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Old Mar 05, 2006, 09:55 PM // 21:55   #21
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Is it ok for me to bung illusion up to 9 and use a 20/20 rockmolder + 20% curses truncheon? I mean, is it any better for me (i'd take down SR a bit for this... This is how i've been running, with pretty good results...)
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Old Mar 05, 2006, 10:07 PM // 22:07   #22
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for those necros who are new to this idea, i'd say take shadow of fear as it has a 5 sec recharge so it's easier to learn with, or if ur taking a noob monk to teach them just go /mo w/ rebirth/vengeance and essence bond (since they'll probly die more than once, and seeing as ur n/mo go for the energy) and only use shadow of fear (in place of suffering). works just fine, limitless energy.. even for groups of up to 5 (i dunno bout ten) shadow of fear works perfectly fine w/o sv.
I 100% disagree with this, as suffering works just fine, and is a more reliable hex than pbond (aoe,) yet doesn't cause any negative impacts on the smites. Not echoing SV makes your timing very important, and the smites must be attacking at full speed for SS to work fast enough. If they're attacking half as fast, SS will therefore work half as fast, and chances are they'll have enough time to do some healing, screwing up the even deaths.

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Also, randomly casting suffering on smites doesn't cause a massive spike, because they don't all smite at the same time. They smite one after another, u'd know that if u ever solo'd uw. And i like how u say "leave feedback" then act like ppl are personally attacking u and flame them when they do in fact post feedback that doesn't include "praise lord cerb" or something along those lines.
Actually it does. Try this: have your monk aggro three groups of smites (10-15 smites,) and after he has them all nicely grouped, cast suffering on them. Watch how long it takes for your monk to drop, no matter how good he is. The smite hexes combined with the zealots fire damage and the other hits you're taking are easily enough to kill a 55hp monk, as it is a damage spike. True it won't be enough to kill if it's a small group, but it is with large groups.

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3) If you're going for speed kills, there's no way to justify AtB being absent from your skill bar. 41/43 dmg per hit AE vs. 37/39 is quite a difference.
I agree with this, I do bring AtB in my build.

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In short, this guide is great (asside from dumping AtB) if you have an experienced monk partner. However, finding one is another issue altogether.
The purpose of this guide is to make the overall team better. The first step of this obviously is to have a good monk, which if you have an efficient build will not be a problem. After you've gone with a bunch of pugs, you're bound to find a good one, and if you're good as well you will probably make it to his friends list (and/or be allowed to put him on yours.) After awhile you should have a nice list of good monks to play with.

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I agree here, but this also affects how well suffering works as a cover hex. Hint: Do you see a pattern forming
I never use AtB when fighting smites. It's completely unnecessary, and you don't have the energy for it. Even with 79 energy, you're pretty much tapped after sv, echo, ss, ss, suffering, desecrate. AtB will only slow you down vs smites, but is very useful against anything else (aatxes, graspings, dryders, colds.)

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If I go with PUG monks, I find most of them being fairly bad, so I compensate with a more rounded build. When I go with a guildy monk, that person is able to pull 5+ smite groups (20+ smites) and survive without any problem, allowing me to score faster smite kills without suffering present.
Unless your guildie runs a prot bond or AotL build (which are both horribly slow,) I do not believe he can tank 20 smites at a time without DP. The skill timing for even 16 smites needs to be nearly flawless, and I've only seen a very select few (not including my own students) even able to tank 10-12 smites. Using my build, the quality of the monk really has no bearing on what I do. If the smites aren't grouped properly, I ask him to move back a bit, no problem. If he's using bonettis against a small number of smites, I ask him not to (bonettis > SV.)

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so you can kill a group of smites in 20sec rather than in 25sec (echo sv).. big freakin' whoop.
There is a big difference, and it's quite noticable. I'm not sure the exact times of each, but echoing SV makes it take considerably longer to kill them. I have over 6 million XP on my monk, most of which gathered in UW. I've gone with more necros with more varying builds than I can count, and can easily see the efficiency of the necro by how fast things die. A necro who echo's SV would never make it to my friends list, perhaps that's why you're having trouble finding good contacts.

