Oct 02, 2005, 01:10 AM // 01:10
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#2
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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If your a monk and you have 16 divine favor, I would proceed to kick you from my group.
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Oct 02, 2005, 01:22 AM // 01:22
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#3
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Quote:
Originally Posted by knives
If your a monk and you have 16 divine favor, I would proceed to kick you from my group.
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actually 15 works just fine. whats cool about this tho is you can have 15 divine and 15 healing/prot, really no different from having 15 healing/prot and then 10 in something like inspiration for energy management.
slight downside is it forces you to use renewal as your elite. which is kinda not so cool. at least you can spam heal other
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Oct 02, 2005, 01:23 AM // 01:23
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#4
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Ascalonian Squire
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doesnt necessaraly need to be 16 in divine favor its just that at the lvl divine spirit lasts 15 seconds ~17 seconds with an enchant wraping this allows you to keep it on urself indefinetley with glyf of renewal with lower divine favor u'll just have a few second gap in between ... Also its nice to be able to recast divine spirit while it is still on you (just ending) thus costing 5 mana instead of 10
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Oct 02, 2005, 01:45 AM // 01:45
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#5
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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i actually went and tried this in CA, i just went in, kept doing the divine spirit combo thing and then just spammed every skill in my bar. i never ran out. what was pretty annoying was that you had to redo it every 15 seconds, something that can be a problem. also, if someone removes your enchantment and you dont notice it you could screw yourself, but the 15 seconds means it cant be that bad. anyway pretty cool overall ^^
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Oct 02, 2005, 02:40 AM // 02:40
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#6
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Academy Page
Join Date: Jun 2005
Profession: E/Mo
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Quote:
Originally Posted by knives
If your a monk and you have 16 divine favor, I would proceed to kick you from my group.
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You throw out a one-liner like that and don't bother to back it up with any kind of reasoning?
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Oct 02, 2005, 03:06 AM // 03:06
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#7
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Anyone else think my "one-liner" was self explanatory? Beacuse I sure did.
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Oct 02, 2005, 03:15 AM // 03:15
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#9
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Banned
Join Date: Aug 2005
Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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Quote:
Originally Posted by knives
Anyone else think my "one-liner" was self explanatory? Beacuse I sure did.
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although 16 divine boon is somewhat wastefull, it does have its uses. and in this case, 15 divine boon is almost needed.
so no, i dont think its obvious or justified as a blanket statement
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Oct 02, 2005, 03:25 AM // 03:25
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#10
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Ok then.
If you do use that combo, you take up an elite slot, and a couple of seconds for casting that. Every 15 seconds you MUST cast the glyph along with DS which takes up approx 2 seconds (I know glyph is 1 sec, dont remember DS) and in those 2 seconds a party member could die. If you and another monk run the same build, then you both would need to take that time to prepare when under heavy fire. If one of you runs it the other monk will eventually run out of energy and you would take some time to do this. Also relying on ONE enchantment to make you gain energy is not wise. There are so many enchant strippers and the target usually gets rended so that = waste.
Therefore if you max divine favor for a regular build, it would seem pointless to me, and if you max it with this build when you aren't in random arena it is pretty much the same.
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Oct 02, 2005, 03:28 AM // 03:28
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#11
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Academy Page
Join Date: Jun 2005
Profession: E/Mo
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Quote:
Originally Posted by knives
Anyone else think my "one-liner" was self explanatory? Beacuse I sure did.
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Absolutely self explanatory, if everything were so clear cut it would make communication that much easier.
If you're a mesmer and you have 16 domination, I would proceed to kick you from my group.
If you're an elem and you have 16 fire, I would proceed to kick you from my group.
If you're a necro and you have 16 blood, I would proceed to kick you from my group.
If you're a warrior and you have 16 axe, I would proceed to kick you from my group.
If you're a ranger and you have 16 marksman, I would proceed to kick you from my group.
Now that I've provided all the information necessary, with all the explanation that's needed, the discussion can continue.
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Oct 02, 2005, 03:34 AM // 03:34
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#12
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Quote:
Originally Posted by snepp
Absolutely self explanatory, if everything were so clear cut it would make communication that much easier.
If you're a mesmer and you have 16 domination, I would proceed to kick you from my group.
If you're an elem and you have 16 fire, I would proceed to kick you from my group.
