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Old Feb 28, 2008, 09:17 PM // 21:17   #41
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Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by Vazze
- mob has hex removal IF you or your team use cover hex immediately
Or wait with the Assassin's Promise. You don't need to lead with it, nor will you collapse if you don't get it off on the first thing that dies. What you should be more worried about are skills like Convert and Divert Hexes that will clean the hex easily. To a lesser extent Blessed Light because of the 3 second recharge; it is quite rare however.

Quote:
Originally Posted by Vazze
- mob has a healer or two, IF you or your team can follow up with some nice spikes
Dazed or physicals with buffs make quick work of two healer groups. The kind of group I would consider using this in. I wouldn't trust Assassin's Promise in a caster heavy group where the damage that enemy mobs heal is random, making it impossible to determine the best candidate for the hex.

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Originally Posted by Vazze
- target is a healer, IF you or your team have some disruption (interrupt/kd)
11 seconds is more than enough time to kill one monk, with or without KDs and disruption.

Quote:
Originally Posted by Vazze
- mob has massive damage, IF you can take some beating in close range combat (target may be deep inside the mob)
Aegis, Enfeebling Blood, SY, Defensive Anthem, spreading out to avoid AoE damage, Earthshaker, etc.

Quote:
Originally Posted by Vazze
Since you are playing a healer, NONE of the above conditions are in your hand.
It's a team game, I trust the other members of the party to do their job and make stuff die. If something isn't dying in 11 seconds odds are the group lacking in the damage department. Even if I was running a normal build all that would grant me is extra time to delay our deaths while the group continues to kill nothing.

Quote:
Originally Posted by Vazze
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....
Sometimes they get bored and like to aggro a lot. Playing properly is slow and dull, deaths can make PvE interesting.
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Old Feb 28, 2008, 10:27 PM // 22:27   #42
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Quote:
Originally Posted by Racthoh
Sometimes they get bored and like to aggro a lot. Playing properly is slow and dull, deaths can make PvE interesting.
that sounds like me
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Old Mar 03, 2008, 03:25 AM // 03:25   #43
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Interesting build idea.

I've been toying around with Release Enchantments ever since the LoD nerf, trying to figure out a way to make that skill work without dedicating too much of your bar and/or energy.

Perma Aegis doesn't impress me that much, because you can just chain that with two monks anyway. But the idea of frequent and powerful casts of Release Enchantments sure does, not to mention all the Booned RoF and Dismiss spamming you can do with Divine Spirit.

Strikes me a fragile and possibly a bit clunky, but definitely worth a try.
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Old Mar 05, 2008, 04:53 PM // 16:53   #44
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Join Date: May 2005
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I like the idea of Assassin's Promise very much. I like creating new and creative monk builds very much and I played with it a while back and was trying to see what possibilities there could be with it. Not only did it provide energy for larger spells but instant recharge of longer recharging spells

Quote:
Originally Posted by Grammar
Interesting build idea.

I've been toying around with Release Enchantments ever since the LoD nerf, trying to figure out a way to make that skill work without dedicating too much of your bar and/or energy.
If your interested I do have a strong build revolving around Release enchantments. It does however include the whole bar, I managed to automate the entire thing with the single touch of a button using my SpeedPad. Every cast is perfect without any human error between casts accounting for aftercasts and skill recharge time. However the chain does take 5 seconds to cast so the role would go to a secondary healer. I managed to time casting to every 5 seconds with no energy loss from the casting of one chain to another, meaning that from the time you end casting your first chain to the time your ready to cast the new one, your energy will remain the same.

I was impressed at what you could achieve with it and it healed anyone from your party compass-wide. It just takes so many enchantments though.
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