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Build:Mo/W GvG Restore Condition

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This build is part of the current metagame.

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:

Flux.jpg This build is significantly affected by the current Flux: Jack of All Trades.
See the build's talk page for discussion and ramifications not noted here.  
Notes: 11 tactics, 10+1 divine favor and protection prayers.

This prot monk uses Restore Condition to convert conditions into healing while also providing protection against spikes and pressure.

Attributes and Skills

Template code

  • Pick Shield Guardian over Holy Veil if anticipating pressure builds like necromancer balanced.
    • This makes you more vulnerable to Power Block and Power Leak.


Runes and insignias


  • 40/20/20 protection prayers.
  • High energy set: Spear of enchanting, +5 energy, protection prayers focus of fortitude, +15/-1 energy.
  • Spear of defense, 10%hrt with
    • Tactics shield of fortitude, -20% cripple duration.
    • Tactics shields of fortitude, +10 armor against each damage type.
  • Low energy shield set.


  • Remove deep wound and other troublesome conditions from targets which would benefit from Restore Condition's healing.
    • Dervishes apply plenty of conditions each spike, allowing you to catch pressure spikes in teams such as necromancer balanced with this skill.
  • Catch spikes with Spirit Bond (PvP), especially against elementalist heavy teams.
  • Use Aegis (PvP) appropriately.
    • Keep in mind that touch skills such as Shock can still be used on this target and PBAoE like Frozen Burst can still hit it.
    • Already applied effects will still work, i.e. the end effect of Lightning Surge.
    • Ideal skill to catch spikes against teams with dual Shatter Enchantment.
    • Force successful use of resurrection skills.
    • Force successful use of Avatar of Balthazar or Apply Poison if you can afford to play offensively and those skills get camped.
  • Protect allies from martial attacks with Guardian.
    • Help your midline against ranger interruptions.
    • If the opponent has a dervish and a warrior, prefer to use it against the warrior.
  • Reduce the damage from many small damage packets with Shielding Hands. Works especially well against dervishes.
  • Pre-veil targets.
    • Use it on the infuse monk if the opponent has a mesmer and is currently fighting with 5 damage against two monks.
    • Use it on the infuse monk if you've been powerblocked, as the mesmer will likely start using Shame and Diversion on him to force a kill.
    • Help your flag runner against snare hexes.
    • Remove hexes in general against hexways.
  • Prevent knock downs on party members with Aura of Stability, especially from hammer warriors.
    • Protect yourself with Balanced Stance.


  • Forceful Blow warriors.
  • Air of Disenchantment, Mark of Insecurity and Tranquility.
  • Signet of Humility.
  • Enchanter's Conundrum.
  • Energy denial.

Exemplary Video

See also