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Old Jan 08, 2006, 02:42 PM // 14:42   #1
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Default Okay... I changed to Mo/W now what Running skills do you use?

I currently have sprint/rush, but rush never really can use because I dont have adrenaline. I use essence bond and balthazars spirit too...


should I only use one of em? Essence or balth?

Do any of you Mo/w runners use the elite skill charge?


Btw do you use holy veil too?



What runs do you guys do? I do desert atm.


Sno told me about warcamp to citadel-> coppenhammer

but I cant really do those.. does holy viel increase my chances by alot?

how many run skills should I have on my belt?



Where do you run guys? and what do you charge ! lol
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Old Jan 08, 2006, 03:01 PM // 15:01   #2
Ray
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Charge and Sprint!
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Old Jan 08, 2006, 03:24 PM // 15:24   #3
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post your account please i can help you ^^
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Old Jan 08, 2006, 06:00 PM // 18:00   #4
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the character i play is called

divine player


if anyone wants to message me and show me some sweet runs it be greatly appreciated.


Should I get the elite shout charge? and ditch sprint?

Btw do you only use balth spirit for rush? does essence bond work too?

I currently use both at the same time


What runs do you guys do?
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Old Jan 09, 2006, 12:22 AM // 00:22   #5
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balthazar's spirit + bonetti's defense + sprint is what i use. no essence bond, i use blessed aura when i'm using shield of judgment.
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Old Jan 09, 2006, 02:18 AM // 02:18   #6
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The only way to successfully run using a monk (well, decently) is using a low-hp build. Before you try running get yourself extremely familiar with the 55hp style of play, and once you can do that effortlessly, you can begin learning to run.

I don't recommend trying to make a career out of this, as it takes an enormous ammount of skill to be able to master running on a monk, which can be better used farming in UW or the desert. If you just want to run, use a warrior
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Old Jan 09, 2006, 03:06 AM // 03:06   #7
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Rofl.Rush it won't get you running without a target.I only use it in PvP.
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Old Jan 09, 2006, 03:37 AM // 03:37   #8
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Umm sno i dont mean to be rude but i taught tweecer and he can now run warcamp - granite - copper flawlessly

P.S. its not 55monk and we wont tell skils

P.P.S. tweecers a fast learner i showed him one run and he can easily do it now
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Old Jan 10, 2006, 04:01 PM // 16:01   #9
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ooooo sounds interesting. maybe you should put an add in the services section on how to teach monk runners. i'd like to know
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Old Feb 07, 2006, 12:36 PM // 12:36   #10
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I can run anywhere in game with my monk better than any warr can, dronks included. And its not using a 55hp build... Wont be giving the build out yet =] but if anyone wants a demo its: Mr Necrohelia

Bur
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Old Feb 07, 2006, 02:23 PM // 14:23   #11
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Quote:
Originally Posted by SALESMAN
I can run anywhere in game with my monk better than any warr can, dronks included. And its not using a 55hp build... Wont be giving the build out yet =] but if anyone wants a demo its: Mr Necrohelia
Bur
It's not nice not to share...
Mo/R
1. mending
2. blessed aura
3. quickness serpent
4. spell braker
5. storm chaser
6. dodge
7. healing breeze
8. purge condiction
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Old Feb 07, 2006, 03:28 PM // 15:28   #12
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Default Super monk

lol, ok this my little bit back to the community =] to all those other builds I have taken..invinci monk...warr griffen farming.. underworld solo - w/nec..

My monkey running build:

Sprint
Charge
Balenced
Divine intervention
Symbol of Wrath
Watchful Spirit
Mending
Holy Veil

Stats: 13 Healing, 10 Tactics, 7 Divine should have about 3-4 left over.. [Sup Vig & Minor Healing]
Weapon: Smiting rod +4energy & Malinons Shield +45hp ench, -2dmg ench
Armour: Judges 60 (+10 melee)

This build is expecting or counting on enchantment shatter's. Start with mending (+4 hp reg), then watchful (+2 hp reg), then veil ((in that order!- these keep you alive and must be put back on in rest spots in same order)). So basically you have 6hp regen all the time, when veil comes off and takes ur first hex with it, then the second time watchful comes off and gives you 100hp (in my case) and at this point you still have 4hp regen =] Worms cant hurt me at all with 6hp regen..

I take symbol of wrath and divine intervention both due to melee attacks, these are really the only problem i get. Firstly Divine intervention to get some much needed hp back, and SoW to scatter them. This only comes into play at the very end of the first section of the dronks run.

Ive only been running this for a couple of days now, but am a very competent wa/mo runner but so far I have ALWAYS out ran every warr/mo on every run..no lie.

