May 28, 2008, 02:25 AM // 02:25
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#1
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Pre-Searing Cadet
Join Date: Dec 2006
Location: The Netherlands
Profession: E/Me
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[Q] Mo/As - Escaping
So I have been healing loads of AR's lately, and since I have never really played this build I was wondering one thing:
Atm I'm using Dash and Dark escape, should I take one away?
And secondly, but more important.. Should mo/as ever get hit? or dash away when somone is incomming before they even reach you?
Thanks!
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May 28, 2008, 02:28 AM // 02:28
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#2
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Furnace Stoker
Join Date: Oct 2005
Guild: Inde is Smoking [Hawt] *ToA*
Profession: W/E
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well most Mo/a use Return and Dark escape when you are taking loads of dmg. You use return to quickly get away and cripple melees that run in, its much better then dash because this one shadow steps you away.
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May 28, 2008, 03:28 AM // 03:28
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#3
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Krytan Explorer
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You should be using Return and Dark Escape. Dark Escape should be used when you're under heavy pressure (i.e. knocked down and there's aoe or a spike coming). Return should be use to frustrate melee classes as they get to you to cripple them and get them off your back for a while. There's nothing wrong with getting hit, you're going to spend a hells load of energy if you run every single time someone comes at you, they're going to catch you eventually cause you need to cast if they play properly and know how to swap targets.
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May 28, 2008, 04:01 AM // 04:01
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#4
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Desert Nomad
Join Date: May 2005
Location: America
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Personally I find running Return and Dark Escape (in arena) to weigh down the bar too much. Return is nice, especially on pathetic shadow step ganks, but pre-kiting is usually enough. If you are running around with dark escape half the time and then returning every time a melee gets close, smart players will simply beat down someone else on your team without defense.
[build=Dark Escape Monk;OwcU02nCv/RaENgCENQaRba1EsEA]
Is what I like to run with that. The monks that run Dark Escape and Return usually leave out Guardian, Spirit Bond or CoP...all which seriously affect your ability to handle spikes and nasty hexes / conditions on yourself. The alternative is the HC monk with Dark Escape and Return that just runs around spamming...but that's another discussion.
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Jun 05, 2008, 10:18 PM // 22:18
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#6
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Jungle Guide
Join Date: Feb 2007
Location: wisconsin
Guild: Spiders Lair Kurz [SpL]
Profession: W/A
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shield bash > both
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Jun 06, 2008, 05:55 AM // 05:55
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#7
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Ascalonian Squire
Join Date: Jan 2007
Guild: Serenity Gaming Community
Profession: R/E
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as far as defensive skills...shield bash isn't very good imo. At least not compared to the alternatives. It's only good against one skill, therefore you could simply block like a wand attack against you. And have a useless skill on your bar for 20 seconds. Return is extremely useful against melee for defensive purposes, and...when you get used to it enough, you can use it as a snare to help your team. Dark escape is better as well. The advantage it has over return is you can cast it on your butt. Same could be said about shield bash, except if you don't have your shield equipped your out of luck.
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Jun 06, 2008, 08:49 AM // 08:49
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#8
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Desert Nomad
Join Date: Dec 2007
Location: USA
Guild: [Thay]
Profession: R/Mo
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Quote:
Originally Posted by Raven Nebula
as far as defensive skills...shield bash isn't very good imo. At least not compared to the alternatives. It's only good against one skill, therefore you could simply block like a wand attack against you. And have a useless skill on your bar for 20 seconds. Return is extremely useful against melee for defensive purposes, and...when you get used to it enough, you can use it as a snare to help your team. Dark escape is better as well. The advantage it has over return is you can cast it on your butt. Same could be said about shield bash, except if you don't have your shield equipped your out of luck.
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If you don't have ur shield equip then you have better be casting some prot that needs to be lengthened or 40/40 because everyone is dying.
Shield bash is awesome because it counters high DPS attack skill (especially sins) AND disables it. Preventing the opponent from using a skill can seriously hamper their ability to deal damage. Since its not a stance nor an enchantment, it cannot be countered by shattering assault or wild strike.
As for long recharge - Dark Escape's recharge is 30 seconds and Return>Dark Escape.
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