May 05, 2005, 08:46 PM // 20:46
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#21
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Elite Guru
Join Date: Feb 2005
Location: Minnesota
Guild: Beguine Guild [BGN]
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Quote:
Originally Posted by Epinephrine
Shhh, we don't want the whiners to learn about the more powerful variety
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Uh yeah! I meant, like, theoretically, if it was actually possible to make a W/Mo that way, it'd be a really great character. Too bad you couldn't do that... Heheh heheh :sweat drop:
Last edited by Dreamsmith; May 05, 2005 at 08:49 PM // 20:49..
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May 05, 2005, 10:42 PM // 22:42
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#22
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Academy Page
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war/monk i dont fell is overpowered in combat that is the first person i run to. With my Life steals reagans and reagan/life steels and then my life % reducing attacks i bring them down fast they uselly only get one heal. In all i really have no problem with any other ??/M combo. Its The Me combos that can screw me
Last edited by Cordub; May 05, 2005 at 10:50 PM // 22:50..
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May 05, 2005, 11:00 PM // 23:00
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#23
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Pre-Searing Cadet
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I don't think monk is overpowered. I think non-monk healing spells are underpowered. In low levels, I can heal myself pretty easily with the healing spells within my given profession. However, those spells do not scale well enough, in terms of time/energy as well as power, to make them useful later in the game. The later game requires a monk to heal fast enough to keep members alive.
The requirement of monks for health managment is really my only beef with the game. I can understand the idea: condition removal, hex removal, and healing other teammates (not only yourself), however it should be possible for a team to fight without a monk if they all know how to keep themselves alive. Unfortunately, that doesn't seem possible.
Examples that would help:
Healing Signet: takes 2x damage while using. Why not make it 1-2s recharge? Why 5?
Life Syphon(vampiric): Make it suck more than 3 bars. Or make it suck 3 bars, but I get 5. Same with the vampirics, either allow more healing, or offset healing (You lose 80 health, I get 100)
Energy Tap: Either make it heal more, or make it recharge faster (I like the heal more myself)
Those are the only professions I've spent enough time playing to comment on.
I think this would help both PvE and PvP, since it would broaden the strategies used away from "Kill the monk" and "Hide the monk"
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May 05, 2005, 11:02 PM // 23:02
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#24
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Wilds Pathfinder
Join Date: Apr 2005
Location: TX
Guild: Crimson ScS
Profession: W/N
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My War/Necro build can and does pwn any W/M that trys to step up.
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May 05, 2005, 11:56 PM // 23:56
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#25
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Ascalonian Squire
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I take pride in getting lots of compliments for my healing skills. After every big battle I usually get a "monk, your awsome" or a "go monk!!". I;m a M/Ra to be specific, but I use none of the ranger skills. There are few good monks apparently, hopefully someday more people will know how to use the monk skills.
P.S. knowing when and how to use monk skills takes a lot of practice so go easy on new monks.
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May 06, 2005, 02:32 AM // 02:32
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#26
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Krytan Explorer
Join Date: Apr 2005
Location: Buffalo NY
Guild: None at the moment
Profession: R/E
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If the w/mo is overpowered why do they die as much as any other class?
Their not bad builds, I'm not saying that. But a W/Mo has different flaws. You have to beat a W/Mo using a stragety for them just like you need a strategy to take out a Mo/Me or any other combo.
Only big difference is it takes more than just hacking at one to stop em. They seems overpowered because their usage is a lot more obvious than a lot of others, so their just easy to get the hang of at first.
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May 06, 2005, 04:50 AM // 04:50
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#27
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Academy Page
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I think the problem with monks is that it's extremely difficult to shut one down. Being primarily a Ranger who has specced both Elementalist and Mesmer as secondary, some of their powerful heals are near impossible to stop or interrupt. If you can't stop these powerful heals, a Monk can literally tank the damage of an entire group of people, even those which are damage focused.
It can take much of a team's focus to eliminate one enemy Monk. But what if there are two Monks, or more? Can a group of 4 or 6 with one monk take on an opposing group with two monks and win? How long will it take just to kill one monk, and at what cost? With the current balance, it feels like a group does not need to contribute anything in order to protect their valued healer, because monks have an huge amount of survivability on their own. Why help the healer that helps you, when he does an incredible job of helping himself?
A healer doesn't do much damage, but damage does not always make up a character's offensive. A monk's offensive is healing his group, because longer-living damage dealers means more group DPS. If you ask me, that is a very strong offensive to have, because a DPS build does zero DPS when they are dead or retreating with low health.
Monks may not have much in direct-damage, but considering the strong offensive and defensive capability of their spells, it would be tough to argue that any other class can contribute as much to a group than the monk.
Edit: I'm not talking about W/Mo, but primary monk builds in general. W/Mo will always die without support, and the only reason they last so long in PvP is because they are usually the last targets called.
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May 06, 2005, 05:44 AM // 05:44
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#29
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Academy Page
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Quote:
Originally Posted by Epinephrine
No it isn't. It's easy to use and reliable, so the margin of error is smaller. It isn't overpowered in any way. Warrior/Monks lose out on damage dealing in favor of healing, but their healing abilities are limited compared to that of a pure monk. The single good Monk can support a few characters at a time, while the Wa/Mo can only care for himself pretty much. In low level PUG setup the Wa/Mo will do well because the tactics are weak, there are no overall strategies and being independent is useful. In higher level, organised PvP the Wa/Mo are not overpowered.
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In other words, you play one.
