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Old Dec 06, 2007, 01:29 AM // 01:29   #81
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Quote:
Originally Posted by bungusmaximus
Yeah that could really be problematic, people tend to forget to defend their monk rather often anyways.
Well, to be fair in AB most character templates aren't built to be support characters (besides monks ofc). Most templates are built to be skirmishers, self-sufficient at least to a degree, and are much more concerned with being able to survive off alone or in a small skirmish or capping situation while also bringing damage if needed to larger fights (4v4 or up). Teambuilds and characters that are build to support other characters aren't as effective simply because teams get split up so much, and you end up having it so that a collection of 3 mainly offensive skirmish templates and a monk can usually do more over the course of a game than a team that relies on each other.

Of course, some of those templates still have defensive measures that can be taken (best example is cripshot). But still, as a monk, you're going to want to make your build assuming that you will be split up from your team a large portion of the time and you're going to have to work with a variety of players of inconsistent quality (to say the least). You're going to want to be able to do everything that you want to accomplish on your own without the guarantee of additional support.
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Old Dec 06, 2007, 01:34 AM // 01:34   #82
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Quote:
Originally Posted by TheOneMephisto
Well, to be fair in AB most character templates aren't built to be support characters (besides monks ofc). Most templates are built to be skirmishers, self-sufficient at least to a degree, and are much more concerned with being able to survive off alone or in a small skirmish or capping situation while also bringing damage if needed to larger fights (4v4 or up). Teambuilds and characters that are build to support other characters aren't as effective simply because teams get split up so much, and you end up having it so that a collection of 3 mainly offensive skirmish templates and a monk can usually do more over the course of a game than a team that relies on each other.

Of course, some of those templates still have defensive measures that can be taken (best example is cripshot). But still, as a monk, you're going to want to make your build assuming that you will be split up from your team a large portion of the time and you're going to have to work with a variety of players of inconsistent quality (to say the least). You're going to want to be able to do everything that you want to accomplish on your own without the guarantee of additional support.
That makes a lot of sense, I'm just a little bit too used to playing with my guild, we rarely split and we rigidly regroup after we die. We usually try out all kinds of builds, and lots of those rely on eachother. Your story is good though, there is a reason rangers, mystic regen eles (the damage templates then) and sins are so effective in AB.
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Old Dec 06, 2007, 04:57 AM // 04:57   #83
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Actually, I should knock on wood while saying this, it does seem that in general, there has been a great increase in support characters. Mostly, this has been in the fashion of monks but I've seen dedicated blindbots and what not ever since sins were nerfed into the ground.

While I'm not sure if this is altogether a good thing in the long run, it does seem like there is a greater variety on the battlefield currently. There's also seems to be less wammos and it's been easier to find at least half decent pick up group bars. Unfortunately, people still suffer from group cohesion at times and split away. That isn't to say solo capping doesn't work though but when you are playing a blinder and you aren't supporting anyone, you do have very limited usage. Still, I'd say it's a step in the right direction though I can't exactly agree with the way assassins were nerfed.
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Old Dec 06, 2007, 07:31 AM // 07:31   #84
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A very potent team combination i've been running with a few of my friends recently is 2 spike sins, 1 SH nuker, and a bonder. also running 1 sin, 1 SH nuker, 1 shatterstone w/snares water ele, and the bonder is extremly effective. stick together, cap shrines, kill if needed.
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Old Dec 06, 2007, 07:51 AM // 07:51   #85
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hummm you better defend your bonder really well, if he happen to die it takes time for him to get his bonds back..
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Old Dec 06, 2007, 08:18 AM // 08:18   #86
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We sometimes use 2 unblockable SA sins and a fire ele with mystic regen. Bonds are pretty useful then because both builds synergise well with enchantments. SoR prevents the poor guy from getting killed. I agree that active prot is better, but our monk back then was lazy ^^.

It's kind of a try or die build, pop in, wtfpwn stuff, run off. fun at times.

