Jun 03, 2005, 03:10 AM // 03:10
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#1
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Thirsty River Destruction
Thirsty River got mauled by a most unlikely group tonight.
3 W/Mo (I'm one of these today)
2 R/Mo
1 Ele/W
We rocked it. Sure there were some times we were nervous, like when there was only one of us left after we killed the last priest, but we were rezed and finished it off.
We did take our time in between teams, and worked extremely well together for a pick up group.
Well anyway I thought it was amazing that none of the monks in our group started with more than three bars of energy regen.
Now, who needed a monk?
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Jun 03, 2005, 03:49 PM // 15:49
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#3
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Lion's Arch Merchant
Join Date: May 2005
Location: Ohio
Guild: Brotherhood of Havoc
Profession: Mo/Me
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beat it and the bonus last night with tons of time to spare
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Jun 03, 2005, 09:25 PM // 21:25
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#4
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Oh Zilm, don't you worry. I do understand the need for a monk, but this shows that all these groups paying monks to be on their team out in the desert are retarded.
I have beaten the game, with my other character. A N/Mo, full support character. Not really a healer, but she can help out in a pinch. I just like to use blood ritual on the healers. I think they like it too.
Nice work CtrlAltDel on the bonus, but I think you missed my point. We had 0 primary monks. Most would say that an Ele/Mo can handle this mission, but we were running around with very few arrows of regen for our "healers".
2 R/Mo with 3 arrows of energy regen
3 W/Mo with 2 each and I only use one
No one there really had the healing power to keep up a whole team, we just worked well together and beat the odds.
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Jun 03, 2005, 09:46 PM // 21:46
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#5
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Lion's Arch Merchant
Join Date: Feb 2005
Location: New Mexico
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Yes you prove a point - teamwork is king!
I ended up finishing River with a W/Mo with Healing Seed, Healling Breeze and Orison. (focus instead of shield so total 34 energy) and all adrenaline based attacks. Kept my fellow Headbanger Warrior level 16 Warrior/Ranger alive and others. A Necro with Well of Blood didnt hurt either.
In Lornars Pass I also go heavy healing with my Warrior to ensure my fellows stay above the waterline. Its a lot of fun. I have yet to be in a pick up group with a monk with Word of Healing - before ascending. That would have been nice.
I love underdog groups like you are describing beating the odds, makes the game play great!
Ratatass
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Jun 03, 2005, 10:28 PM // 22:28
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#6
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Academy Page
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Quote:
Originally Posted by ratatass
I love underdog groups like you are describing beating the odds, makes the game play great!
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Well technically they're not underdog groups at all. They're just not the standard "OMG WE NEED MONKZ AND WARIORZ!" noob-friendly group.
In PVE, there's a lot of group combos that work aside from the standard noob-friendly ones. I'm still not sure about PVP though. I have a hard time believing a group can be competitive/victorious (on a frequent basis) without Monk primaries - and lots of them. I'd be happy if I was proven wrong though (:
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Jun 03, 2005, 10:44 PM // 22:44
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#7
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by Axehilt
Well technically they're not underdog groups at all. They're just not the standard "OMG WE NEED MONKZ AND WARIORZ!" noob-friendly group.
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According to alot of people this is an underdog group.
http://www.guildwarsguru.com/forum/s...scention+Grind
My first time Ascending we had one good healer, and I was a Necro spamming Blood Ritual on her. Everyone was yelling at the healer to keep up and I never felt as confident as I did playing with this group.
I will say this was my first group for Thirsty River for this character and I normally HATE playing with rangers in numbers, but I did accept the invite out of curiosity and man did it pay off. I was the first in my guild to Ascend a second character.
Maybe I can find a group willing to make a go at it in Fissure or the Underworld without a dedicated healer. Just a bunch of self healers and a couple that can get healed in the others spare time. I think it would be hard, so maybe I out to be on a group that clears the underworld first.
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Jun 04, 2005, 11:22 AM // 11:22
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#8
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Academy Page
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Quote:
Originally Posted by Chev of Hardass
According to alot of people this is an underdog group.
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I guess I can't argue with that. All I can do is point out that a lot of people aren't terribly strategically minded.
All a decent group needs is damage mitigation, healing, and damage output. That doesn't necessarily mean you need a Warrior, Healing Monk, and Elementalist to fill those roles in that order. And naturally you can partially offset weaknesses in some areas with strengths in others - like a high-offense all-Elementalist group simply blasting through enemies before they can take much damage in return.
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Jun 04, 2005, 05:06 PM // 17:06
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#9
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Krytan Explorer
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...all a decent group needs is 5 henchmen. 1 monk 2 warrior 1 ele and 1 archer.
