User:Ram0s/buildarchive/b3

This build is a more aggressive version of the 55hp solo farmer builds. It adds speed to your killing power but sacrifices the safety and security of health regeneration and the energy management boost of the Blessed Signet. This build profits from the fact that many 55hp monks will be wielding an Axe of Enchanting for an added duration on Enchantments. This build turns the axe to a very formidable weapon and useful option.

The build can be used in many solo farming areas and does not rely on Healing Prayers at all. This build can take on any number of monsters as you like without worrying about your health dropping below 55. Shield of Absorption reduces damage by 5, and this build has a maximum health of 55. With Protective Spirit, this means that every attack against you will do zero damage. This means that you can tank as many monsters as you want, similar to the old. See the Invincible Monk article for more information on these kinds of builds.

Equipment

 * Ascetic's Armor for a larger energy pool, with a +1 Smiting Prayers scalp design. You will need to upgrade your armor so as to bring your health down to 55 hp (as seen on this section of the Invincible Monk page).


 * Any Axe of Enchanting. The bonus must be +20%. Also, a +5 Energy modifier (or the inscription "I Have the Power") helps to increase the energy pool even more. The Totem Axe is a good choice for this. A two-handed weapon cannot be used or your health will be more than 55.


 * Consider bringing a scalp design that provides a bonus in Divine Favor and/or a staff of Mastery in Divine Favor.

Usage

 * First cast Blessed Aura. If you are using a Divine Favor headpiece and/or a staff of Mastery in Divine Favor, equip them now to maximize its effect. Note that if you are using a staff of Mastery, it may take multiple castings for the Divine Favor boost to kick in. Be sure to re-equip the Smiting Prayers scalp and your axe/offhand combo after you are satisfied with your cast.


 * Then cast Strength of Honor and Balthazar's Spirit. This will provide you with added melee damage, Adrenaline for your Lacerating Chop, and help your energy management.

Note: These three enchantments can be cast in any order according to preference.


 * After all of the enchantments are cast, head towards your enemies (but see Choosing Enemies, below).


 * Before entering battle cast Protective Spirit and Shield of Absorption. (You should do this no more than two seconds before you do the next step.)


 * Aggro your enemies. You must keep up Shield of Absorption (near-)continuously. Depending on how high your Divine Favor attribute was when you cast Blessed Aura, you can have as little as .5 seconds to recast it - or you may have as many as 1.85 seconds. Note that if you miss a recast by a few seconds, the health gained from the Divine Favor Attribute alone and combined with the damage reduction from Protective Spirit will help prevent death, but don't take your time about recasting it. (Be aware that larger mobs mean faster death in this situation.)


 * Use Shield of Judgment for damage and Knockdown.


 * Use Lacerating Chop and Cyclone Axe for damage. The steady supply of Adrenaline should help recharge your Lacerating Chop fast and if you pair it with the Knockdown effect of Shield of Judgment your target will start to bleed. A good strategy is cycling your targets for the Lacerating Chop thus getting more to suffer from Bleeding. Use the Cyclone Axe as long as your energy management is comfortable to strike all adjacent opponents.


 * Cycling targets is in generel a good idea - the longer you have the more enemies the better is your energy management and the adrenaline gain on which your Lacerating Chop thrives.

Counters

 * Enchantment removal can be deadly if it hits Protective Spirit and/or Shield of Absorption. Because Necromancers and Mesmers have so many skills to do this, avoid them.


 * Most health degeneration will also kill you as you only have the raw Divine Favor Attribute as your healing. Again, avoid places with Necromancers or Mesmers. (Note that minor health degeneration may not necessarily be deadly as you will heal yourself every time you cast a spell on yourself due to the healing bonus from the Divine Favor attribute.)


 * If Shield of Absorption is interrupted, you could be in trouble. You will have to last ten seconds with only the healing boost from casting Protective Spirit on yourself - although Protective Spirit has a five second recharge.

Variants

 * Healing Breeze is useful when killing foes that cause -3 (or greater) health degeneration.


 * Zealot's Fire can provide relatively consistent AoE damage; you must be cautious as to how you time your spells so that there is at least three seconds between each of them, or you will cause your enemies to scatter.


 * Consider bringing Judge's Insight if farming undead, but beware that it can strain your energy management.


 * Consider changing the Axe skills to something causing various Conditions or one causing Interrupt to make you better suited at farming bosses. If centering on bosses, as oppossed to a mass of enemies, it might also be an idea to trade the Shield of Judgment in for another elite. Either an aggressive one to increase your damage or something to protect you from the bosses skills or spells. It doesn't really matter about the adrenaline cost, as your adrenaline is virtually infinite.

Warrior
 * Bonetti's Defense - for energy and +75% chance to block attacks, making you more resistant to melee interrupts such as Savage Slash.
 * Balanced Stance - to resist knockdowns and therefore some interruptions

Choosing Enemies
Only certain enemies will be effectively damaged by this build. Enemies that are knocked down by Shield of Judgment are preferred even if they do scatter; enemies such as the Mountain Trolls at Talus Chute can be knocked down and therefore will be vulnerable to this build. It is also possible to take out a range of other groups in the Chute including the Blessed Griffons, the Azure Shadows and any group of Tengu as long as they have no Avicara Guile as they can strip your enchantments.

Before you use this or any other build with Shield of Judgment to farm monsters, do some research to see if they can be knocked down or not. Shield of Judgment can cause scatter but the use of melee damage might be off-setting. And the added DPS of this build decreases the problem of scattering as they often die before getting away, or at least that they do not have to attack you to receive damage as with the builds depending on the Shield of Judgment alone. Your axe is your main damage dealer.

This build is also useful, and somewhat faster than less aggressive 55hp builds, on those monster that cannot be knocked down, but you'll forego the Bleeding and might consider another Adrenaline Axe Mastery skill in place of Lacerating Chop.

Also, when considering choosing an area, try to find an area with abundant melee attackers, who will be drawn close to your and the range of your axe.