User:Lunarbunny/Experimental PvP Builds

The main reason this is here is for critique and suggestions of expirimental PvP builds. I [sadly] have not played much PvP, my best feat being 17 consecutive wins in the Ascalon Arena before one person quit and my computer crashed. At that point, there was no Faction either.

Expect this section to grow. Place comments on this section's Talk page under the proper heading (match section titles).

I have the Rune of Superior Vigor unlocked.

The Decoy
This was a build I thought of because many times people, especially Warriors, love to chase the Monks around PvP arenas. Having little experience as a Monk, I need some training, too. A major con with this build is that it is psychological and not bound by the game. This also means it must be a Monk primary.

I have tried to use it, but I need to unlock skills and work on tactics. It has had a 50/50 success rate with the few skills and tactics I have. I believe this build is inherently worse for Deathmatch than Elimination bouts. I can't remember the name, but I used the armor with the most AL available.


 * Professions: Mo/W

Along the lines of full Tactics and Healing or Protection Prayers, placing the rest into Divine Favor.
 * Attribute Points:


 * Monk Skills
 * Purge Conditions, used to remove conditions, mainly Crippled
 * I have little experience as a Monk, so I need ideas on skills. I have a few problems:
 * Healing or Protection Prayers?
 * I'm thinking Protection with Divine Favor pumped up so I heal as I protect myself with something like Protective Spirit or Protective Bond to reduce damage.


 * Warrior Skills
 * "Charge!"
 * Balanced Stance
 * Bonetti's Defense

I'm wondering if I ought to use a Staff or Wand, or a Sword / Axe and Shield
 * I have a +25 Health Hale Staff Head unlock and a +21 Health Staff Wrapping of Fortitude unlock (total +46 Health), which makes staves look quite good for me...

Ideas for Team builds using The Decoy? Maybe some ideas to make it useful for the team in an emergency?


 * I left your user page in my watchlist (because of the a/an thing I suggested, looks good too btw) so I noticed you added this. I'm no Monk master but I reckon "Charge!" is a wasted Elite skill. I'd trade it in for a monk elite or alternatively use Sprint, even if you can't put any points into Strength, it still lasts 8 seconds. The Monk Elites are so good, Healing Hands would suit your purposes well, particularly with a Staff Wrapping of enchanting. Shield of Deflection is another option, depending on how good your energy management is, if you're a decoy instead of a healer though, you may be able to semi-spam it. Perhaps using Blessed Signet and casting Essence Bond on yourself or perhaps you'll run into energy management issues, depends on how how much casting you have to do I guess. Shield of Regeneration may be more useful. The other Monk Elite I'll mention is Spell_Breaker with that you'd be able to reduce both your physical and spell damage taken, the only downside is it's long recharge time. Hmmm Mark of Protection might be better, although people often realise you have it and will attack something else, which is not what you want. There's so many good Monk Elites, just base you choise on the way you'll be playing and where you're spending your attribute points I guess.


 * I also prefer Mend Condition (or Mend Ailment they're very similar) over Purge Conditions, I don't like the long recharge time on it, if you need to remove another condition(s) just after you've cast it you have to wait a long time. For me Purge Conditions is only good if you're suddenly getting a bunch of conditions on you then no more are put on you for 20 seconds. Mend Condition is good if it's only one condition regularly being place on you or if multiple conditions are (they're rarely added all at the same time), you remove them as you need to. However if it's only Crippled you're worried about and only one person is Crippling you then Purge Conditions is the better bet. Jeez that all sounds like it went nowhere didn't it!! Well it depends on what you're after so there's some things to think about!


 * If you do put points into Healing Prayers use Healing Touch to heal yourself. Orison of Healing is almost as good and can heal others too although that's getting away from the Decoy concept I guess. Even with high Divine Favour I don't know if I'd be gutsy enough not to take in some healing myself :) Although that said I've played some GvG with a really good Prot Monk, no healing spells at all but she's incredibly difficult to kill even when getting Spiked so it is possible. I think it maybe useful to consider which is more useful to the other team members, a Monk that can take damage and has some extra Heaing spells or some extra Prot spells because both lines can be used --Xasxas256 04:49, 1 December 2005 (UTC)


 * This decoy concept is what a monks usual role is in the 4v4 Team Arena, when you play with/against guilds. Due to the presence of protection spells and Healing Touch, monks can be surprisingly non-squishy. If you're really concentrating on being a pure decoy.. I'd probably go for Shield of Deflection with Blessed Aura and a +20% enchant length staff. That'd make it last for around 10 seconds, and with Blessed Signet you can attempt to recoup the losses on energy degen. Then perhaps Divine Intervention for emergencies. I've never, ever played as a warrior (I really should as they're my main fodder :P) so I wouldn't have a clue what to do with those skills. My own build would be Mo/*, 10+1 Healing, 10+1+1 Divine Favor and 10+3 Protection Prayers, with Healing Touch, Shield of Deflection, Blessed Aura, Blessed Signet, Protective Spirit, Reversal of Fortune, Pacifism and Res Sig. Obviously missing hex removal and condition removal, but I figure with a decoy monk you'd need another healing monk, anyway. This monk would serve as a fair protector, also, I think. I think I'll actually try this build out, next time I manage to get on the game ;). Shandy 05:22, 1 December 2005 (UTC)