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Old Oct 09, 2006, 07:22 AM // 07:22   #21
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Stopped reading with the opening paragraph. If you want to be taken seriously come to the realization there are bad players in every class.
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Old Oct 09, 2006, 09:23 AM // 09:23   #22
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People that play warriors always end up being the worst in the game. Second worst are monks that have no energy management and are effectively orison turrets. Learn to prot plz.
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Old Oct 09, 2006, 10:01 AM // 10:01   #23
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Not true obviously. Bad players come from every class, the only difference is a bad warrior thinks he's good 'cause he's anyway the last man standing and keeps playing, a bad mesmer will not be effective in any way, will keep dying and will quit playing 'cause it's a bad class.

Monks are good even as healers, do not think that just because the vast majority of them are boon prots healer is a bad way of playing.
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Old Oct 09, 2006, 10:14 AM // 10:14   #24
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"INTRODUCING... MR.WAMMO ! "

I stopped reading there. Sorry.
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Old Oct 09, 2006, 10:16 AM // 10:16   #25
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This made my day :P
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Old Oct 12, 2006, 01:27 AM // 01:27   #26
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Funny guide and true for the most part.

My 2 cents.

While I play everything, my favorite 2 classes are Warriors and Mesmers with a variety of secondaries, and I can tell you that the over-generalizations get a bit tiresome.

1) Warriors are often ridiculed because their mistakes are out there and obvious to the rest of the group. The whole team knows when they overextend and die or aggro too soon and kill everybody else. If they overextend ALWAYS LET THEM DIE. Usually they will die, but sometimes not. There are lots of solo Warrior builds and they may actually be able to handle what they are rushing. If you as a monk or team follow an overextended warrior and die yourself, IT'S YOUR FAULT, not the warrior's. Now, before you get all hot and bothered, please know that I understand that there is rarely a good reason to aggro the next group when your casters are still regenerating (or rezzing people for heaven's sake). And the only time there is a good reason is if the warrior has a build that actually can solo a patrol that is heading your way anyway and would quickly take out your casters while they are low on energy. (Oni, Graspings, etc.).

2) Monks are often ridiculed because a death is always somehow their fault. Usually it is the player's fault, but to be honest there are just as many lousy monks out there as there are lousy warriors. When I play a monk it's pretty clear to me that I'm one of the lousy ones. So I usually just use him for smiting and bring henchie healer/prot support. When I do team up with a good monk, it's like a breath of fresh air.

3) Casters and non-trapping rangers are the easiest to play. Why? Because you can be the single worst player on the team and nobody ever knows (except maybe the monk who's watching the skills you use while he desparately tries to keep you alive).

4) Because of prejudice:
A) It's hard to get on a GOOD team as a wammo.
B) It's hard to get on ANY team as a mesmer. (But when you finally do, it's always a good one.)

5) Stop knocking mending. Of course it doesn't make you invincible, but it's a very useful self heal for a character class that doesn't need energy. And of course it gets stripped from you, just like every other enchantment does in every other class. I haven't run into a completely useless skill yet in this game, but I've run into gobs of skills that have far less use than this one. Granted, I never use it in PvP.....unless I'm feeling particularly naughty, of course. Sometimes it's fun to bring my Thirsty River Soloing Wammo mending build into RA and kill all the non-mesmers who spammed "Mending ftw " while we loaded.
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Old Oct 12, 2006, 01:18 PM // 13:18   #27
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Quote:
Originally Posted by Lord Patch
Funny guide and true for the most part.

My 2 cents.

While I play everything, my favorite 2 classes are Warriors and Mesmers with a variety of secondaries, and I can tell you that the over-generalizations get a bit tiresome.

