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Old Aug 24, 2007, 07:13 AM // 07:13   #1
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Default gvg monk question

Build: Mo/A
[skill]Reversal of Fortune[/skill][skill]Shield of Deflection[/skill][skill]Guardian[/skill] [skill]Spirit Bond[/skill] [skill]Mend Ailment[/skill][skill]Remove Hex[/skill][skill]Dark Escape[/skill][skill]Return[/skill]

Scenario:
I'm in a guild battle, one monk is down i'm the only source of protection, problem is the dommez just [Diversion] me, and one of my mates is getting spiked, which skill should i give up on my bar in order to continue protecting efficiently?

My thoughts are to let [skill]Return[/skill] take the heavy recharge.
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Old Aug 24, 2007, 08:16 AM // 08:16   #2
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Well to be honest, it's pretty situational. If the monk is going to be up soon, then I'd agree and let Return eat the Diversion. You can survive with dark escape until then.

However, if the other monk's gonna base, I'd probably give up Remove Hex. You need to get out of there as quickly as possible. But if the runner's at the stand, you don't want your hex removal diverted allowing you to be snared. If they don't have a crip shot, you could give up mend ailment in that situation.

Or you could still just give up return and hope you can avoid getting blocked/snared/etc with dark escape.

Seriously, it really is very situational. But I suppose return is a good default choice.

But I don't monk, so take what I say with a grain of salt. I don't have a clue if it's right.
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Old Aug 24, 2007, 08:47 AM // 08:47   #3
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Quote:
Originally Posted by Relambrien
Well to be honest, it's pretty situational. If the monk is going to be up soon, then I'd agree and let Return eat the Diversion. You can survive with dark escape until then.

However, if the other monk's gonna base, I'd probably give up Remove Hex. You need to get out of there as quickly as possible. But if the runner's at the stand, you don't want your hex removal diverted allowing you to be snared. If they don't have a crip shot, you could give up mend ailment in that situation.

Or you could still just give up return and hope you can avoid getting blocked/snared/etc with dark escape.

Seriously, it really is very situational. But I suppose return is a good default choice.

But I don't monk, so take what I say with a grain of salt. I don't have a clue if it's right.
Ya, I know it's situational. But this scenario has come up more often than not and I just wanted to know what someone else would have done in similar circumstances. Thanx for the info btw.
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Old Aug 24, 2007, 09:13 AM // 09:13   #4
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Think about it,

Heavy hex = want remove hex

heavy condition = need condition removl

heavy meele= need sod/guardian

Spikes = spirt bond

just give up what they dont have

if heavy hex with no conditions give up mend condition, and let draw on the ele use it.

it also depends what else is in your build
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Old Aug 24, 2007, 01:30 PM // 13:30   #5
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Basically, if they are spiking at that moment in time and you have diversion, you're only choice is to use 1/4 second or instant casts, as if the spike is worth anything then you can't afford the 1.75 seconds (cast + aftercast) to use remove hex.

That basically means on that bar you can give up: SoD, SB, RoF, DE, Return.

You definitely don't want to lose SoD or SB, (this is assuming you're facing a balanced team who's spiking, or atleast a team with physicals who're spiking. If it's caster spike, you can give up SoD) It is ideal to save RoF, as it is such a useful skill, and your bar has no direct heal, so rof is the closest thing to that that you have. Therefore, it is a choice betweem the 2 assassin skills. Personally, I'd lose Dark Escape, because return is a better skill, but that's completely up to you. (All of that was on the assumption that your monk will be ressed fast and you're just trying to save the individual spike on your own)

That bar is a bit lucky in terms of diversion spam in as much as you basically have 2 skills serving the same purpose (2 sin skills - keeping you alive, with some added mobility)

Also, that bar is a bit overkill on self survival. If a target gets SoD and there is no enchant removal readily availible, that target can not be killed. So, I can't understand you needing 2 assassin skills when you have SoD. I'd suggest changing to mo/e for glyph, though that's completely by the by.
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Old Aug 24, 2007, 01:51 PM // 13:51   #6
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I agree with the above poster.

I would definitly go with dark escpape as your diversion trigger for these two reasons.

1. If you are facing dom mesmers im gioing to say that the opposing team is balanced adrenospike. I know those spikes are generally slower than pure spikes but not so much that you can give away a 1 sec cast plus aftercast before you can reply to it.

You are prob going to face a shatter but you want to get a sod on the target you think is going to be spiked because you want to try and prevent the deep wound. Then follow it with spirit bond. Either of those skills will get shattered but one of them staying will keep your dude alive.

Spirit Bond for me on a SOD bar is for those times when SOD gets diversioned or you just used it and you think someone else is going to be spiked. I would normally use reversal after sod on a spike - but this time your other monk is down so that its all in your court.#

That was a bit of waffle but dark escape is instant activation so id go with that.

Personally I dont understand why after killing the other monk that the guild would want to kill someone else on your team except you So using dark escape is the best skill to use there because I think you would be the target of the next spike. If not then the enemy team caller isnt too good.

I would be putting shame on you and diversion on the blindbot and then coming after you with all the RAGE AND POWER OF MY TEAM

2. Return is better than dark escape.

Joe

Last edited by pah01; Aug 24, 2007 at 01:59 PM // 13:59..
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Old Aug 24, 2007, 08:43 PM // 20:43   #7
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Tbh, it doesn't really matter much as long as its not SoD, and mend ailment is pretty valuable too, because if a monk goes down, he is either gunna base res, in which case you're out of there, or he is resed and you guys pull back and play defensively(or should, people don't realize it takes time to re-stabilize if a monk goes down to pressure), or it is too situational.

Basicly I type while not thinking too hard......my point is if it's not situational it should not matter.

