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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 frequency section describes how often the build is used. This build has also received an overall 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:
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Lol at dervish meta while powerhealing through anything.
Frequency
- The most common option for a monk in RA is WoH.
Attributes and Skills
EotN Monk. Healing Prayers 15 Patient Spirit Enchantment Spell For 2 seconds, target ally is Enchanted with Patient Spirit. Unless this enchantment ends prematurely, that ally is healed for 120 Health when the enchantment ends. Target ally gets healed for 35 Health. Core Monk. Healing Prayers 15 Word of Healing Elite Spell Heal target ally for 100 (+35) Health. Heal for an additional 115 Health if that ally is below 50% Health. Core Monk. Protection Prayers Draw Conditions Spell All negative Conditions are transferred from target other ally to yourself. For each Condition acquired, you gain 6..22..27 Health. Target ally gets healed for 35 Health. Prophecies Monk. Healing Prayers 15 Vigorous Spirit Enchantment Spell For 30 seconds, each time target ally attacks or casts a Spell, that ally is healed for 20 Health. Target ally gets healed for 35 Health. EotN Monk. Healing Prayers 15 Cure Hex Spell Remove one Hex from target ally. If a Hex was removed, that ally is healed for 120 Health. Target ally gets healed for 35 Health. EotN Monk. Healing Prayers 15 Spotless Mind Enchantment Spell For 15 seconds, target other ally loses a Hex every 5 seconds. Target ally gets healed for 35 Health. Core No Profession. Unlinked Optional Optional Optional. Core No Profession. Unlinked Optional Optional Optional. |
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Dark EscapeFactions
Assassin. Shadow Arts 6
Dark Escape
Stance
For 9 seconds, you move 25% faster and take half damage. Dark Escape ends if you successfully hit with an attack.
and
ReturnFactions
Assassin. Shadow Arts 6
Return
Spell
All adjacent foes are Crippled for 5 seconds. Teleport to target other ally's location.
to just not get hit by melee; Divine to 11+1 and Shadow Arts to 6.
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Protector's DefenseFactions
Warrior. Tactics 8
Protector's Defense
Skill
For 8 seconds, adjacent allies have a 75% chance to block incoming attacks. Protector's Defense ends if you move.
and
Bonetti's DefenseProphecies
Warrior. Tactics 8
Bonetti's Defense
Stance
For 8 seconds, you have a 75% chance to block melee and projectile attacks. You gain 5 Energy for each successful melee attack blocked. Bonetti's Defense ends if you use a skill.
to get energy from bad melee; Tactics to 8
Equipment
Weapons
- A 40/20% Protection Staff of Enchanting(if using guardian/shielding hands).
- A 40/20% Healing staff of Enchanting.
- A 40/40 Heal Set.
- A Furious/Crippling Spear of Fortitude with "I Have the Power" (+5 energy)
- A max Q7/15AL Tactics shield with +10 armor vs slashing.
- A high energy set (a wand and focus with two 15/-1 mods).
Keep in inventory:
- A Furious/Crippling Spear of Fortitude with "Brawn over Brains" (-5 energy)
- Several Q7/15AL Tactic's shields with inscriptions to counter damage and conditions. (Fire/Lightning/Piercing/Cripple/Daze)
Armor
- Survivor's Insignias when going Assassin secondary.
- Disciple's Insignias if going Warrior secondary.
- Rune of Superior Vigor.
- Rune of Vitae.
- Rune of Recovery.
Usage
- Use
Word of Healing on your 40/40 set for healing, note that WoH is an very energy efficient heal when used on allies below 50%
- Use
Patient Spirit on allies above 50% health or to avoid getting interrupted and heal a bit more.
- Use
Draw Conditions to clear conditions from your team.
- Use
Cure Hex to clear dangerous hexes from yourself and to help keep allies clean.
- Use
Spotless Mind to keep your team clean from hexes, can be precast before battle. Use on your enchanting staff when suffering from weakness.
- Use
Dark Escape to flee from melee and reduce damage taken.
- Use
Return on distant allies to leave enemy melee in the dust.
- Use
Balanced Stance to prevent critical hits and knock downs.
- Use
Bonetti's Defense to block attacks and gain energy, also works to prevent a ranger interrupt on one of your skills.
Counters
Variants
GuardianCore
Monk. Protection Prayers 8
Guardian
Enchantment Spell
For 5 seconds, target ally has a 50% chance to block attacks.
or
Shielding HandsCore
Monk. Protection Prayers 8
Shielding Hands
Enchantment Spell
For 8 seconds, damage and life steal received by target ally is reduced by 11. When Shielding Hands ends, that ally is healed for 29 Health.
if you feel the need for a prot.
Balanced StanceCore
Warrior. Tactics 8
Balanced Stance
Stance
For 14 seconds, you cannot be knocked down and you do not suffer extra damage from a critical attack.
in favor of
Protector's DefenseFactions
Warrior. Tactics 8
Protector's Defense
Skill
For 8 seconds, adjacent allies have a 75% chance to block incoming attacks. Protector's Defense ends if you move.
if you feel vulnerable to Elementalist knockdown spells.
Purge ConditionsCore
Monk. Unlinked
Purge Conditions
Spell
Remove all Conditions (Poison, Disease, Blindness, Dazed, Bleeding, Crippled, Burning, Weakness, and Deep Wound) from target ally.
or
Mending TouchNightfall
Monk. Protection Prayers 3
Mending Touch
Spell
Touched ally loses two Conditions and is healed for 24 Health for each Condition removed in this way.
in place of
Spotless MindEotN
Monk. Healing Prayers 14
Spotless Mind
Enchantment Spell
For 14 seconds, target other ally loses a Hex every 5 seconds.
for hex-light metas.
Holy VeilCore
Monk. Unlinked
Holy Veil
Enchantment Spell
While you maintain this Enchantment, any Hex cast on target ally takes twice as long to cast. When Holy Veil ends, one Hex is removed from target ally.
covered with Vig to avoid premature strips
Notes
- Q7/15AL shields are recommended in order to meet the Tactics requirement for the shield. A Q9/16AL shield will only give 8 (half of its max) armor if one has 8 or less in Tactics. Furthermore, one may also use Q8/16AL shields, but this increases vulnerability to Weakness, which drops all attributes by 1, and thus lowers Tactics to below the Q8 shield's requirements.