Last edited by bungusmaximus; Dec 06, 2007 at 08:27 AM // 08:27..
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Old Dec 10, 2007, 07:18 PM // 19:18   #87
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Rt/D support

[skill]Offering of spirit[/skill][skill]Weapon of Warding[/skill][skill]spirit light[/skill][skill]mend body and soul[/skill][skill]splinter weapon[/skill][skill]life[/skill][skill]ancestors' rage[/skill][skill]pious haste[/skill]
Template: to be added
Channeling magic: 12+1+X (I play with major)
Restoration: 12+1
Spawning power: 3+1

Armor = all survivor... +10 vs physical eventually. 20% recharge 36% cast restoration magic staff, with 30hp. I don't swap on this char because weapon of Warding does the trick most of the time. +10 vs elements eventually since you're vulnerable to those eles spamming rodgort.
Equipement template: To be added

Play style: best played with one melee. Replace splinter by warmongler's if you got an assassin in your team. Pre-prot with Weapon of Warding. Use OoS when possible. You got a good healing output. Pious haste between shrine or to kite away. Pretty basic build to play, introduces you to watching the battlefield and be aware of what's happening around.

Last edited by Turbobusa; Apr 17, 2008 at 09:14 AM // 09:14..
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Old Dec 10, 2007, 11:16 PM // 23:16   #88
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Quote:
Originally Posted by bungusmaximus
That makes a lot of sense, I'm just a little bit too used to playing with my guild, we rarely split and we rigidly regroup after we die. We usually try out all kinds of builds, and lots of those rely on eachother. Your story is good though, there is a reason rangers, mystic regen eles (the damage templates then) and sins are so effective in AB.
It's a shame most people in AB don't play how your guild does. Teamwork and cooperation in conjunction with self-sufficiency to some degree can go a long way in AB.
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Old Dec 12, 2007, 06:48 AM // 06:48   #89
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Maybe I spoke too soon. A couple of nights ago, I was playing on the Kurzick side and found... a lot of splinter barrage rangers with pets on the Luxon side among other odd assorted tank builds. While I shouldn't be complaining since we won those matches, it's still disheartening because the very next day, those splinter barragers may be on your side.

There seems to be an influx of sins again though they aren't nearly as problematic as they once were. Guess they tried playing other classes and ended back at sin.
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Old Dec 12, 2007, 07:53 AM // 07:53   #90
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Its fun to run some old school builds in ab :P

If only you and a friend are abing you can duo run SB spike and just join 2 other random people. Its fun because you dont run into any people who are ready to deal with that kind of hexslingin.

Also running a bunch of invoke eles is fun! Mass lighting spike XD
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Old Dec 12, 2007, 07:56 AM // 07:56   #91
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Quote:
Originally Posted by Syntonic

There seems to be an influx of sins again though they aren't nearly as problematic as they once were. Guess they tried playing other classes and ended back at sin.
The shattering assault ones are pretty mean, a LOT of eles with attunements to whack off them. They don't kill very fast but their utility is pretty deadly. I don't think they're imba though.
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Old Dec 13, 2007, 07:07 PM // 19:07   #92
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Quote:
Originally Posted by Gigashadow
When monking in AB, I've found Blessed Light to work pretty nicely. The reason is that hexes are extremely common in AB, and in fact the first person to charge in to a group of enemies usually gets hexed and conditioned up the ass.

Blessed Light + Deny Hexes (not necessarily on the same person) is quite good for keep your party clean. Blessed light has a shorter recharge than it used to though, so you have to cast Deny Hexes immediately after, and you definitely won't want to use a HSR set for it.

Blight is conveniently in the divine favor attribute, which makes everything more efficient.

In addition to escaping melee attackers, Return is also useful to keep up with your other party members who are packing speed boosts.

12+1+1 divine favor
7+1 prot (enough to get guardian to 5s)
6 in shadow arts
The rest (9+1? I'm at work and can't remember) in healing

Dark escape is not that critical, I find Return to be the better of the two spells.

[skill]Return[/skill][skill]Reversal of Fortune[/skill][skill]Blessed Light[/skill][skill]Gift of Health[/skill][skill]Guardian[/skill][skill]Dismiss Condition[/skill][skill]Deny Hexes[/skill][skill]Dark escape[/skill]
This is what I run.
[skill]Reversal of Fortune[/skill][skill]Gift of Health[/skill][skill]Blessed Light[/skill][skill]Protective Spirit[/skill][skill]Shielding Hands[/skill][skill]Signet of Devotion[/skill][skill]Shield of Absorption[/skill][skill]Dark Escape[/skill]

I love the skillbar compression of Blessed Light. It is my self-heal, heal-other, condition removal and hex removal. Plus, (especially for hex removal) it has a recharge of 5. It allows me to load up on other protection skills which are always useful.

Protective Spirit is really helpful because of the long duration compared to Spirit Bond. At the elementalist shrine, I can pre-prot teammates and not worry about them instantly dying. When there is an ally on the other team, I can prot him up and forget about him for a while.