If you're a necro and you have 16 blood, I would proceed to kick you from my group.
If you're a warrior and you have 16 axe, I would proceed to kick you from my group.
If you're a ranger and you have 16 marksman, I would proceed to kick you from my group.
Now that I've provided all the information necessary, with all the explanation that's needed, the discussion can continue.
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Ahh you see, I direct my comments to people that have an understanding of the game. Who weigh the pros, cons, and reasonableness of an action or phrase.
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Oct 02, 2005, 03:43 AM // 03:43
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#13
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Frost Gate Guardian
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Why go through all the hooplah of making a stupid one-liner that you know (unless you're an idiot) is going to cause a bunch of followup "you're a troll" posts? You could have just skipped right to your reasoning from the get go instead of being an arse, so we could get on with discussing it.
Anywho, to get on with the actual discussion, I don't think the point of this is to have all of your monks running this (why would you think that anyway?) Many builds will have a boon monk, who already has high DF. As was mentioned, 15 is enough to run this, and 15 is perfectly reasonable for a boon monk. Now, assuming you wanted secondary ele, you could either have this or an elite like energy drain or something, which produces you ~13 energy every 30 seconds, or you could run this which produces you 4 energy per spell cast for the next 15 seconds, minus 10 for the casting Thus, if you cast 8 monk spells over 30 seconds, it balances out.
Is this somewhat worse overall? Yes, I think so, but then on the other hand it allows you to have ele as a secondary instead of mesmer. Basically, where you would originally have to take necro or mesmer for energy management, you now have ele as an option as well, meaning more overall flexibility in designing your builds.
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Oct 02, 2005, 03:51 AM // 03:51
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#14
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Jungle Guide
Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Quote:
Anyone else think my "one-liner" was self explanatory?
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Quote:
I direct my comments to people that have an understanding of the game. Who weigh the pros, cons, and reasonableness of an action or phrase.
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I didn't because I wanted to raise my post count. Thats why.
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Oct 02, 2005, 04:01 AM // 04:01
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#15
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Frost Gate Guardian
Join Date: Sep 2005
Guild: Midnights Revenge [MiRe]
Profession: Mo/Me
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Not with the most recent patch, but I loved the Sorrow's update beefing of spinal shivers. <3
Got a bunch of monks whining about how it was overpowered.
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Oct 02, 2005, 06:33 AM // 06:33
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#16
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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Quote:
Originally Posted by knives
Ok then.
If you do use that combo, you take up an elite slot, and a couple of seconds for casting that. Every 15 seconds you MUST cast the glyph along with DS which takes up approx 2 seconds (I know glyph is 1 sec, dont remember DS) and in those 2 seconds a party member could die. If you and another monk run the same build, then you both would need to take that time to prepare when under heavy fire. If one of you runs it the other monk will eventually run out of energy and you would take some time to do this. Also relying on ONE enchantment to make you gain energy is not wise. There are so many enchant strippers and the target usually gets rended so that = waste.
Therefore if you max divine favor for a regular build, it would seem pointless to me, and if you max it with this build when you aren't in random arena it is pretty much the same.
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You didn't say "16 Divine Favor in a normal build" in your first statement, just "16 Divine Favor." I play a Boon Healer with 16 DF, and if you throw in a 20/+1 off-hand, I get a shit-load of healing done.
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Oct 02, 2005, 08:06 AM // 08:06
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#17
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Jungle Guide
Join Date: Jul 2005
Location: Australia
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Hm.. either you have something against superior runes.. or something against the most popular lines of the professions.. not too sure which one, then again, I have no great knowledge of things anyway, but wouldn't mind if you explained it to those of us who are VERY slow (me).
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Oct 02, 2005, 08:56 AM // 08:56
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#18
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Desert Nomad
Join Date: Mar 2005
Location: UK
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You dont want 16 weapon attribute.....
you play pve or something?
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Oct 02, 2005, 10:53 AM // 10:53
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#19
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Krytan Explorer
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Quote:
Originally Posted by rii
You dont want 16 weapon attribute.....
you play pve or something?
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16 marks isn't needed.
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Oct 02, 2005, 11:03 AM // 11:03
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#20
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Wilds Pathfinder
Join Date: Jul 2005
Profession: W/
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Quote:
Originally Posted by Everous
16 marks isn't needed.
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8-9 is enough, 16 wild surv. does wonders though.
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