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Old Apr 08, 2005, 01:56 AM // 01:56   #1
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Default Riverside Monk revised

after looking at some of the skills, ive made a slitely different version of the "solo riverside monk"

it is laid out here.

Class: Monk / Necromancer

Assumed items:
+1 to Divine Favor
+1 to Healing Prayers
+2 to Smiting Prayers

Attributes: (cost)
Divine Favor: 3+1 (6)
Healing Prayers: 12+1 (97)
Smiting Prayers: 12+2 (97)

Total attribute points used: 200/200


Skills:
1) Zealot's Fire (availability) - (10,1,30) For 60 seconds, whenever you use a skill on an ally, all foes adjacent to your target are struck for 32 fire damage.
2) Tainted Flesh (availability) (elite) - (5,1,5) For 20 seconds, target ally is immune to disease, and anyone striking that ally in melee becomes diseased for 3 seconds. This is an elite skill.
3) Vigorous Spirit (availability) - (5,1,4) For 30 seconds, each time target ally attacks or casts a spell, that ally is healed for 12 health.
4) Healing Touch (availability) - (5,34,5) Heal target touched ally for 54 health. Health gain from Divine Favor is doubled for this spell.
5) Orison of Healing (availability) - (5,1,2) Heal target ally for 63 health.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 8.
7) Retribution (availability) - (10+,2,0) While you maintain this enchantment, whenever target ally takes melee damage, this spell deals 33% of the damage back to the source.
8) Essence Bond (availability) - (10+,2,0) While you maintain this enchantment, whenever target ally takes physical damage, you gain 1 energy.


this is just down right simple to use if you can obtain these skills.

just cast your two enchantments on (essence bond and retribution)
run up to a pack as large as 6 white mantle and cast zealots fire.
next cast will be your elite skill tanted flesh. MORE INFO ON THIS BELOW
after you have zealots fire and tainted flesh up, all you do is use your 4 healing skills over and over. they all have low energy cost 5/5/5/10, and they all cast in 1 second or faster.
after 20 seconds if the mantle are still alive, you would need to cast tanted flesh again, it only costs 5 energy.

why did i not put any points into death magic? well its pretty simple, more points only increased the time the enchantment lasts. it also increased the diseased time, but lets think about that, white mantle do not run away from you for no reason, they keep attacking unless you are too far from their base. so the time they are diseased really dont mean jack, because they will hit you over and over thus making themselfs diseased again before the first went away, thus overlapping the diseased condition, but it dont stack, just overlaps. and 20 seconds for no points into this tree, good enough by far considering it recharges in 5 seconds and only costs 5 energy to use.

this is as simple and easy as it can get to solo riverside for loot. just stick to the main trails and avoid the mesmer undead. run into the white mantle and dont be shy, your a monk for cryin out loud, the mantle are hack and slash kinda guys, you have 4 healing skills and that should be enough by far to keep you alive. and best of all, they will kill themselfs pretty fast.
with the help of your low armor (monk armor that is) they will be taking 32-33% damage they give you right back onto themselves and have a -4 health degeneration along with 32 fire dmg about every 2 seconds. and this isnt just one mantle, its going to all the mantle attacking you at the same time.
add up the numbers and this is pretty solid damage over 20 seconds.

simplicity at its best for solo riverside runs for extreme looting.
this covers killing the white mantle melee, the zealots, the hill giants , the hellhound and their masters, anything else that may come your way execpt for the mesmer classes. stay clear of these or they may make your solo run a hard time.

enjoy

~superj24

btw, this is my favorite solo charater for looting.
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Old Apr 08, 2005, 02:08 AM // 02:08   #2
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Healing Touch is "other ally".
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Old Apr 08, 2005, 02:09 AM // 02:09   #3
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It's not anymore HotSnack.
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Old Apr 08, 2005, 02:17 AM // 02:17   #4
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Great, a monk soloing riverside touching himself to kill White Mantles. That image is so wrong.

Btw, I thought riverside monk soloers used Mo/Ele or Ele/Mo using that Etheral Renewal setup. What makes this one better?
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Old Apr 08, 2005, 02:18 AM // 02:18   #5
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Quote:
Originally Posted by Xellos
Great, a monk soloing riverside touching himself to kill White Mantles. That image is so wrong.
lol i never thought of it like that , thats just hillarious.

Quote:
Btw, I thought riverside monk soloers used Mo/Ele or Ele/Mo using that Etheral Renewal setup. What makes this one better?[/
well, it might not be better overall, but one thing is for certain, its simple and fast and low on the energy.

Last edited by tastegw; Apr 08, 2005 at 02:21 AM // 02:21..
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Old Apr 08, 2005, 02:48 AM // 02:48   #6
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The Ether Renewal relies solely on Zealots for damage. This has some DOT as well as direct damage, but you will have to wait for your energy to go back up before taking on a new pack of Mantle. Both will get the job done.
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Old Apr 08, 2005, 02:49 AM // 02:49   #7
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Well, that's a nice answer, as it seems that no one choice is completely better then the other
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Old Apr 08, 2005, 02:43 PM // 14:43   #8
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What about a minion master type character? Minions soak up the punishment, you deal damage from afar. I'd suggest nec/ele with water so you can just kite the first white mantle and then use his corpse for your first minions.
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Old Apr 08, 2005, 02:49 PM // 14:49   #9
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Pardon me for being off topic, but;

Quote:
Today, 03:48 AM #6
walder
Quote:
Today, 03:49 AM #7
Xellos
Quote:
Today, 03:43 PM #8
cpukilla
Interesting...
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Old Apr 08, 2005, 07:33 PM // 19:33   #10
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Time Travel... no doubt about it.
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Old Apr 08, 2005, 09:41 PM // 21:41   #11
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No, my post and above counts as yesterday now.
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Old Apr 09, 2005, 12:32 AM // 00:32   #12
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*crawls into a fetal position and hopes not to be aborted*
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