Difference between revisions of "Monkeycid's Boon Channeler"

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(Added PvE variant that I'm playing to great success.)
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Experience also counts a lot in this build. Recognizing the spike capability and targeting habits of enemies is of critical importance to use Reversal of Fortune effectively and efficiently. When properly prepared and in rhythm, this build can stave of some of PvE's worst single-target spikes. When not, things can get very ugly.
 
Experience also counts a lot in this build. Recognizing the spike capability and targeting habits of enemies is of critical importance to use Reversal of Fortune effectively and efficiently. When properly prepared and in rhythm, this build can stave of some of PvE's worst single-target spikes. When not, things can get very ugly.
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[[Category:Guild Wars]]

Revision as of 17:38, 15 May 2011

Overview

The Boon Channeler is a prot-specced boon healer that uses Mesmer Inspiration to regain mana and prevent damage. It heals effectively, removes conditions like nobodys business and it can take care of the occasional critical hex. The build was developed for PvP but works very well in PvE.

Strengths

Weaknesses

Playstyle

Attributes

10 Inspiration Magic
11 Protection Prayers [10 levels, Minor Rune]
15 Divine Favor [ 11 levels, Superior Rune, Prophet's Scalp Design ]

Skills

The number after the skill is what the critical portion of the spell will do at the specified attribute level.

Skills Rationale

Reversal is the standard heal spell if the target has no conditions. It's an extremly fast cast, and when the target is hit for a large (30+) attack after the cast, extremely effective

Min: 70+48+1+1 = 120 | 17 hp/E
Med: 70+48+31+31 = 180 | 25 hp/E
Max: 70+48+63+63 = 224 | 32 hp/E


A heal for targets under 2 or more conditions. It's only better than Mend Condition when the target has 3 or more conditions, but it can do a thing Mend cannot - target yourself. Excellent self-healing - especially in the arenas where condition-inflicting warriors are common.

Min: 70+48 = 118 | 17 hp/E
Med: 70+48+53 = 171 | 24 hp/E [2 conditions is very common]
Max: 70+48+53+53+53+53 = 330 | 47 hp/E [5 conditions is not maximum, but more than 5 is extremely rare]


If your teammate has a condition, this is one of the most efficent spells in the game. It casts and recharges faster than Orison of Healing, removes the condition, and makes your bed.

Min: 70+48 = 118 | 17 hp/E
Max: 70+48+53 = 171 | 24 hp/E


Fast cast hex removal. The recharge time is a bit long, but if you time the cast right you can remove the nasty hex before it's covered by another. You should only mainly deadly hexes like Backfire, Life Transfer and Spiteful Spirit. It's easy to react to a Lightning Surge being cast on you with this, removing it and evading the knockdown.

Min/Max: 70+48 = 118 | 17 hp/E


Cast this just before entering battle - roughly when you're 1 aggro range from the enemy. Channeling, when used with good positioning, gives you enough mana back to cast rather indiscriminately. It's a delight when you're bodyblocked - you can just cast and cast and cast. Keep it shielded by {{Divine Boon]] (cast channeling, THEN boon), as boon is a faster cast that will also heal you and steal mana when removed. Channeling range is roughly 2/5th of your aggro circle.


The most dramatic spell in the mana engine. Find a target - either the called target, for more disruption, or one you think to be ripe in mana if you're hurting. Enemy Sprits, Pets, Minions and NPC's will always give you a full load, but avoid wasting casts on them if you can.


Ele spikers are extremely common these days. Stop them in their tracks using this - a substantial reduction that also gives you energy. If your team uses winter, sub this for Mantra of Frost. It's not integral to the build, but having the stance helps. When playing in the arenas, cast it with 5 seconds left until game starts.

The spell that drives the build. Lose 2 mana per monk spell, gain 35 hp/E for those 2. Make sure that Boon is always the 'highest' enchantment on your enchantment stack - the near-instant cast, low cost and no recharge makes it an ideal shield.

If you find yourself under extremely hard focus you can spam this and RoF on yourself to reach perverse hp/S.

Min: 48 = 48 | 9 hp/E
Max: 70+48 = 118 | 17 hp/E


Suggested Equipment

Full Wanderer set [+5 armor vs Elemental Damage]
Superior Vigor Rune

Weapon List: 1. Protection Prayers 20/20 staff with 2 +5 def upgrades
2. Protection Prayers 20/20 staff with 2 +30 life upgrades
3. +15 Energy -1 Energy Regeneration focus
4. 20/20 Inspiration focus

Variants

PvE Condition Mender

My Mo/Me was originally planned to be a PvE version of Monkeycid's venerable Boon Channeler, but differences in both the PvE game as well as my personal playstyle forced a modification to the build. It's probably not terribly useful in PvP, but, then again, I'm not the best person to comment on that. ;)

Skills

  1. Orison of Healing: A vanilla heal. Not as good as RoF, but good when you're stuck in aftercast or recharge of something else.
  2. Reversal of Fortune: Same as in the base build: A high amount of healing when used right, and can save someone's life if coordinated properly.
  3. Mend Condition: Quick and easy condition removal.
  4. Mend Ailment: Another quick and easy condition removal.
  5. Healing Breeze: Used, primarily, to counter degen. 10 Energy on a Breeze can do more against something like Conjure Phantasm than spamming Orison or Reversal of Fortune. It's important to not overuse Breeze though, when a normal one-shot heal will do.
  6. Energy Drain: Still the energy engine of the build. It's important to note that, in PvE, Energy Drain should be your third or fourth move, since your energy pool (as a monk) is more important than actual Energy Denial. Use it early to get the boost before your enemies are either dead or (worse) you don't have enough energy to cast Energy Drain.
  7. Rebirth: The ultimate PvE heal. In some cases (such as Thunderhead Keep), other ressurection spells are better, such as Ressurection Signet. But for the most part, Rebirth is a good safety net to have.
  8. Divine Boon: Drives the insane healing numbers possible by the buiild.

Attributes

TBD... I'll log in and look. Similar to the original, but with some points moved out of Divine Favor and into Healing.

Playstyle

This build really excels at condition removal, just like the original. Critical conditions like Blind and Weakness are easily removed, even from three or four combat classes in a group. Mass poisoning just provides the build with more healing potential. The only place the build really suffers mightily is against degeneration, but judicious use of Healing Breeze can keep your group patched up enough to survive.

Since in PvE play the monk is typically not surrounded by a few enemies (as is common in a PvP match), Channeling was removed to provide more flexibility. Judicious use of Energy Drain can keep you in the fight a long time, as can staying calm even when big damage starts to roll in. If the player panics and starts spamming Orison and RoF, Divine Boon will drain your energy faster than Energy Drain can recharge.

Experience also counts a lot in this build. Recognizing the spike capability and targeting habits of enemies is of critical importance to use Reversal of Fortune effectively and efficiently. When properly prepared and in rhythm, this build can stave of some of PvE's worst single-target spikes. When not, things can get very ugly.