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Old Jul 22, 2007, 02:39 PM // 14:39   #1
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Default monks in AB

I know AB is totally random and I have nothing against monks, but often when I party with a monk, things dont go as well as they should. Since self-healing is one of the important things to have in AB, are monks really effective in AB? Or are they kind of a fifth wheel? And please, I don't mean to offend any profession, I am not bashing monks.
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Old Jul 22, 2007, 03:27 PM // 15:27   #2
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Monks contradict the primary premise of AB... capping shrines as fast as possible. They do help in PvP encounters (if they're good) but that isn't the point of AB.
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Old Jul 22, 2007, 05:40 PM // 17:40   #3
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Defending shrines. except nobody has the brain to figure that out.
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Old Jul 22, 2007, 05:51 PM // 17:51   #4
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Monks can be good fun, sometimes with one of my alliance members go in as dual bonders and bond lots of stuff nearby. Good fun, until giant mobs come along, run out of energy or one dies

But they can be useful in shrine capping by protting etc
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Old Jul 22, 2007, 07:09 PM // 19:09   #5
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Run a TA like team in AB and you will see just how good having a monk can be.
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Old Jul 22, 2007, 09:39 PM // 21:39   #6
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Quote:
Defending shrines. except nobody has the brain to figure that out.
I find Rits work better for defending shrines.
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Old Jul 22, 2007, 09:52 PM // 21:52   #7
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Quote:
Originally Posted by ca_aok
I find Rits work better for defending shrines.
both keep them alive. you get my point.

but why? rits kinda..suck.
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Old Jul 22, 2007, 11:15 PM // 23:15   #8
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I never play AB without a monk.

I also enjoy playing with all monk smiting teams.
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Old Jul 23, 2007, 12:18 AM // 00:18   #9
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No trouble having a monk along, they prevent the team from falling apart so you don't waste time running back and forth to find your teammates after you are dead. Simply stating that AB is only about killing NPC's and capping is bs anyway, because the opposite team isn't going to sit around with their thumbs up their butt to watch me cap and win.
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Old Jul 23, 2007, 03:07 AM // 03:07   #10
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Monk can be incredibly boring to play in stuff like AB or other crap PvP modes like FA, but it really helps increase the chance of winning if you know what you're doing.
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Old Jul 23, 2007, 04:09 AM // 04:09   #11
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The most effective build i ever ran in Fort Aspenwood was a N/mo with high soul-reaping and 12 on healing. Centralize your toon somewhere between the green gate and the inner purple and orange gates, absorb soul-reaping energy and spam Healer's Boon boosted Heal Parties until the other side dies off and your side is left standing. Lots of fun.
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Old Jul 23, 2007, 05:27 AM // 05:27   #12
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Quote:
Originally Posted by ca_aok
Monks contradict the primary premise of AB... capping shrines as fast as possible. They do help in PvP encounters (if they're good) but that isn't the point of AB.
People keep regurgitating this as if the other team is just going to stand there and let you cap their shrines and just kind of wave at you if they happen to run into you on your way to the next one.

Quote:
Originally Posted by Mokone
but why? rits kinda..suck.
I like running a rit healer there just because Weapon of Shadow = I Win button against assassins, which tend to be one of the few threatening things there. Most other things can be power-healed through, there's a reason ZB works so well there.

[skill]Soothing Memories[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Weapon of Warding[/skill][skill]Weapon of Shadow[/skill][skill]Expel Hexes[/skill][skill]Anguished Was Lingwah[/skill]

Insert one more skill, i.e. Vengeful Weapon. Use Lingwah to use Soothing Memories on the cheap, if things get sticky, drop it and use Spirit Light instead.

Last edited by Riotgear; Jul 23, 2007 at 05:37 AM // 05:37..
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Old Jul 23, 2007, 05:33 AM // 05:33   #13
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@ loot junkie: FA=AB, me is confused, thats just a competitive mission, right?

