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Old Mar 18, 2006, 12:07 AM // 00:07   #1
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Search is down. So can any1 post up a Balanced Group Build ty.
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Old Mar 18, 2006, 12:46 AM // 00:46   #2
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Cookie cutter balanced group:

(1) W/E
Skills:Eviscerate
Executioner's Strike
Distracting Blow
Axe Rake
Sprint
Frenzy
Shock
Rez

(2) Me/N
Skills: Mind Wrack
Energy Surge
Energy Burn
Signet of Weariness
Shame
Blackout
Consume Corpse
Rez

(3) Me/E
Skills: Mind Wrack
Energy Surge
Energy Burn
Signet of Weariness
Shame
Blackout
Windborne Speed
Rez

(4) E/x
Skills: Glyph of Energy
Earth Attunement
Ward Against Melee
Ward Against Foes
Earthquake
Aftershock
Obsidian Flame
Rez

(5) Utility Slot- I prefer Spirit Spammer, though many teams use SS Necros or Fire Eles.
R/W
Skills: Oath Shot
Fertile Season
Frozen Soil
Symbiosis
Whirling Defense
Dolyak Signet
Distracting shot
Rez

(6) Mo/Me
Skills: Word of Healing
Healing Seed
Orison of Healing
Healing Touch
Dwayna's Kiss
Heal Party
Inspired Hex
Channeling

(7) Mo/Me
Skills: Restore Condition
Reversal of Fortune
Protective Spirit
Guardian
Aegis
Shielding Hands
Inspired Hex
Channeling

(8) Mo/Me
Skills : Spellbreaker
Infuse Health
Aegis
Orison of healing
Healing Touch
Dwayna's Kiss
Holy Veil
Channeling

Funny how builds like IWAY get flamed for their lack of originality,while this one gets off untouched..

Last edited by The Real Roy Keane; Mar 18, 2006 at 02:45 AM // 02:45..
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Old Mar 18, 2006, 01:11 AM // 01:11   #3
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Can you swap out SB/infuse or RC monk for a bonder?
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Old Mar 18, 2006, 02:09 AM // 02:09   #4
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Quote:
Originally Posted by Blade Rez
Can you swap out SB/infuse or RC monk for a bonder?
hey if your still on when you get this I am new so i kinda need some one to talk to so if you can tell me about this game please help.
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Old Mar 18, 2006, 02:47 AM // 02:47   #5
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You can swap out the RC prot for a bonder, of course- what I gave was simply a commonly used team build. Personally, I feel that an active prot is more effective, but experiences may vary.
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Old Mar 18, 2006, 08:56 AM // 08:56   #6
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Yeah, Mr. Roy Keane hit everything there. I agree with spirit spamer as well, for countering spike groups and IWAY. Use SS if you just want to hate iway...which i do. One thing though, and its rather picky, I'd take penetrating attack over disrupting chop, for obvious reasons. When i'm frenzying, i like to hit buttons and do damage..thats it. Adrenaline spike, ftw.

Oh, and bonders I wouldn't suggest, for balanced build anyway. Usually, when the bonder goes down, the team goes down.
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Old Mar 21, 2006, 01:35 AM // 01:35   #7
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Would it be efficient if the WoH healer was replaced with a Glyph of Renewal + Divine Spirit Spammer Healer? I've tried this in RA and it stands untested in HA, but it sounds good to try...

(6) Mo/E
Skills: Glyph of Renewal
Divine Spirit
Heal Other (use like WoH)
Dwayna's Kiss
Orison of Healing
Healing Touch
Healing Seed
Extra slot

At 15 healing, Heal Other heals for a nice 180, exactly the same as WoH at the same level (with bonus). Kiss is a very efficient heal, and for 1 energy you can heal for a good amount of health even on lightly hexed targets.

So the real question is...Would this work in HA?

I have another comment about a bonder in HA: If you have a bonder and a healer cast Healing Seed on him, wouldn't the bonder essentially become a powerful moving Healing Spring (the damage from bonds triggers Seed)? That sounds like great healing for the whole group; all the bonder has to do is run around.

Last edited by nighthawk329; Mar 21, 2006 at 09:30 PM // 21:30..
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Old Mar 21, 2006, 01:59 AM // 01:59   #8
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Diversion would kill you, because while under divine spirit you want to cast as much as possible but diversion would totally shut you down and render your e-managenemt useless.
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Old Mar 21, 2006, 03:22 AM // 03:22   #9
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As the mentioned build for RC.
(7) Mo/Me
Skills: Restore Condition
Reversal of Fortune
Protective Spirit
Guardian
Aegis
Shielding Hands
Inspired Hex
Channeling

I Rerolled the build into

Mo/Me
Restore Condition
Reversal of Fortune
Guardian
Mend Ailment (Don't Know Where I got This, Need to take This Out)
Aegis
Inspired Hex
Channelling
Res Sig(ONLY WHEN GROUP DEMANDS IT)
Usually for last slot I take Prot Spirit.

This is just me, but more and more now a days you see IWAY, Ranger Spike, and Blood Spike, and yes Balanced. Now the thing with Prot Spirit is that for IWAY, Staying in Wards, plus keeping Aegis up as much as you can, plus Guadianing targets that are taking damage, it turns IWAY Damage lower from the Warrior Evisc+Executioners strikes. Now Prot Spirit reducts it to around 50 damage, but 10 energy vs a 5 energy that gives 50% block, personally I think it would help more. However, there is the thing that Prot Spirit lasts roughly 20 seconds, Plus 1/4 second cast. I can understand the usefulness of Prot Spirit, however I find guardian a better alternative. Yes it does not protect against elemental damage, I guess that's what infuse is for.

