Bonder

Overview
'Bonding' is a Monk Protection role using Life Bond to reduce attack damage to the party by a half. While this is very beneficial from a battle-of-attrition perspective (long term kills), it is also very useful to fend off typical Spike attacks (short term kills). Bonding occupies about half the Bonder's Resources (time and energy) but does allow the bonder to support the party in other ways.

The word 'Bonding' comes from the build's primary skill <>. 'Bonding' has also (incorrectly) come to mean builds that primarily maintain other sorts of enchantments on party members. However, these 'Smite Bonders' and 'Mending Bonders' etc. are not further discussed here.

Only a Monk-Primary can be an adequate 'Bonder' for the party, even though a secondary monk can 'bond' one or two other party members.

When a Bonder is present, the party generally only needs one Healing monk to round out Monk support. While Monks are in general high demand when forming PUGs, Bonders are even more desirable in many areas where parties form to farm. A Fissure Of Woe party, for example, is typically composed of a Bonder, a Healer, and just about any other 6 damage dealers.

2 of the 3 required skills are Core skills, but one is a Prophecies Campaign skill. If you don't have Prophecies you won't be able to bond affectively.

Starter Strategy
Newbe Bonders can use this starter strategy.

Be a Mesmer 2ndary, Take these skills: Blessed Signet Life Bond Balthazar's Spirit Mantra of Inscriptions Heal Party Reversal of Fortune 	If you need Signet of Capture, put it here Signet of Devotion Resurrect

Equip a Divine Favor Superior Rune, Protection Prayers, Healing Prayers Minor Rune, and a Divine headgear.

Attribute levels Divine 15, Prot 12, Heal 8, Inspiration 5.

Form a party of Heroes and Henchmen including one healer. Bringing along a 'blood' henchmen will make your life easier as she will cast Blood Ritual on you when your energy gets low, which will happen often.

Cast Balthazar's Spirit on yourself and Life Bond on all the others, casting Blessed Signet whenever it comes available and Glyph to reduce cost of the bonds. Realistically, after casting the 1st 4 bonds you will end up rounding out the rest of the party by casting Life Bond only once while Blessed Signet is recharging. It takes about a minute to 'set the bonds'.

Always keep Mantra of Inscriptions active. If you find yourself casting Blessed Signet when you have a 30 or more energy, recast Mantra even if it hasn't expired yet.

Get used to it, you'll be watching your energy bar and casting Blessed Signet repeatedly.

Go out looking for trouble. Stop a long way from a mob you see. Command your party to a spot in front of the Mob, which should be far enough to be outside your aggro circle. Stay way back, let the party conduct the battle, and never allow yourself to be engaged by the enemy. Spam Blessed Signet and Heal Party, which realistically will be cast only once per Blessed cycle. Use Signet of Devotion when you take damage from the Bonds. Keep an eye on your energy levels and don't cast skills if it will cause your energy to drop below 15, as you are losing energy and Blessed Signet takes a little while to recharge and to cast.

After the battle, if your energy degen isn't 4 then someone has lost bonds. Check the names on your maintained enchantments (hover the mouse over the icons), re-cast Life Bond, including on those that you resurrect. Rinse and repeat the next mob.

Understand that staying way back means you won't get Experience for foe kills, but you will still get your share of loot.

When you are confident you can always prevent your energy from reaching zero and losing bonds, when you can reasonably quickly detect who has lost bond and reset it, and when you understand the <> below, then your 'starter' bonding days are over and you can try some of the more <> techniques below and are ready to bond in a live group.

Required skills
There are 3 basic skills for the Bonder:

[1] Life Bond: is cast and maintained on all party members and redirects half the attack damage of the target to the bonder instead, and reduces much or all of that redirected damage. With Protection Prayers of 13, Life Bond will reduce the damage taken by the bonder by 26. Life Bond is a Core Skill available early in Factions, mid-game in Prophecies (Beetleton, outside Lion's Arch), but very late in Nightfall.