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astly, by dilluting attribute points into inspiration to fuel power drain and other mesmer energy management skills, you force yourself to carry a second superior skill rune other than sup-curses. This lowers your life into the 380 range.
I would carry 2 sups anyways, because more soul reaping is always good, no matter how you look at it. I generally run 9 illusion, 12 soul reaping, and 3 inspiration. This works fine for me, and gives me a little breathing room for SV (not to mention having SV work better against graspings in the chamber can be useful.) I don't need any points in blood magic, as with only 2 (1 spare and a minor rune) AtB lasts long enough to get my spitefuls/desecrate out, which is all I needed it for.

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Seriously, the build in its present form is faster vs. smites, but appears slower getting there (unless you bring AtB). If you bring AtB, then you can't bring BR, which many PuG 55's can't seem to live without.
If your monk MAKES you bring BR, then AtB is the least of your speed worries. It's clear to me when a pug wants me to bring BR that he's dreadfully slow as it is, and wouldn't be worth my time.

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I don't understand why you are saying my method is "not as reliable as echoing sv". I can take any group with this pattern with a hundred percent success and so could anyone who's done this a few times.
Agreed.

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Suffering is really useless imo. With good timing Simply puttin on SV, then two SS will drop them very quickly, and free up your skillbar with something for energy management.
If you're not echoing SV, the smites will get a bit of energy just before they die. They usually use this energy for Smite Hex, which won't matter if they smite suffering off. If 2 of them smite hex SS off, then you're left with no damage, and they won't die. True, they will be nearly dead, and any other damage will likely kill them, but you want them to have a steady flow of downward HP until they die, it makes things quicker, and much more impressive.


Keep in mind that this is only a guide, and doesn't show you how to be a good necro. The skills and skill-timing are only about 60% of your strategy, the rest is the efficiency and safety of where/how you move, and how observant you are during the run. Knowing where to go and what to kill when is just as important as killing quickly, and most necros don't have that sort of experience.
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Old Mar 05, 2006, 10:16 PM // 22:16   #23
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@lord_shar: I'm not even going to try and argue with you. I apologize for not adding a section on how to play with incompetent pug monks who can't speak/understand english. As for AtB, please read this: This is a wildcard though, so you're free to take whichever skill you want.

@derrtyboy69: It's still a good cover. Unless you have 3 points in Soul Reaping which you probably do now that you're bringing that up, you don't need any energy management.
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Old Mar 05, 2006, 10:21 PM // 22:21   #24
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Originally Posted by sno
...<SNIP>...

I never use AtB when fighting smites. It's completely unnecessary, and you don't have the energy for it. Even with 79 energy, you're pretty much tapped after sv, echo, ss, ss, suffering, desecrate. AtB will only slow you down vs smites, but is very useful against anything else (aatxes, graspings, dryders, colds.)

...<SNIP>...
I must be doing something right then. My nec's total energy is 54 with 4 Pips standard regen. My casting sequence is typically arcane echo, SV, wait 12 sec, SS, PB cover hex, echo'd SV on initial target, SS 2nd smite, Desicrate for the kill. Total kill time is typically 25-30 seconds. The reason it works is because the necro isn't casting non-stop. There are break points required to let SV and SS do their work.

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Originally Posted by cerb
@lord_shar: I'm not even going to try and argue with you. I apologize for not adding a section on how to play with incompetent pug monks who can't speak/understand english. As for AtB, please read this: This is a wildcard though, so you're free to take whichever skill you want.

...<SNIP>...
Fair enough Like I said, it's a good guide for the most part.