P.S. that monk bar fails.
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Old Aug 24, 2007, 09:40 PM // 21:40   #8
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Quote:
Originally Posted by assassin of the god
Tbh, it doesn't really matter much as long as its not SoD, and mend ailment is pretty valuable too, because if a monk goes down, he is either gunna base res, in which case you're out of there, or he is resed and you guys pull back and play defensively(or should, people don't realize it takes time to re-stabilize if a monk goes down to pressure), or it is too situational.

Basicly I type while not thinking too hard......my point is if it's not situational it should not matter.

P.S. that monk bar fails.
You'we huwwible at GWG.

Let me translate:

"In general, you're just going to want to make sure you keep SoD, and Mend Ailment is useful too. The monk's either gonna base res, which means you need to leave, or get ressed quickly, which means you need to play defensively and re-stabilize the team. Beyond that, it's too situational to make a call.

I don't think very hard when posting. My point is that if there's no specific situation that makes you want to give up a specific one, it doesn't matter which one you give up.

PS. The bar is bad."
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Old Aug 26, 2007, 01:49 AM // 01:49   #9
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Just take veil, preveil, and take out diversion when it is freshly stacked on. Plus, that will be a 6 sec cast wasting the mesmers energy OR making him not hex you as much (that happened to me in RA =D)
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Old Aug 26, 2007, 04:10 PM // 16:10   #10
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Quote:
Originally Posted by assassin of the god
P.S. that monk bar fails.
QFT.

No heals or energy management? :O
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Old Aug 26, 2007, 05:53 PM // 17:53   #11
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Quote:
Originally Posted by pah01
Personally I dont understand why after killing the other monk that the guild would want to kill someone else on your team except you So using dark escape is the best skill to use there because I think you would be the target of the next spike. If not then the enemy team caller isnt too good.

I would be putting shame on you and diversion on the blindbot and then coming after you with all the RAGE AND POWER OF MY TEAM

2. Return is better than dark escape.

Joe
qfe. dark escape.
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Old Aug 26, 2007, 08:18 PM // 20:18   #12
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I have a question...
What weapons do you lod monks use in gvg?
I have no problem with the shield/emergency/negative sets, Im just wondering what do you guys use as your general set when your infuser?
Im currently using
wand: 20/20
focus: +30HP, -2 dmg(while in stance)
and I always run dark escape/hex breaker
Is it better to run 40/40? Or other combinations?
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Old Aug 26, 2007, 08:27 PM // 20:27   #13
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40/40 sets pretty much. I just sit in my defense set, and then just switch according to what you're casting. But yes, you are better to run 40/40, as there is no point running defence/health on your cast set, as if you take damage/get spiked you swap to your defence set anyway.
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Old Sep 04, 2007, 05:16 AM // 05:16   #14
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Quote:
Originally Posted by holymasamune
QFT.

No heals or energy management? :O
I don't heal b/c our gvg build has a healer monk and flag runner for those things (flag runner LoD), i'm there to mitigate damage as much as possible and help stop spikes. As for energy management I felt it was better to have the guardian than sig of devotion.
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Old Sep 04, 2007, 08:11 AM // 08:11   #15
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guardian is terrible on an sod bar, I have no idea why you'd have both.

LoD flaggers are terrible.

remove hex is terrible.

dismiss is way better than mend ailment.

I would divert rof, although If I was running that bar, I'd divert guardian, because I already have SoD and don't have much else to do besides use it.
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Old Sep 05, 2007, 07:59 PM // 19:59   #16
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I would take remove hex because more then likely he will have shame and if u try to remove that u will just get your energy drained.Atm u say u r the only monk up so what if they have a war comming at u and dark escape is recharing return to crip the war and then u will be out of harm till they rez your outher monk unless he base rezed then u tell your team to back up and wait for him to rejoin the team. Why wast 10 energy on sod when u can use 5 and still get away from the war.after that check to make sure u dont have diversion on you then cast guardian. Mor ethen likely they will push up for you to try to kill you so just back up till your monk rejoins team(if u are not holding for a moral bost).Its all about quick thinking really.What is dieing at the time?Can u actualy save it if u try?Will he base rez?It all comes to you after a while from playin 1 place in gvg.

Last edited by Legendary dark; Sep 05, 2007 at 08:04 PM // 20:04..
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Old Sep 05, 2007, 09:21 PM // 21:21   #17
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Quote:
Originally Posted by Legendary dark
I would take remove hex because more then likely he will have shame and if u try to remove that u will just get your energy drained.Atm u say u r the only monk up so what if they have a war comming at u and dark escape is recharing return to crip the war and then u will be out of harm till they rez your outher monk unless he base rezed then u tell your team to back up and wait for him to rejoin the team. Why wast 10 energy on sod when u can use 5 and still get away from the war.after that check to make sure u dont have diversion on you then cast guardian. Mor ethen likely they will push up for you to try to kill you so just back up till your monk rejoins team(if u are not holding for a moral bost).Its all about quick thinking really.What is dieing at the time?Can u actualy save it if u try?Will he base rez?It all comes to you after a while from playin 1 place in gvg.
I'm not sure if you're talking about the same thing, but return is a spell, so if you have shame it triggers.

Your comment about remove hex and shame makes no sense. You're saying you would take remove hex, and then say how it is bad because of shame...?

You say you wouldn't cast sod when you have a warrior on you, return really isn't going to save you as a solo monk against anything for any amount of time. You can't be worried about spending 10 energy on sod if it keeps you alive.

I'm also trying to work out why any team would still hold for a moral boost when they have just had a monk base ressed, and presumably therefore are under substancial pressure. A team wipe and subsequent turtle/loss of npcs and giving them moral is really not worth a moral boost. (I guess there are some scenarios where it might be ok, depending on how long you have to delay them for, and how long it will take the monk to get back etc.)
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