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Old Dec 05, 2006, 07:57 PM // 19:57   #1
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Default Maxiemonster's detailed Zealous Benediction Guide



Introduction:
A Zealous Benediction obviously uses the elite skill, Zealous Benediction. Zealous Benediction is a great heal in the Protection Prayers line, which is quite unique, making you a good protector and a good healer at the same time. This build is interesting because it is very flexible, and can work in pretty much every place you go. It's also great that it mainly uses monk skills, and you can capture elite skills of every profession without having to change your entire build.

If you have any questions, suggestions or just comments after reading this, I'd love to answer or hear it.

The Attributes:
Mo/X:
14 Protection Prayers (12+1+1)
11 Healing Prayers (10+1)
9 Divine Favor (8+1)
(2 Inspiration Magic)

Mo/A:
14 Protection Prayers (12+1+1)
10 Healing Prayers (9+1)
10 Divine Favor (9+1)
3 Shadow Arts

Note: You might want to run 16 Protection Prayers, which is personal preference. I prefer 14 myself, and I've based this guide mainly on my experience, which was all with 14 Protection Prayers.

The Skills:
  1. Zealous Benediction [Elite] - This is your elite skill, and the most important skill in your skill bar. Zealous Benediction heals for 170 health (excluding your divine favor bonus) which is quite alot. This spell costs 10 energy, and gives you 10 energy when healing a target that's below 50% health. Keep in mind that you still need 10 energy to cast this spell, so it's wise to keep your energy pool above 10 energy.
  2. Gift of Health - Another very important spell in this build. Healing for 114 health (exlcuding your divine favor bonus). It's not as powerful as Zealous Benediction, and has a slightly longer recharge, but is still a very strong heal. You can use this on targets which health is above 50%, and that's a good reason to do so, as you can't heal them with Zealous Benediction at that point, and you should make yourself useful at all times.
  3. Reversal of Fortune - A very powerful skill, 1/4 casting time and 2 seconds skill recharge, and quite an effective heal when used at the right time.
  4. Holy Veil - A very effective hex removal. In case you don't know how this works, you can cast Holy Veil on someone, and immidiatly remove the enchantment, removing a hex instantly after casting. You can also "pre-veil", cating Holy Veil on someone else or yourself before a hex is already cast on that person. This is most useful when you see, for example, a mesmer casting Diversion on you, counter this by casting Holy Veil on yourself, and removing it as soon as Diversion is on you, giving you the opportunity to continue casting.
  5. Condition Removal:
    Mend Condition - A very powerful condition removal. A very decent heal of 66 health and a short recharge of only 2 seconds. A big downside is, however, that it cannot be used on yourself, which can work against you.
    Dismiss Condition - Dismiss Condition heals for 71 health when used on an enchantment ally, and removes one condition. The downside is that you will not be using this as a heal much, and when you remove a condition, you would still have a chance of not healing, which is a waste. Also, it has a 3 second recharge. A big plus is that it can be used on yourself, which is what makes this skill superior to Mend Condition in alot of surcumstances.
  6. Damage reducing enchantment:
    Protective Spirit - Protective Spirit has a very long duration on high Protection Prayers, making it very effective. This spell is very effective in high-end PvE and against spikes in PvP.
    Spirit Bond - Spirit Bond's effect gets better at higher Protection Prayers, but as the duration doesn't increase, I favor Protective Spirit. Spirit Bond is still very effective when you know one target is going to take alot of 60+ damage hits in a short period of time though, getting alot out of the 10 energy.
    Shield of Absorption - Very effective when your ally is taking frequent low damage hits. This is less effective against high damage hits, so this is not adviced in high-end PvE.

This leaves two open slots. You can add Mending Touch (for condition removal on yourself), Aegis another damage reducing enchantment, a ressurection skill (Rebirth Signet, Ressurection Signet, Rebirth), another hex removal (Inspired Hex, Revealed Hex), Signet(s) of Capture or anything that your team build requires. This depends on the area you're in, the team build you're playing in and of course, your personal preference. - If you find a place where you don't know how to fill in your entire skill bar, post the place and your team build, and I'll see what I'd think is most important.

