600 Monk
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| | Monk / Mesmer | 3 Inspiration Magic 12 Protection Prayers 12 Divine Favor
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 Core | Spell BreakerElite Enchantment Spell. For 15 seconds, enemy Spells targeted against target ally fail. (Attrib: 12 Divine Favor) Target ally gets healed for 38 Health. |
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 Core | Protective SpiritEnchantment Spell. For 19 seconds, target ally cannot lose more than 10% max Health due to damage from a single attack or Spell. (Attrib: 12 Protection Prayers) Target ally gets healed for 38 Health. |
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 Nightfall | Shield of AbsorptionEnchantment Spell. For 6 seconds, damage received by target ally is reduced by 5 each time that ally is hit while under the effects of this Enchantment. (Attrib: 12 Protection Prayers) Target ally gets healed for 38 Health. |
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 Factions | Spirit BondEnchantment Spell. For 8 seconds, whenever target ally takes more than 60 damage from the next 10 attacks or Spells, that ally is healed for 88 Health. (Attrib: 12 Protection Prayers) Target ally gets healed for 38 Health. |
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 Core | Mantra of Resolve- 20
 - 10
 Stance. For 42 seconds, you cannot be interrupted, but each time you would have been interrupted, you lose 9 Energy or Mantra of Resolve ends. (Attrib: 3 Inspiration Magic) |
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 Prophecies | Blessed AuraEnchantment Spell. While you maintain this Enchantment, Monk Enchantments you cast last 30% longer. (Attrib: 12 Divine Favor) You get healed for 38 Health. |
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 Prophecies | Balthazar's SpiritEnchantment Spell. While you maintain this Enchantment, target ally gains adrenaline and Energy after taking damage. (The amount of adrenaline gained increases depending on your rank in Smiting Prayers.) (Attrib: Smiting Prayers) Target ally gets healed for 38 Health. |
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 Prophecies | Essence BondEnchantment Spell. No Attribute. While you maintain this Enchantment, whenever target ally takes physical or elemental damage, you gain 1 Energy. Target ally gets healed for 38 Health. |
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| 600 Monk |
Equipment
-Armor with lowest possible AR (if you got rid of your starter armor, then 15 AR armor can be used).
-Highest affordable Vigor Rune and 2 Runes of Vitae.
-All armor pieces should have Survivor Insignias.
-Any weapon with a 20% longer enchantment mod is highly recommended. Totem Axe or Fervorborn Staff to name a few.
Usage
-Cast and maintain Blessed Aura, Balthazar's Spirit and Essence Bond on yourself at all times.
-Have the Smiter cast and maintain Vital Blessing, Life Attunement, Retribution and Holy Wrath on you.
-Before walking into a group of enemies, cast Spell Breaker followed by Protective Spirit and Shield of Absorption.
-When the enemies start attacking you, cast Spirit Bond.
-Keep casting Spirit Bond and renew Protective Spirit and Shield of Absorption when needed.
-Keep Mantra of Resolve up when necessary, as a number of enemies have interrupts. This is especially important if spell breaker ends when any Crypt Wraiths are still alive.
Smiter Monk
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| | Monk / Necromancer | 2 Blood Magic 12 Smiting Prayers 12 Protection Prayers 2 Divine Favor
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 Core | Blessed Signet- 10
 - 2
 Signet. For each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 6 Energy in this way. (Attrib: 2 Divine Favor) |
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 Core | Purge Signet- 20
 - 2
 Signet. Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed. |
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 Prophecies | Blood RitualEnchantment Spell. For 9 seconds, target touched ally gains +3 Energy regeneration. Blood Ritual cannot be used on the caster. (Attrib: 2 Blood Magic) |
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 Prophecies | Unyielding AuraElite Enchantment Spell. Bring target dead party member back to life at full Health and full Energy. If you stop maintaining this Enchantment or if this Enchantment is removed, that party member dies and leaves an exploited corpse. Deaths while enchanted with Unyielding Aura do not incur a death penalty. (50% failure chance with Divine Favor 4 or less.) (Attrib: 2 Divine Favor) |
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 Prophecies | Vital BlessingEnchantment Spell. While you maintain this Enchantment, target ally has +168 maximum Health. (Attrib: 12 Protection Prayers) Target ally gets healed for 6 Health. |
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 Prophecies | Life AttunementEnchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 43% more Health when healed. (Attrib: 12 Protection Prayers) Target ally gets healed for 6 Health. |
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 Core | RetributionEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 17 damage). (Attrib: 12 Smiting Prayers) Target ally gets healed for 6 Health. |
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 Prophecies | Holy WrathEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 41 damage), and you lose 10 Energy. (Attrib: 12 Smiting Prayers) Target ally gets healed for 6 Health. |
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| Smiter Monk |