1) Warriors are often ridiculed because their mistakes are out there and obvious to the rest of the group. The whole team knows when they overextend and die or aggro too soon and kill everybody else. If they overextend ALWAYS LET THEM DIE. Usually they will die, but sometimes not. There are lots of solo Warrior builds and they may actually be able to handle what they are rushing. If you as a monk or team follow an overextended warrior and die yourself, IT'S YOUR FAULT, not the warrior's. Now, before you get all hot and bothered, please know that I understand that there is rarely a good reason to aggro the next group when your casters are still regenerating (or rezzing people for heaven's sake). And the only time there is a good reason is if the warrior has a build that actually can solo a patrol that is heading your way anyway and would quickly take out your casters while they are low on energy. (Oni, Graspings, etc.).
This is not just about Warriors. I've seen Assassins, reckless Elementalists, the occational monk and a few Rangers interestingly enough go into melee range, then back off and move to aggro other monsters (on purpose) and attack them. Then they die. As a monk, I don't get blamed for this, because I instruct them to get back and stay with me. Sometimes people just don't listen.

Quote:
Originally Posted by Lord Patch
2) Monks are often ridiculed because a death is always somehow their fault. Usually it is the player's fault, but to be honest there are just as many lousy monks out there as there are lousy warriors. When I play a monk it's pretty clear to me that I'm one of the lousy ones. So I usually just use him for smiting and bring henchie healer/prot support. When I do team up with a good monk, it's like a breath of fresh air.
I'm happy that you admit that you are still getting used to healing. I'm no expert either, but I find its easier to heal an intelligent party than a stupid one (I'm sure you'll agree). Honestly, I've never encountered a poor monk. I've made mistakes as a healer, but I appolgize when it happens. If someone over aggros, then I don't care about what the guy says, either stop over agroing, or risk death. Usually I'm the only healer, so I don't get any flak from the group - regardless of how many deaths occur.

Quote:
Originally Posted by Lord Patch
3) Casters and non-trapping rangers are the easiest to play. Why? Because you can be the single worst player on the team and nobody ever knows (except maybe the monk who's watching the skills you use while he desparately tries to keep you alive).
This is not correct. Spamming Flares, using AoE constantly and any other spell that gives exhaustion on a constant basis is noticed by all. Meteor Storm is fine in certain areas, but Firestorm is not. Bringing poor spirits (like Frozen Soil - where no monster ever resurrects; winter in an area where cold is less effective than any other element, etc.) will be noticed. A MM who sacs him/herself to death (faster than you can heal) is greatly noticed.

Quote:
Originally Posted by Lord Patch
4) Because of prejudice:
A) It's hard to get on a GOOD team as a wammo.
B) It's hard to get on ANY team as a mesmer. (But when you finally do, it's always a good one.)
I find it easier to get onto PUGs as a W/Mo, than as a Me/A.

Quote:
Originally Posted by Lord Patch
5) Stop knocking mending. Of course it doesn't make you invincible, but it's a very useful self heal for a character class that doesn't need energy. And of course it gets stripped from you, just like every other enchantment does in every other class. I haven't run into a completely useless skill yet in this game, but I've run into gobs of skills that have far less use than this one. Granted, I never use it in PvP.....unless I'm feeling particularly naughty, of course. Sometimes it's fun to bring my Thirsty River Soloing Wammo mending build into RA and kill all the non-mesmers who spammed "Mending ftw " while we loaded.
Mending has its place, I'll grant you that, but Watchful Spirit is way better. 0 points into Divine Favor = 2 pips of healing, -1 energy regen, heals you when it is removed.

Tell me which is better?

As a Warrior, I'll take Tactics over Healing Prayers any day.

As for your remark about useless skills or skills that are worse than Mending, I agree with you. I have almost every skill in the two campaigns and I'm experimenting on them to see which is the best, and what works with what. Although there are skills I can't see myself using at all, I'll test them to see if I can't create an interesting combination of builds with them.

I too haven't come across any skill that I can say are so worthless that they shouldn't be there. I wonder if people who have a Mo/x or x/Mo have never used Healing Breeze or Mending ever. If people say that it is only good until you get better skills, then why use it at all? I mean if you think it sucks and has no use on your skill bar, then don't use it ever. Using it because you have nothing else to do, think about its use vs Doppleganger, in conjunction with Dwayna's Kiss. They still have a purpose.
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Old Oct 14, 2006, 01:24 AM // 01:24   #28
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bon guide, plutôt drôle !! : ))
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Old Oct 19, 2006, 09:54 PM // 21:54   #29
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Good basic guide, thank you for writing it.