In PvP, you can go Mo/A, and take the Shadow Arts skill Return and Dark Escape. These are both very powerful self defence. Dark Escape can be used against any damage, and is very strong to counter spikes, while Return is great to counter continuous hits of close ranged attackers. When using Return, try targeting an ally that is as far away as possible, as long as that person isn't too close in battle. This is far less effective in PvE, as the chance you take continuous hits of closed ranged attackers is very small.

The equipment:
Armor:
  • Full Judge's Set (+10 armor vs. physical)
  • Protection Prayers scalp
  • Minor Protection Prayers, Minor Healing Prayers, Minor Divine Favor, (Superior) Vigor
  • One rune of you choice*
* I like the Rune of Recovery myself, just in case for some reason that Dazed can't get off (which shouldn't happen), it ends sooner. If you're confident about your Dazed being ended before that time, you can pick something of your personal preference, even though there's nothing all that helpful.

Weapon sets:
  1. Crippling Spear of Fortitude (-5 Energy) + Shield of Fortitude (+10 armor vs. X)*
  2. Crippling Spear of Fortitude (+5 Energy) + Focus of Fortitude (+10 armor vs. X)*
  3. Wand of Memory (+15 Energy/-1 Energy regen) + Focus of Fortitude (+15 Energy/-1 Energy regen)
  4. Optional**

*These items have a inscription with +10 armor (vs. X), meaning that this can be anything. Slashing is the most useful one (as you'll face slashing damage the most), but piercing, blunt and elements (depending on the flavor of the month) can also be a nice addition to your set. It's nice to have all types in your inventory when PvP'ing (even though it's nice in PvE as well), as you'll never know what you'll face, and it'd be stupid if you thought "I won't be fighting cold damage anyway", just to find out you're getting owned by a team that does.
**You can add another +10 armor vs. X set here, so you can switch more rapidly when fighting several damage types. When you use an adjusted build you might need this weapon slot for something else, but that's up to you.

Note: If you find the switching between weapon sets hard, you can also use weapon set 2 at all times, but it's adviced to learn this as soon as you can (especially when PvP'ing).

The basics:
Kiting:
Kiting means running away from foes hitting you, trying to avoid taking damage, or reducing the damage taken.
Kiting close ranged melee characters is simple, just run in circles (preferably small ones, as you shouldn't run away from your allies). Kiting Area of Effect is easy as well, just move out of spells like Fire Storm as soon as you can. Kiting Point Blank Area of Effect is a bit harder. When you see someone cast something like Earthquake, try to move away from him, as he can't chase you while casting. Of course, this'll require you to watch the spells enemies are casting.

Switching been weapon sets:
These weapon sets both give extra armor and health. Keep in mind that you'll need to switch your focus and shield, depending on the type of damage you're facing at that moment. Te first is your main weapon set, and you should have this on most of the time. When your pool in your first weapon set is drained, you'll have to switch to your second weapon set each time you cast.
Your third weapon set is there for situations that you're out of energy completly, but use it wisely, as going into negative energy is very dangerous.

Note: When running Rebirth in PvE, you should always switch to your first weapon set before casting to reduce they ammount of energy you lose. This also gives you the chance to switch to your second set afterwards, to give them a quick heal (seeing Rebirth only ressurects someone with a small amount of Health).

Hex/Condition Removal:
Cooperating with your teammates is very important. Make sure your teammates call the hexes or conditions they want removed from there and their heroes, as you can't see what they're suffering from (unless you're using your own heroes). For this you'll obviously need to know the names of important hexes that need to be removed (unless you realy trust your teammates calling the right hexes). Also, try to learn the skill pictures of hexes you want to remove from yourself, so you can remove them off yourself when a nasty one is cast on you, without having to hover over the hex, which takes way too much time.
I'd also like to note that you should NEVER use hex removal on someone who hasn't called that they want a hex removed. If you cast your hex removal on random hexes you'll most likely be removing hexes that don't or barely need to be removed, and you risk missing a hex that does need removal, because of your hex removal recharging.

