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Old May 19, 2006, 12:07 AM // 00:07   #21
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Quote:
Originally Posted by sno
-
Draw conditions - 5 energy, 1/4 second cast, 2 second recharge
pros-
Fast cast, low cost, fast recharge
Removes ALL conditions from target ally.
cons-
Conditions are NOT removed. They are transfered to the caster
no heal (except possible divine favor bonus)
Recommended for non-monk caster, to remove blindness and crippled from melee party members.

Chances are if you're running Draw Conditions the guy using it doesn't have very high prot, but there is a healing component to it. 6..22 health per condtion. I guess it is on the caster and not the target though, and if the target is the one with the conditions, he's the one who probably needs the healing.
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Old May 19, 2006, 01:06 AM // 01:06   #22
sno
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Location: Detroit, Mi
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Quote:
Originally Posted by Fenix
Chances are if you're running Draw Conditions the guy using it doesn't have very high prot, but there is a healing component to it. 6..22 health per condtion. I guess it is on the caster and not the target though, and if the target is the one with the conditions, he's the one who probably needs the healing.
Yes, the healing element is generally a moot point, but in a fairly new build using draw conditions and melandrus resilliance for energy management, the heal does help. I don't like the draw/MR build though, because it's too situational.
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Old May 25, 2006, 05:18 AM // 05:18   #23
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Join Date: Mar 2006
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Default draw condies and expel hexes

first:
Draw Conditions is a great asset to a variety of builds because it takes conditions that screw up certain classes (such as cripple on monks, blind on warriors, bleeding on whoever etc), and puts it on yourself, meaning other monks (should be one more in most builds) have an easier time removing condies because they know the condies should be on you. It's also a good idea to consider putting this skill on a Me/Mo because that leaves the 2 (or 3) monks to take care of your conditions between healing through the damage on themselves and the rest of the team.

Second:
EXPEL HEXES is a new GW:F skill which my guild finds INSANELY effective. WIth this skill, u can get the effects of a Boon/Veil CoP on anyone in your party (save for the condie remove and slight heal) for a cheap energy price of 5, plus the recharge is not fully unheard of at 8 seconds. Also, if im not mistaken (not in GW right now), the cast time is less then a second (correct if im wrong and it is 1 sec), which makes it hard to interrupt.
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Old May 25, 2006, 03:39 PM // 15:39   #24
sno
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Quote:
Originally Posted by Shika Xblade
Second:
EXPEL HEXES is a new GW:F skill which my guild finds INSANELY effective. WIth this skill, u can get the effects of a Boon/Veil CoP on anyone in your party (save for the condie remove and slight heal) for a cheap energy price of 5, plus the recharge is not fully unheard of at 8 seconds. Also, if im not mistaken (not in GW right now), the cast time is less then a second (correct if im wrong and it is 1 sec), which makes it hard to interrupt.
Expel hexes is something I find very interesting, and will likely play around with a lot. It will be tricky to fit it onto a monk skillbar however, since you wouldn't be able to carry elite energy management, and most monks bring hex removal (inspired hex) as their non-elite energy management. inspired wouldn't necessarily be needed on an expel hexes monk, so something else would have to be done for energy.
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Old Jun 05, 2006, 05:25 AM // 05:25   #25
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i suppose you could use energy tap...or maybe energy drain. though neither would be as efective.

we could always go back to offering of blood :/ (though i doubt it will be worth it)
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Old Jun 05, 2006, 10:58 AM // 10:58   #26
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I'm liking extinguish in PvE. It's expensive and has a lengthy cooldown, but used right it can be a party saver. I bring it along when grouped with hench, which is almost everytime. Human players tend to suck.
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