[2] Balthazar's Spirit is cast and maintained on the bonder herself and provides 1 energy every time the bonder takes damage. Life Bond redirected damage counts, so the bonder gets one energy any time any party member takes attack damage. Balthazar's Spirit is a Prophecies only skill available in Lion's Arch.

[3] Blessed Signet provides the caster 3 energy for each maintained enchantment. With typically 7 maintained Life Bonds (one for each other party member) and Balthazar's Spirit maintained on the bonder, Blessed Signet can provide the bonder 8x3=24 energy. Blessed Signet is a Core Skill available early in Factions, fairly early in Nightfall, and late in Prophecies.

Basic Attribute Levels
In order to optimize the expected need for 24 Energy from Balthazar's Spirit, the bonder's Divine Favor should be 15, which typically means a Superior Rune, Divine Headgear, and a level of 11 (11+3+1=15).

Max out Protection Prayers. Combined with a Minor Rune will make that level 13. Major or Superior Protection Prayers rune is certain exceptable. In PvE, its reasonable to have 2 identical pieces of armor, one with a Minor Protection rune and one with a Superior. Equip the Superior when not in combat when setting the bonds; equip the minor when in combat or when you take damage. This rune swapping is only worth 4 points of damage reduction but tiny advantages add up.

This leaves 26 attribute points for your support skills, typically Inspiration.

Equipment
Bonders (in fact, all characters) should have an emergency +energy weapon set (perhaps in F4) where energy is available to prevent loss of the bonds. Use this only when you are about to run out of energy. Revert back to the normal weapon set after the emergency energy has allowed you to cast Blessed Signet.

Equipping melee weapons should be done mindfully if at all.

Basic Bonder requires no particular primary equipment. However, since the extra skills a bonder takes are often Enchantments, having an enchantment modification staff is desirable. Protection weapons are desirable, possibly a Defensive Protection staff of Enchanting with a +energy (when health is below 50%) inscription. Spell Recharge is desirable.

Basic Math
Life Bond damage examples: With Protection Prayers of 15 Life Bond reduces 30 damage, then when the original damage to the ally would have been 42, the ally takes only half =21 and the bonder takes 21-30=0. If the original damage was 70, the ally takes 70/2=35 and the bonder takes 35-30=5.

Life Bond and Balthazar's Spirit, like all 'maintained' enchantments, costs the caster 1 pip of energy to maintain. Since the bonder typically maintains 8 enchantments and has a base 4 pip energy gain, the bonder now has a 4-pip net energy loss. This loss corresponds to 1-1/3 energy loss per second. Since Blessed Signet has a minimum casting cycle of 12 seconds, the bonder will lose 16 energy during the cycle, gain 24 when its cast, for a net gain of 8 energy per Blessed Signet casting cycle of 12 seconds, or 2/3 energy per second, the equivalent 2 pips of energy regeneration.

Life Bond triggers only when the defender takes at least 1 damage. High-level foes with high armor against low-level foes will typically take zero damage, in which case Life Bond does not trigger. However, Balthazar's Spirit triggers even when the enchanted takes zero damage.

The Bonder will gain 1 energy whenever Life Bond redirects damage, even when that damage to the Bonder has been reduced to zero. The bonder will see -0 and +1 symbols overhead showing damage taken and energy gained.

Unlike most folks, the bonder actually has more energy problems outside of combat than during combat. Getting used to the weird energy realities is the most difficult part of becoming a competent Bonder.

Should the caster forget to use Blessed Signet and her energy reaches zero (actually, when it would reach -1), she cannot maintain the enchantments, all but 4 of them are lost, leaving the bonder with zero energy, zero energy regeneration, and 4 maintained enchantments. I hate it when that happens. The next step is to cast Blessed Signet, which will provide 12 energy, and you can start casting Life Bond when Blessed Signet is ready to recharge.

Maintained enchantments range is a little larger than Radar. If you can see your party member in the Radar then you can maintain; if you cannot see the party member then you are about to lose the bonds. Since the bonder has to stop to cast Blessed Signet, groups running very long distances often find that party members outrun the bonder losing the bonds.

