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Old Oct 03, 2006, 02:23 PM // 14:23   #1
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Default Radical and new and probably in the wrong place (sorry!)

Hello,

My very first post. I finally took the leap to join you all since you seemed such an educated and well spoken(written) lot

anyway i had this good good idea regarding two monks in a guild match/hoh (any 8 on 8 basicly) match and since i dont have any friends i cant test it out, i wanted to see if anyone else thought it was a good idea or if i was simply being a mug.

Right; it requires two monks, with high divine and protection. They both need Air of enchantment (no its not a smite build)
and 6 other suitably longs lasting enchantments at minimal cost - off hand i was thinking of Dwayna's Sorrow, Vigorous Spirit, Prot spirit, ROF, Guardian, spirit bond. and the eighth skill would be Release enchantments.

So what you get is the monks piling 7 enchants on each other at very little cost thanks to the air of enchantment. then when ur monky matey has loaded u up, you cast your release enchantments on yourself and you get 33*7 heal on everyone on your team, 231 health per person at very very little magic cost. Lovely methinks, and of course you then repeat on your monkey matey and he does his release, wash, rinse, repeat. Huge healing every 5-10 seconds, little energy cost and u can keep on going and going and going.

Thoughts comments flames adoration, whatever is its my first time so please be gentle, apologies for my length

M
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Old Oct 03, 2006, 02:34 PM // 14:34   #2
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This would only work if damage was spread. But what are you going to do versus spikes? How will you keep your ghostly hero alive (he isn't a party member)?
And even if damage would be spread, doesn't an ether prodigy powered heal party accomplish almost the same?

I just think a normal 2 monk backline works best.
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Old Oct 03, 2006, 02:38 PM // 14:38   #3
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Sounds like a nice idea, as Medion pointed out it would take quite a lot of time to get all the enchantments up tho, and spike teams could give your team some hard time :/
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Old Oct 03, 2006, 03:11 PM // 15:11   #4
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thx, good points,

my goal of putting it down was to see how viable people would think it was, with both monks doing it, i should think one could be gotten off at least every ten seconds, as the combined casting time of thos skills doesnt go above 8 seconds, and its gots very little energy cost. so other then ppl interrupting or spiking it would go on and on and on

oh i do love Guild wars ( i tend to scream at ppl GWAR!!!)

as in MOAR GW! but contracted down and swaped around.

oh 4 thos who dont know MOAR!! is a combination of MORE and ROAR!!
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Old Oct 03, 2006, 03:17 PM // 15:17   #5
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could work in HA combined with an infuser and an RC prot to hold off spikes I think, as a replacement for the WoH, I think
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Old Oct 03, 2006, 04:05 PM // 16:05   #6
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Yeah, as everyone before me said, nice idea but depends on who you're up against. Most "good" HA teams won't be spreading their dmg to a lot of different targets. I run into spike teams about 30% of the time so that in and of itself is a problem for your 5-10 secs before next 200+ heal (spike team only needs 3-4 secs to do 500+ dmg).

And cudos to you for having your first post be a build idea, more-so for PvP! Most first posts I read are either PC's, or someone angry at the metagame and want mucho nerfing to skills they hate.

Welcome to guru huntingtonm, keep coming with the non-cookie cutter ideas!
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Old Oct 03, 2006, 04:55 PM // 16:55   #7
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Quote:
Originally Posted by Valkyrian
...(spike team only needs 3-4 secs to do 500+ dmg).

And cudos to you for having your first post be a build idea, more-so for PvP! Most first posts I read are either PC's, or someone angry at the metagame and want mucho nerfing to skills they hate.

Welcome to guru huntingtonm, keep coming with the non-cookie cutter ideas!
thanks for the warm welcome! excellant point about the spike , i can see how that would mess up just a two monk back line, im still a novice at the higher levels of gwar but im dying to learn, ya'know and find the right guild i guess

So if those two monks were the main healing and had a trapper round them turning it into a 3/5 split, could a ritulist with strong investment in the restoration line deal with the hex/condition removal and the heals?

another advantage would be diversion and other mesmer skillz wouldnt be too harmful as the monks carrying duplicate skill bars could keep each others mass heals going. blackout would mess it up, but hey nothings perfect right?

sad geeky calculations (that fill me with deep joy)
7*33=231 heal, x8 team members = 1848 healed(yes there may be wastage)
at magic cost aoe5+ds1+vs1+sb5+ps5+guard1+rof1+release enchants5=24 magic points

24/1848 = 77 health per magic point.

'scuse me im off to dribble in the corner.
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Old Oct 03, 2006, 05:17 PM // 17:17   #8
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77 health per energy....
That's almost as good as mending+blessed signet.
On second thoughts...you might wanna use this build in PvE, where......well, anything works xD. Not that I don't like the idea, I do, but it has too many downsides imo to be really effective in PvP.
keep it up. It's hard enough to come up with an original idea, and you can't expect your first one to be perfect
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Old Oct 03, 2006, 08:48 PM // 20:48   #9
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I adore the idea. Make it 6 enchantments and something else (stuff like gift of health, if it's possible), add an sb/infuser and you should be set. You might have a somewhat hard time against vimway without rc prot, but all the party-healing should take care of it.

Last edited by Bankai; Oct 03, 2006 at 08:53 PM // 20:53..
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