Mar 16, 2005, 08:19 AM // 08:19
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#3
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Krytan Explorer
Join Date: Feb 2005
Guild: The Exiled
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I would suggest not putting points in illusion if you’re not going to use it. Other then that this build looks decent you may think about using your power drain on a target other then the one you’re backfiring so you can eliminate 2 enemies from the playing field. Also Last hex in is the first one out when they dispel so be sure to cover backfire but I’m sure you knew that I just wanted to state it for others who view this post.
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Mar 16, 2005, 09:03 AM // 09:03
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#4
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Munchking
Join Date: Mar 2005
Location: Russian Federation, Moscow
Guild: Ladder to Hell (ATM playing with Rus Corp)
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IMHO every character should have some way to deal damage to a primary target when necessary. Maybe Shatter Enchantment will be useful if your team uses physical damage to kill enemies. Shield of Deflection is probably already nerfed, and other Monk enchantments that can almost nullify physical attacks have relatively long recharges. Maybe Shatter Enchantment isn't a good skill itself, but you already have a high Domination line and you have a Mantra of Recovery that will reduce a big recharge time of this spell.
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Mar 16, 2005, 10:06 PM // 22:06
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#5
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Elite Guru
Join Date: Feb 2005
Location: Ottawa, the super awesome capital of Canada
Guild: iQ
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I've created a similar build with the Guild Wars Team builder and found that you can lower your fast cast to way lower levels than that. With Mantra of Recovery, don't forget that your Energy Tap (the work horse of energy regaining) will recharge every 10 seconds instead of every 20. Power Drain will also recharge faster meaning that if you're good at interupts, energy will never be a problem. That extra 1 or 2 energy won't be too much for you anyways, so you can put some more points into lines like Domination and Inspiration, making you more effective offensively.
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Mar 17, 2005, 01:12 AM // 01:12
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#7
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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 walder
Odd- Do you know how Mantra of Recovery breaks down? Do you think I can get the most out of the spell at level 12 instead of 13 (I think losing 3 energy per cast would be the most I would allow). I may go 13 Domination/12 Fast Cast/9 Inspiration or switch Domination and Fast Cast. If energy really is not a problem I can even stretch it to 14 Domination/11 Fast Cast/9 Inspiration.
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If 3 energy's your number then consider going o 11 Fast Cast (or 9 + 1 Rune + 1 Mask). Here's a build I'll be using if ever I find Mantra of Recovery.
It's of course an energy stripper but also a condition remover to support the monks.
Skill 1: Ether Feast
Skill 2: Energy Tap
Skill 3: Arcane Echo
Skill 4: Energy Burn
Skill 5: Power Drain
Skill 6: Power Leak
Skill 7: Mend Ailment
Skill 8: Mantra of Recovery
Domination Magic 10 + 1
Inspiration Magic 11 + 1
Fast Casting 9 + 2
Protection Prayers 4 (dump points)
A level 12 Ether Feast will strip away a good 13 energy. Idea is to combo it with Arcane Echo. People don't think this is a good idea since you barely regain the energy lost on actually casting Arcane. But with the Mantra on, you'll be able to cast it twice, making it a more decent strategy. Remember that with that +3 cost on all spells, you also can run dry quite fast. This should solve that, especially that you'll have Energy Taps at an approximate every 5 seconds. Mend Ailment is there to support any monk that needs help while being Dazed.
Power Drain is there in case you desperatly need that energy (it's got an aweful cooldown, and with a reason lol). Energy Burn for damage, but also energy denial. And of course Power Leak. I think this can really help your team dominate if when one ennemy character dies and you cast this on an already used up monk casting a rez.
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