Basic Strategy
The bonder casts Balthazar's Spirit on herself and Life Bond on each party member, and casts Blessed Signet as often as it recharges.

Once set, the bonder's job is to avoid combat and keep casting Blessed Signet to maintain the bonds. When bonds are lost, the bonder has to consult her maintained enchantment icons to determine who is not bonded, and recast Life Bond. It’s a difficult choice to attempt to re-bond during combat and therefore expose oneself to enemy attacks, or to simply wait for combat to end before re-bonding.

If there's a Battery Necro in the party, instruct him to provide you energy while setting the bonds and immediately after combat, but to put you low on the energy priority list during combat; certainly the Healing monk needs energy more than the Bonder.

The Healing Monk must prioritize the Bonder during combat.

The Bonder should routinely start combat way behind the rest of the party to insure that she avoids initial aggro. Once combat is joined, the Bonder moves up to provide support.

Basic Problems
The main problem with bonding is against foes that strip enchantments. Foes that strip enchantments often, and foes that strip all enchantments of a kind xxxxx create an environment where bonding isn't realistic. Foes that strip enchantments sometimes doesn't prevent Bonding, just makes it more interesting.

Some Dervish skills 'lose one enchantment' which regrettably often means the bond. If you cannot talk the Dervish out of using such skills or to only use them when some other enchantment is 'on top', then don't bother trying to bond the Dervish.

Foes that interrupt can cause havoc with Blessed Signet and loss of energy and therefore loss of bonds. However, the bonder can realistically stay far away from such foes and thus maintain the bonds.

Bonding reduces attack damage. It does not reduce Life Loss, Conditions, or Hexes, and foes that use that sort of combat reduce the effectiveness of the bonder. In fact, bonded parties should generally target such foes (such as Necros) first, saving foes that attack for later in the battle.

Adrenalin
Adrenalin gained from Balthazar's Spirit is insignicant and does not provide the bonder the reasonable option to use Adrenal skills freely.

Math: Bathazar's Spirit provides Adrenalin Points, where 25 'points' roughly equals 1 Adrenalin Strike, which is quoted in all the skills. With Smiting Prayers of 3, Balthazar's Spirit provides 3-Adrenalin points per hit so it would take 8 hits to get one strike, or 32 hits to charge enough adrenalin to cast a 4-strike skill like Watch Yourselves; that same 32 hits allows the bonder to cast Reversal of Fortune (cost 5 energy) 6 times.

ADVANCED
The bonder must never lose sight of her primary responsibility: Maintain the bonds. This requires the bonder to [1] stay alive, meaning either avoid combat or bring self-defense, and [2] never run out of energy, meaning it must be constantly monitored. All other considerations are 2ndary.

The art of Advanced Bonding is the ability to quickly identify folks who have lost their bonds and to re-bond them quickly during combat.

Quality Bonders support the party with their other skills, which usually means exposing herself to combat.

Number of Skills
With 3 required skills, plus a Rez, plus an energy skill, and possibly a Signet of Capture, the bonder has only 2 skills slots left for self-defense and party support. Tough decisions need to be made, evaluating the effectiveness of the skill vis-a-vis how well its cost and recharge rate compare favorably with the expected energy levels of the bonder.

Number of Enchantments
Bonder's can maintain more than 8 enchantments, but the increase cannot be compensated for by Blessed Signet (max of 25 points). 10 maintained enchantments results in 6-pip energy loss, which is 2 points per second, which is 24 energy loss per 12-second Blessed Signet cycle time. Thus, without additional energy source the bonder cannot increase energy outside of combat. 8 enchantments is the minimum for a standard party; 9 is realistic; 10 enchantments is tough, 11 is too difficult, 12 is practically impossible. With 10 or more enchantments the bonder can expect to provide very little additional support for the party.

Usually, it’s not worth it. Stay with 8 maintained enchantments and consider going to 9 carefully. If you do go to 9, up your Divine Favor to max 16 so Blessed Signet gets more energy.