IGN: Mr Necrohelia - msg me for demos =]

Feels good givin something back, sorta
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Old Feb 25, 2006, 11:17 PM // 23:17   #13
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Quote:
Originally Posted by urgath
It's not nice not to share...
Mo/R
1. mending
2. blessed aura
3. quickness serpent
4. spell braker
5. storm chaser
6. dodge
7. healing breeze
8. purge condiction
Replace Dodge with Prot SPirit and its an excellent runner build.
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Old Feb 26, 2006, 12:20 AM // 00:20   #14
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ha I used to be like that.. would'nt give up the build cause of anet nerfs- I might wait on this one too until after they put in the offical nerfs- but a monk can run anywhere in game.. the droks run is fastest with a warrior- but a monk can do iron to copper, copper to granite, warcamp to granite np =]
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Old Feb 26, 2006, 02:55 AM // 02:55   #15
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Quote:
Originally Posted by Crispie
Replace Dodge with Prot SPirit and its an excellent runner build.
no need for ps its a full health build not 55

i use that build to run aswell works flawlessly if you have the right staff you have sb on 100%

also with a a55 mo/w the runs take longer cause you can constanly run like a mo/r can
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Old Feb 27, 2006, 05:25 PM // 17:25   #16
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I agree with sno, you need to create a 55hp monk first. I can tell you the build if you take my classes on this. I can show you how to efectivly run using a mo/w or a mo/r 55hp monk running build. This works.
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Old Feb 27, 2006, 11:42 PM // 23:42   #17
Age
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Quote:
Originally Posted by SALESMAN
lol, ok this my little bit back to the community =] to all those other builds I have taken..invinci monk...warr griffen farming.. underworld solo - w/nec..

My monkey running build:

Sprint
Charge
Balenced
Divine intervention
Symbol of Wrath
Watchful Spirit
Mending
Holy Veil

Stats: 13 Healing, 10 Tactics, 7 Divine should have about 3-4 left over.. [Sup Vig & Minor Healing]
Weapon: Smiting rod +4energy & Malinons Shield +45hp ench, -2dmg ench
Armour: Judges 60 (+10 melee)

This build is expecting or counting on enchantment shatter's. Start with mending (+4 hp reg), then watchful (+2 hp reg), then veil ((in that order!- these keep you alive and must be put back on in rest spots in same order)). So basically you have 6hp regen all the time, when veil comes off and takes ur first hex with it, then the second time watchful comes off and gives you 100hp (in my case) and at this point you still have 4hp regen =] Worms cant hurt me at all with 6hp regen..

I take symbol of wrath and divine intervention both due to melee attacks, these are really the only problem i get. Firstly Divine intervention to get some much needed hp back, and SoW to scatter them. This only comes into play at the very end of the first section of the dronks run.

Ive only been running this for a couple of days now, but am a very competent wa/mo runner but so far I have ALWAYS out ran every warr/mo on every run..no lie.

IGN: Mr Necrohelia - msg me for demos =]

Feels good givin something back, sorta
This looks like the best to me for Mo/w running build don't use 55 build you need the max HP.Monks can't use absorbtion runes and on the run can't cast PS when moving.
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Old Feb 27, 2006, 11:56 PM // 23:56   #18
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hiya just to let anyone know who might try this, ive changed to be slightly more refined:



Sprint
Charge
Balenced
purge conditions
shielding hands
Watchful Spirit
Mending
Holy Veil

hope this helps again =]

Mr Necrohealia
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Old Feb 28, 2006, 12:15 AM // 00:15   #19
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Mo/R
1. Mending
2. Blessed aura
3. Watchful Spirit
4. spell breaker
5. storm chaser
6. dodge
7. Serpents Quickness
8. Troll Ungent

This is what I use to do southern shiverpeake runs with my monk. Its fairly easy to use.

First cast watchful spirit, then divine aura, then mending(preferably in that order). Also it will help if you let your energy regen after you cast an enchantment, its much faster that regening with 1 pip.

Second cast serpents, then cast troll ungent, then spellbeaker, then use Storm chase right after.

-By using Serpents quickness first it lowers the cool down on SB to 30, with enchant mods and 15~16 in Divine thats 28~29 secs up, so it is possible to cast 2 SB in a row almost. Also if you use Storm chase while in the Serpents Quickness stance, it WILL effect Storm chasers recharge rate even though it will cancell out serpents. Once storm chase is about to run out, use dodge, by the time dodge is gone Storm chaser should be ready to be used again, for that to work you MUST cast serpent quickness before the first storm chaser.

Watchful spirit is your primary healing while on the run, its casted first so that should enchants some how get removed it will be the last one to be taken off. If your health gets low simply stop maintaining it and you get a nice ~200 heal.

This build is designed to run in 30sec bursts, but it has the option to go slightly longer since you could cast SP almost back to back. Usually 30sec is enough to get throuh any rought are, just be sure to watch out for traps.

Also Troll ungent can be taken out and replaced with purge conditions if you find traps are causing you alot of problems.

It could be argued that breeze would be a better option than troll ungent, Usually Troll ungent is just used after the 30sec burst to recover faster, and in my opinion the lower energy cost helps. Also I only use 4 in healing prayers(I swap head peices and sup runes to make 8 for 3pips of mending regen), and I think Troll Ungent gives a higher regen with my stat distrabution.

As far as using a 55 build, well I guess you could if you wanted too. I prefer not using a 55 build but either once can work with a compentent runner.
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Old Feb 28, 2006, 05:50 AM // 05:50   #20
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To run from granite to copper, I really only need mending, balth's, and PS. Seriously, only those 3. Get a 15% DP, then you have 13 HP, and mending is more than enough to keep you alive when it's set for 4 pips. I always bring rush and sprint so I can constantly be running. Imps and Ice Golems slow you down, so I always have Spellbreaker just to be safe. Time your castings carefull if you're in maelstrom, but really you're never in one long enough not to get off a 3/4 second casting of PS...

It's so easy once you have 13 hp, and if you die again take of a smite rune so you have 16 hp, even better.

Of course to do this you need to get a -20 offhand, but once you do, you're golden.
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