|
 |
|
|
Sign Up to Submit Guides and Earn Credibility! |
|
 |
|
|
 |
 |
Author: lord zema
2,607 Views
13 Comments
|
|The Fort Aspenwood Bonder| Mo/*|
Hi
This is a monk bonding build designed for use on the Kurzick side of Fort Aspenwood. It uses Monk Enchantments to create a “Tank” out of an NPC and hold one of the Gates indefinitely.
I am aware that Gameamp already has several Bonding builds but none of these are designed solely for Fort Aspenwood. While those could and may work in Fort Aspenwood, I feel we need something that works just for Fort Aspenwood.
While this build is designed for Fort Aspenwood it could be modified to work almost anywhere.
Skills and Attributes
Armor
Whatever armor design you like will work but Radiant Insignia is a must.
Runes
You need Superior Divine Favor and Superior Protection Prayers along with the best Vigor rune available and 2 Runes of Attunement.
Weapons and Weapon Sets
As a Monk, Energy is one of your top priorities, and with 4 different Weapon Sets, you can easily manage your energy effectively. You should enable all four weapon sets then configure them so that you have this:
Low Energy Set | Any weapons which lower your energy, a -5 Energy Sword and a Healing Focus are perfect.
Normal Energy Set | A Wand and Focus which gives you additional Energy but keeps you at 4 Energy Regeneration.
Medium Energy Set | A Wand and Focus, One of them having the +10 Energy, -1 Energy Regeneration.
High Energy Set | A Wand and Focus, Both of them having the +10 Energy. -1 Energy Regeneration.
The sets my PvP character uses look like this:
How to use the Different Energy Sets
While you may be thinking “Why bother? I’ll just use my +15 Energy Staff,”
The different Energy Sets are used to help you manage your Energy. You only use the energy you need then if your in a bad situation you have something to fall back on.
Normally you might have around 10 unused energy, wasting it over time but then not having it when you need it.
Starting with the Low Energy Set allows you to counter Energy Denial, then switching to the Normal or Medium Energy Set allows you to quickly gain the energy you need.
The High Energy Set gives you 20 extra energy but leaves you with only 2 pips of Energy Regeneration.
Placement on the Battlefield
As a Bonder, you want to be in a situation where your tank takes all the Damage. But Monks are prime targets in PvP so your placement on the battlefield can be the difference between life and death.
Now Bonders are backline casters so you should be at a place where you can cast on your tank and be out of harm’s way but have the option to move if your enemies try to cast on you.
If you loose all the gates, Bond Gunther and any remaining Gatekeepers, staying near enough to cast them but be aware you will become a prime target when they noticed Gunther is bonded.
Usage
You should pick one of the Outer Gates, circled here to bond first.
Note: This Build’s usage is based on the strategy usually used in Fort Aspenwood.
When the Game starts, I advise you tell your team that you are a bonder, along with what gate you plan to bond.
Start with your Low Energy Set
Once the timer starts you should head towards whichever gate you plan to bond. Remember your should bond the Outer Gate, use the Inner Gate as your fail-safe.
Select an NPC Elementalist and begin to cast your Enchantments in this order.
Life BarrierLife BondProtective BondEssence BondBlessed Signet
Note: Always, Always, Always! Use Life Barrier before Life Bond!
Use Blessed Signet to return to full energy.
When the Luxons reach the gate, the bonds will significantly reduce the damage your tank takes. While the damaged is reduced, it is not all together negated.
I find it helps to maintain Watchful Healing on your tank for the +4 Health Regeneration.
Cast Reversal of Fortune when needed, it is your main
spammable heal.
Cast Dismiss Condition whenever your tank takes a condition
When you are under pressure then switch to your Medium Energy Set
If things are going downhill fast then switch to your High Energy Set but be aware that you will only have 2 Energy Regeneration.
