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Old Sep 27, 2008, 12:19 AM // 00:19   #1
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Default Look at this build

i want you guys to take a look at this build OANCUsxTV4oC0KZYCtgaImA
what do you think of it? dont really know how to post an actual build anyway,

wouldnt you call that bad? well i was explaining to a guildie and he responded

by saying that this build has worked and that its good. i explained it probably

works but its more efficient to have one or two minion skills and have the rest

for utility, to this he responded about how he doesnt care about efficiency, so

am i crazy all of a sudden, am i the only one who care about efficiency? help pls cause im genuinely confused.

Last edited by dilan155; Sep 27, 2008 at 12:25 AM // 00:25..
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Old Sep 27, 2008, 12:28 AM // 00:28   #2
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Ressurrect is a terrible res skill. Res Chant is far more powerful.

You have four summons, one of which takes two minions. You only need one to two types of minions maximum. Any more and you're practically wasting skill slots.

Blood of the Master > Verata's Sacrifice.

Flesh Golem isn't really much of a good skill. It's only one for when you have nothing else to put, but with the buff to some elites you might aswell use others, for example the new Empathic Removal, and even then Factions offers Discord.

Rotting Flesh is only good for when you're running Discordway, to meet the condition on a spreadable AoE basis. Degen is weak in PvE.

Death Nova would be a good skill to use on the bar.

You can easily fit PSpirit and Aegis or other utilities in that bar.


Summary: The person you are explaining things to won't take the advice. It is nothing but a waste of your time.
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Old Sep 27, 2008, 12:32 AM // 00:32   #3
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i told him to try posting here and see what kind of responses he would get, when i told him the build is bad he told me not to say anything about something i haven't used. anyway i agree with you tyla some ppl are just too stubborn.
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Old Sep 27, 2008, 03:19 AM // 03:19   #4
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That build is flat out awful. Unless you have some reason to think that your guildie is interested in taking advice -- or you yourself want to learn something about necromancers -- I don't see it as worth people's time to make a point-by-point explanation of what all is wrong with it.
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Old Sep 28, 2008, 01:08 AM // 01:08   #5
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i wasnt posting it to show what's wrong with it, i was posting it to see if i was crazy and if i was the only one who thought it was bad, if you don't like it don't post.

Last edited by dilan155; Sep 28, 2008 at 10:32 PM // 22:32..
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Old Sep 28, 2008, 07:36 PM // 19:36   #6
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i want posting it to show what's wrong with it,
Oh all right, since you asked for it:

1. Bone minions are bad because they are weak. Low hp. Low armor. Low damage. They waste some of your 10 slots that could be used for stronger minions. Bone minions only belong in bomber builds.

2. Shambling horror is bad because jagged horrors are weak. Again, low hp, low armor, low damage (the bleeding is largely wasted when all your jaggies ball up on one target, like they usually do, instead of spreading it around). Another waste of minion slots that could be used for stronger minions. They've also got some very bad anti-synergies with the minion cap and the soul reaping timer. Jagged Horrors should only be used in situations where the die-and-pop-back-up mechanic is so extremely useful that it outweighs all those shortcomings -- and that's prety rare.

3. Flesh Golem is a bad choice because it uses up your elite slot that would be better spent on Order of Undeath. There's nothing wrong with Fleshie per se; he's just not as good as OoU, and therefore shouldn't be used.
(Though I must note that Moloch sensibly recommends Fleshy for "newbie" players, since it's much harder to screw up than OoU, and someone who honestly thinks a build like this is good qualifies as a "newbie.")

4. No bone fiends. Thanks to their increased attack speed, bone fiends deal significantly more damage per second than any other non-elite minion and benefit more from any sort of damage buff (OoU, EBSofHonor, Barbs, MoP, etc.). Every minion master build should have fiends.

5. Three skillslots wasted by bringing four kinds of redundant melee minions. You're not gaining anything by having 4 different kinds of melee meatbags wandering around. In fact, you're losing out since bone minions and jagged horrors are flat out inferior to vampiric horrors. Drop both of those skills (and probably Fleshy too) and just summon more vamps.

6. Taste of Death is questionable outside a minion bomber build. There's other ways to self-heal that don't waste high-energy-cost minion flesh.

