User:Yu Takami/Guides/PoisonedMonk

Monk-Tank Poisoned Outcrops Vanquish Strategy
This strategy allows for a sole monk tank to be put into 'the danger zone' while the rest of the party are entirely support. Monsters effectively kill themselves by attacking the tank.

This build has been tested and does work, but requires a lot of concentration on the tanks behalf.

You need at least two players with heroes to do this, and one of them must be the tanking monk, but more players will make the overall experience easier provided everyone follows the strategy.

Equipment

 * A 15AL Divine Favor Headpiece with a Superior Rune of Protection Prayers from Shing Jea Monastery
 * A 15AL Radiant Shing Jea Pants with a Rune of Attunement from Shing Jea Monastery
 * 15AL Radiant Shing Jea Sandals with a Minor Rune of Divine Favor from Shing Jea Monastery
 * Any +20% Enchant Protection Staff. Consider Sadi's Benediction or Kepkhet's Refuge.

Instructions
This player is the crux of the entire build, and requires intense concentration. You should ensure the smiter and the spell breaker monk have cast their enchantments upon you and that Life Attunement, Blessed Aura and Essence Bond are upon you before starting.

Before taking agro of any mob ensure that the battery and SB monk cast Blood is Power and Spell Breaker upon you respectively. Use Protective Spirit and Spirit Bond and keep them up at all times.

You MUST recast Spirit Bond whenever it disappears. No sooner, no later. If you are in a mob that has heavy physical disruption use Wary Stance to block any attack and safely cast your spells. Bonetti's Defense should charge in time to help counter further disrupts, you should easily be able to alternate between Wary Stance and Bonetti's Defense with any mob of undead. This is in preference to Mantra of Resolve due to the fact the area also has heavy energy denial, both Wary Stance and Bonetti's Defense should also provide you a small amount of energy.

It is possible that you can be disrupted through Bonetti's Defense, since Disrupting Throw doesn't count as an arrow or melee attack, however it will defend you quite soundly against the melee disrupts and the ranger disrupts that you will recieve, again you can be disrupted but at only 25% chance.

If you encounter a mob that has a strong monk healer, wand the monk and the ranger will daze it, allowing for swift disruption. Failing that, the party could enter the backup plan where you act as a traditional tank and the Ranger and Elementalists (And optionally the necro) move in to brute force the enemies to death.

Equipment

 * A Smiting Prayers Headpiece with a Superior Rune of Smiting Prayers.

Instructions
The smiter casts all the maintainables upon the tank and stays well out of trouble. The smiter should not enter battle, even if the rest of the team enter as part of the 'backup plan'. Should the party entirely wipe, the smiter will be the last standing player, and will rebirth the party. This way, even if the party achieves 60% death penalty, there will be at least one player without any penalty preventing expulsion from the area.

Consider being a ranger secondary and taking run skills in the case of using rebirth in dangerous areas to allow you to escape swiftly.

Equipment

 * A Divine Favor headpiece with a rune of Superior Divine Favor
 * Any +20% Enchant Staff.

Instructions
The Spell Breaker monks job is to provide the tank with Spell Breaker before the tank takes agro to any group that contains spell casters. Use Serpent's Quickness to speed up the recharge time on Spell Breaker.

Furthermore, The Spell Breaker monk should maintain at least Mending, Succor and Watchful Spirit on the tank so that they may counter any degeneration. Essence Bond upon the tank should also sufficiently refill your energy during each encounter, and Blessed Signet can be used if you are still low on energy.

Equipment

 * A longbow equipped with a silencing bow string for long distance attacks.
 * A recurve bow for 'the emergency plan'.

Instructions
The Spirit Droppers job is to drop Edge of Extinction as often as possible, this will help the overall damage. In the case of undead mobs Frozen Soil is a must. It will prevent them from resurrecting each other. Use Serpent's Quickness to speed up the recharge time of the spirits.

In a situation where there is a strong monk in an enemy party using a longbow and Broad Head Arrow daze the monk from afar, the tank should be wanding the enemy monk to make dazed effective so you can stay at a safe distance.

If this fails to work, then the backup strategy will involve you moving in, and hard distrupting the monk, along with the E/Me nukers.

Instructions
The job of the battery is purely to provide a rush of energy before each encounter to the tank. In the optional slots you may run a full BiP build, or go as a mesmer secondary to provide additional shutdowns in emergency, or even a damaging blood/curses build.

Instructions
All remaining characters are E/Me nukers.

The heavy nukers are incase of foes that refuse to fall to the tank. Use Diversion on enemy spell casters (particularly monks) to disable them. Consider using Glyph of Sacrifice to cancel the slow cast time for both Diversion and Meteor Shower. In the case of using heroes: disable the skills and force them to use it in sensible order.

Otherwise, spam away at Searing Flames and use energy management skills as necessary.

For the optional slot consider taking another mesmer shutdown, or Liquid Flame. Generally, the only creatures the team build will have difficulty with are mobs that have a strong healing monk, so monk shutdown would be most advantageous.

Alternatives
It may be beneficial to bring a character with Martyr to remove all conditions from the tank at a safe distance since Disrupting Throw relies on the tank being under a condition to be effective, making it impossible/difficult for the paragons to disrupt the tank.

Additionally a Spiteful Spirit curses necromancer could be of use, especially against physical attackers as part of the "backup plan" set of characters.