Threats and Counters to your Tank
Bonders rely on Enchantments, which makes Enchantment Removal any bonder’s worst nightmare. Here are the threats posed to your tank.
No Threat
This includes warriors, paragons, Ritualists, Elementalists, and Monks because their primary profession skills do not include Enchantment Removal. While they deal damage, it isn’t anything your bonds cant handle.
Low Threat
This includes Dervish, they have several single enchantment removal skills.
Decent Threat
This includes Rangers. Several Ranger Spirits can shutdown a bonder.
-Nature’s Renewal | This will cause your enchantments to take twice as long to cast aswell as cause your bonds to require twice as much energy to maintain. This spirit is your biggest threat from rangers.
-Primal Echoes | This will cause your Blessed Signet to cost 10 energy to cast, only giving you a gain of 2 energy per cast.
-Tranquility | This is less of a threat but still an annoyance as it causes your enchantments to expire 20-44% faster.
-Quicksand | This will cause you to loose 2 energy every time you use a skill. It is more of an annoyance than a critical threat.
High Threat
This includes Mesmers, Assassins, and Necromancers. There are many skills in these professions that provide strong enchantment removal.
For Mesmers these skills will weaken a bonders’ tank
-Shatter Enchantment
-Mirrior of Disenchantment
-Air of Disenchantment(E)
-Discharge Enchantment
-Drain Enchantment
-Inspired Enchantment
-Revealed Enchantment
-Lyssa’s Balance
-Shatter Storm(E)
For Assasins these skills will weaken a bonders’ tank
-Assault Enchantments(E)
-Dark Apostasy(E)
-Shattering Assault(E)
-Expunge Enchantments
-Lift Enchantment
-Shadow Shroud(E)
-Signet of Twilight
For Necromancers these skills will weaken a bonders’ tank
-Strip Enchantment
-Corrupt Enchantment(E)
-Envenom Enchantments
-Lingering Curse(E)
-Order of Apostasy(E)
-Rend Enchantments
-Rip Enchantment
-Well of the Profane
-Gaze of Contempt
Counters to You
The following don’t pose a serious problem to your tank but when they’re within casting range, you better watch out.
No Threat | Warriors, Rangers, Paragon, Dervishes, and Assassins pose no threat to you as long as your gate remains closed.
Low Threat | Monks, on the off chance you encounter a Smiting Monk, they can do a lot of damage.
High Threat | Elementalists, Ritualists, Mesmers, and Necromancers.
These casters can give you quite a headache. The way to deal with them is simple, just move back out of their range as discussed in the Battlefield Placement section. Elementalists have an annoying habit of stacking 4 or 5 AoE spells on you at once, if you stay mobile then they wont be able to use these effectively.
Pros
-Easy to set up and manage
-Can hold any Gate indefinitely
-Holding a Gate can turn the tide of the game
Cons
-Heavy Degeneration will be difficult to manage
-Heavy Enchantment Removal will render you useless
Here are some screenies from a couple of recent games where I have used this build.
As you can see, I was able to hold the Outer Orange Gate until the Inner Purple was breached and the Luxons were able to flank me. Notice I have plenty of energy even with the Low Energy Set equiped.
Variants
This bonding build is based on 5 very important skills.
Life Barrier, Life Bond, Protective Bond, Essence Bond, and Blessed Signet.
The other three you can change to your preference but its good to remember a couple of thing you need:
-Condition Removal
-Some Health Regeneration
A couple things to try are
-Take Convert Hexes in place of Watchful Healing for a powerful Hex removal
-Take Reverse Hex in place of Watchful Healing
I also made this variant that is better prepared to handle heavy degeneration at the loss of some points in Protection Prayers.
For this Variant you would also change one Attunement Rune for a Rune of Superior Healing Prayers.
This was my Second Guide and I would greatly appreciate any constructive criticism you can give me.
|
|
|
 |
|
|
|
|
 |
|
 |
|
|
|
|
 |
|
 |
|
|
|
|