7. Verata's Sacrifice is junk. Has been junk ever since it got nerfed. Probably will stay junk forever knowing Izzy. It can't even come close to offsetting minions' natural degen, much less damage caused by monsters. Use Blood of the Master instead.

8. Need a self-heal to offset the life sac from BotM. Use Heal Area at 8 Healing Prayers.

9. Rotting Flesh isn't bad, but there's better options for doing direct damage, if that's what you want to do with that skillslot. EBSofHonor comes to mind as the best choice. If you really want disease, Signet of Infection is a better option, presuming you've got a source of bleeding on your team. (Jagged horrors, if I haven't convinced you to get rid of them.)

10. On a cramped bar, a rez skill can be replaced by a rez scroll. Even if you want to keep a rez skill, resurrect is a terrible choice. Use Rez Chant if you want a monk hard rez.
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Old Sep 28, 2008, 09:36 PM // 21:36   #7
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2. Shambling horror is bad because jagged horrors are weak. Again, low hp, low armor, low damage (the bleeding is largely wasted when all your jaggies ball up on one target, like they usually do, instead of spreading it around). Another waste of minion slots that could be used for stronger minions. They've also got some very bad anti-synergies with the minion cap and the soul reaping timer. Jagged Horrors should only be used in situations where the die-and-pop-back-up mechanic is so extremely useful that it outweighs all those shortcomings -- and that's prety rare.
Shamblings are awesome, but they, too, are bomber minions, not "master" minions. Same as Bone, they offer bodies two per coprse, but on different timing schedulle.

While pop-back seems like anti synergy but if it starts death-chain when jagged bones are also in play, it usually triggers pretty awesome cascade of death novas and dwaynas sorrow party healing, nothing too shabby.

---

Also, I would not suggest even botm spamming minion master self heal. He is better off spamming expensive utility (big prots) - it saves monk enough energy to heal you comfortably.

---

But again, i would not recomend actuall human to play build with minions anway - he is more valuable playing curses.
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Old Sep 30, 2008, 02:27 AM // 02:27   #8
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Shamblings are awesome, but they, too, are bomber minions, not "master" minions. Same as Bone, they offer bodies two per coprse, but on different timing schedulle.
Quite right. Shamblings are very nice indeed for minion bombers. Just very questionable for minion masters, which is what the OP's guildie's build most resembles.

Quote:
While pop-back seems like anti synergy but if it starts death-chain when jagged bones are also in play, it usually triggers pretty awesome cascade of death novas and dwaynas sorrow party healing, nothing too shabby.
It IS an anti-synergy. You just lost a whole bunch of "living" things, but got no soul reaping for them. And you just lost a whole bunch of healthy minions that you put a lot of energy into and haven't lived nearly long enough to justify their summoning cost. Only a truly fantastic cascade of death novas and dwaynas sorrow party healing, coupled with the low-cost minions that a minion bomber uses, can really even hope to offset that loss.

Quote:
Also, I would not suggest even botm spamming minion master self heal. He is better off spamming expensive utility (big prots) - it saves monk enough energy to heal you comfortably.
We've been over this elsewhere. You need to build around being able to function without monk support if you need to. Setting yourself up to totally collapse if your monk runs out of energy is a very good way to screw your team.

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But again, i would not recomend actuall human to play build with minions anway - he is more valuable playing curses.
If I've only got 1 human necro around, yeah, curses is usually the better place to put them. But sometimes you get more than 1 human necro, and a good human MM can far outperform a hero MB.
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Old Sep 30, 2008, 10:27 AM // 10:27   #9
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I'm a big fan of Shambling Horrors. They're a way of bypassing the minion cap - if you have 10 Shamblings and they die, you're gonna get another 10 minions. They're good because that mechanic means heavy AoE damage won't completely wipe your entire minion army like it can to normal minions.
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Old Oct 01, 2008, 02:10 AM // 02:10   #10
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I'm a big fan of Shambling Horrors... They're good because that mechanic means heavy AoE damage won't completely wipe your entire minion army like it can to normal minions.
That would be one of those uncommon situations where the die-and-pop-back-up mechanic is so extremely useful that it outweighs all the skill's shortcomings.
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Old Oct 01, 2008, 09:59 AM // 09:59   #11
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I still think they're good since they bypass the minion cap in a certain way. They become especially useful when used on multiple necs.