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| | Monk / Necromancer | 2 Blood Magic 12 Smiting Prayers 11 Protection Prayers 6 Divine Favor
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 Core | Blessed Signet- 10
 - 2
 Signet. For each enchantment you are maintaining, you gain 3 Energy. You cannot gain more than 11 Energy in this way. (Attrib: 6 Divine Favor) |
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 Prophecies | Life AttunementEnchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 40% more Health when healed. (Attrib: 11 Protection Prayers) Target ally gets healed for 19 Health. |
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 Prophecies | Vital BlessingEnchantment Spell. While you maintain this Enchantment, target ally has +157 maximum Health. (Attrib: 11 Protection Prayers) Target ally gets healed for 19 Health. |
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 Core | RetributionEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 17 damage). (Attrib: 12 Smiting Prayers) Target ally gets healed for 19 Health. |
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 Prophecies | Holy WrathEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 41 damage), and you lose 10 Energy. (Attrib: 12 Smiting Prayers) Target ally gets healed for 19 Health. |
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 Core | Purge Signet- 20
 - 2
 Signet. Remove all Hexes and Conditions from target ally. You lose 10 Energy for each Hex and each Condition removed. |
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 Core | Blood is PowerElite Enchantment Spell. For 10 seconds, target other ally gains +3 Energy regeneration. (Attrib: 2 Blood Magic) |
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 Core | Rebirth- 5
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 5 seconds. This Spell consumes all of your remaining Energy. (Attrib: 11 Protection Prayers) |
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| Smiter Monk 2 |
Equipment
-Armor with max AR.
-If the smiter is not a hero, bring the superior Smiting and Protection runes on separate headsets and switch between them as appropriate when putting up the maintained enchantments, so you effectively have 16 in each.
-Highest affordable Vigor Rune and 1 Rune of Vitae.
-All armor pieces should have Survivor Insignias
-A staff with two +30HP mods is recommended.
Usage
-Cast and maintain Vital Blessing, Life Attunement, Retribution and Holy Wrath on the tank.
-Make sure Retribution is cast before Holy Wrath. Otherwise you will get twice the damage from Reversal of Damage.
-Use Purge Signet after battles to remove Crippled from the 600.
-Use Blessed Signet followed by Blood Ritual/Bip when the tank needs energy.
-Use Unyielding Aura/Rebirth if the tank dies.
Mesmer Smiter
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| | Mesmer / Monk | 12 Fast Casting 12 Illusion Magic 3 Inspiration Magic
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 Nightfall | Signet of Illusions- 5
 - 2(1.28)
 Elite Signet. Your next 3 Spells use your Illusion attribute instead of its normal attribute. (Attrib: 12 Illusion Magic) |
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 Prophecies | Illusion of WeaknessEnchantment Spell. You lose 202 Health. Illusion of Weakness ends if damage drops your Health below 25% of your maximum. When Illusion of Weakness ends, you gain 202 Health. (Attrib: 12 Illusion Magic) |
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 Factions | Ether Signet- 45
 - 1(0.64)
 Signet. If you have less than 6 Energy, gain 12 Energy. (Attrib: 3 Inspiration Magic) |
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 Core | Rebirth- 5(2.87)
 - 10
 Spell. Resurrect target party member. Target party member is returned to life with 25% Health and zero Energy, and is teleported to your current location. All of target's skills are disabled for 10..4..3 seconds. This Spell consumes all of your remaining Energy. (Attrib: Protection Prayers) |
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 Prophecies | Vital BlessingEnchantment Spell. While you maintain this Enchantment, target ally has +40..168..211 maximum Health. (Attrib: Protection Prayers) |
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 Prophecies | Life AttunementEnchantment Spell. While you maintain this Enchantment, target ally deals 30% less damage in combat, but gains 14..43..52% more Health when healed. (Attrib: Protection Prayers) |
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 Core | RetributionEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 33% of the damage back to the source (maximum 5..17..21 damage). (Attrib: Smiting Prayers) |
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 Prophecies | Holy WrathEnchantment Spell. While you maintain this Enchantment, whenever target ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5..41..53 damage), and you lose 10 Energy. (Attrib: Smiting Prayers) |
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| Mesmer Smiter |
Equipment
-Armor with max AR.
-Highest affordable Vigor Rune and 3 Runes of Vitae.
-All armor pieces should have Survivor Insignias
-A staff with two +30HP mods is recommended.
Usage
-Use all available spells in combination with Signet of Illusions.
-Cast and maintain Vital Blessing, Life Attunement, Retribution and Holy Wrath on the tank.
-Make sure Retribution is cast before Holy Wrath. Otherwise you will get twice the damage from Reversal of Damage.
-Cast Illusion of Weakness before battles to counteract the health loss from Reversal of Damage.
-Use Ether Signet to gain energy between battles.
Information from wiki.guildwars.com