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Old Feb 28, 2008, 03:00 AM // 03:00   #21
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Quote:
Originally Posted by Racthoh
Bar compression. If I could maintain Aegis on one monk then it would free one, maybe two slots (Glyph Lesser) on the other monk. Also unlike Glyph of Renewal Assassin's Promise is going to return me energy and recharge more than one skill.
Assassin's Promise is very, very conditional whether or not there's hex removal. Glyph can't be removed, and the recharge is automatic. And why would you need energy-management if you already have Divine Spirit (Aegis also helps with energy-management)?
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Old Feb 28, 2008, 03:03 AM // 03:03   #22
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Assassin's promise isn't very conditional if you're playing with competent players. I think it's quite obvious this build is aimed towards the better players, or for easier areas. It's also not only used for energy gain, it seems that you're forgetting it recharges all skills, and the bar has 30s and 60s recharge skills. It's a mix of both effects that make this elite useful in this build.

You could run glyph, which is unconditional and recharges one skill. Or you could run assassin's promise, which is somewhat conditional, recharges all skills and has an energy gain. Personally, I prefer the latter.

Last edited by Arkantos; Feb 28, 2008 at 03:08 AM // 03:08..
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Old Feb 28, 2008, 03:09 AM // 03:09   #23
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Quote:
Originally Posted by Arkantos
You wouldn't have to cycle through enemies, you'd have to press t. That is, if you're with a good group that calls.
can you teach my heroes to call targets?

in a guild group your going to most likely be taking a WoH and a RC/Divert because they work well. why waste your elite to maintain energy management you dont need and a skill that can already be maintained (mostly)
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Old Feb 28, 2008, 03:13 AM // 03:13   #24
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I think it's pretty obvious if I'm talking about target calling, I'm not talking about h/h groups.

In a guild group, which are usually flexible groups, why not run this? I mean sure, you could run WoH/RC/Divert, but why not run this? Assuming you're group has good players, there's no reason why you can't run unique builds that are effective.
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Old Feb 28, 2008, 03:17 AM // 03:17   #25
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I understand the fact that it recharges skills. I'm saying that Glyph of Renewal (or just not using recharge skills at all and playing with a normal build) is more reliable. While GoR doesn't recharge skills as fast, Aegis and DS don't really need to be up 100% of the time if your team is competent. Maybe if it you built around AP and used Heaven's Delight and its double, Aegis, and other powerful slow-recharging skills, it might win out against GoR. Otherwise, I just don't see the point in justifying something that is so easy to mess up with. Even if you have an awesome team, everyone screws up sometimes, and if your team doesn't kill a foe every 10 seconds, your build loses at least half of its potential strength. And even then there's stuff that would kill your build, like Mark of Protection on Dolyak Riders, or even a foe that's kiting around a bit and gimps your melee's. The problem with AP is that it's just too finicky to use other than for just playing around.
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Old Feb 28, 2008, 03:21 AM // 03:21   #26
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As Racthoh said, learn the areas. In areas with very defensive enemies and hex removal, you're going to run into problems. But this build isn't focused on those types of areas, it's focused on areas that have little/no hex removal and less defensive enemies. In the areas the build is focused on, it's much better then GoR. In the areas the build has weaknesses in, it's obviously not going to do so great.
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Old Feb 28, 2008, 03:38 AM // 03:38   #27
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Of course, in areas easy enough that you can steamroll every mob without worrying about slowdowns and don't have to worry about enemy defense, shutdown or the like, you could probably get by with any bar.
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Old Feb 28, 2008, 03:44 AM // 03:44   #28
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In easy areas where you steamroll mobs, you might as well throw hammer bash on your bar and screw around.

This build is fully capable in areas with enemies of difficulty. Assassin's promise has a 3/4 cast time, you'll have enough time to get it on an enemy before it's dead. I really can't think of an area where a single enemy won't be dead within 11 seconds other then the elite missions and some hard mode areas. Of course in these areas, you'll be better off with a standard monk bar.
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Old Feb 28, 2008, 04:05 AM // 04:05   #29
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I H'd (before heroes ) an AP based assasin through Factions and I could count the number of times that an enemy didn't die before the hex was over on one hand and the number of times it was removed on two. I have no problems believing that an AP based monk would work "averagely" in 90% of non-trivial PvE.
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Old Feb 28, 2008, 04:17 AM // 04:17   #30
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Quote:
Originally Posted by Arkantos
As Racthoh said, learn the areas. In areas with very defensive enemies and hex removal, you're going to run into problems. But this build isn't focused on those types of areas, it's focused on areas that have little/no hex removal and less defensive enemies. In the areas the build is focused on, it's much better then GoR. In the areas the build has weaknesses in, it's obviously not going to do so great.
And how many areas like these (that's actually got foes above level 20) are present in the game? But anyway, the point is that the build probably does work, but is still much worse than the average hybrid build, and probably more difficult. It might be fun to play around with, but it will not compare to any real monk bar, bottom line.
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Old Feb 28, 2008, 04:35 AM // 04:35   #31
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his target will always die on time when my sin is around
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Old Feb 28, 2008, 05:52 AM // 05:52   #32
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sooo even if you can cast AP reliably 90% of time time what does this + a standard monk have over a standard 2-monk backline?
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Old Feb 28, 2008, 06:12 AM // 06:12   #33
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Was just testing this and it works pretty well even if you have hero and hench groups provided you ping the target enough times that your heroes decide to all attack the same target
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Old Feb 28, 2008, 06:37 AM // 06:37   #34
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Quote:
Originally Posted by Cowboy Nastyman
his target will always die on time when my sin is around
As it did tonight.

