Jul 26, 2005, 12:14 PM // 12:14
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#2
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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With the amount of Nature's Renewal seen in tombs a healing ball build isn't really that viable.
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Jul 26, 2005, 01:45 PM // 13:45
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#3
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Ascalonian Squire
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k thx for help -_-'
I just looking for some way to protect monks as good as possible -_-' sometimes we die to fast and i really dont like it - standart build 2 healers, 1 protection is not always so good -_-'
Protectiv spirit + healing seed can stop damage a bit if no one will dis-ech but both cost quite a lot and im not sure how good this strategy really is -_-'
Anyone found some good way (i know u did -_-') to protect monks?
BTW: how protect monk vs spike group ? (prot spirit + healing seed, mark of protection, spell breaker - any other better ideas? -_-')
Last edited by Jarlaxe; Jul 26, 2005 at 01:48 PM // 13:48..
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Jul 26, 2005, 02:12 PM // 14:12
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#4
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Elite Guru
Join Date: Feb 2005
Location: Just a Box in a Cage
Guild: Hurry Up The Cakes [Oven]
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+
nearly invincible if played right against a team with no effective enchantment revoval
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any idiot can render you useless by using nature's renewal. and it's not uncommon.
__________________
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Jul 26, 2005, 03:37 PM // 15:37
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#5
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Banned
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You are forced to have Quickening Zephyr if you want a chance at this. Just recasting the seeds can brute through nature's renewal.
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Jul 26, 2005, 04:05 PM // 16:05
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#6
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Elite Guru
Join Date: Feb 2005
Location: Ottawa, the super awesome capital of Canada
Guild: iQ
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Quote:
Originally Posted by Jarlaxe
Hi
I wish to know +/- of using healing ball strategy - for me healing ball team is 3monks/5rangers. Monks use life barrier on each other and life bond - then healing seed. Rangers using healing spring - All stay very close each other.
now -_-'
I tried it before with random team 2monks/6 rangers - it was just test if it works at all. 3 rangers had healing spring maxed and one had it like 2/3 max power. All stay quite close. We died quite fastcoz of hammer warrior + knockdown + aftershock + balthazzar aura. So i need to know if healing ball can work at all in map without altar and if it can work in gvg.
Any ideas and so on pls.
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The idea sounds sane in the sense that you're using all your ranger's Wilderness to add to the heal power of the party. It's actually not that bad to be quite frank. I don't know how effective the general concept would be but using your idea I'd try the following:
5 ranger trappers with Oath Shot: 15 expertise, 16 Wilderness, dump points in anything else: make them all pack Barbed Trap, Flame Trap, Heal Spring, Oath Shot, Whirling Defense, Res Sig and Distracting Shot. Make one of them carry a Fertile Season. The damage comes from the traps not the bow.
3 monks: won't go in any specifics cause I might leak parts of our heal ball but given the current state of the metagame, avoid using enchantments that are over 1 second cast time and any other enchant that requires pips since they are often costly and get wiped out by Nature's Renewal. Try and pack an energy creation engine on your monks too, something like Offering of Blood or perhaps BiP on 2 monks since that Heal Spring*5 will get them on tons of heal per second.
With such a build you'd have trouble getting to the hall since your offensive powers are quite low. Ranger trappers are very conditional in their effectiveness but played agressively and with practice, 5 of them could be made into team killers. Once you get to the hall, just Heal Spring-Oath Shot and trap the hell out the dias if you have spare time. Adding a Throw Dirt on one of the trappers could also be a good idea. Given that they will all bunch up on the Hero, one Oath Shot-Throw Dirt guy will give them lots of trouble.
Quote:
Originally Posted by ICURADik
You are forced to have Quickening Zephyr if you want a chance at this. Just recasting the seeds can brute through nature's renewal.
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Not really. That many Oath Shots will result in alot of Heal Springs that will permanently be up. Adding a Zephyr to the build messes up energy for the rangers but even more for the monks. I'd just bring one Heal Seed since odds are it'll be useless anyways. And no you can't brute through a Nature's Renewal through recasting Seeds: that's 15 energy lost and a huge cast time everytime any half-wit puts down a NR. Not viable at all
Last edited by Odd Sock; Jul 26, 2005 at 04:13 PM // 16:13..
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Jul 26, 2005, 04:24 PM // 16:24
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#7
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Banned
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Quote:
Originally Posted by Odd Sock
The idea sounds sane in the sense that you're using all your ranger's Wilderness to add to the heal power of the party. It's actually not that bad to be quite frank. I don't know how effective the general concept would be but using your idea I'd try the following:
5 ranger trappers with Oath Shot: 15 expertise, 16 Wilderness, dump points in anything else: make them all pack Barbed Trap, Flame Trap, Heal Spring, Oath Shot, Whirling Defense, Res Sig and Distracting Shot. Make one of them carry a Fertile Season. The damage comes from the traps not the bow.
3 monks: won't go in any specifics cause I might leak parts of our heal ball but given the current state of the metagame, avoid using enchantments that are over 1 second cast time and any other enchant that requires pips since they are often costly and get wiped out by Nature's Renewal. Try and pack an energy creation engine on your monks too, something like Offering of Blood or perhaps BiP on 2 monks since that Heal Spring*5 will get them on tons of heal per second.
With such a build you'd have trouble getting to the hall since your offensive powers are quite low. Ranger trappers are very conditional in their effectiveness but played agressively and with practice, 5 of them could be made into team killers. Once you get to the hall, just Heal Spring-Oath Shot and trap the hell out the dias if you have spare time. Adding a Throw Dirt on one of the trappers could also be a good idea. Given that they will all bunch up on the Hero, one Oath Shot-Throw Dirt guy will give them lots of trouble.
Not really. That many Oath Shots will result in alot of Heal Springs that will permanently be up. Adding a Zephyr to the build messes up energy for the rangers but even more for the monks. I'd just bring one Heal Seed since odds are it'll be useless anyways. And no you can't brute through a Nature's Renewal through recasting Seeds: that's 15 energy lost and a huge cast time everytime any half-wit puts down a NR. Not viable at all
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QZ allows you to cast more Offering's or Energy Drain's or Power Drain's, or whatever your using to manage energy. Using Offering without QZ is honestly a waste.
Last edited by ICURADik; Jul 26, 2005 at 04:28 PM // 16:28..
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Jul 27, 2005, 04:46 AM // 04:46
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#8
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Academy Page
Join Date: Jul 2005
Profession: W/
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chilblains hurts too.
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Jul 27, 2005, 08:55 PM // 20:55
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#9
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Academy Page
Join Date: Apr 2005
Guild: [oOo] Oodles of Noobles
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I thought healing balls included heal area too?
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