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Old Aug 08, 2005, 04:05 AM // 04:05   #21
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Quote:
Originally Posted by Krank
But i dont think they expected the "Invincible Monk"
I mean, i sure as hell didnt
Yes...invincible outside of mass health degen, shatter enchantments, strip enchantments, defile enchantments, energy draining attacks, etc.

I'm in awe.
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Old Aug 08, 2005, 04:07 AM // 04:07   #22
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Quote:
Originally Posted by Shayul
Yes...invincible outside of mass health degen, shatter enchantments, strip enchantments, defile enchantments, energy draining attacks, etc.

I'm in awe.
Yes, sometimes there are times this will happen, but please look at this forum alone, hell theres a THREAD called the invincible monk
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Old Aug 08, 2005, 04:07 AM // 04:07   #23
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the build is only good for farming areas with physical damage. they still can't solo FoW.
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Old Aug 08, 2005, 04:07 AM // 04:07   #24
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wow, this discussion is stupid...
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Old Aug 08, 2005, 04:08 AM // 04:08   #25
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Quote:
Originally Posted by Shayul
Yes...invincible outside of mass health degen, shatter enchantments, strip enchantments, defile enchantments, energy draining attacks, etc.

I'm in awe.
You counter health degen with Healing Breeze and mending. All of the other stuff you avoid with Spellbreaker and UW smite runs have no real enchant stripping or energy draining in them.

Quote:
Originally Posted by Autumn_Leaf
the build is only good for farming areas with physical damage. they still can't solo FoW.
Yes you can. At least a good portion of it. Go look in the UW solo thread theres pics in there of it being done. At least partially
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Old Aug 08, 2005, 04:10 AM // 04:10   #26
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I think I'd rather see every faster run skill removed from the game since their main purposes seems to be pissing everyone off in arenas. And droknar runners. Kill two birds with one stone.
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Old Aug 08, 2005, 04:33 AM // 04:33   #27
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Quote:
Originally Posted by EmperorTippy
You counter health degen with Healing Breeze and mending. All of the other stuff you avoid with Spellbreaker and UW smite runs have no real enchant stripping or energy draining in them.
Yes, I won't dispute that you can avoid spells using Spellbreaker, but the duration of Spellbreaker at 12 Divine Favor is 15 seconds, with a 45 second recharge. The Mesmer Shatter Enchantment/Drain Enchant spells all have recharges of 25 seconds, meaning that you'll have to kill them before they have a chance to cast again.

Also, there are Necromantic skills such as Chilblains (15 recharge), Lingering Curse (10 recharge), and Rend Enchantments (30 recharge) that can counter this build. So far, the only spell I've yet to run into out of the ones I've listed is Rend Enchantments.

I'm not disputing that this Monk build is very good in UW, and pretty hard to kill there, I was, however, disputing the claims of "invincibility."
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Old Aug 08, 2005, 04:45 AM // 04:45   #28
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Quote:
Originally Posted by Krank
I for one am tired of all this drama over the 105 monk build
i say lets just make this skill a duration (10-20 sec. w/e)
That would totaly ruin the whole build and this all would be cleared up?

Anyone support my idea?

Although i have used prot bond *(fairly)* in groups i wouldnt mind it becoming duration, saves the mana ya no?
Add this effect to the enchantment:
This enchantment reduces damage to 5% of the total initial attack. This enchantment ends when you either have no energy to afford the upkeep, or until ~1-300 damage is absorbed, or until the duration has expired.

Keeps the skill still relatively useful, but doesn't entirely make it obsolete. Then stick some sort of recast (not sure if it has one) on it so you cant spam it and keeep the solo builds moving.

This work? Would easily prevent the solo builds from working, and it still could serve use in pvp/pve, pending on the players use.
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Old Aug 08, 2005, 05:35 AM // 05:35   #29
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uhmm... i think all elementalist spells should be nerfed into causing exhaustion, it would balance out the spikers.

oh, and cyclone axe should be easy interruptable so all the axe warrior/monks wouldnt be able to farm so well.




(i'm being sarcastic. sarcastic. before you flame, i'm being sarcastic)
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Old Aug 08, 2005, 05:37 AM // 05:37   #30
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Farming monks don't affect any player in a negative way, unless they are assholes, in which case farming won't stop them from being assholes. If they have fun doing it, let them. It's a game. That's why people play games.
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Old Aug 08, 2005, 06:36 AM // 06:36   #31
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Quote:
Originally Posted by Weezer_Blue
Awesome idea to make playing a monk in PvE more unbearable than it already is.