Interface:
Click here for a picture of my interface.

Alot of people forget this, but a good interface is very important, so customize it wisely. Most of the time, monks look at the party member screen, their skill bar (so they can see when they can recast a skill), their effect monitor and their energy pool. These are the four things you should have centered, so you always know the things you should know. You can't really play without a chat screen or a compass, and your weapon set should be somewhere to (just to make sure you have the right set equiped at that time). You can also see that it's best to put your party member screen on the left or right, because it can completly cover up your character, and you should always see your character.

I hope I could help, good luck!
Maxiemonster.

Last edited by Maxiemonster; Dec 09, 2006 at 09:56 AM // 09:56..
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Old Dec 05, 2006, 09:23 PM // 21:23   #2
ump
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1) Change Death's Charge to Dark Escape (typo).
2) Probably semantics on "spike heal", but at 3/4 casting time, Zealous Benediction will not reliably catch a spike in time. Reversal of Fortune, on the other hand, is practically a requirement for me in that role.
3) Probably personal preference, but my kiting set is a one-handed weapon (spear) with crippling (for Return), fortitude (extra health), and either -5 or +5 energy along with a shield (requirements not met for +8AL, +30 health, +10AL vs. slashing, blunt, or piercing (depending on who I'm kiting). As far as I know, that is the most common kiting set.
4) You might want to make a note that you need 10 energy available to cast Zealous Benediction, even if you will get that 10 energy back.

Last edited by ump; Dec 05, 2006 at 09:43 PM // 21:43..
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Old Dec 05, 2006, 10:17 PM // 22:17   #3
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hmmm, ZB is just one variation on a standard GoH monk.

be nice if there was a guide to encompass that new gvg monk standard.

i'd add RoF in there as a base skill.

RoF
GoH
PS / SB / SoA
ZB
Dismiss / Mend Condition
Holy Veil
Option 1
Option 2

i would bring along at least 1 set of +30hp things to deal a bit better with bspike. (assuming gvg)

i suppose i can see the use of HCT on a ZB monk.

wonderful guide though, nice to have somewhere for new monks to go.

cheers!

Last edited by ubard; Dec 05, 2006 at 10:20 PM // 22:20..
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Old Dec 06, 2006, 06:44 AM // 06:44   #4
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A few things:
- You forgot RoF ...
- You can take Spirit Bond/Prot spirit as well as Shield of Absorption. They serve different functions.
- I think you have weapon sets 3 and 4 reversed. You say that you switch to 3 to hide energy, but in your SS, set 3 is your high energy set.
- The Mo/A only needs 3 in Shadow Arts, not 8.
- Default weapon set should be your low-energy defense set. Swap up to cast, then swap back.
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Old Dec 06, 2006, 08:43 AM // 08:43   #5
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the reason people run higher shadow arts and less divine favor is to gain the energy bonus from ZB. as the energy bonus will only trigger after the DF bonus came, thats why i run more shadow as well. plus its just more fun. but yeah, you dont NEED it.

also, wouldnt a shield supply less energy than the smiting offhand? im currently running the exalted aegis, but once ill unlock the inscription, ill switch to a -20% dazed duration on the shield. im not sure on the smiting offhand though, as i cant test it due to non unlocked inscription, so a reply would be nice. :P as stated already, you forgot RoF.

also, id prefer a healing ankh of swiftness over the protection ones, because GoH is still the main heal in this build, but i guess its personal preference. ;p

10 healing/7 divine has worked better for me than 9/8, but again, personal pref i guess.

another thing would be to add other possible secondary classes, and not only the assasin. i hope you know about the variety others can add. if not ill list them later, or someone else can if they want.

i dont really see the point in deaths charge though, for most cases you dont want to be closer to your enemies; and the heal isnt that big, compared to the speedbost and damage reduction dark escape will give you. if it was idd a typo, then nvm.