Rez
All monks should bring a Rez. Since Rebirth causes complete loss of energy, which will result in loss of all but 4 bonds, Rebirth is a poor choice for Rez for the Bonder. Resurect is a reasonable option since it allows the bonder to stay at arms length from Combat, even though the target is very weak after rezzed. The Healing Prayer's rezes provide more health and energy to the rezzed party member (even when Healing Prayers are at zero), but require the bonder to touch or be close to the target, which is not advised for beginner bonders. Resurection Chant is a common choice for Bonders.

Who to Bond
I believe each party member should be Bonded. Other bonders prefer to protect only a few of the party members (see 'Small Parties' below), providing extra protection for the Healer and the tanks and ignoring the rest.

Additional Energy
The bonder should bring a gain-energy skill, in addition to Blessed Signet. The choice is made based on which other support skills the Bonder wants to equip.


 * Mantra of Inscriptions from Mesmer's Inspiration Magic is the standard choice, and rightfully so. It reduces the recharge time of Blessed Signet and therefore provide additional energy.  With 26 attr points you can make Inspiration level 6.  This makes the signet recharge 35% faster, which reduces the cycle time from 12 seconds to 9.333 seconds.  Math: 1.333 energy per second loss over 9.333 seconds is 12.44 energy loss, +24 energy gain when the skill finishes for a net gain of 11.56 energy every 9.333 seconds or 1.24 energy per second, a little less than 4-pip energy regeneration and not quite twice the energy regen as you'd get without Mantra of Inscriptions.  It costs 10 energy for a net gain of 57 energy in its 54 second duration. That's a lot of extra energy.


 * Mantra should be cast before combat to reset its duration. If during combat the bonder finds a Blessed Signet cycle where she is not casting, she should consider re-casting Mantra, even though it hasn't expired, in order to extend its duration.


 * Glyph of Lesser Energy from Elementalists is useful to reduce the intial time to put the bonds on the party and is useful if bonder figures to use high energy skills; and it doesn't cost any attribute points.  Glyph has a casting cycle time of 31 seconds and can save a max 15 energy, or 1/2 energy per second.  That's at best half as effective as Mantra of Inscriptions, but doesn't cost any attribute points.


 * Essense Bond if there is a take-and-hold aggro tank who can expect to take a lot of hits.


 * Ether Signet can produce emergency energy when you are about out. You get 15 energy at best every 45 seconds, or the equivalent of 1-pip energy regeneration.  Using a +energy weapon set is more useful than this skill.


 * Channeling is tempting since its Inspiration Magic, but it requires you to be very close enemies to be effective, and bonders tend not to cast spells all that often.


 * Echo when used on Blessed Signet (with no Mantra of Inscriptions), you get to cast Blessed Signet 3 times over the 40 second cycle time, for a net gain of 76-5=71 energy over 40 seconds, for almost 1.75 energy per second. (When used with Mantra you CAN get 4 casts but trying to do so is tricky and throws the timing of your other skills off.)  This is a whopping amount of energy.  So far, the only high energy spammable skill I can think of that uses this energy is Heal Party or an additional enchantment, possibly Succor on a few party members.  Understand you will spend most of your time with Echo-Blessed Signet and will get to cast only one other skill during that quick cycle.

Aegis
Aegis is a standard choice for Bonders. The range of Aegis is aggro forcing you to expose yourself to hostile action. You must mindfully position yourself to include as many party members within your aggro circle, and is tricky especially if the tank gets too far into the enemy group. With an enchantment mod, Aegis will provide 13 seconds of protection out of its 32 second cycle time. Echo-Aegis provides 39 seconds of protection out of 64 (two-Aegis cycles). If you use Blessed Aura instead of Echo you do almost as well, 17+ per cycle or 35 seconds per 64, at a cost of more energy but saving your Elite slot.

Elementalist Glyph of Renewal without Blessed Aura lets you keep Aegis up indefinately which is very desirable, but it disallows Mesmer's Mantra causing you serious energy issues precluding you from doing much else. The slight down time you get with Echo is

Understand that Aegis blocks attacks which results in you gaining far less energy via bonds.