While the situation I brought up is uncommon, it's also a dangerous one - if you're going up against heavy AoE, the minions are gonna be the first to take it. Once they're all dead, then your team is gonna get smacked with it. AoE hurts very much in HM.
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Old Oct 01, 2008, 09:01 PM // 21:01   #12
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Originally Posted by Chthon View Post
Oh all right, since you asked for it:

1. Bone minions are bad because they are weak. Low hp. Low armor. Low damage. They waste some of your 10 slots that could be used for stronger minions. Bone minions only belong in bomber builds.

2. Shambling horror is bad because jagged horrors are weak. Again, low hp, low armor, low damage (the bleeding is largely wasted when all your jaggies ball up on one target, like they usually do, instead of spreading it around). Another waste of minion slots that could be used for stronger minions. They've also got some very bad anti-synergies with the minion cap and the soul reaping timer. Jagged Horrors should only be used in situations where the die-and-pop-back-up mechanic is so extremely useful that it outweighs all those shortcomings -- and that's prety rare.

3. Flesh Golem is a bad choice because it uses up your elite slot that would be better spent on Order of Undeath. There's nothing wrong with Fleshie per se; he's just not as good as OoU, and therefore shouldn't be used.
(Though I must note that Moloch sensibly recommends Fleshy for "newbie" players, since it's much harder to screw up than OoU, and someone who honestly thinks a build like this is good qualifies as a "newbie.")

4. No bone fiends. Thanks to their increased attack speed, bone fiends deal significantly more damage per second than any other non-elite minion and benefit more from any sort of damage buff (OoU, EBSofHonor, Barbs, MoP, etc.). Every minion master build should have fiends.

5. Three skillslots wasted by bringing four kinds of redundant melee minions. You're not gaining anything by having 4 different kinds of melee meatbags wandering around. In fact, you're losing out since bone minions and jagged horrors are flat out inferior to vampiric horrors. Drop both of those skills (and probably Fleshy too) and just summon more vamps.

6. Taste of Death is questionable outside a minion bomber build. There's other ways to self-heal that don't waste high-energy-cost minion flesh.

7. Verata's Sacrifice is junk. Has been junk ever since it got nerfed. Probably will stay junk forever knowing Izzy. It can't even come close to offsetting minions' natural degen, much less damage caused by monsters. Use Blood of the Master instead.

8. Need a self-heal to offset the life sac from BotM. Use Heal Area at 8 Healing Prayers.

9. Rotting Flesh isn't bad, but there's better options for doing direct damage, if that's what you want to do with that skillslot. EBSofHonor comes to mind as the best choice. If you really want disease, Signet of Infection is a better option, presuming you've got a source of bleeding on your team. (Jagged horrors, if I haven't convinced you to get rid of them.)

10. On a cramped bar, a rez skill can be replaced by a rez scroll. Even if you want to keep a rez skill, resurrect is a terrible choice. Use Rez Chant if you want a monk hard rez.
@ OP TL : DR Your guildie is one stubborn mule. Use Jagged Bones instead. Chthon pretty much summarized what I was going to say anyway.
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Old Oct 02, 2008, 03:22 AM // 03:22   #13
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I still think they're good since they bypass the minion cap in a certain way. They become especially useful when used on multiple necs.

While the situation I brought up is uncommon, it's also a dangerous one - if you're going up against heavy AoE, the minions are gonna be the first to take it. Once they're all dead, then your team is gonna get smacked with it. AoE hurts very much in HM.
I don't disagree. If you're in a situation where you can expect a nasty AoE to wipe out your entire minion frontline in one shot, by all means, bring shamblings so that you've at least got **something** still standing between you and the monsters.

However, shambling horror should never, ever, ever be your starting point for a build. It should always be something that you change **to** after starting with vampiric horrors (or bone horrors) and deciding "hey, the monsters in this area are just killing my vampiric horrors (/bone horrors) too darned fast."

The more basic lesson to learn is that jagged horrors suck. OP's guildie is clearly someone who needs to learn the basic lessons first. If and when that happens, then it would be time to start thinking about enumerating situations where the value of the die-and-pop-back-up mechanic outweighs the suckiness of jagged horrors.