Last edited by lord_shar; Mar 05, 2006 at 10:23 PM // 22:23..
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Old Mar 05, 2006, 10:28 PM // 22:28   #25
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Originally Posted by lord_shar
I must be doing something right then. My nec's total energy is 54 with 4 Pips standard regen. My casting sequence is typically arcane echo, SV, wait 12 sec, SS, PB cover hex, echo'd SV on initial target, SS 2nd smite, Desicrate for the kill. Total kill time is typically 25-30 seconds. The reason it works is because the necro isn't casting non-stop. There are break points required to let SV and SS do their work.
That's exactly my point, you're sitting there waiting. Using my timing you wait for ~4 seconds after echoing, and the rest of the time is spent casting. Right there you admit to my timing being at LEAST 8 seconds faster than yours (much faster than that actually, since I have 2 SS's working on them, and yours just has 1.)

edit: by the way, let's count:

echo: 1 second
SV: 1 second
waiting: 12 seconds
SS: 2 seconds
waiting for SS recharge: 10 seconds
SS: 2 seconds
Desecrate: 2 seconds

That's 30 seconds right there, assuming the smites were nearly dead right when you put the second SS on them, and you used Desecrate right away after the ss.

My pattern:

SV: 1 second
echo: 1 second
waiting: 4 seconds
SSx2: 4 seconds
suffering: 2 seconds:
waiting for them to get low on hp: ~5 seconds
Desecrate: not usually even needed, as they usually die as I'm mid-cast, but I like to cast it anyways in case one got a lucky heal out, to ensure a nice flop.

17 seconds.
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Old Mar 05, 2006, 10:28 PM // 22:28   #26
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Originally Posted by lord_shar
My casting sequence is typically arcane echo, SV, wait 12 sec, SS, PB cover hex, echo'd SV on initial target, SS 2nd smite, Desicrate for the kill. Total kill time is typically 25-30 seconds.
Ok, now I'd like you to tell me what's the logic in waiting 12 seconds before casting SS? The whole group will be out of energy after ~5s. Why would you need a cover hex if you are echoing SV...


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Originally Posted by lord_shar
If I go with PUG monks, I find most of them being fairly bad, so I compensate with a more rounded build. When I go with a guildy monk, that person is able to pull 5+ smite groups (20+ smites) and survive without any problem, allowing me to score faster smite kills without suffering present.
I'm able to pull 8+ 4-5 smite groups with a ps build. My max was actually 38 smites. I forgot to take screenshot tho

Last edited by cerb; Mar 05, 2006 at 10:31 PM // 22:31..
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Old Mar 05, 2006, 10:31 PM // 22:31   #27
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Originally Posted by sno
I 100% disagree with this, as suffering works just fine, and is a more reliable hex than pbond (aoe,) yet doesn't cause any negative impacts on the smites.

Actually it does. Try this: have your monk aggro three groups of smites (10-15 smites,) and after he has them all nicely grouped, cast suffering on them. Watch how long it takes for your monk to drop, no matter how good he is. The smite hexes combined with the zealots fire damage and the other hits you're taking are easily enough to kill a 55hp monk, as it is a damage spike. True it won't be enough to kill if it's a small group, but it is with large groups.
Ok, if suffering works fine, i have nothing against it. I have never tried this build but i probably soon will. And i thought this dmg spike was referring to all of them smiting at the same time, but yah i understand now. I think i'll forgo testing it out and murdering my monk .

Now i guess the problem is finding a good monk to round up a lot of smites, seeing as most only go for a max of 10. And i'm sure i'll have to work on using the build, but if it works as well as it's supposed to, that's fine w/ me.
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Old Mar 05, 2006, 10:39 PM // 22:39   #28
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Originally Posted by sno
That's exactly my point, you're sitting there waiting. Using my timing you wait for ~4 seconds after echoing, and the rest of the time is spent casting. Right there you admit to my timing being at LEAST 8 seconds faster than yours (much faster than that actually, since I have 2 SS's working on them, and yours just has 1.)
SS recycles every 10 seconds. At L18, SS lasts 22 seconds. That's a good 10 second overlap of 2 separately cast SS's, even with casting speed factored in and no casting acceleration. So yes, two SS's are operating in the above scenario over a 10 second time frame, or 1/2/1, each break point representing 10 seconds.