tbh, i never found a use for soa, it doesnt really last long enough to prevent a lot of damage, and requires more than one melee bashing on you. i guess with PS its better, but i usually run SB, so meh.

but overall, its nice; gonna help out new players a lot methinks
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Old Dec 06, 2006, 03:20 PM // 15:20   #6
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I kinda made this in a rush, because my dad pulls out my internet when it's getting late, and it was ^^ I also think it's nice that you people see the point in this, as it's only to help people that are new to monking, and not the experienced monks (which shouldn't need a guide in the first place)

Quote:
Originally Posted by ump
1) Change Death's Charge to Dark Escape (typo).
Changed, stupid typo...
Quote:
Originally Posted by ump
2) Probably semantics on "spike heal", but at 3/4 casting time, Zealous Benediction will not reliably catch a spike in time. Reversal of Fortune, on the other hand, is practically a requirement for me in that role.
You're right, I've edited it.
Quote:
Originally Posted by ump
3) Probably personal preference, but my kiting set is a one-handed weapon (spear) with crippling (for Return), fortitude (extra health), and either -5 or +5 energy along with a shield (requirements not met for +8AL, +30 health, +10AL vs. slashing, blunt, or piercing (depending on who I'm kiting). As far as I know, that is the most common kiting set.
+10 (vs. X) is nice, but it's pretty hard to control for beginning monks, even though I agree with you myself. I've added the crippling set along with an off-hand, as I don't think alot of people will like the +10 (vs. X) shields.
Quote:
Originally Posted by ump
4) You might want to make a note that you need 10 energy available to cast Zealous Benediction, even if you will get that 10 energy back.
I'd say that's kinda obvious, but since you noticed, I might be wrong I've added it.

Quote:
Originally Posted by ubard
i would bring along at least 1 set of +30hp things to deal a bit better with bspike. (assuming gvg)
I'm not assuming GvG, because monks that play GvG aren't the player that look for a guide.
Quote:
Originally Posted by ubard
wonderful guide though, nice to have somewhere for new monks to go.
Thanks ^^ I hope I can help alot of new monks with this.

Quote:
Originally Posted by Rera
- You forgot RoF ...
lol, I knew I forgot something important! Oh well, it's in now.
Quote:
Originally Posted by Rera
- You can take Spirit Bond/Prot spirit as well as Shield of Absorption. They serve different functions.
I already mentioned this in the part below the standard skills
Quote:
Originally Posted by Rera
- I think you have weapon sets 3 and 4 reversed. You say that you switch to 3 to hide energy, but in your SS, set 3 is your high energy set.
Yep, you're right, I've edited it.
Quote:
Originally Posted by Rera
- The Mo/A only needs 3 in Shadow Arts, not 8.
It's a matter of preference, really. High Divine Favor is nice, but not everything, your self defence is minimal (seeing GoH can't be targeted on yourself). I prefer 8 myself, but I can see others running 3.
Quote:
Originally Posted by Rera
- Default weapon set should be your low-energy defense set. Swap up to cast, then swap back.
Yes, but new monks won't get used to this anywhere soon I'll think about adding this.
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Old Dec 06, 2006, 05:28 PM // 17:28   #7
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The problem with the philosophy of "Oh, this guide is for new monks, so I won't include X, Y, and Z" is that you are actually doing them a disservice by misinforming them. It's much better for new players to be told, "Okay, good monks use +10AL vs. <type> shields, so get used to it" and "Good monks swap to cast" than to tell them "Well, you're a beginner, so it's okay if you use this other sub-optimal strategy". Teach them correctly from the beginning.

Shadow Arts at 8 doesn't actually benefit you. Longer cripple from Return and longer Dark Escape duration hardly matter. Dark Escape in particular is used to counter spikes, so it really only needs to last for a few seconds. Spirit Bond/Prot Spirit and ZB should be enough self-defense against pressure situations.

On the semantics point, I think 'spike heal' is the correct usage for ZB, simply because it's a very large heal. 'Spike heal' has always been used in the same way as 'spike damage', as opposed to 'a heal that can catch spikes'. It simply means a large heal in a short time, which ZB qualifies as. RoF is not a spike heal, because it technically isn't a heal without the DF bonus, and the strength of the heal is highly conditional.