I've been trying to gear my posts in this thread towards getting that basic point across as plainly and clearly as I can, and I apologize for any confusion I'm causing for people who know enough to say "well, wait a minute, shambling horrors aren't **always** a bad idea...".

To summarize: The rule is that shambling is a bad skill. There are exceptions. For now, OP's guildie should focus on the rule.

Last edited by Chthon; Oct 02, 2008 at 03:24 AM // 03:24..
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Old Oct 02, 2008, 05:53 AM // 05:53   #14
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OoU Minion Master.. its on wiki, give him the build and he shall be happy.... if not DEATH!!!!!

12chars
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Old Oct 02, 2008, 01:07 PM // 13:07   #15
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OoU Minion Master.. its on wiki, give him the build and he shall be happy.... if not DEATH!!!!!

12chars
12chars signing after a post that long is wtf? Troll+1?

Anyway,it's ok to suggest a build to load,but whats the point when the user is seemingly too stubborn to realise his/her own build is somewhat terrible

@OP: Chthon is right on the money

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Old Oct 03, 2008, 09:43 AM // 09:43   #16
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8. Need a self-heal to offset the life sac from BotM. Use Heal Area at 8 Healing Prayers.
Considering that you bring in The Wall and that you can pump up your Prot to 9 and bring Aegis, PS and possibly things like hex and condition removal - that should massively reduce pressure off the monk which in return means he should be able to heal you.
It doesn't make sense for the necro to bring sub-par healing options when he can provide superior prot options instead.
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Old Oct 03, 2008, 06:24 PM // 18:24   #17
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It IS an anti-synergy. You just lost a whole bunch of "living" things, but got no soul reaping for them. And you just lost a whole bunch of healthy minions that you put a lot of energy into and haven't lived nearly long enough to justify their summoning cost. Only a truly fantastic cascade of death novas and dwaynas sorrow party healing, coupled with the low-cost minions that a minion bomber uses, can really even hope to offset that loss.

We've been over this elsewhere. You need to build around being able to function without monk support if you need to. Setting yourself up to totally collapse if your monk runs out of energy is a very good way to screw your team.
You might have lost a lot of minions, but you also gained new, fresh, maxhp, agro, hex and condition free ones. You dont need SR energy now, you are at max and your army is full and sr timer is not that terrible. That cascade of DN/DS is huge bonus. Again, MB thing.

Also, you self-suficiency has its charm but if your monk is so bad that aegis/prot spirit reduction will not make it easier for him to heal will definitelly run out of energy if all help he gets is your self heal then you will be spamming Heal areas and hoping for him to catch up anyway and hoping that other party members don't drop in party-wipe cascade.
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Old Oct 04, 2008, 02:27 AM // 02:27   #18
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Also, you self-suficiency has its charm but if your monk is so bad that aegis/prot spirit reduction will not make it easier for him to heal will definitelly run out of energy if all help he gets is your self heal then you will be spamming Heal areas and hoping for him to catch up anyway and hoping that other party members don't drop in party-wipe cascade.
Prot does not offset sac costs. Yes, it makes a monk failure less likely, but it doesn't do anything the fix the fundamental problem that you've set yourself for a cascading failure -- If your monk fails, then you will fail too, and the sudden, simultaneous loss of healing/prot from the monk and damage soak from the minions is almost certain to result in a party wipe. That's an unacceptable outcome.
Bringing prot reinforces the monk at the time he needs it least -- when he's up and running and handling the damage. Once things go south, an extra aegis or PS is not going to prevent more damage than you could soak by keeping the minions up better. It's far better to be prepared to soak that damage when your team really needs it -- when the monk has failed -- than when it's merely helpful but not necessary.

Also, newsflash: Monk prot is not the be-all, end-all of damage mitigation. When you can have frontliners and/or other midliners carrying SY, and you yourself can carry EBSofCourage for a 100% uptime 1/3 damage reducer at 0 spec (in addition to your self heal!), sacrificing a self-heal to spec for prot is silly.
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Old Oct 04, 2008, 07:14 AM // 07:14   #19
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Prot does not offset sac costs. Yes, it makes a monk failure less likely, but it doesn't do anything the fix the fundamental problem that you've set yourself for a cascading failure -- If your monk fails, then you will fail too, and the sudden, simultaneous loss of healing/prot from the monk and damage soak from the minions is almost certain to result in a party wipe. That's an unacceptable outcome.
Bringing prot reinforces the monk at the time he needs it least -- when he's up and running and handling the damage. Once things go south, an extra aegis or PS is not going to prevent more damage than you could soak by keeping the minions up better. It's far better to be prepared to soak that damage when your team really needs it -- when the monk has failed -- than when it's merely helpful but not necessary.

