User:S Serpent/Backup/FARM - Mo Any - 55hp Monk

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FARM - MO/any - 55Hp[edit]

|Protective Spirit |Healing Breeze |Shield of Judgment |Blessed Signet |Balthazar's Spirit |Blessed Aura |Mending |Essence Bond

Attributes and Skills

Monk / Any Attribute Rank

Healing Prayers 	7 + 3
Smiting Prayers 	12 + 1 + 3
Protection Prayers 	8 + 3
Divine Favor 	8 + 3

Protective Spirit Enchantment Spell. For 18 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. Target ally gets healed for 35 Health. (Attrib: 11 Protection Prayers) 10 ¼ 5 Core

Healing Breeze Enchantment Spell. For 10 seconds, target ally gains +7 Health regeneration. Target ally gets healed for 35 Health. (Attrib: 10 Healing Prayers) 10 1 2 Core

Shield of Judgment Elite Enchantment Spell. For 21 seconds, anyone striking target ally with an attack is knocked down and suffers 53 damage. Target ally gets healed for 35 Health. (Attrib: 16 Smiting Prayers) 15 1 45 Prophecies

Blessed Signet Signet. For each Enchantment you are maintaining, you gain 3 Energy (maximum 18). (Attrib: 11 Divine Favor) 2 10 Core

Balthazar's Spirit Enchantment Spell. While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) Target ally gets healed for 35 Health. (Attrib: 16 Smiting Prayers) -1 10 2 Prophecies

Blessed Aura Enchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 28% longer. You get healed for 35 Health. (Attrib: 11 Divine Favor) -1 10 2 2 Prophecies

Mending Enchantment Spell. While you maintain this Enchantment, target ally gains +3 Health regeneration. Target ally gets healed for 35 Health. (Attrib: 10 Healing Prayers) -1 10 2 Core

Essence Bond Enchantment Spell. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 35 Health. -1 10 2 Prophecies


Equipment

   * Any 20% of Enchanting, preferably with extra energy. A Totem Axe or Rajazan's Fervor is ideal.
   * The off-hand item is the -50hp Grim Cesta obtained via the Cities of Ascalon quest.
   * Ascetic's Armor (or any armor with full Radiant insignias, which add bonus energy) is ideal because, due to the low health, armor bonuses are completely immaterial. *All armor pieces must have Monk superior runes: one of each with one extra to bring your health down to 105 (this doesn’t include health deduction from the -50hp Grim Cesta). 

Usage

   * Cast the first 4 enchantments before the fight. You won't have any energy regeneration, so use Blessed Signet to regain energy out of combat.
   * Before aggroing mobs, cast Protective Spirit. You should not need Healing Breeze unless you have more than 3 foes that cannot be knocked down (such as hydras), or 5 that can be knocked down (such as forgotten).
   * The energy gained from Essence Bond and Balthazar's Spirit should be more than enough for all situations.
   * Blessed Aura and your weapon of Enchanting will prolong Shield of Judgment, which is your core offensive spell.
   * The build is most successful against melee attackers and is least successful against spell casters (especially Mesmers). To use it for farming, find an area with a heavy concentration of melee attackers (such as the Blessed Griffons in Snake Dance or the Hydras in Skyward Reach) and take them on.