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Old Mar 08, 2011, 05:03 PM // 17:03   #21
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Pretty valid point, to be honest im not 100% sure about the entire monk at all. I had a panic mes in it's position but with the amount of KD and rupts going around it's pretty much pointless. That said I do find having a AoE focused healer leaves all characters doing a better job.
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Old Mar 08, 2011, 10:55 PM // 22:55   #22
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Ran a modified version of this last night as was able to clear FoW nm without any trouble.

Not particularly fast, but was pretty safe since everything got kd'd over and over.
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Old Mar 09, 2011, 12:01 AM // 00:01   #23
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Originally Posted by Mig Coconut View Post
Ran a modified version of this last night as was able to clear FoW nm without any trouble.

Not particularly fast, but was pretty safe since everything got kd'd over and over.
Care to share the modifications?
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Old Mar 09, 2011, 12:01 AM // 00:01   #24
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Originally Posted by firelink View Post
Got protector for all three campaigns and am halfway through Guardian bringing a rez on a healer.
Congratulations on getting through normal mode with sub optimal heroes. Notice: not unworkable, but definately sub-optimal.
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Old Mar 09, 2011, 02:27 AM // 02:27   #25
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WHats the point of HaO over barrage?
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Old Mar 09, 2011, 02:35 AM // 02:35   #26
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Originally Posted by Gabs88 View Post
Care to share the modifications?
Ran SS on the curse nec. All rangers had res chant. Monk was Mo/P with fall back and vigorous spirit.
My own bar had strength of honor to put on the pets. You can maintain two easily, but three is difficult unless you are good at targeting spirits for spirit siphon.
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Old Mar 09, 2011, 12:42 PM // 12:42   #27
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Originally Posted by Mig Coconut View Post
Ran SS on the curse nec. All rangers had res chant. Monk was Mo/P with fall back and vigorous spirit.
My own bar had strength of honor to put on the pets. You can maintain two easily, but three is difficult unless you are good at targeting spirits for spirit siphon.
Res chant i use myself on rangers but people tend not to like it, imo its 2 more secounds compared to FOMF for several hundred points of healing. Fair tradeoff and saves energy for monkie

Strength of honor im gonna take a quick look at, for FOW it makes sense as you wanna pack as much of a punch as possible. But for other zones I'm not sure.

SS, I cant make out wether I want it or not and Pain of Disenchantment is doing the trick while keeping the hero focused more around Barbs and other stuff, but again, FoW and it does make sense.

Gonna change the monk bar a bit, after researching Vigorous for a sec it seems the hero Monk uses it somewhat proficiently, not perfect but decent enough to warrant a spot on bar.

Last edited by Gabs88; Mar 09, 2011 at 12:51 PM // 12:51..
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Old Mar 09, 2011, 02:03 PM // 14:03   #28
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Res Chant is crap.

Renew Life is better even with its touch range. 6s cast time res spells are horrible to use, especially in HM and elite areas.

If your party starts dying, and your primary healers start casting a 6s res spell, the rest of your party is going to die within the next 3-4 seconds.

Even better is to take Unyielding Aura if you feel like you must have a monk with a res skill. It resses with full health + energy, and its immediate.
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Old Mar 10, 2011, 03:33 PM // 15:33   #29
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If you put Res Chant on a Mesmer @ reasonable Fast casting, it would cast faster than Renew Life. So would Res Chant on a HB Monk.

Res Chant has big advantages over Death Pact, UA and Flesh of my Flesh, as should be obvious. So although it is usually inferior to Death Pact, I wouldn't call it crap. Of course you don't put it on a primary healer, or if you do, you micro it ...
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Old Mar 10, 2011, 04:02 PM // 16:02   #30
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I was trying out something similar to this last night...

SoGM rits are laughably horrible without Summon spirits. Heroes doubly so, since they don't use SoGM well. I would just go with a ST rit bringing Earth Bind. Very good defensively, good to free up other heroes from needing to spam heals/prots.

Bring FW and Winnowing on the other rangers for more damage. Since everything is physical thats a +4 damage to every hit and a +10 for the rangers. Granted, actually having them up at all times is unlikely, but its still nice.

Since you are running EBSoH, best off bringing Bone Fiends as they gain the + damage. Go OoU as well if you want to abuse it to the max. Almost +40 damage per hit from them when combined with Winnowing, you can get a good 25-35 DPS or so from each one depending on armor levels. Might end up dropping the MB stuff altogether even, knocked down enemies don't kill minions much...

The Curse Necro's elite is pretty much bunk outside of a few specialized areas, and well of ruin is going to be completely random in its usefulness while stealing corpses that would be always useful to your MB. Might want to check out going with some blood spells, specifically OoP. Rigor Mortis is really nice, but possibly not all that useful considering your pets are already unblockable.

Heal as One is meh. Barrage or Enraged Lunge, pick one of them. A self heal does not deserve an elite spot. More AoE and +damage on your ranger turrets or 200 damage pet attacks do. Feral Aggression > Predatory bond, higher IAS AND +Damage. I'm not sure on hero usage of throw dirt. If they use it like enemies (i.e. run into melee as soon as battle starts to use it on something), then ditch it

As for using SoH, I would recommend the following build:
Me/Mo
Keystone Signet
Symbolic Celerity
Mantra of Inscriptions
Signet Of Clumsiness
Unnatural Signet
Blessed Signet
Hex Eater Signet
Strength of Honor

Its probably one of the better ways to have a hero maintain more than 2 maintained enchants without failing disastrously. Haven't spent too much time seeing how they use it, there may be further changes that would help. You could probably also easily swap Keystone + some of the other signets to run a RoJ nuker if you felt like it. The only problem is when Symbolic Celerity goes down and the hero doesn't have energy to recast it (and without it Blessed Signet won't work to regain the energy). Its not that hard to micro past this, just make sure they stay at about 20 energy or greater, which they almost always do on their own unless you are pushing 5 or more maintained enchants.

Last edited by Kunder; Mar 10, 2011 at 05:05 PM // 17:05..
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