Aegis makes for a good 'cover enchantment' in areas with low-level enchantment stripping, effectively protecting the more important Life Bond enchantment from getting stripped.

Unless you can keep Aegis up almost indefinately, you probably want to wait a few seconds into combat until party members have taken a little damage, before you cast Aegis. This is consistent with the overall strategy of waiting for combat to be joined before moving up and providing support.

Defense
The daring Bonder should have extra defense. Some options here are Kinetic Armor, Shield of Regeneration.

AoE DoT offensive skills can be used to cause the AI foes to flee, effectively defending the bonder. Bed of Coals, Fire Storm, Eruption etc are effective defense even if they do little offense damage.

Area defense Aegis, Ward Against Melee, Ward Against Elements, and [Ward Against Foes]] are reasonable options.

Restful Breeze is a reasonable skill for the bonder. Even with zero Healing attributes you get 8 seconds of +10 regen for 160 health; use it between Blessed Signet cycles.

Kiting is a typical defense. That is, when attacked by melee folks run for your life.

Moving and changing course and speed often somewhat randomly should reduce the number of ranged hits you take. That is, move around irratically.

Defense can also be attained by having a party member 2ndary monk invest a little in Protection Prayers and cast Life Bond on the Bonder.

Support Skills
The bonder should be reluctant to spend a lot of attribute points in anything except Divine Favor and Protection Prayers, and therefore the support skills should generally be in those attributes. Since the energy available to the bonder is variable, its important to have at least one spammable skill. Long Recharge skills may leave the bonder with excess unused energy.

Overall, the Bonder should enhance her role as 'Protector' and avoid spike healing support which can and will conflict with the Healing monk; where both monks spike heal the same ally at the same time, wasting energy.


 * Hex and/or condition removal are reasonable choices for the bonder.


 * Divine's Signet of Devotion heals quite a bit and costs zero energy.


 * Zealous Benediction is a good support skill, lots of healing and quick recharge for 3 energy, so long as you only cast it on folks with less than half health, which is a serious restriction. If the other monk is a maintannce monk (Vigorous spirit, Healing Breeze, Hex and Condition removal) or full Protection monk, then this skill is a good one for the bonder as a spike healer.


 * Blessed Light spike heals and removes hexes and conditions.


 * Shield of Regeneration can be combined with an enchantment staff and Blessed Aura to extend its 12 second duration to 18.9 seconds for a whopping 340 health and whopping extra 40 armor, overcoming its 15 cost and 8 second recharge. The 8-second recharge blends well with Blessed Signet's similar recharge cycle.  This support skill doubles as the bonders self-defense skill.  While the total healing per energy is a lot less than Zealous Benediction and isn't as spammable, it has the significant advantage that it doesn't collide with the Healer's job of spike healing (you both don't heal the same ally) and does a magnificient job protecting an ally that you expect to stay under enemy fire.


 * Shielding Hands seems to reduce the damage after Life Bond is calculated, and thus reduces a higher % of the damage than without life bond.


 * Dismiss Condition is a low cost fast recharge skill that heals for 48 (Divine bonus) plus 67 for 115 heal. Getting rid of a condition is just a bonus.

Offense
Since basic Bonding does not require you to target allies (for healing), using your non-Bonding skills for offense may be a reasonable option, so long as there are two other defensive monks (not just the standard one-other). The main problem with this is that unless you use Inspiration, you end up draining your Bonding attributes to gain offensive attributes (e.g. in Fire Magic), reducing your effectiveness as a Bonder. Thus, offense is not recommended for the Bonder. However, you may end up choosing an offensive skill if it synergizes with what your allies are trying to do. Inspiration Interrupts may be viable offense skills.

Bad Skill Combinations
Protective Spirit is as effective when the target is bonded as when he is not; target takes 10% max damage. But it doesn't add much more protection to a bonded character. If the character would have taken a whopping 30% hit, PS would reduce that to 10%, for a 20% max hit point reduction. Life Bond will reduce it by 15%. Using both you get 10%, for an additional benefit of PS of only 5%.