For Ranger Spike. All the Damage comes from Different sources. Dual shot is 2 seperate damage, so Prot Spirit will not help that much. Plus Punishing+savage will sometimes do over 100, but usually the target is in Ward Of Meele + Guardian+ Aegis on him.

For Balanced, its just basically best balanced team wins. EQ and AS is hard to counter as the dmg is spread, so Prot Spirit will not help a full lot.

Lastly Blood Spike. Prot Spirit is the most useless skill here. Shadow Strike splits to 43 and 43, vamp gaze is 56ish. So a dmg reduc on vamp gave average to 8.


Please tell me where the flaw in my reasoning is, because I know there is this big gaping hole in it :P

Thought About it, if you take in Divine Intervention. That would help against the Blood SPike. Yes now i sound like i suck, but still. I guess communication would be vital in the reason, that Overlapping SB+Divine Intervention would mess that up. However, the coordination between spikes and during spikes is around 10-12 seconds. If you start out with Divine Intervention you will prevent one spike, unless all your monks suck. This gives your SB/Infuse more time to SB/Infuse. By Now, they will noticed the SB/Infuser. This is where you SB/Infuser needs to be on his/her toes. SB them selves if they see the spike on them, and don't worry. After that you have another 10 Second Span. In this time Divine Intervention will have recharged. They will most likely Re-spike the SB/infuse. This is a problem. With SB/infuse recharge time only roughly halfway through, this is where you need to heal. However. In these 40 seconds, Your tanks should've killed something by now..... Thus reducting the damage.

Yet again, Holes and more holes. But Honestly, Please do not say They will strip, because in teh middle of a spike, they will not pause to strip...

Last edited by Blade Rez; Mar 21, 2006 at 03:34 AM // 03:34..
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Old Mar 21, 2006, 03:48 AM // 03:48   #10
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Quote:
Originally Posted by I Will Avenge Me
Diversion would kill you, because while under divine spirit you want to cast as much as possible but diversion would totally shut you down and render your e-managenemt useless.
Diversion does not hurt this build any more than it hurts a traditional WoH monk build. No matter what build you use, if diversion is cast on you, you will still have to think about what you want to do (either stop casting and wait for it to end or use a throw-away skill).

Another thing I've found about diversion and inspired hex...

If you cast inspired hex on yourself when the ONLY hex on you is diversion, diversion is NOT removed and you do NOT gain the skill like you do normally; inspired hex then gets the longer recharge from diversion. In other words, Inspired hex DOES NOT WORK against diversion.

HOWEVER, if you cast inspired hex on yourself when you have diversion and ANOTHER hex over diversion, diversion is NOT triggered, and you gain the hex that was on top of it. Interesting.....
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Old Mar 21, 2006, 04:36 AM // 04:36   #11
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To the above poster: when you do that does diversion go away?

Cause when you have diversion on you, i use inspired hex to remove a hex on another party member, by doing that i end up with the hex i removed and diversion is gone.
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Old Mar 21, 2006, 11:44 AM // 11:44   #12
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Quote:
Originally Posted by nighthawk329
If you cast inspired hex on yourself when the ONLY hex on you is diversion, diversion is NOT removed and you do NOT gain the skill like you do normally; inspired hex then gets the longer recharge from diversion. In other words, Inspired hex DOES NOT WORK against diversion.
Wrong, it will remove diversion without being diverted.

At least this is my experience with it.
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Old Mar 21, 2006, 12:01 PM // 12:01   #13
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Quote:
Originally Posted by JR-
Wrong, it will remove diversion without being diverted.

At least this is my experience with it.
It will remove nothing and your inspired will be diverted. Atleast thats what happened to me several times.
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Old Mar 21, 2006, 12:03 PM // 12:03   #14
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Are you sure? I'm certain casting Inspired to remove diversion on you will cause Inspired to fail.

EDIT: Beat me to it :P
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Old Mar 21, 2006, 12:06 PM // 12:06   #15
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I'll try and test it later tonight for a definitive answer. I have to admit i'm not 100%.
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Old Mar 21, 2006, 05:52 PM // 17:52   #16
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if you try to inspire diversion off yourself it is diverted. Diversion activates when the spell is finished casting before the results. Ihex has a long recharge though so most people dont notice as much as with many other skills. an easy way to see is your energy isn't effected by ihexing diversion off yourself.
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Old Mar 21, 2006, 05:54 PM // 17:54   #17
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Damnit, seems you are right. Grrr.

Anyway, back to the topic...
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Old Mar 21, 2006, 07:23 PM // 19:23   #18
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the shock warrior you posted is wasteful with that skill bar. If you read ensign's thread about cleave vs eviscerate you will find in there that a lot of adrenaline skills are highly inefficient. I would drop executioners or rake prolly for shields up to gg ranger spike.

also for the utility spot i think SS necro really doesnt fit in this build because it is low hex and the necro hexes will be easily removed, adding very little pressure. Fire ele is great for a lot of AOE damage and a spirit spammer is good as well, although i would give him another attack skill and drop symbiosis(unless you are bonding, and you shouldnt be) and drop frozen (its not a spike team you dont need it) you could do something like traps or apply poison
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Old Mar 21, 2006, 08:17 PM // 20:17   #19
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Quote:
Originally Posted by icemonkey
the shock warrior you posted is wasteful with that skill bar. If you read ensign's thread about cleave vs eviscerate you will find in there that a lot of adrenaline skills are highly inefficient. I would drop executioners or rake prolly for shields up to gg ranger spike.
Huh.. he's bar has 3 adren skills ? what's wrong with that ? I think you misunderstood ensign's post if you think 3 adrenaline-based attack skills is highly inefficient
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Old Mar 21, 2006, 08:19 PM // 20:19   #20
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Quote:
Originally Posted by icemonkey
you could do something like traps or apply poison
QFE - great pressure
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