "I Have the Power") helps to
increase the energy pool even more. The Totem Axe and Rajazan's
Fervor are common choices for this. A two-handed weapon cannot
be used or your health will be more than 55.
- A 20/20 Insightful Protection Staff of Enchanting works just as
well. Unlike using a sword or axe, the staff will help mitigate an
enemy's death. Having 105hp doesn't adversely affect the builds
effectiveness.
- Consider bringing a scalp design that provides a bonus in Divine Favor
and/or a staff of
Mastery in Divine Favor.
Usage
- First cast Watchful Spirit and Balthazar's
Spirit. This will provide +2 health
regeneration (in case Shield of Absorption slips) and energy
management.
- Then cast Blessed Aura. If you are using a Divine Favor
headpiece and/or a staff of Mastery in Divine Favor, equip them now
to maximize its effect. Note that if you are using a staff of
Mastery, it may take multiple castings for the Divine Favor boost
to kick in. Be sure to re-equip the Protection Prayers scalp and
your sword/axe/offhand combo after you are satisfied with your
cast.
- Note: These three enchantments can be cast in any order
according to preference.
- After all of the enchantments are cast, head towards your
enemies (but see Choosing Enemies, below).
- Before entering battle cast Protective Spirit and Shield of
Absorption. (You should do this no more than two seconds before
you do the next step.)
- Aggro your enemies. You
must keep up Shield of Absorption (near-)continuously. Depending on
how high your Divine Favor attribute was when you cast Blessed
Aura, you can have as little as .5 seconds to recast it - or you
may have as many as 1.85 seconds. Note that if you miss a recast by
a few seconds, the health regeneration from Watchful Spirit
combined with the damage reduction from Protective Spirit will help
prevent death, but don't take your time about recasting it. (Be
aware that larger mobs mean faster death in this situation.)
- Use Shield of Judgment for damage. Your
enemies should kill themselves by attacking you.
- Use Blessed Signet for energy management - it can
even be used in battle if you have a few seconds to spare.
Choosing Enemies
Only certain enemies will be effectively damaged by this build.
Enemies that are knocked down by Shield of Judgment will scatter;
enemies such as hydras
cannot be knocked down and therefore will be damaged by this build.
Before you use this or any other build with Shield of Judgment to
farm monsters, do some
research to see if they can be knocked down or not before deciding
whether to bring Shield of Judgment.
Also, when considering choosing an area, try to find an area
with abundant ranged attackers, such as Ranger or Paragon, who do not flee from damage as melee
creatures do. Ice Imps
and Siege
Ice Golems are good enemies to farm outside Ice Caves
of Sorrow.
Counters
- Enchantment
removal can be deadly if it hits Protective Spirit and/or Shield of
Absorption. Because Necromancers and Mesmers have so many skills to do this, avoid
them.
- Major health degeneration will also kill you.
Watchful Spirit will counter minor health degeneration, but even
that inflicted by Bleeding or Faintheartedness can overwhelm it. Again,
avoid places with Necromancers or Mesmers. (Note that minor health
degeneration over Watchful Spirit may not necessarily be deadly as
you will heal yourself every time you cast a spell on yourself due
to the healing bonus from the Divine Favor attribute.)
- If Shield of Absorption is interrupted, you could be in
trouble. You will have to last ten seconds on the health
regeneration from Watchful Spirit and the healing boost from
casting Protective Spirit on yourself - although Protective Spirit
has a five second recharge.
Variants
- Watchful Spirit and Balthazar's Spirit can be easily replaced
by Mending and Essence Bond,
respectively, with absolutely no change in the way the build works.
Additionally, either one could fill the optional slot.
- Healing
Breeze or Watchful Healing is useful when killing foes
that cause -3 (or greater) health degeneration.
- Zealot's
Fire can provide relatively consistent AoE damage; you must be cautious as to how you time
your spells so that there is at least three seconds between each of
them, or you will cause your enemies to scatter.
- If your enemies will scatter from Shield of Judgment (see
below), consider bringing another elite or another damaging non-AoE
spell instead of it. Spell Breaker is a good choice for
defense.
- Having only 55 max health is not necessary to maintain a nearly
invulnerable monk - see the Mo/E SoA Sliver build, and look
at the Spirit Bond variant of that build. It can be used to counter
health degeneration, and to some extent, life stealing.
- You may want to ensure survival by using Shielding
Hands. Cast it before SoA wears off to stay invulnerable.
- Additional skills are recommended depending on your secondary
profession.
Warrior
Mesmer
Ranger
Necromancer
Dervish
Elementalist
Notes
- Like all invincimonk builds, this build will be easier with
practice.
- While this build will work if you are reduced to 1 hp,
it will require very quick reflexes to maintain constant coverage
from Shield of Absorption.
- Try not to cast Protective Spirit and Shield of Absorption at
about the same time; try to parse them so there is a one second lag
between the two so as to phase out the healing from Divine
Favor.
- This build will not make ranged monsters run from you, but
melee monsters in groups of 3 or more will run from you.
Templates
See also