Reversal of Fortune heals less than it would with Bonded, since the target 'would take' less damage. Never-the-less this cheap spammable skill remains a reasonable option for the bonder.

Small Parties
Small parties provide the Bonder the opportunity to maintain two enchantments on each party member. Life Barrior is an obvious choice here as it reduces many types of damage by a half; when combined with Life Bond reduces it from a half to a quarter. Always cast Life Barrior on the ally before Life Bond as while this doesn't protect the target any better but it does drastically reduce the amount of redirected damage to the Bonder. Many 5-player parties required a Life-Barrior-Bonder.

Be advised, however, that adding Aegis to Life Barrior and Life Bond offers diminished returns, reducing the damage from a quarter to an eighth, which isn't very much.

Another option is to maintain Watchful Spirit which provides a paltry 2-pip health regeneration, but more importantly provides a spike heal when the bonder deliberately cancels the enchantment. This technique requires some practice. This skill can be used as a clumsy and expensive spike heal, cast it on a target and immediately cancel it. Healing Monks will rightfully snub their noses at such a technique, but then its a reasonable spike heal for monks with no Healing Prayers and cannot equip Zealous Benediction.

Loss of Party Members
PuGs often end up short handed as party members logout. The Bonder can react by maintaining enchantments later during the adventure that she could not have during. If there is a take-and-hold aggro tank, casting Balthazar's Spirit on the tank, providing him extra energy when he gets hit, is a reasonable option.

Only Monk
Its difficult to be a Bonder when the monk is the only monk in the party, as all parties, no matter how well protected, still must be healed. Lots of protection combined with a reasonable amount of Healing makes it somewhat reasonable. In these parties, perhaps one of the other members can have monk 2ndary, can cast bonding on the bonder to protect her.

Ironically, the 'Starter Strategy' above may prove useful in these high-end small party builds, where the Bonder keeps Life Barrior and Life Bond and Watchful Spirit on all party members, and spams Heal Party from way back at a safe distance, providing each party member a single spike heal by cancelling Watchful Spirit, and hope the party can wipe the enemy mob before getting overwhelmed themselves.

Coordination with Healer
Bonders are generally paired with spike healers. However, since the bonder is drastically reducing damage, the healer could focus on maintainance healing, keeping health levels high rather than drastically healing serious damage. Vigorous Spirit goes well with Bonding to accomplish this, preserving energy levels well into combat before true spike healing needs take over.

The Bonder can be paired with a Seed of Life Healer; every time anyone gets attacked, everyone is healed for 32. The Healer has max Divine, an enchantment bonus staff, maintains Blessed Aura, and spams Glyph of Renewal-Seed of Life repeatedly on the Bonder. With a Seed of Life base time of 4 seconds, it can be stetched to 6.85 seconds out of the Glyph cycle time of 11 seconds. If the Healer has reached top Sunspear Rank, base time is 5 seconds resulting 8.22 seconds of healing. The Healer is prepared for an occasional spike heal. This combination works well for Healing Characters taking a Bonding Hero.

This combination works best when attacks to the party are spread out amongst the other party members, which means there should not be a take-and-hold tank in the party. The entire rest of the party should advance and initiate aggro together and they should routinely and often move during combat, as this often triggers AI re-target calculation spreading out the damage. Party Members under heavy attack must run since Spike Healing is weak with this combination and the monks may be too far away.

Hero Bonding
Heros can be Bonders, but its tricky and requires significant monitoring and intervention by the character.

Heros will normally only maintain an enchantment when in combat. However they will maintain skills that are 'disabled'. So you should 'disable' Life Bond and Balthazar's Spirit (shift-click on that skill on the Heros skill bar), and then you must cast them manually. Keep Blessed Signet and Mantra on the left side of the bar to insure the Hero casts them regularly. The Hero will cast Mantra only when in combat, so you may need to cast it for him outside of combat.

