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How To Render a Monk Obsolete

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Author: riptide falchion
View Profile of riptide falchion

2,995 Views
8 Comments
How to Render a Monk Obsolete
A Build Guide by Riptide Falchion

Let me preface this guide with a scenario. You’re in a Pvp or Gvg or even a HoH match. You have an extremely strong team with fairly good monks that are keeping you alive. The team you are going up against is not a very good team at all and you frequently take players down to very low health. Just as your team goes in for the kill the monk heals him to full health again. You just can’t seem to defeat them because of those monks. Finally through sheer luck your team is defeated. Let’s face it if the other team has really good monks you just can’t beat them right? Wrong! With this build I can show you how to render the monks on your opposing team completely obsolete.

On with the build!

Build Name: Monk Destruction

Purpose of the Build: To keep the monk from using as many of his healing skills as possible.

Primary and Secondary Professions: Elementalist / Mesmer

Reason for the profession choice: Energy Storage. This build uses energy like you wouldn’t believe and thus you need the added energy from the Energy Storage skill.

Attributes
Energy Storage: 12+1+3 (All-seeing-eye and Rune of Superior Energy Storage)
Domination Magic: 12

Skill Listing:

Arcane Larceny: For 5-29 seconds, one random Spell is disabled for target foe and Arcane Larceny is replaced by that Spell

Arcane Thievery: For 5-29 seconds, one random spell is disabled for target foe, and Arcane Thievery is replaced by that spell

Arcane Echo: If you cast a "spell" in the next 20 seconds, Arcane Echo is replaced with that spell for 20 seconds. Arcane Echo ends prematurely if you use a non-spell skill.

Echo {Elite}: For 20 seconds, Echo is replaced with the next skill you use. Echo acts as this skill for 20 seconds.

*** The above 4 skills are the core of that build I will now list other skills that you could use to fill in the last 4 skill bar places and the times that you would need to use them. ***

Aura of Restoration (For Self Heals): For 60 seconds, you are healed for 152-350% of the Energy cost each time you cast a Spell

Arcane Mimicry^ (When working with another Monk Destruction E/Me): For 20 seconds, Arcane Mimicry becomes the elite spell from target other ally.
^ This skill allows you to steal 5 skills from target caster and your team to steal 10 skills from target casters ^

Power Spike (To interrupt and cause damage): If target foe is casting a spell, the spell is interrupted and target foe takes 20-86 damage.

Power Leak (To interrupt and drain foes energy): If target foe is casting a spell, the spell is interrupted and your target loses 10-22 Energy.

Shame (To add to your energy pool [cast on monk/support): For 4-9 seconds, the next time target foe casts a spell on an ally, the spell fails and you steal 5-12 Energy from that foe, and Shame ends.

Shatter Enchantment (To deal damage and frustrate enchanted foe) Remove an "Enchantment" from target foe. If an Enchantment is removed, that foe takes 14-83 damage

Guilt (To add to your energy pool [cast on nuker/hexer]): For 4-9 seconds, if target foe casts an offensive spell, the spell fails, you steal 5-12 Energy from that foe, and Guilt ends.

Empathy (To keep warriors from attacking): For 8-18 seconds, whenever target foe attacks, that foe takes 10-26 damage

Backfire (To keep casters from using spells): For 10 seconds, whenever target foe casts a spell that foe takes 35-119 damage

Diversion (To further disable casters skills): For 6 seconds, the next time target foe uses a skill, that skill takes an additional 10-47 seconds to recharge

Cry of Frustration (To deal group damage and interrupts): If target foe is using a skill, that foe and nearby foes are interrupted and suffer 10-37 damage.

Wastrel’s Worry (Damage Spamming): After 3 seconds, target foe takes 8-53 damage. Wastrel's Worry ends prematurely if that foe uses a skill.


Feel free to use any and all combinations of these skills and others that you find out to fulfill the other 4 spots on your skill bar always remember your resurrection signet however.

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User Comments
Decent build, but...  KaiSwiftblade on 07/11/06 11:49

Your build looks interesting, and I'll try it out. The only thing I suggest doing with your guide is to add in graphics. The uniform text in paragraphs make it tough to read. Other than that, good idea!

  v pyro man on 07/15/06 18:18
 
You have shamed me. In all my mesmer hours I have never thought of just denying them their skills, and not their energy.

So a run would be Arcane Echo, Arcane Theivery, Echo, Arcane Larceny, Arcane Mimicary? Then hp managment and rez sig?

  riptide falchion on 07/17/06 20:55
 
i would add graphics but sadly i dunno how

  moloch on 07/19/06 06:15

This build has been previously posted on Guildwiki. but other than that nice go. only problem is with arcane larcenery/thievery it can also deny the same skill twice and in your instance 4 times.

  riptide falchion on 07/21/06 15:12
 
i haven't seen that build on guildwiki, and in my experiences i hardly ever so them deny the same spell twice only 2 or 3 times. it will happen every time on touch rangers because they only care at most 3 spells on them most likely. Furthermore if you can spam diversion on a touch ranger to hopefully render them obsolete

  hobbit_foot45 on 07/21/06 22:12

Good Job, I would stick migrane in their because as a monk I know that's what kills me when a mesmer puts it on! Migrane + power strike completley shut me down one battle.

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