There were no more than 20 total smite groups total in UW the last time I checked. Even if they were all pulled separately, the maximum time saved is 8seconds (assuming 8 sec improvement) x 20 = 160 seconds, or 2 minutes 40 seconds. Is this really significant?

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Originally Posted by sno
edit: by the way, let's count:

echo: 1 second
SV: 1 second
waiting: 12 seconds
SS: 2 seconds
waiting for SS recharge: 10 seconds
SS: 2 seconds
Desecrate: 2 seconds

That's 30 seconds right there, assuming the smites were nearly dead right when you put the second SS on them, and you used Desecrate right away after the ss.
I do get 25-second results when casting acceleration and skill recharge kick in (nice trunch + vilnar's). The more smites are pulled in a single pull, the faster SV works. 12 seconds is worse-case (single group of 3 smites). If many more are pulled, I can go into the post-SV casting sequence in a little over 5 seconds, which would explain the 25-sec results.

Quote:
Originally Posted by sno
My pattern:

SV: 1 second
echo: 1 second
waiting: 4 seconds
SSx2: 4 seconds
suffering: 2 seconds:
waiting for them to get low on hp: ~5 seconds
Desecrate: not usually even needed, as they usually die as I'm mid-cast, but I like to cast it anyways in case one got a lucky heal out, to ensure a nice flop.

17 seconds.
Sounds good. I'll give it a try once able to do so (we just lost favor).

Quote:
Originally Posted by cerb
Ok, now I'd like you to tell me what's the logic in waiting 12 seconds before casting SS? The whole group will be out of energy after ~5s. Why would you need a cover hex if you are echoing SV...
Energy depletion rate really depends on how many smites are pulled, which in turn determine how many hit the SV'd monk before running out of energy. 12 was a nice safe number, but it can be lowered depending on actual smites present. Unfortunately we just lost favor, so I won't be able to conduct my own time trials until we regain favor. However, I will keep an open mind and test both documented kill methods once we regain favor.

Last edited by lord_shar; Mar 05, 2006 at 10:51 PM // 22:51..
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Old Mar 05, 2006, 10:44 PM // 22:44   #29
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Originally Posted by cerb
@derrtyboy69: It's still a good cover. Unless you have 3 points in Soul Reaping which you probably do now that you're bringing that up, you don't need any energy management.
By energy management i mean mid-battle before anything dies. Bringing along energy tap can let you cast an extra SS, very useful agaisnt aatxes.

Quote:
Originally Posted by Sno
If you're not echoing SV, the smites will get a bit of energy just before they die. They usually use this energy for Smite Hex, which won't matter if they smite suffering off. If 2 of them smite hex SS off, then you're left with no damage, and they won't die. True, they will be nearly dead, and any other damage will likely kill them, but you want them to have a steady flow of downward HP until they die, it makes things quicker, and much more impressive.
I keep a 20% enchantments length staff as my third weapon, and with a good amount in illusion magic i never have this problem

Last edited by derrtyboy69; Mar 05, 2006 at 10:49 PM // 22:49..
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Old Mar 05, 2006, 10:58 PM // 22:58   #30
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SS recycles every 10 seconds. At L18, SS lasts 22 seconds. That's a good 10 second overlap of 2 separately cast SS's, even with casting speed factored in and no casting acceleration. So yes, two SS's are operating in the above scenario over a 10 second time frame, or 1/2/1, each break point representing 10 seconds.
Using your own statement here, it clearly takes far longer than 30 seconds total time. if 1/2/1 all = 10 seconds, then that's 30 seconds, plus the 12 seconds of waiting after sv, is giving us about 40 seconds total time.