@ca-aok: Monks can do very well, u don't need 4 damage dealers to cap or beat opponents. Monks just increase the chances of you surviving as a team, not being split up by one or more casualties during unavoidable pvp clashes.

I guess defending the shrines can be fun, but things like the mesmer shrines are hardly worth defending. Some shrines do indeed have enough damage output to make it a liability to cap when a monk is around.
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Old Jul 23, 2007, 06:29 AM // 06:29   #14
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Quote:
Originally Posted by Riotgear
I like running a rit healer there just because Weapon of Shadow = I Win button against assassins, which tend to be one of the few threatening things there. Most other things can be power-healed through, there's a reason ZB works so well there.

[skill]Soothing Memories[/skill][skill]Mend Body and Soul[/skill][skill]Spirit Light[/skill][skill]Weapon of Warding[/skill][skill]Weapon of Shadow[/skill][skill]Expel Hexes[/skill][skill]Anguished Was Lingwah[/skill]

Insert one more skill, i.e. Vengeful Weapon. Use Lingwah to use Soothing Memories on the cheap, if things get sticky, drop it and use Spirit Light instead.
The reason why monks are often better than rits in PvP as healers/protters is because of utility. Running a ZB bar with mending touch can provide similar healing, strong condition removal (and ownage of sins), better prot, better energy, and more utility (shield bash+sprint for defense and running for faster capping, natural stride for block+running, etc.) at the cost of slightly worse hex removal than that rit bar. As it is now, rits need to rely on their secondary to remove hexes (and rely on spirits for the most part to remove conditions), which really hurts their mobility and utility.
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Old Jul 23, 2007, 09:22 AM // 09:22   #15
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In our Guild we have a SoR Bonder that can resist a lot of damage and holds off a team long enough for us to get the kills in, at which point we capture the shrines. Coming against larger groups are worse though can hold up their capping ability and help the others do the job.

We've also used smiters in a heavily team-orientated capping team where we send one ally in and AoE away.
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Old Jul 24, 2007, 02:09 AM // 02:09   #16
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Mo/A with ZB and Return + Dark Escape = win in AB

Mo/A with Signet of Judgment, Shadow Walk, falling spider.... also = Win in AB
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Old Jul 24, 2007, 06:34 AM // 06:34   #17
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Quote:
Originally Posted by Mokone
both keep them alive. you get my point.

but why? rits kinda..suck.
If you play a Rt the right way, theres really only a few flaws, there actually pretty good, put up spirits, and maintain somthing, there pretty good at defending
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Old Jul 24, 2007, 07:53 AM // 07:53   #18
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Quote:
Originally Posted by Mokone
Defending shrines. except nobody has the brain to figure that out.
I was capping the ranger shrine on Grenz the other day, and an enemy monk came up to the shrine and started wanding me instead of healing the NPCs. GG, Luxon monk.

I often play a monk in ABs whenever I feel masochistic enough to play with PuGs, who tend to run in three different directions after the first shrine we cap. When we're ahead and I'm bored, I always try to see how many Luxons I can tempt into trying to kill me
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Old Jul 24, 2007, 12:50 PM // 12:50   #19
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Quote:
Originally Posted by Jesses Paradigm
If you play a Rt the right way, theres really only a few flaws, there actually pretty good, put up spirits, and maintain somthing, there pretty good at defending
Read my response three posts up and you'll understand that the statement is for the most part valid.
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Old Jul 25, 2007, 08:23 AM // 08:23   #20
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[skill]Signet of Judgment[/skill][skill]Falling Spider[/skill][skill]Horns of The Ox[/skill][skill]Holy Strike[/skill][skill]Impale[/skill][skill]Shadow Walk[/skill][skill]Dash[/skill][skill]Restful Breeze[/skill]

Sin wannabe monk build I've seen recently. Can kill fine though, every 20-30 seconds :/.
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