Lets see, reasons to play a monk in Guild Wars:

-Get bitched at by people who don't know what the hell they're doing...
-Take the unenjoyable role of compensating for everyone's inadequacies
-Being a smiter and getting bitched at for not being a healer
-Being a protector and getting bitched at for not being a healer
-Having a good farming build that you can use in places where there is no enchantment removal, even though they've been nerfed to hell weeks ago.
You forgot:
-Being a healer and getting bitched at for not being a protector

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Old Aug 08, 2005, 06:40 AM // 06:40   #32
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Quote:
Originally Posted by Krank
I for one am tired of all this drama over the 105 monk build
i say lets just make this skill a duration (10-20 sec. w/e)
That would totaly ruin the whole build and this all would be cleared up?

Anyone support my idea?

Although i have used prot bond *(fairly)* in groups i wouldnt mind it becoming
duration, saves the mana ya no?
wait wait wait

so you want to get rid of a skill--nerf it, whatever--just because people talk about it on a forum a lot

grow up

farming doesn't hurt anyone

at least, not this kind

and the pvp'ers shouldn't care because the build is pretty worthless there
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Old Aug 08, 2005, 06:57 AM // 06:57   #33
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Quote:
Originally Posted by Sekkira
wow, this discussion is stupid...
^^^^^
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Old Aug 08, 2005, 07:18 AM // 07:18   #34
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Quote:
Originally Posted by Sekkira
wow, this discussion is stupid...
true true
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Old Aug 08, 2005, 07:46 AM // 07:46   #35
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Uh, why does a skill need to be changed just because in one, very specific environment, it allows one class with a very specific set up, to repeatedly kill monsters in mindnumbingly boring runs?

Does Protective Bond unbalance PvP? No? Then why the hell do you care that there are 100,000 instances of the Underworld, each containing a lone Monk? How is that affecting you?

If people want to waste their time on these farming runs, to make virtual money that's really worth nothing in the long run (except getting more virtual and stil worthless trinkets), leave them be. It's their time to waste. You don't get a say in how they spend it.
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Old Aug 08, 2005, 07:53 AM // 07:53   #36
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Quote:
Originally Posted by Ender Ward
Uh, why does a skill need to be changed just because in one, very specific environment, it allows one class with a very specific set up, to repeatedly kill monsters in mindnumbingly boring runs?

Does Protective Bond unbalance PvP? No? Then why the hell do you care that there are 100,000 instances of the Underworld, each containing a lone Monk? How is that affecting you?

If people want to waste their time on these farming runs, to make virtual money that's really worth nothing in the long run (except getting more virtual and stil worthless trinkets), leave them be. It's their time to waste. You don't get a say in how they spend it.
but it isn't a waste of time to press buttons in the right order and at the right times so that the gathering of pixels that represent your avatar is able to perform virtual actions to bring a number which represents another gathering of pixels that represent someone else's avatar's health down to zero?

edit for further ridiculous simplification
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Old Aug 08, 2005, 08:12 AM // 08:12   #37
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It's screwing up the economy, because these monks go out and buy superior runes from traders, and rare materials, driving up the trader's prices for them, driving up the cost of everything that isnt tied down. Yes, part of it is an inherient flaw with the traders, who suck, but the UW soloing isnt helping.
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Old Aug 08, 2005, 08:19 AM // 08:19   #38
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Quote:
Originally Posted by Kakumei
but it isn't a waste of time to press buttons in the right order and at the right times so that the gathering of pixels that represent your avatar is able to perform virtual actions to bring a number which represents another gathering of pixels that represent someone else's avatar's health down to zero?
Perhaps it is a waste of time as well. But the point is, that's my choice. That's how I chose to waste it. Apply the same logic to Underworld farmer monks.

Quote:
It's screwing up the economy
Skills aren't balanced based on the economy. They're balanced according to how they perform in human vs human combat.

Also, personally, I don't give a damn about the economy. Guild Wars PvE isn't interesting enough beyond the first couple of times through, for me to ever care what goes on there.
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Old Aug 08, 2005, 11:43 AM // 11:43   #39
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HEY GUYS! I HAVE AN IDEA!!!!

lets start another thread for everyone to flame each other with!!!!!
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Old Aug 08, 2005, 04:27 PM // 16:27   #40
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Add creatures with enchantment removal on popular farming places and you'll see a lot of farmers weeping for their expensive superior runes.
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