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Originally Posted by lord_shar
I do get 25-second results when casting acceleration and skill recharge kick in (nice trunch + vilnar's). The more smites are pulled in a single pull, the faster SV works. 12 seconds is worse-case (single group of 3 smites). If many more are pulled, I can go into the post-SV casting sequence in less a little over 5 seconds, which would explain the 25-sec results.
For ease of calculation, I omitted any fast cast/fast recharge, as this applies to both builds. When against smites, I use my 15/-1 wand with 20% fast cast curses (i'm still looking for a 27/-1 offhand with curse fastcast >.<) Using this weapon, 20% of the time I will get a fast cast, which works out to about once every group, which can shave the time down to ~15 seconds total, From "i'm using sv" to "smite crawler dropped a glob of ectoplasm." It seems that your "25-30 seconds" is counting from the first use of Spiteful spirit. As I counted, if you assume that the second SS is useless, and they die right when it's cast, it would take 30 seconds. You then stated that it is not useless, and the second SS does act on the smites for some length of time. This inherently proves that your method takes far longer than 30 seconds total, which works out to over 2x as long. How is that insignificant?


Quote:
12 seconds is worse-case (single group of 3 smites). If many more are pulled, I can go into the post-SV casting sequence in a little over 5 seconds, which would explain the 25-sec results
By the way, my pattern works just as well with 3 smites as it does with 16. When fighting 1-3 smites however, you can decrease your time EVEN MORE (omg) by omitting the use of SV altogether. Just use suffering first, then echo/ss, and desecrate to kill. You have to be careful to tab through and make sure they've all used smite hex (no purple hp bars) before casting ss though.
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Old Mar 05, 2006, 11:09 PM // 23:09   #31
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Originally Posted by sno
Using your own statement here, it clearly takes far longer than 30 seconds total time. if 1/2/1 all = 10 seconds, then that's 30 seconds, plus the 12 seconds of waiting after sv, is giving us about 40 seconds total time.
The 12 seconds isn't set in stone, since smite energy depletion depends on how many attacks hit the SV'd monk. My timing starts from the first cast of arcane echo. As mentioned before, I'll attempt to run more scientific time trials once US regains favor. (Might be difficult tonight -- going out to an expensive restaurant dinner )

Quote:
Originally Posted by sno
For ease of calculation, I omitted any fast cast/fast recharge, as this applies to both builds. When against smites, I use my 15/-1 wand with 20% fast cast curses (i'm still looking for a 27/-1 offhand with curse fastcast >.<) Using this weapon, 20% of the time I will get a fast cast, which works out to about once every group, which can shave the time down to ~15 seconds total, From "i'm using sv" to "smite crawler dropped a glob of ectoplasm." It seems that your "25-30 seconds" is counting from the first use of Spiteful spirit. As I counted, if you assume that the second SS is useless, and they die right when it's cast, it would take 30 seconds. You then stated that it is not useless, and the second SS does act on the smites for some length of time. This inherently proves that your method takes far longer than 30 seconds total, which works out to over 2x as long. How is that insignificant?
The first SS never runs its full duration, so that places the time frame around 12 seconds (slowest SV) + 22 (AtB'd SS) = 34 seconds at worse case. The Desicrate probably has something to do with it as well. I'll attempt to run more time trials as well, just to be sure.

Quote:
Originally Posted by sno
By the way, my pattern works just as well with 3 smites as it does with 16. When fighting 1-3 smites however, you can decrease your time EVEN MORE (omg) by omitting the use of SV altogether. Just use suffering first, then echo/ss, and desecrate to kill. You have to be careful to tab through and make sure they've all used smite hex (no purple hp bars) before casting ss though.
I can see it working for multiple smite clusters so long as the monk herds them together properly. I'll be happy to try this out later.