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May 06, 2005, 06:03 AM // 06:03
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#30
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Frost Gate Guardian
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Monks seem powerful right now because of the limited enchantment removal options available in-game. Orison of Healing isn't overpowered. Stacking Mark of protection with retribution, healing breeze, shield of regeneration and reversal of fortune spammed on top of that to keep the single enchantment removers from hitting the meat seems like it might be a bit overpowered since you only have 2 options to wipe those protections - the ranger nature spirit that abolishes *all* hexes and enchantments and rend enchantments. Also, using rend is a bit like russian roulette - you might try rending some guy with one too many monk enchantments and kill yourself.
I really wouldn't mind seeing a global decrease in cooldown for the enchantment removers of between 5-10 secs.
Laz
Last edited by Lazarous; May 06, 2005 at 06:06 AM // 06:06..
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May 06, 2005, 07:44 AM // 07:44
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#31
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Academy Page
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my warrior/ele is very strong .. i only have to do immolate-conjure **-frenzy attack-sever-gash and then he is dead
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May 06, 2005, 08:57 AM // 08:57
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#33
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Frost Gate Guardian
Join Date: May 2005
Location: Colorado
Guild: Imperial Fist Guild Leader
Profession: W/E
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:p
War/Elem <--- My thoughts are, if the enemy is dead, there's no need for me to heal. As a War/Elem I run through Riverside and kill Zealots, then head over to the Hill Giant area and kill them too. Solo. In PvP I'm like a madman who has a stick of dynamite in his jacket, runs into the building and then explodes! Boom! The great thing about War/Elem is your usually the last person to get targetted in pvp, while the true Elem/Mesmer/Monks are being targetted, you actually have the time to cast that 4 second meteor shower successfully :P
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May 06, 2005, 10:37 AM // 10:37
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#34
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Ascalonian Squire
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Quote:
Originally Posted by Lazarous
Monks seem powerful right now because of the limited enchantment removal options available in-game. Orison of Healing isn't overpowered. Stacking Mark of protection with retribution, healing breeze, shield of regeneration and reversal of fortune spammed on top of that to keep the single enchantment removers from hitting the meat seems like it might be a bit overpowered since you only have 2 options to wipe those protections - the ranger nature spirit that abolishes *all* hexes and enchantments and rend enchantments. Also, using rend is a bit like russian roulette - you might try rending some guy with one too many monk enchantments and kill yourself.
I really wouldn't mind seeing a global decrease in cooldown for the enchantment removers of between 5-10 secs.
Laz
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Or um you could just like change targets?
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May 06, 2005, 11:42 AM // 11:42
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#35
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Krytan Explorer
Join Date: Apr 2005
Location: Denmark
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Another way to state the same: If I'm going to group with some newbie who are not really sure how to best use skills, nor what tactics are good in teamplay, I'd prefer him to play a W/Mo.
If I'm grouping with an experienced player, and we are not going for a specific team build, I'd prefer him to choose whatever professions he is most comfortable playing.
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May 06, 2005, 11:53 AM // 11:53
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#36
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Frost Gate Guardian
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Quote:
Originally Posted by Deagol
Another way to state the same: If I'm going to group with some newbie who are not really sure how to best use skills, nor what tactics are good in teamplay, I'd prefer him to play a W/Mo.
If I'm grouping with an experienced player, and we are not going for a specific team build, I'd prefer him to choose whatever professions he is most comfortable playing.
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Completely true.
If your not sure what to play or who your with, your not going to go far wrong by playing your war/monk. - They are the most forgiving classes to play.
Like I said. Easy not Uber. - Easy can sometimes be all it takes to wipe out unorganised opponents, especially if they are playing more complex classes.
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May 06, 2005, 12:09 PM // 12:09
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#37
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Krytan Explorer
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...not if they're elementalists casting 40 damage flares on you once every second and a bit. No, its kinda urgent that you take them down quick. Though a backfire/conjure phantasm in there sorts them out pretty good, I am seeing a grevious shortage of mesmers in this game.
Problem is...all the late game buffs/heals are there. Orison, heal other, healing breeze, reversal of fortune...ok so theres no life bond...but that dosen't help our plight. Whereas in comparison...the early game attacks aren't as complete, where is my Illusionary Weapons/Flurry? Where is my Tiger's Fury/Barrage/Conjure? They get their healing breeze/reversal of fortune...wheres my hot lewt?
we have to delve all the way down to sever artery/gash...plus theres some skills that are accentuated MUCH more than they need to be in early game, I don't see anyone using earth skills, or air, or inspiration...or stance from tactics for that matter. Representation of the late game play by the early game is very much mistaken.
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May 06, 2005, 12:15 PM // 12:15
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#38
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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That's like asking why does everyone prefer to use potions in Diablo 2. Everyone wants to live longer, the mentality of placing your life at the hands of something out of your control is not easily doable by most, let alone trust it very long. For casual players, they trust themselves and rely more on themselves in PVE and PVP. This leads to /MO, since there is no potions in the game, or any real way to heal yourself effectively without /mo. Some people like War/Rangers think their all neat and all with the troll ungeant, but then they realize speccing wilderness for 1 damn skill is pointless, while /mo allows rez/heal/removals all at the same time, not to mention a enchantment warriors love in pve (mending).
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May 06, 2005, 01:31 PM // 13:31
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#39
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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Quote:
Originally Posted by Rotgut The Unholy
In other words, you play one.
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LOL! No. I've never played a Warrior Monk. I've played a Monk/Warrior and a Mesmer/Warrior in the betas, and my current characters are a Mo/Me, a Ne/Mo, a Ra/Me and a Mo/Ra.
Last edited by Epinephrine; May 06, 2005 at 01:44 PM // 13:44..
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May 06, 2005, 01:40 PM // 13:40
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#40
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Ascalonian Squire
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It sounds the most sensible and stable class, The people who are going to be targetted the most in PvP (and in my experience, PvE) have the most hp and are also the most vital to a team.
I was planning on making one soon and i think its gonna be very powerful.
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