I got tired of all the dumb PUGs running around the ascension missions getting themselves killed. So I decided to do the entire thing with a mate from my guild and 4 henchmen. The entire thing is so much easier when you eliminate human stupidity from the equation. What do you know, we did the thing first try.
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Jun 04, 2005, 08:22 PM // 20:22
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#10
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Ascalonian Squire
Join Date: Apr 2005
Location: Right beside the §alt
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Now, who needed a monk?[/QUOTE]
umm seems to me that you had plenty of monk power for healing to keep you going 5 secondary monk healing, and you can jack up your heal points before going in, just thought id point that out.
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Jun 04, 2005, 08:41 PM // 20:41
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#11
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Wilds Pathfinder
Join Date: Mar 2005
Location: Under a rock
Guild: zP
Profession: Me/
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Quote:
Originally Posted by pepper
umm seems to me that you had plenty of monk power for healing to keep you going 5 secondary monk healing, and you can jack up your heal points before going in, just thought id point that out.
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True true.
I was carrying my standard PvE group build.
4 attack skills, 2 healing spells, Balthazars Spirit, and Res.
I cannot speak for the rest of the group, as to what they had, but anyone will agree that if you bump a warriors heal skills to help heal a team you loose all your attack skills. The same goes for the Rangers. So, we either build to stay alive or just build like normal and go.
There was no talk of changing to healing power for the Monk secondaries between the group, that I was aware of, and I alway run with a 12 in healing if I am playing a PUG. So, I will have to agree with you, but disagree, since this was a reandom pick up group. Now, I would easily think of taking a guild of W/Mo or any/Mo on teamspeak and having previously worked together, but at the time of this battle the town was flooded with NEED MONK WILL PAY, and NEED MONK HAVE ONE ALREADY.
And Everous, congrats on using hench, but I pretty much refuse to use hench unless it is to fill a spot or two. I enjoy playing with different people, some good, some bad, some I want to disconnect on. I think it makes me a better player in the end, and I have been shown many neat things about this game in the process and met some really interesting people, so have the hench. I have beaten this game using 0 hench for any mission ( I have used them for meatshields while questing and in explorable areas) I will continue to do that for as long as I can. There is so much to do everywhere else that if I cannot find a group, I can go somewhere else for a while and come back and find a group.
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Jun 04, 2005, 11:59 PM // 23:59
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#12
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Site Contributor
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3 w/mo isn't exactly what I'd call an underdog group...the 3 of you alone could have done thirsty river by yourselves.
Only thing that stands out in that group is the lack of a monk primary, but with 5 monk secondaries, there is more than enough healing to go around. Not to mention war and ranger armor is the 2 best there is. But a nice accomplishment.
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Mar 28, 2006, 02:26 PM // 14:26
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#13
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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You are talking about one extremely buggy mission which can be solo'd with simply an MM, 55monk, Warrior monk, Elementalist monk and you are saying monks arn't that needed. Sure they arn't, I'll remember that when I'm watching a top guild vs guild battle .
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Mar 29, 2006, 05:34 PM // 17:34
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#14
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Lion's Arch Merchant
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Hencies ftw. I even managed to die once and not have the henchies fall apart before they rezzed me. I also failed to kill the priest with the monk boss before that team rezzed. I still managed to easily get the bonus. My trick was to kill as many outside as possible within a reasonable time, hide behind the platforms (behind the priest), call the priest, then take out others.
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Mar 30, 2006, 08:36 AM // 08:36
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#15
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Krytan Explorer
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Maybe off-topic but in pvp teams good working teams without monk can survive.
Once got this team in the faction event:
-R/A (me), with repeating (every 7 secs) spike combo
-W/E hammer guy
-N/Me minion master with siege golem, horrors and the new death dmg skills
-Rt/Me spirit guy (wanderlust, earthbind, soothing, pain, blood song, union)
24 wins, 19 of them flawless (i died 3 times). Tactic: massive body blocking (so funny to see paladins keep getting body blocked by spirits or the golem) + kill first dmg dealer in radar first (almost always an assasin).
Nobody of us could heal somebody else...
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Mar 30, 2006, 11:55 AM // 11:55
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#16
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Ascalonian Squire
Join Date: Mar 2006
Location: In my natural habitat
Guild: I Love Daisy[TCO]
Profession: R/Mo
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The lack of one member of the "sacred three" seems to be a big thing with some people, I remember when i got flamed by a W/Mo for even thinking about doing Ice Caves without a tank(i'm R/Mo), i just laughed and easily beat the mission with 1 monk and a random group.
As far as Thirsty River goes, it's not very difficult with henchies, when I went back to cap Marksman's Wager, all I used were henchies, beat every priest in 2 minutes or less first attempt. Didn't have to wait at all between teams.
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