Last edited by lord_shar; Mar 05, 2006 at 11:13 PM // 23:13..
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Old Mar 06, 2006, 05:22 PM // 17:22   #32
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Originally Posted by derrtyboy69
By energy management i mean mid-battle before anything dies. Bringing along energy tap can let you cast an extra SS, very useful agaisnt aatxes.
Just switch to weapon set 2 to cast more SS's, the aatxes shouldnt take that much time to die anyways, so you'll get the SR bonus fast enuff ; )

Last edited by cerb; Mar 08, 2006 at 01:00 AM // 01:00..
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Old Mar 06, 2006, 08:30 PM // 20:30   #33
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OK, I gave this guide a shot last night

Best I could do with PUG monks was 20 seconds (stopwatch clocked). I did have to keep instructing them to group the smites together (lol). I didn't have enough energy to cast AtB and Sno's listed skill sequence above, but I can attribute this to using Vilnar's Glove instead of the 27/-1 focus. I could not maintain non-stop smite pulls due to only having 3-PiP's regen at 7 SR. This explains the need for a superior SR rune and additional mesmer energy management skills being required in the build. Another observation is that 4-seconds of SV doesn't seem to be enough to prevent smite hex... I seem to have to let it run at least 8 seconds in smaller smite pulls.

I'm still conducting more scientific time trials using an actual stop watch. I'm off to grab a 27/-1 focus.

Last edited by lord_shar; Mar 06, 2006 at 08:34 PM // 20:34..
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Old Mar 06, 2006, 10:32 PM // 22:32   #34
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Originally Posted by lord_shar
OK, I gave this guide a shot last night

Best I could do with PUG monks was 20 seconds (stopwatch clocked). I did have to keep instructing them to group the smites together (lol). I didn't have enough energy to cast AtB and Sno's listed skill sequence above, but I can attribute this to using Vilnar's Glove instead of the 27/-1 focus. I could not maintain non-stop smite pulls due to only having 3-PiP's regen at 7 SR. This explains the need for a superior SR rune and additional mesmer energy management skills being required in the build. Another observation is that 4-seconds of SV doesn't seem to be enough to prevent smite hex... I seem to have to let it run at least 8 seconds in smaller smite pulls.

I'm still conducting more scientific time trials using an actual stop watch. I'm off to grab a 27/-1 focus.
Uhmm.... apparently you didn't understand much. You use a 20% recharge truncheon and Villnar's Glove to cast your SS's and then switch to the 15,-1 / 27,-1 weapon set. I don't see how energy regeneration pips matter at all.

Of course 4 seconds wont be enough if your monk takes 2 or 3 smites, or even worse, use bonettis against small groups. But then, it's up to you to choose your partner, if he sucks that much you might want to ditch him.
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Old Mar 07, 2006, 12:03 AM // 00:03   #35
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Quote:
Originally Posted by cerb


Me an fct steveo can take on 12-15 smites, was acutally pretty easy, too bad we dont do it n e more hehe
OoP + Wand = *Smack across the head*
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Old Mar 07, 2006, 12:32 AM // 00:32   #36
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Originally Posted by lord_shar
Another observation is that 4-seconds of SV doesn't seem to be enough to prevent smite hex... I seem to have to let it run at least 8 seconds in smaller smite pulls.
As I said before, I can use the same pattern for any number of smites, 3 or more work exactly the same. If theres less than 6-8 and the monk is using bonettis however, they may not lose enough energy. That's one of the many things you need to watch out for. If you'd like to see first hand the exact timing you'd need there are classes that teach exactly that, and more.
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Old Mar 07, 2006, 12:39 AM // 00:39   #37
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Good guide cerb.

Thanks for providing a guide that is comprehensable and written with decent (good in this case) grammer, spelling, spacing, and use of caps and punctuation.


POSTS THAT LOOK LIKE THIS DRIVE ME INSANE!!!!!