Weapon sets should look something like this:
default: 15/-5e weapon with crippling and +30hp, +30hp req8/9 tactics shield with +10AL vs. X (slashing, blunt, piercing, and fire are most useful atm) or +5AL, -5e
offensive set: +5e weapon with crippling and +30hp, +30hp foci with +10AL vs. X.
high-energy set: 15/-1 HRT wand, 15/-1 +30hp foci

4th set is optional. Usually a recharge set. When playing Mo/W, can be a higher-energy shield set to use shield bash under edenial.
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Old Dec 06, 2006, 08:04 PM // 20:04   #8
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Excellent guide. It's inspired me to give zealous bendiction another chance, i personally never liked it for some reason. Good Job!
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Old Dec 06, 2006, 08:55 PM // 20:55   #9
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Quote:
Originally Posted by Rera
The problem with the philosophy of "Oh, this guide is for new monks, so I won't include X, Y, and Z" is that you are actually doing them a disservice by misinforming them. It's much better for new players to be told, "Okay, good monks use +10AL vs. <type> shields, so get used to it" and "Good monks swap to cast" than to tell them "Well, you're a beginner, so it's okay if you use this other sub-optimal strategy". Teach them correctly from the beginning.
I guess you're right, but I'm still keeping the standard information of the easier ways, or at least note that "in case you're having trouble you can use X instead", this is after all, a newbie guide.

Quote:
Originally Posted by Rera
Shadow Arts at 8 doesn't actually benefit you. Longer cripple from Return and longer Dark Escape duration hardly matter. Dark Escape in particular is used to counter spikes, so it really only needs to last for a few seconds. Spirit Bond/Prot Spirit and ZB should be enough self-defense against pressure situations.
14/10/10/3 does sound alot better, and since the crippled never gets the full duration (especially with 33% longer crippled), I guess you're right. I guess I'm just addicted to the long duration increased movement speed on my monk

Quote:
Originally Posted by Rera
On the semantics point, I think 'spike heal' is the correct usage for ZB, simply because it's a very large heal. 'Spike heal' has always been used in the same way as 'spike damage', as opposed to 'a heal that can catch spikes'. It simply means a large heal in a short time, which ZB qualifies as. RoF is not a spike heal, because it technically isn't a heal without the DF bonus, and the strength of the heal is highly conditional.
Yeah, this guy kinda confused me, but still, I'll just don't use terms that might confuse other people, No reason if you can't confuse people.
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Old Dec 07, 2006, 12:03 AM // 00:03   #10
ump
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To me, spike healing is healing large amounts of damage in a short amount of time. What "short amount of time" means is probably where our opinion differs, but for me, spike healing has to have a chance to prevent spike damage and in PvP only 0.25 casting time spells have a chance. Everything else is either just healing or pressure healing (probably a term only I use). Regardless, I'm fine with how it was reworded.

Just for reference, my fourth set is various efficiency sets to make the most out of a particular spell (such as 20% longer enchant main, 20% recharge offhand for a better Shield of Absorption).
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Old Dec 07, 2006, 12:16 AM // 00:16   #11
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Good job maxie, another bookmark. I still have your boon prot guide bookmarked hehe.
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Old Dec 07, 2006, 03:15 AM // 03:15   #12
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may be worth mentioning to be weary of allies using self heals (or another monk healing them) which will likely cause you to not regain your 10 energy. this of course would be more pve and RA directed.

changes to be made in bold:
Quote:
Dismiss Condition ... which is what makes this skill superior to Mend Condition in alot of circumstances.
Quote:
Introduction:
A Zealous Benediction (build?) obviously uses the elite skill, Zealous Benediction.
doesnt read well as is imo.
Quote:
Kiting:
...Fire Storm or Maelstrom

was going to call you out on getting the heal amount from zb wrong, but apparently i've seen my wroth's icon +1 20% go into effect too much and thought 14 was 180 heal =D

good read overall, and i also still have your boon prot bookmarked as well =D
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Old Dec 08, 2006, 04:07 PM // 16:07   #13
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With 2 monks in a group, I prefer both having Mend Condition, but that's a personal preference. And for armor, I might use a Judge's chestpiece, but otherwise the rest for me is radiant. Overall, a decent guide.
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Old Dec 08, 2006, 04:24 PM // 16:24   #14
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Holy Viel? How many beers have you scored today.