Reversal of Fortune and Gift of Health are pretty standard heals. I use them when Blessed Light is recharging or the target does not have a hex or condition. Signet of Devotion is rarely used and is probably better off as Return but I tend to use Protective Spirit and Blessed Light often which tends to drain my energy quickly so the insurance is okay.

Shielding Hands and Shield of Absorption are the kind of prots I put up either on myself to tank NPCs long enough for the team to kill them or make a huge difference when skirmishing another team early on to gain the capping edge. Shielding Hands is kind of weak when it comes to protection, but the quick-cast time is often necessary. Shield of Absorption can probably be Guardian. I haven't figured out which is better.

Dark Escape is extremely useful as a speed boost and an instant-cast protection. There is no way I would ever drop it for AB.
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Old Dec 13, 2007, 07:09 PM // 19:09   #93
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Blessed Light has a recharge of 3.
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Old Dec 13, 2007, 07:40 PM // 19:40   #94
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Quote:
Originally Posted by Skuld
Blessed Light has a recharge of 3.
Even better, I forgot about that update.
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Old Dec 14, 2007, 02:49 AM // 02:49   #95
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with that recharge, it's no longer feasible to use it to fuel deny hexes. which makes BL more useless than it originally was.

monking in AB is strictly split between ZB and WoH now. in skirmish situations, big red-bars-go-up >>>>>>>>>>>>>>> utility hex removal, especially considering that most of the hexes thrown around in AB consists of degen after degen after degen with the occasional SS or IP thrown in, which aren't enough to overpower anyone's healing.
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Old Dec 14, 2007, 10:20 AM // 10:20   #96
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Quote:
Originally Posted by ump
Even better, I forgot about that update.
You do realise the energy cost is 10? You have no e-management and use that as your primary hex / condition removal. Oh.. dear.
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Old Dec 14, 2007, 09:30 PM // 21:30   #97
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Quote:
Originally Posted by moriz
monking in AB is strictly split between ZB and WoH now. in skirmish situations, big red-bars-go-up >>>>>>>>>>>>>>> utility hex removal, especially considering that most of the hexes thrown around in AB consists of degen after degen after degen with the occasional SS or IP thrown in, which aren't enough to overpower anyone's healing.
I indeed found this to be true after switching from BL to WoH there. While it was somewhat satisfying to remove lots of those purple arrows at once with BL/Deny, it turns out that almost all of the hexes in AB are trash degen hexes that WoH can simply heal through very efficiently. Almost never do people get hexed up with things that actually need to be removed.

Also, I don't find prot spirit or spirit bond to be at all necessary in AB. Reversal is good enough for the ele shrine.
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Old Dec 15, 2007, 02:38 AM // 02:38   #98
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Spirit bond goes well with ele shrine, some assassins still run blades of steel, signet of toxic shock, eles spamming rodgort... worth the slot imo
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Old Dec 16, 2007, 07:32 PM // 19:32   #99
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I use this if I have a reliable Monk in my team.

Necromancer/Assassin
Deadly Arts: 12
Soul Reaping 12+1+1

[skill]Deadly Paradox[/skill][skill]Augury of Death[/skill][skill]Reaper's Mark[/skill][skill]Dancing Daggers[/skill][skill]Entangling Asp[/skill][skill]Signet of Toxic Shock[/skill][skill]Signet of Lost Souls[/skill][skill]Dash[/skill]

Energy isn't a problem thanks to Soul Reaping and Reaper's Mark.
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Old Dec 16, 2007, 10:18 PM // 22:18   #100
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This is one of the newer sin builds I'm trying for AB's to kill casters and dervs. Slow 'em down, drop their enchantments, and go to work with two KD's added in for fun. It typically leaves them dead, or with enough health for a dagger attack or two to finish.

[skill]Siphon Speed[/skill][skill]Iron Palm[/skill][skill]Black Spider Strike[/skill][skill]Horns of the Ox[/skill][skill]Impale[/skill][skill]Signet of Toxic Shock[/skill][skill]Death's Charge[/skill][skill]Shatter Storm[/skill]

This one is more vicious against casters, as it drops enchantments and disables spell-casting, but it allows them to kite, so your timing with that first KD has to be spot on. It's also energy intensive, but very doable.

[skill]Shroud of Silence[/skill][skill]Iron Palm[/skill][skill]Black Spider Strike[/skill][skill]Horns of the Ox[/skill][skill]Impale[/skill][skill]Signet of Toxic Shock[/skill][skill]Death's Charge[/skill][skill]Gaze of Contempt[/skill]
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