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This build has been archived as of 04:23, 27 November 2007 (CET), for the following reasons:

  • Metagame shift
  • SoR nerf
  • Aegis nerf

This build had been designed for the following use:

This build was in the category No category specified before being archived.

This flagrunning monk is designed with defense in mind: he lacks the snares and the versatility of the water flagger, but it's a better healer and can survive many assaults, keeping him and the NPCs alive.

Attributes and Skills[]

<pvxbig> [build prof=monk/element protection=12+1+1 divine=11+1 air=6][Shield of Regeneration][Reversal of Fortune][mending touch][glyph of Lesser Energy][holy veil][storm Djinn's Haste][protective spirit][optional][/build] </pvxbig>

Equipment[]

  • Max AL armor with Survivor Insignias should be used.
  • Have 1 rune of Minor Protection Prayers, 1 rune of Minor Divine Favor, a Superior Vigor rune and 2 runes of Attunement.
  • Use a +5 energy/+20% longer enchantments sword and a shield with an useful bonus for the match (like, -20% shorter crippled condition on fire isle).
  • Bring different sets for different needs; like a 20/20 protection set for Aegis castings, along with a -5 Energy Weapon of Fortitude and a Shield of Fortitude for energy hiding and a +30/-2 high energy set.

Usage[]

  • Storm Djinn's Haste is your running skill, run flags with it!
  • Use Glyph Of Lesser Energy almost on recharge, there's always someone to heal!
  • Preveil yourself when trying to cap, to avoid being snared by water hexes.
  • If you're defending from a split, the skillbar pretty much grants excellent and durable protection, defend yourself and the NPCs.
  • If you're not forced to run or defending the base, your job is to play the 3rd monk at the stand.

Counters[]

  • Heavy energy denial and/or GoLE constant interruption will cripple your ability to use Shield of Regeneration.
  • Standard monk-flagrunner counters; interrupts, energy denial, bodyblocks.

Variants[]

  • The optional slot is pretty much up to something that synergizes with what your team runs.
  • Drop Mending Touch for Dismiss Condition, to have a less potent but easier condition removal on other characters.

Notes[]

  • This build is great for teams that have a strong VoD-play. With its healing superiority, can help in winning many flagstands.

See also[]


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