Everyone takes a cover hex for almost everything these days, so it's either Divert Hexes or drink more beer...

Also, you might wanna add Guardian and Purge Signet to your little guide, since their both very effective skills.

If your considering this build in HA, I would suggest a Sup Prot rune, keep Protection lowered at 14, and get 8 points in Inspiration, for Channeling.
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Old Dec 08, 2006, 05:04 PM // 17:04   #15
ump
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Quote:
Originally Posted by Poison Ivy
Also, you might wanna add Guardian and Purge Signet to your little guide, since their both very effective skills.
There are so many variations, why even try to hit every possibility? For example, here are a few common secondary variations.

Mo/A: Dark Escape, Return
Mo/W: Balanced Stance, Shield Bash, Deadly Riposte
Mo/D: Conviction, Vital Boon, Aura of Thorns
Mo/Me: Hex Breaker, Inspired Hex
Mo/E: Glyph of Lesser Energy, Ward Against Melee

Some people even drop Gift of Health for Infuse Health for healing spikes better.

Quote:
In PvP, you can go Mo/A, and take the Shadow Arts skill Return and Dark Escape. These are both very powerful self defence. Death's Charge can be used against any damage...
Still a typo.
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Old Dec 08, 2006, 06:02 PM // 18:02   #16
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Quote:
Originally Posted by ump
Mo/W: Balanced Stance, Shield Bash, Deadly Riposte
i havent played GVG/Ha in a while, but why do u tkae shild bash and riposte?, i can understand ballance, but not the other tow,

oh and at OP nice guilde, ive booked it alrdy
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Old Dec 08, 2006, 06:24 PM // 18:24   #17
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One of the advantages of Holy Veil is pre-veiling, which solves the problem of cover hexes. Hex-stacking was popular long before Divert Hexes even existed.

Guardian is nice if you have the space on your skillbar - unfortunately, you often don't. The popularity of Irresistable Blow also makes Guardian a liability in some cases, and it's not as good against spikes as Spirit Bond.

You run Shield Bash to disrupt adrenal spikes and disable annoying attack skills. I don't see Deadly Riposte that often because it's not nearly as good as Bash defensively, but it does allow you to help in counterspiking warriors. At 9 tactics, Deadly Riposte does 60 damage, which becomes 120 against Frenzy.
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Old Dec 08, 2006, 06:24 PM // 18:24   #18
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Quote:
Originally Posted by olly123
i havent played GVG/Ha in a while, but why do u tkae shild bash and riposte?, i can understand ballance, but not the other tow,
Read the skill descriptions and it should be obvious.
[skill]Deadly Riposte[/skill][skill]Shield Bash[/skill]
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Old Dec 10, 2006, 09:51 PM // 21:51   #19
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Quote:
Originally Posted by Effigy
Read the skill descriptions and it should be obvious.
[skill]Deadly Riposte[/skill][skill]Shield Bash[/skill]
ahh cheers for that, but shild bas, do u have to change weapon selection?, or can u get a godo pvp monk shild, and riposte, will mean ill have to buy a +5e sword , dam totem axe
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Old Dec 10, 2006, 11:59 PM // 23:59   #20
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Yeah, you need a sword for Deadly Riposte and a shield for Shield Bash. I always use these for my negative energy set anyway, so that's not an issue. The only problem is that when you're playing a Mo/W with these skills, you need to be using a shield the majority of the time. If you need to swap up for energy, Shield Bash would be disabled until you swap back down again and if you don't have any current energy in your negative set, you won't be able to use it.
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