Protective Bond

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Enchantment Spell. While you maintain this Enchantment, target ally cannot lose more than 5% max Health due to damage from a single attack or Spell. When Protective Bond prevents damage, you lose 6...4...3 Energy or the Spell ends.

Concise description

Enchantment Spell. Target ally cannot lose more than 5% max Health from a single attack or spell. Each time damage is reduced you lose 6...4...3 Energy or this spell ends.

Progression
Energy Loss
0
6
1
6
2
6
3
5
4
5
5
5
6
5
7
5
8
4
9
4
10
4
11
4
12
4
13
3
14
3
15
3
16
3
17
3
18
2
19
2

Contents

[edit] Acquisition

Skill Trainers:

Signet of Capture:

[edit] Related skills

[edit] Notes

  • The energy loss can be split between multiple people maintaining the same enchantment on one character. Two players with 8 Protection Prayers will each lose -2 energy per hit. Three players at 13 Protection Prayers will each only lose -1 energy per hit. Two players at 13 Protection Prayers will lose -2 and -1, respectively. The first to cast takes the larger energy burden on an odd split. If characters are at differing levels of Protection Prayers, the lowest level is used.
  • Its better to use this spell on a target with higher health and/or higher armor to prevent drastic losses in energy. A person with 500-600 health could take damages of 25-30 before triggering the caster into loosing energy making it a very effective and cheap anti-spike skill when blocking 100+ damage spells such as meteor and energy surge for the cost of 3-4energy when a spell of 5energy would normally be required to heal that much back.

[edit] Trivia

  • Before it was nerfed, this skill was the backbone to a 55 monk build for farming UW. According to Izzy, this skill was nerfed not primarily because it was overpowered in PvE, but because a bug could crop up in its use that would crash Anet servers.
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