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Old Jul 03, 2005, 11:55 PM // 23:55   #1
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Last edited by Van the Warrior; Jul 04, 2005 at 05:57 AM // 05:57..
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Old Jul 03, 2005, 11:57 PM // 23:57   #2
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alls this is doing is making your heal party cost 10 energy instead of 15, and having all your heals recharge 25% faster, so you spam them more, and lose more energy. also all your 5 energy spells will cost 30% more
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Old Jul 03, 2005, 11:59 PM // 23:59   #3
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was just putting it thought it would help...orison is for urself not ur group...thats where heal party comes in if ya know what im talkin about u will see it with the build
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Old Jul 04, 2005, 01:38 AM // 01:38   #4
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Wow, I had thought the two would nullify each other, but this definately helps. Thanks.
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Old Jul 04, 2005, 01:40 AM // 01:40   #5
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also having a 1-2 energy cost HEAL OTHER u can spam is sexy
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Old Jul 04, 2005, 03:40 AM // 03:40   #6
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I don't think you're reading the skills you've posted. The energy reduction can't reduce a spell below 10 energy.
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Old Jul 04, 2005, 04:07 AM // 04:07   #7
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Yeah man, heal other will still cost 10 energy, all your 5 energy skills will cost more, and you'd get slightly lower recharge times. The only skill that really benefits from all this is heal party, and that is a mediocre skill to say the least.
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Old Jul 04, 2005, 04:49 AM // 04:49   #8
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If you're a Monk and you're sick of losing energy, look at Divine Boon, Signet of Devotion, and Peace and Harmony. Your secondary class (especially Mesmers and Necromancers) will usually have some good energy management capabilities as well.
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Old Jul 04, 2005, 04:53 AM // 04:53   #9
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are u guys even working the math out? or just looking at it and taking guesses?
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Old Jul 04, 2005, 05:01 AM // 05:01   #10
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A smart monk knows how to manage his energy properly. I have never needed more than 40, especially not for some bunny hill PvE.
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Old Jul 04, 2005, 05:11 AM // 05:11   #11
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i know but im just tryin to help..waqs doing something like this except E/R wise just to over look and keep spamming high cost high dmg attacks
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Old Jul 04, 2005, 05:47 AM // 05:47   #12
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You can't see the problem? Here, I've bolded it for ya:

Energizing Wind - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all skills cost 15 energy less (minimum cost 10 energy) and skills recharge 25% slower than normal. This Spirit dies after 30-126 seconds.

Good concept, but that's the problem there.
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Old Jul 04, 2005, 05:48 AM // 05:48   #13
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Well, actually the skills doesn't work that way... but since it had already been point out, I don't think I need to add on.

Now one of the thing I had been working on was a Mo/R who is actually capable of running against energy denial.

Mo/R

Melandru's resilence: elite- key
signet of devotion- key
quickening zeph- key
serpent quickeness- key
remaining I haven't sort out it exactly... technically either protection or healing would both be still very good.

quite self explained... this is a monk build who is capable of running under quickening zeph for your team build or when zeph is run against you. Serpent quickness + quicken Z increase signet of devotion cool down by alot (woot for healing fast under backfire aside 2 sec cast time). If you are under heavy hex and condition, put on melandru's resilence and then they cant even stop you from thanks to it being a stance (unless they are prepared for such) since they cant exactly drain or shatter it like they did to enchantment. Melandru's resilence is worth it for the monks and as an elite.

(aw dam... I forgot to post it in guild forum first... @_@ completely forgot to tell them about it...) oh yea... btw, you can spam melandru's resilence too since it recharge before it end at high lv wilderness survival... that means u wont need it at 12 WS... like 7-8 WS would probably last long enough.

Last edited by Vermilion Okeanos; Jul 04, 2005 at 05:54 AM // 05:54..
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Old Jul 04, 2005, 05:50 AM // 05:50   #14
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the vital skills to heal the party are 10 and higher so im lost on what ur bolding

i also have tried signet of devotion and love it its a good skill dunno how i even over looked it

the math shows that 10 energy spells actually cost 13 energy then subtract 15

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Old Jul 04, 2005, 05:53 AM // 05:53   #15
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energizing wind reduce all skills to 10 energy cost... each spell you cast orginally are 10 and higher will now all be 10 energy. All 5 energy cost would still be 5 energy cost.

Last edited by Vermilion Okeanos; Jul 04, 2005 at 05:55 AM // 05:55..
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Old Jul 04, 2005, 05:56 AM // 05:56   #16
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hmmm now to fix it back to the drawing board
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Old Jul 04, 2005, 01:39 PM // 13:39   #17
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Try energizing winds with serpent's quickness.
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