Also, newsflash: Monk prot is not the be-all, end-all of damage mitigation. When you can have frontliners and/or other midliners carrying SY, and you yourself can carry EBSofCourage for a 100% uptime 1/3 damage reducer at 0 spec (in addition to your self heal!), sacrificing a self-heal to spec for prot is silly.
So, you claim that 10e 110-130hp heal on self only is more effcient than 50% physical damage reduction on whole party and/or 10% damage cap on any ally under fire?

That Self heal will not keep you alive in HM if you get under fire. PS does keep ally alive.

(ps: courage and sy armor buffs don't stack, weaker one is redundant.)

Also, you know, you have this wall of hight-quality meat you are supposedly spamming your ass to keep alive. How Can monk not afford to WoH you every other sac?

Also, if you want to cover your sac costs without monk havign to cast you can cast BoTM every 6 seconds (1/2 of rate you can spam it).

At this rate of spam it and one woh from your monks every 12 seconds will be suficient. If you have two monks, it is one woh every 24 for seccond from each.

I just can't fully comprehent failure which monks (you have two, right) would be if they can't in woh you every 24 seconds with all the help they get (three aegies, couple of prots on them too, hell you got SY! and 4 other party members would probably do something helpfull too ...)

And finally, you seem to not understand how prot is used: It is used so that red bars dont go down. Not when half of your party is already dying and stuff is some in some direction. You put PS on full hp ally that is going to take damage, not on ally that is going to die on next wand hit.

You prot so that monks consume energy slower. So that "going south" point happens much later in combat (= never unless you do next to no damage). And frankly, I don't know how this sets up cascade of fail: You apply expensive stuff they could not afford to spam and they in return patch you up with stuff they can afford.
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Old Oct 04, 2008, 07:16 AM // 07:16   #20
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Prot does not offset sac costs. Yes, it makes a monk failure less likely, but it doesn't do anything the fix the fundamental problem that you've set yourself for a cascading failure -- If your monk fails, then you will fail too, and the sudden, simultaneous loss of healing/prot from the monk and damage soak from the minions is almost certain to result in a party wipe. That's an unacceptable outcome.
Bringing prot reinforces the monk at the time he needs it least -- when he's up and running and handling the damage. Once things go south, an extra aegis or PS is not going to prevent more damage than you could soak by keeping the minions up better. It's far better to be prepared to soak that damage when your team really needs it -- when the monk has failed -- than when it's merely helpful but not necessary.
Pretty much two ways that the monk will fail:
1. he is dead.
He's either a moron and running in the frontline (in which case - tough luck, you are playing with a 7 man party) - or foes are where they aren't supposed to be - in which case your Heal Area will be healing them AND won't be able to compete with the pressure.
You're dead.
2. he ran out of energy.
A. The Wall, Aegis, PS spammage on the necro - the monk needs to heal up the damage that gets through and heal the necro.
B. The Wall and the necro with the self-heal. The monk needs to prevent the damage that the necro used to prevent and then heal up the damage does get through (just like in part A). The lack of unlimited energy will cause that PS can not be spammed to the extent that it can be on the necro. They also lack 9 secs of Aegis. Which requires much more healing.

In which situation is the monk more likely to run out of energy?

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Also, newsflash: Monk prot is not the be-all, end-all of damage mitigation. When you can have frontliners and/or other midliners carrying SY, and you yourself can carry EBSofCourage for a 100% uptime 1/3 damage reducer at 0 spec (in addition to your self heal!), sacrificing a self-heal to spec for prot is silly.
So what we have is The Wall, 1-2 monks, Ward, SY! and Aegis chaining - and with that in mind you still advise a person to bring a self heal?
What kind of bad players are you playing with?

Edit:
It seems Zwei beat me to the punch ...

Last edited by upier; Oct 04, 2008 at 07:20 AM // 07:20..
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