It's a fun bar for sure although I want to run it some more in a non-imbagon environment to get a real sense for its usefulness. It can work in zones with some hex removal provided there are other hexes to eat it first. Divine Spirit, and even Aegis, were not necessary to have up at all times but proved to be quite valuable when I was able to cycle them endlessly against larger/multiple groups. If you're capable of triggering AP every time you should be able to manage without Divine Spirit.

Quote:
Originally Posted by Coloneh
in a guild group your going to most likely be taking a WoH and a RC/Divert because they work well.
In guild groups I'm taking one monk + an SY gon, with various party heals (Breath of the Great Dwarf, There's Nothing To Fear!, Mystic Healing, etc) and passive defenses placed over the other party members. If I'm taking two monks it's because there are NPCs to keep alive at some point. This build works better in such a situation where you have heavily invested in offense and getting those kills in 11 seconds is trivial.

Quote:
Originally Posted by Jaigoda
anyway, the point is that the build probably does work, but is still much worse than the average hybrid build, and probably more difficult.
It wasn't very difficult to use when I tested it tonight. T + AP button, do my monk stuff, when I see +14 in purple wait for the next target and repeat. I'm not quite sure what would make this much worse than the average hybrid bar. Release Enchantments as I already said could be replaced with Protective Spirit or Shield of Absorption, but more often than not I find myself wanting a party heal because SY doesn't help against party spread degen. Other than those two skills I can't see what else I am losing by using this build.

Quote:
Originally Posted by Jaigoda
And even then there's stuff that would kill your build, like Mark of Protection on Dolyak Riders, or even a foe that's kiting around a bit and gimps your melee's.
It wouldn't take more than a few seconds to get a rider to the point where they have to use Mark of Protection or else they die. At which point change targets. Or, bring Broad Head Arrow and maybe Rending Touch for groups of 2 riders. If there is a kiting enemy, You Move Like A Dwarf! can be slotted on someone easily for such situations. Or, kill something else.

Quote:
Originally Posted by Jaigoda
Glyph of Renewal
Assassin's Promise lets me cast through Diversion - Four Horsemen, Ravenheart Gloom come to mind and are arguably two of the most difficult areas for a balanced group.
Power Release Enchantments - Stronger heal than Heal Party without dipping into Healing Prayers.
Constant Aegis - 5 energy Aegis with Divine Spirit and allows the second monk (if necessary) to bring other tools. More hex removal, more condition removal, other prots, whatever.
Energy management - Used properly you can cycle Divine Spirit as well as the 14 energy returned from AP itself.

Glyph of Renewal gives me energy management.

One is risky with greater rewards, the other is safer but doesn't offer all that much.
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Old Feb 28, 2008, 06:44 AM // 06:44   #35
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I ran a very similar build quite a while ago (without Release Enchantments and a bit different attributes) in normal mode. Its fun but a bit complex to play if you don't have a caller in group as it requires more switching between enemys and allys.
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Old Feb 28, 2008, 07:27 AM // 07:27   #36
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EDITED POST

Alright. Full 180 from my original post. i don't like the build Racthoh, but its got much less to do with its choice of elite. its because there is a much better way to manage party health than release and all that other jazz and, if used effectively, there may even be bonuses to NOT having Aegis on your bar.

Core Combo:
monk
Seed of Life
APromise or GoR (GoR would be preferable to keep proximity of monk away from mobs)
Shield of Absorption

imbagon
Angelic Bond
Save Yourself
Spear of Fury

If you want team healing out the ying yang, Seeding an Abonder will give you that in spades. Due to the low damage on hit inherent with SY, there is much less danger to the Abonder in the first place. With BAura to boost Seed and SoA's uptime, you've made an invinci-imbagon that is healing every time almost anything on your team gets hit. Max seed for 7.5 (say 8 with rune use maybe) out of 11 seconds of team overhealing. Places like HM Urgoz where splinter damage is armor ignoring and heavy. SoA is for the downtime of Seed. Cover enchantments with fact casts--shielding hands, etc--will be a big plus for this combo.

This--of course--does not stay in the bounds of your original idea (to do something other than wand stuff all night long). In fact, if used properly, its probably cruise control monking. But if you're monking beside an SY you cant complain too much, right

If it works, somethings goanna get nerfed. hard!

