Nov 29, 2005, 07:34 PM // 19:34
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#21
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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While it is very off topic for this post the fact is most agree your primary monks should not bring a res unless it will benefit the team. Typically the only monks with a res are the monks that aren't integral to constant healing/protection, such as the original poster's monk since it is more of an anti-attrition build.
In small arena play if you play a prot or heal monk and feel you should have a sig, bring it. I don't. If I play Smite I do. There is very sound reasons why heal/prot monks shouldn't bring a res.
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Nov 29, 2005, 07:43 PM // 19:43
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#22
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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Quote:
Originally Posted by coldslammer
as i said, i'm going to laugh, and already added you to the "Don't play with this person list"
whats your friends IGN again?, i'll be sure when forming a R9+ team not to add your friend.
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dont be like that coldslammer. thats crazy talk. monks have too much on their mind. they don't need to worry about someone thats dead. you can't heal a dead player.....it just wont work. but everyone else needs a res sig. EVERYONE.
Most casters i see in random carry a res sig. Mesmers and Necros always have it. Ele's too. cause they get the game. Monks won't bring it cause they too get the game. casters understand teamwork.
Its the stuck up rangers and the woefully inadequate wammos that wont bring it. They think their build is so far beyond all others on the team they don't need to bring res. mending and troll ungent.....judas tits those skills blow. if all you robin hoods and selfish paladins would drop your regen skills and bring a res sig, random arena would be much better off.
just because you're last to die doesn't mean your build is good.
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Nov 29, 2005, 08:20 PM // 20:20
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#23
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Academy Page
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Refering back to Yukito Kunisaki's idea of an offensive monk....
This idea has been done before. The reason this works is rather simple - Offering of Blood is such a huge energy engine, it can easily allow someone to use 3-4 skills to attack/participate in a spike with, leaving you with half a skill bar that you can use to heal/protect your party.
Here are two very standard N/Mo's:
Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Heal Other
Healing Seed
Healing Breeze/Heal Area/Ressurection Signet/Hard Res/anything (last 2 spots)
16 Blood, 12 healing, the rest in Soul Reaping.
The build above is amusing in Random Arenas; you can start off by doing ~200 damage to someone, then switch to simply healing your party. Or, you can just spam those 3 attack skills and forget about healing, etc. Its a very flexible setup.
The other build is very similar:
Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Life Bond
Balthazars Spirit
Protective Spirit/Mend Ailment/Convert Hexes/Res/etc
This one really demonstrates how amazing Offering of Blood is: put Life Bond on 3 people (in Random Arenas thats all you can do, in a tombs match its the monks), then put Balthazars Spirit on yourself, and use Offering of Blood as your only energy regen. Unless you really spam your skills, its often all you need (Balthazars spirit is only used in case you get 'stuck' at 2 energy with no regen - the extra 1 energy will get you out of that if you ever do get yourself there)
Its quite a unique concept that has been finding its way into many 'mixed spike' groups, giving you essentially 3 1/2 monks.
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Nov 29, 2005, 10:56 PM // 22:56
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#24
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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for your second build, i would suggest getting a secondary weapon that's +15energy -1 regen, to switch to when you need to get your offering off...
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Nov 30, 2005, 12:14 AM // 00:14
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#25
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Wilds Pathfinder
Join Date: Jul 2005
Location: Canada, almost got to see a polar bear... :P
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Quote:
Originally Posted by a cadet
Here are two very standard N/Mo's:
Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Heal Other
Healing Seed
Healing Breeze/Heal Area/Ressurection Signet/Hard Res/anything (last 2 spots)
16 Blood, 12 healing, the rest in Soul Reaping.
The other build is very similar:
Offering of Blood {E}
Shadow Strike
Vampiric Gaze
Dark Pact
Life Bond
Balthazars Spirit
Protective Spirit/Mend Ailment/Convert Hexes/Res/etc
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AHHHHHH. You figured out my super blood spike build.
But really, use Awaken the Blood to max your damage. It may seem like it does close to nothing, but when it's 8 necros you're talking about... ouch
And with 18 blood magic (20% 19 blood: since you don't use focus with fast cast in a spike group): it's like +3.4 energy regen, not counting in fast recharge bonus.
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Nov 30, 2005, 12:22 AM // 00:22
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#26
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by mortalis doleo
for your second build, i would suggest getting a secondary weapon that's +15energy -1 regen, to switch to when you need to get your offering off...
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Every caster build I make for PvP now has, on weapon switch, a +15/-1 weapon and a +27/+30/-1 focus just for those times when if you don't have energy, you lose.
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Nov 30, 2005, 12:27 AM // 00:27
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#27
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Moa Birds
Profession: W/R
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I've seen something like this being run in a mixed spike team in Tombs. It was surprisingly effective. All 3 of their monks would contribute a Vampiric Gaze to the spike. Here's (I think) the build for one of the monks:
10 Blood
15 Protection
11 Divine Favor
Guardian
Reversal of Fortune
Protective Spirit
Shielding Hands
Holy Veil
Mend Ailment
Vampiric Gaze
Offering of Blood {E}
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Nov 30, 2005, 08:16 PM // 20:16
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#28
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Academy Page
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Quote:
Originally Posted by Dmitri3
not counting in fast recharge bonus.
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This is so significant I thought id re-emphasize it: even if your playing on a Monk primary (using OoB), it makes a lot of sense to use the Blood 20/20 staff
Using around ~9 in Blood is great for using Offering, and you can use the staff. In most cases, the recharge on OoB is far more usefull than a recharge on Healing Seed or some other long recharge spell.
However, i still see alot of monks (using OoB) not using the Blood Staff. Unless you have a spell where the recharge matters alot - use the Blood staff. It makes a big difference.
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