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Old Mar 07, 2006, 12:49 AM // 00:49   #38
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Quote:
Originally Posted by cerb
Quote:
Originally Posted by lord_shar
OK, I gave this guide a shot last night

Best I could do with PUG monks was 20 seconds (stopwatch clocked). I did have to keep instructing them to group the smites together (lol). I didn't have enough energy to cast AtB and Sno's listed skill sequence above, but I can attribute this to using Vilnar's Glove instead of the 27/-1 focus. I could not maintain non-stop smite pulls due to only having 3-PiP's regen at 7 SR. This explains the need for a superior SR rune and additional mesmer energy management skills being required in the build. Another observation is that 4-seconds of SV doesn't seem to be enough to prevent smite hex... I seem to have to let it run at least 8 seconds in smaller smite pulls.

I'm still conducting more scientific time trials using an actual stop watch. I'm off to grab a 27/-1 focus.
Uhmm.... apparently you didn't understand much. You use a 20% recharge truncheon and Villnar's Glove to cast your SS's and then switch to the 15,-1 / 27,-1 weapon set. I don't see how energy regeneration pips matter at all.
If so, switching weapon sets mid-cast-sequence isn't mentioned in your original guide (I just read it top to bottom again). Can you please make that correction? Also, how does this amount to "not understanding much" given my timed accounts and complete ackowlegements above? I'm going out of my way trying to quantitatively analyze your guide and give it a fair chance, but you seem intent on pushing a belligerent argument instead of an informative post.

Energy PiP regen is what lets you recover energy mid combat. Faster = better. After doing some time trials, I was able to determine that 2 pip energy regains 12 energy over 15 seconds, which is a good deal less than 22 energy over 15 seconds. These are just approximations, but do you see a difference?

There will always be occasional blown casting sequences due to bad pulls, especially if the monk puller doesn't group all smites correctly together. This happened quite often last night, and when it did, my necro was forced to wait for energy to regen to recast the whole sequence once more. Such recovery took much longer when switching weapon sets due to the way GW accounts for spent energy.

Quote:
Originally Posted by cerb
Of course 4 seconds wont be enough if your monk takes 2 or 3 smites, or even worse, use bonettis against small groups. But then, it's up to you to choose your partner, if he sucks that much you might want to ditch him.
The 4 seconds was quoted from Sno's casting sequence above. Can you explain the discrepancy?

Most of the time, I don't have a choice on who to partner with, since I work late hours and have to contend with many non-English speakers on US servers. This is far from a perfect world.

I'm still evaluating the build. I do see improvement in kill times when the monk pulls correctly. The echo/SS method does spike better, but it does seem hit/miss for many of the pulls. I'll call it lack of practice on my part, but I am still clocking kill times.

Quote:
Originally Posted by sno
As I said before, I can use the same pattern for any number of smites, 3 or more work exactly the same. If theres less than 6-8 and the monk is using bonettis however, they may not lose enough energy. That's one of the many things you need to watch out for. If you'd like to see first hand the exact timing you'd need there are classes that teach exactly that, and more.
I'm well aware that number of hits vs. SV'd target determines energy drain rate... I mentioned this multiple times in previous posts on this thread. I appreciate the class offer, but I'll pass for now Either way, is it safe to say that the 17-sec posted kill times is a bit optimistic for small smite pulls? I could only get it as low as 20-seconds consistently, though you've had much more practice

Last edited by lord_shar; Mar 07, 2006 at 12:57 AM // 00:57..
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Old Mar 07, 2006, 01:03 AM // 01:03   #39
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I have no idea why you keep speaking about non-english people, I play with pugs often and I'll come accross a chinese/non-english speaking guy every once a while, this really shouldn't be a problem.
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Old Mar 07, 2006, 01:07 AM // 01:07   #40
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Quote:
Originally Posted by cerb
I have no idea why you keep speaking about non-english people, I play with pugs often and I'll come accross a chinese/non-english speaking guy every once a while, this really shouldn't be a problem.
It's my late gaming hours. I tend to play midnight PST during work days, so the most monk players I meet on the US are usually the other side of the world. It's not a problem you'll face too often unless you're playing grave-shift hours like me. Call it an occupational hazard.
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