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Build:Team - HA Two Monk Backline

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This build is part of the current metagame.

The community has decided this build is in the current metagame and deserves to be stored. The section describes how often the build is used.

This build has been for the following use:

Contents

The standard backline templates for monks in

Frequency

Found in nearly every team build

Team Composition

  • 1 Infuse /
Optional
  • 1 Prot /
Optional

Infuse

Template code
 

  •  for more powerful single target healing.
  •  for supplemental party healing.

Equipment

Armor

  • 5x Disciple's Insignia
  • Superior Vigor
  • Restoration
  • Minor Healing
  • Minor Divine Favor

Weapons

  • Healing Wand of Memory, 20% cast time
  • Healing Focus of Aptitude, 20% recharge
  • Healing Wand of Memory, +15/-1 energy
  • Healing Focus of Fortitude, +15/-1 energy
  • Adept Inspiration Staff of Enchanting, 20% cast time
  • Crippling Spear of Defense, +5 energy
  • Crippling Spear of Defense, -5 energy
  • Strength Shield of Fortitude, -20% cripple
  • Strength Shields of Fortitude, +10 armor vs each damage type

Usage

  •  and  are your primary healing skills to top off bars.
  • If bringing , us it to heal targets under 50% health. Otherwise  and  are more efficient heals.
  • If bringing , use it as your primary healing spell to push red bars and provide minor party healing.
  • Use  to catch spikes or heal very low targets.
  • Use to remove hexes from party members.
  • Maintain  to counter , , and other anti-caster hexes.
  • Use . to gain energy, do this by "channel tanking" (Standing in the middle of enemies).
  • Use  for more energy management and as active prot.


Variants

  •  or  may replace either  or
  •  may replace  for more passive energy management
  •  for  if you don't feel comfortable with  alone or plan to remove it.

Counters

  • Standard caster counters, enchantment removal.

Prot

Template code
 

Equipment

Armor

  • 5x Disciple's Insignia
  • Superior Vigor
  • Restoration
  • Minor Prot
  • Vitae
  • Minor Divine Favor

Weapons

  • Protection Wand of Memory, 20% cast time
  • Protection Focus of Aptitude, 20% recharge
  • Protection Wand of Memory, +15/-1 energy
  • Protection Focus of Fortitude, +15/-1 energy
  • Adept Protection Staff of Enchanting, 20% cast time
  • Crippling Spear of Defense, +5 energy
  • Crippling Spear of Defense, -5 energy
  • Strength Shield of Fortitude, -20% cripple
  • Strength Shields of Fortitude, +10 armor vs each damage type
  • Crippling Spear of Enchanting, +5 energy (alternative to 40/40 prot set)

Usage

  • Protect the infuser and try to  spikes.
  • Use  to gain energy, do this by standing in earshot range of multiple enemies when casting and when it's about to expire.
  • Use  to counter knockdown, useful on the Ghostly Hero to allow him to capture shrines.
  • Use  to counter physical damage and deny adrenaline.
  • Use  to counter low packets of damage and reduce pressure. Spirit Bond protects against bigger spikes.
  • Use  or  to remove conditions and heal.
  • Use  to stop damage and counter spikes.
  • Use  as a strong defense and an emergency save against spikes, especially useful for preventing interrupts on SoC.
  • Use  to remove hexes. Maintain on party members (pre-veil) to slow hex cast times and quick removal. Adjust prots to fit veil's energy denial.


Variants

  • Replace  or  with
  • Channeling for Eremite's Zeal


Counters