User:Qwerty091/Sandbox

= SandBox = This is Qwerty091's sandbox, my place for dumping any ideas that I have for builds. Feel free to take inspiration from my work but if you come up with somthing based on my work, properly credit it. Qwerty091 19:26, 21 October 2006 (CDT)

My Posted Builds
None at the moment

Glyph of Renewal & Divine Spirit Healer
Cast the glyph then follow it up with Divine Spirit, this allows 1 cost casts and a 10 cost heal party. With a 20% staff it can be maintained constantly.

Zealous Vow 130hp - Protective Bond
I am a dork and will try and try and try to get protective bond back into farming. ^_^

Possible ideas for Optional: Test of Faith, Rending Aura, Featherfoot Grace Balthazar's Spirit, Essence Bond

Hopefully the energy gain from Zealous Vow will be higher than the energy loss from protective bond.

Team - 55/Spirit Ranger
The idea behind this build is allowing the 55hp monk to use Protective Bond without loosing massive amount of energy from it. How it works is that when both Greater Conflagration and Winter are active, all damage is converted to Cold Damage. Physical -> Fire -> Cold. This allows the 55hp Monk to use Mantra of Frost to regain energy past what is lost with protective bond.

Shards Of Midnight
Because Signet of Midnight blinds both you and target foe, you can use Sand Shards to the full effect. Every attack with a scythe would hit 3 foes, however being blinded will cause 90% miss. On every miss you deal 20 somthing damage to every nearby foe. 3 misses * 20 somthing damage = 60 to 70 damage every swing to all nearby foes. Also Faithful Intervention will keep you alive when your health drops below 50%. You dont need any scythe mastery since you do your damage by missing your attacks.

Mystic 55hp
This is an new variant of the 55hp monk, now with the DERVISH!! Mystic Regeneration is very powerful when combined with all the enchantments involved with a 55. Also it lasts 20 seconds and casts in 1/4 second, making it hard to interupt.

Average PvE Dervish
Combine with Windwalker Insignia for another + 15 armor over the normal max of 70.

70 (normal max) + 15 (Windwalkers) + 24 (Conviction) = 109 armor!! With a constant + 9 (or up) Health regen!!

Healer Combo
Protection uses P&H on both monks, this allows for great amount of energy recovery. Also the Healer uses Mantra of Recall on himself to further inrease his energy gain. Using this I went through a Lvl 20 mish with 1 other monk (I was the healer) and never went below 10 energy.

Armor

 * Geomancers Armor is recomended, however it really isnt nessescary. Even if you have another one of the armor types you will only lose 10 AL vs Earth.


 * Headpeice with +1 Earth Magic

Weapons

 * A 20/20 Earth Staff with 20% Of Enchanting

Usage

 * Before the fight precast: Aura of Restoration, Kinetic Armor, Armor of Earth, Stoneflesh Aura, Mantra of Earth, and Stone Striker. Make sure to cycle Aura of Restoration every 8 seconds to keep Kinetic Armor active.


 * Aggro foes and start to spam Stone Daggers and Stoning to take down the foes. You cant use AoE since the new nightfall update makes them run from almost every form of AoE. Focus on one and bring him down, then move to the next.


 * Cycle the Enchanments/Mantra as they run out.

Farmer Combo With Protective Bond
taken from protective bond page: The energy loss can be divided among characters if multiple copies of protective bond are cast. For example, if two characters cast this spell at level 13 Protection Prayers, the first character to cast would lose two energy and the second would lose one energy every hit.

This would mean that if you have two monks, both cast protective bond on themselves and eachother. whenever one of them is hit, one losses 1 energy and one losses 2 energy. Now you use balthazar's on yourself, essence on yourself and on the other monk. Now when you are hit you lose 2 energy thorugh prot bond and gain 2 though essence and balthazar's. When you are hit you break even for the energy. Now throw life bond on the other guy and when he is hit you gain energy.

Smiting Support Monk
With this you can remove conditions and hexes while healing for 90 health as you spam your skills. Also zealot's fire allows for a little more dmg when using skills on allies. Combining with the dmg from smite condition/hex you can hit for 80 and 105 dmg respectivly. also reversal is a 1/4 cast so you can save them from the dmg and also heal for 90 and do 35 from zealot's. Judge's insight can be used on warriors/sin/dervish/rangers to increase thier dmg output agianst undead and heavily armored foes.

Protective Bond 2 man team
Cast the glyph then follow it up with Divine Spirit, this allows 1 cost casts and a 10 cost heal party. With a 20% staff it can be maintained constantly.

Skills
Index of skill lists

Attributes
Attribute

Attribute point spending

Articles
Invincible Monk

Next Build For Posting
None at the moment....