GGs

Last edited by Melody Cross; Feb 28, 2008 at 08:35 AM // 08:35..
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Old Feb 28, 2008, 08:32 AM // 08:32   #37
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Quote:
Originally Posted by Melody Cross
1. You are using your elite and another slot for your energy manager. If an energy managing elite is not capable of keeping up with the requisite cost of your spells, it kinda fails. That sounds harsh--especially when we look at dual attune eles or Mind Blasters; both popular builds with two skills that manager their energy.
OoB booners had just the elite, the Energy Drain/Mantra of Recall version could also bring Drain Enchantment or iHex. Granted those two skills were also used for their secondary purposes, Divine Spirit does provide me with a reliable enchantment to use with Release Enchantments. While it is mostly for energy management it does have a secondary use as well.

Quote:
Originally Posted by Melody Cross
Monks heal, prot, remove conditions, remove hexes...all on the same bar. Your hex removal will be strong. your condition removal, adequate.
Condition removal is really something I don't bring on my monk anymore unless it's RC for the big sexy heal that I think might be useful. There are two conditions that will truly hinder a group's performance in PvE; Blind and Daze. Blind is either applied too frequently that you'd have hit your removal on recharge to keep one person clean (so bring a Mel's derv), or a single interrupt would prevent the application for the duration of combat. Dazed is pretty much non-existant as long as you don't stand next to Bone Dragons. Weakness to a lesser extent is a bothersome condition in a place like Urgoz's Warren where it's going to affect everyone and there is nothing you can do about it until you kill a big tree. All the other conditions can be fought off with party heals, trying to Dismiss Condition disease off 7 party members is poor playing. Either get a party heal or something like Song of Purification to wipe everyone clean.

On that note when I actually used the build tonight I swapped Dismiss Condition for Shield of Absorption. If there wasn't an SY gon in the group I probably would've gone with Protective Spirit.

Now that I think about it more:

Dismiss Condition -> Protective Spirit if no SY gon, SoA with SY gon
Release Enchantments -> Seed of Life. Even if you mess up Seed of Life it will recharge from Assassin's Promise. Although if you're really bad with Seed of Life just stick with Release Enchantments as it will provide a more reliable heal.

Quote:
Originally Posted by Melody Cross
But your prot will be...I think you know, even if you always get APromise off, and can solo chain aegis without interrupts.
Maintaining Aegis is pretty amazing, something that old booners never used due to the 15 energy restriction. It's especially useful in Hard Mode where the enemies are hitting harder and more frequently. The big skill that you lose (with the current bar) is Protective Spirit but there are ways around that; Dazed, Weakness, SY, etc... But it can always be subbed in place of Dismiss Condition (as already mentioned) or Deny Hexes if that role is unnecessary or hex removals can be placed elsewhere.

Quote:
Originally Posted by Melody Cross
2. Divine Boon has been nerfed. not just its recycle. its heal per cast is reasonably low enough that BProts don't really cut it versus other--monk elite using--casters out there today. It still "works". But a lot of things work in a good player's hands.
10 health @14 or @16 (superior on cap swap, not viable with Release Enchantments though) is what you're missing out on. The recharge is a non-issue in PvE. The biggest issues were OoB changing to 20% and the constant hammering of the Inspiration line. That, and the reduction to boon itself, is what killed it off. But really you could still play it in PvE and succeed; look at the henchmen monk's bars.

Quote:
Originally Posted by Melody Cross
Its been a long time since I ran a GoR BProt, but--in an attempt to answer holymasamune's question--without GoR reapplying DSpirit back then regularly, you were pretty much toast and your team with you. It was a fun but fragile build then, riding the razor's edge. this looks like a fun--but fragile--build now.
A lot has been added to the game since one would consider running a booner on their monk. We have these turrets called paragons with their party support, absurdly powerful PvE skills to drop the biggest threats in a matter of seconds, so on and so forth.

EDIT:
Quote:
Originally Posted by Melody Cross
Imbagon Stuff
SY gon is going to use Focused Anger to power the SY. Angelic Bond is only really useful if one person is getting hit, and if only one person is getting hit, you might as well just tanknspank (or you are already running tanknspank). Life Bond would be sufficient at that point.

Last edited by Racthoh; Feb 28, 2008 at 08:40 AM // 08:40..
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Old Feb 28, 2008, 05:29 PM // 17:29   #38
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Quote:
Originally Posted by Coloneh
sooo even if you can cast AP reliably 90% of time time what does this + a standard monk have over a standard 2-monk backline?
Pretty sure nobody said this build is better then a standard monk bar. The point is, it's a unique build that works. But I guess you're not too fond of running useful unique builds, are you?

As long as it can keep people alive - which it can - there's really no problem running this over a standard bar. Both keep people alive.
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Old Feb 28, 2008, 07:54 PM // 19:54   #39
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you can run AP even if
- mob has hex removal IF you or your team use cover hex immediately
- mob has a healer or two, IF you or your team can follow up with some nice spikes
- target is a healer, IF you or your team have some disruption (interrupt/kd)
- mob has massive damage, IF you can take some beating in close range combat (target may be deep inside the mob)

Since you are playing a healer, NONE of the above conditions are in your hand. I guess you can use it in a guild group, but then, if they are so good, you won't be needing that extra energy/recharge from AP....
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Old Feb 28, 2008, 08:36 PM // 20:36   #40
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This bar looks fun to toy with.
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