The 2nd main problem with Hero bonding is that they will often cast spells and lose energy and lose the bonds. You can eleviate this by always posting the Hero Bonder well out of combat, and can also put other Signets on the Bonder's left side of the skill bar to insure they get priority in casting. Long recharge skills like Aegis are also desirable. Generally, though, disable the Heros other skills ..err.. other energy skills figuring to cast them manually.

After combat, the character must consult the bonds and recast them manually for the Hero.

Its possible to re-Enable Life Bond on the Hero (shift-click on it again) during combat as this lets the Hero cast (on his own) Life Bond on a party member that has lost it. Heros are actually pretty good at that. Just be sure to dis-able it as combat winds down, as if its enabled when combat ends then the Hero will cancel all the Bonds.

Non-Monk-Primary
Blessed Signet cannot provide non-Monk primary bonders with enough energy to maintain a lot of bonds. Thus, while 2ndary Monks can maintain one or two Bonds, they cannot adopt a role of bonding the entire party.

Wierd Bonding
Having more than one monk cast Life Bond on the same party member offers no additional protection to that member (still receives half damage), but the redirected damage is split between the Bonders, and is THEN reduced. This significantly reduces the damage redirected to the bonders. Its very doubtful that the additional Bonder compensates for the loss of another party slot. I've never done this, but perhaps this has some merit [1] when low-level bonders are adventuring in high-end explorable areas, or [2] when the party features a take-aggro tank who can be expected to take lots of spike damage which he can heal, and you don't want the bonder to die from the passive redirected damage and you want two monks deriving energy from the redirected damage.

Life Bond cast on the Bonder will not reduce the damage the Bonder takes from re-directed damage, since Life Bond reduces 'attack damage'. However, it still reduces direct attacks against the Bonder.

I look forward to testing a double-bonder party, where each bonder keeps Seed of Life running on her partner and take turns casting Aegis.

Sample Builds
In addition to the standard 3 skills and a rez...
 * Blessed Aura, Glyph of Renewal, Aegis, Dismiss Condition
 * Mantra of Inscriptions, Blessed Aura, Aegis, Shield of Regeneration or Zealous Benediction
 * Mantra of Inscriptions, Echo, Aegis, Reversal of Fortune
 * Mantra of Inscriptions, Aegis, Zealous Benediction
 * Mantra of Inscriptions, Echo, Heal Party

Areas good for Bonding
Here's a list of areas known to be good for Bonding due to their sparcity of enchantment-stripping foes.


 * Fissure of Woe Enchantment stripping occurs but is sparse and managable.  Be advised that the 'Forest' area therein features xxx which doubles the cost of maintained enhantments and makes bonding practically impossible.  The counter to this is simply for the bonder to stay way back, maintaining the bonds but not otherwise being useful to the party.  Alternatively you can give up on Bonding and just adopt a role as a marginally useful Protection Monk, spamming Aegis and Reversal of Fortune.


 * Sorrow's Furnace Bond-Barrior 5-man teams are common farming groups.


 * Aliance Battles Bonding is marginally useful if your group figures only to capture control points from the NPC defenders.  Bonding can be very effective if your group figures to engage enemy players, but note that the Bonder is particularly vulnerable and players know to target monks first.  You must have some way to disengage from enemy Assassins such as Recall.  Bonding can also be used to defend a control point, Bond-Barrior each defender NPC figuring to drastically slow down the enemy capturing cycle, forcing them to bunch up, allowing your side to control more points longer.

Areas bad for Bonding
Here's a list of areas known to be bad for Bonding:


 * PvP locations other than AB. This is because just about all PvP groups feature forms of Strip Enchantments, and the folks know to target Monks with Nasty spike combinations.


 * Tomb of the Primeval Kings Far too much Enchantment Stripping.


 * Elona's Realm of Torment Far too much use of xxx massive enchantment stripping.  Having said that, I have had some luck Bonding in this area, being sure to spam Aegis as basically a cover enchantment for Life Bond.