Just one bit of input for your Luring section -- WARRIORS should bring a longbow and do the luring. Most of the time the foes will lock in on the lurer, and if it's not the tanks, will run right past them into the mid- and back-line. The warrior doesn't need bow skills, just shoot them and back up, drawing them to the position you want. This allows your rangers, casters and monks to remain in their planned positions instead of having to run away until the tanks can regain the aggro.
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Old Oct 19, 2006, 10:45 PM // 22:45   #30
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Hahaha, love this guide.

Mr.Wammo knows no such thing as an "Aggro Circle"... He only has his Holy Circle of Power which warns foes of his incoming wrath.

^ made my day

I agree with you about most PUGs only needing one good monk for most missions. I've been the only healer for Naphui Quarter as well as DNKP, and my pug finished both. (Was 12s off from Masters in Naphui, dammit)

But one thing you should emphasize is that when a monk dies, he/she needs to be rezzed immediately, and NOT by the other monk if you have one. I can't remember how many times a pug I joined failed because nobody rezzed the healer or the other healer was forced to try to rebirth in battle.
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Old Oct 20, 2006, 12:22 PM // 12:22   #31
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Quote:
Originally Posted by Kiseiko
Hahaha, love this guide.

Mr.Wammo knows no such thing as an "Aggro Circle"... He only has his Holy Circle of Power which warns foes of his incoming wrath.

^ made my day

I agree with you about most PUGs only needing one good monk for most missions. I've been the only healer for Naphui Quarter as well as DNKP, and my pug finished both. (Was 12s off from Masters in Naphui, dammit)

But one thing you should emphasize is that when a monk dies, he/she needs to be rezzed immediately, and NOT by the other monk if you have one. I can't remember how many times a pug I joined failed because nobody rezzed the healer or the other healer was forced to try to rebirth in battle.
Warriors using Rebirth means they are not attacking, meaning they are being attacked, and goodness gracious the rezed monk shows up near death, no energy, all skills recharing and right beside the warrior. Not good.

If a spellcaster who is not a monk/ritualist rezes, they are not casting spells, which could be bad. Rangers or Assassins rezing a monk could be okay but Assassins usually end up dead before the monk, or can be dead just trying to rez (standing still, casting a spell with weak armor... not good).

Monks should use Resuurectiong Chant instead of rebirth, as it depletes that monk's energy, thus you have 0 healing for a few seconds (which could result in party death).

Rez Signets are the best to use if you are not a monk or ritualist.
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Old Oct 20, 2006, 03:16 PM // 15:16   #32
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Let's keep in mind that this is about a PUG guide.

1. You should ask all members to bring a Rez Signet.

2. No frontline character should use Rebirth during battle, no matter who died.

3. Everyone should expect members to do things at the wrong time. After all, again this is a PUG, and they are not used to playing together. The monk needs to use his/her own judgment on how to react. Though leaving is not a good response from anyone, after all you knew it was a PUG.

4. Advice is never wasted. Although it might not have any effect on this party, individual members will remember it in the future. Especially when they hear it again in other PUGs.

5. Most PUGs will contain at least one player who really wants to be a melee fighter, although his character is not designed for it. You have to live with that.

@OP - Again, good job with the guide. It needs refining in places, but there is good advice in some of the replies. I like the humor, it makes the guide fun to read. Although I don't run a w/mo, the attitude covers a lot of professions as it is the player not the toon who has the god complex.
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Old Oct 20, 2006, 10:30 PM // 22:30   #33
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Wow, quite possibly the best article guide I've read in a long while, mainly since it was funny too =)

So true about most wammos though...I've even seen some who tries to cast mending on himself AND the monk (since you know, the monk likes to run into battle and kill himself too) and proceed to use blessed signet in the middle of an enemy crowd while spamming his energy until he gets to 10 to cast healing breeze...
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