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Old May 31, 2005, 09:25 PM // 21:25   #1
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Default Arena: what to do when an enemy won't die?

I was playing Shiverpeak Arena last night, and my team, which was on quite a streak, came across a monk that refused to die. We were all wailing on the guy, he was poisoned AND bleeding at times, and his health just didn't seem to go down.

Now, I haven't played a Monk yet, so I'm wondering: what was going on? And how could we have stopped it? I play a R/W and was working on hitting him with distracting shot, but I must not have distracted the right skill.
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Old May 31, 2005, 11:13 PM // 23:13   #2
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any idea whether he was using Healing or Protection? either way he could stay alive for a long time by healing himself occasionally or casting a few 30 sec long enchantments. If he was a warrior, he might have been using Bonetti's defense, which gives you a huge chance to block. That combined with Divine Prayers and Healing and/or Protection can keep a monk alive a long time, especially if you have no way to deal a large amount of damage in a short time.

Last edited by TomL; May 31, 2005 at 11:20 PM // 23:20..
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Old Jun 01, 2005, 12:21 AM // 00:21   #3
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Was he/she the last one standing? Did someone else on the team have a monk secondary? Sounds to me like someone else was helping to heal this monk.

Sometimes an elem/monk or mes/monk could be a monk in disguise. Monks are not that hard to kill. 4 people wailing on one monk should not have a problem. Having a ranger or mesmer also helps.
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Old Jun 01, 2005, 12:43 AM // 00:43   #4
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My suggestions:
A. Use Backfire/Interrupts/Mesmer Dom skills to shut down whoever is healing him.
B. Use Scourge Healing (monk) to damage whoever is healing him.
C. Use one of the many "only receives x% benefit from healing" skills (Most or all of these skills are Necromancer skills.)
D. Use skills which turn off enemy Stances (there's at least one in Warrior skills, dunno if there are more.) Many stances give players 75% block/evade rate against attacks.
E. Switch targets! Switching targets checks to see if the enemy healers are awake, as your team's damage is suddenly directed at a completely different target.
F. Remove enchantments. Many enchantments will cause a target to be very difficult to kill.
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Old Jun 01, 2005, 03:38 AM // 03:38   #5
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In the heat of battle when you just DON'T have the time to think that much...

I simply utilize 'pinball' effect.

Sometimes my teammates question it's effectiveness but RAPIDLY target calling 3-4 different enemies [using tab, and then shift+tab, and then tab again] and staying on each enemy to make their hp start moving down FAST forces their healer to start 2nd guessing. If done right, he may be too busy watching his teammate's hp then watching his own. If the monk can be forced to heal himself, then his teammates are at a loss...

Little tip, yeah, necromancer's ultimate anti-monk skill: REND ENCHANTMENTS. Very DEVASTATING to any class who hides behind enchantments knowing full well that once it's removed, they're pretty much raped... Although I'd like to say that this skill should have a faster recycle time. Some of the very dangerous and very powerful enchantments have cycle times below 20s. Not fair if u ask me but it's still an option to deal a LOT of damage during the cycle time if they just casted something.
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Old Jun 01, 2005, 04:25 AM // 04:25   #6
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concussion shot...he would fall shortly after it hits.
its so good that you have to build your ranger around the skill.
what I mean its, it would help you to have lots of points in expertise and marksmanship.
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Old Jun 01, 2005, 05:12 AM // 05:12   #7
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Monks that are built around survival can be impossible to kill in the arena. The same builds that are great for 'farming riverside' and staying alive indefinitely are also hard to kill in the arena. Mesmer energy drains can also be ineffective since these builds also include enchantments that regen energy when being hit or something similar.
The only real way of killing these bastards is to break their enchantment. Rend Enchantments for the win. It's similar to the Wa/Mo who won't seem to die no matter what you do. Totally harmless, but near impossible to kill.
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Old Jun 01, 2005, 05:25 AM // 05:25   #8
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Be careful when using Rend Enchantments on a monk. I guess most people don't stack too many enchantments on the arena, but on the tomb... I usually make sure that I have at least more than half health before casting Rend on a buffed target because you cannot tell how many monk enchantments the enemy has. I received like 200 damage from casting Rend on an enemy hero on HoH once.

*Added* Also protection monks have a lot of spammable skills so Rend Enchantments may or may not help here.

Last edited by mostro; Jun 01, 2005 at 05:27 AM // 05:27..
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Old Jun 01, 2005, 05:36 AM // 05:36   #9
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Yeah, enchantments are rigged. All enchantment removals have insanely long recharge times or penalties, while most enchantments have very short recharge times and not so heavy energy costs. Most enchantment removals out there probably have higher energy costs than the enchantments themselves, which is kind of ironic.
I guess the best way to deal with such a monk would be to not play into his trap. He expects your warriors to keep hitting him and replenishing his health/energy, so pull them back and cast spells on him instead. Pay attention to how he's exploiting a particular attack of yours, and do something that he won't be able to take advantage of.
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Old Jun 01, 2005, 08:08 AM // 08:08   #10
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Inspired Enchantment seems fairly reasonable, even with the 20s limit. Plus, you can use it on yourself during that stretch.
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Old Jun 01, 2005, 10:50 AM // 10:50   #11
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Rends cooldown should not be changed. Ok, enchantment removal sucks. Rend is so powerful, by simply moving its cooldown to say 10 seconds, enchantment removal wille easily be overpowered. If enchantment removal needs a buff, its not on rend.
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