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Old Mar 23, 2006, 12:50 AM // 00:50   #21
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Did it occur to you that when someone posts a bad build, pointing out why it sucks is helping people out? If nobody ever denounced bad builds, people might read them and think they were good. That's hardly helpful.
I recognize ur point, no disagreement means no improvement, but when they disagree, and call ur build "trash" and basically tell u that u know nothing, it is degrading. Thats not helpful.

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Well, there is balance and then there is just a plain lack of experience and intuition for your own build. I've played the Mo/Me many times, it's what I started with and like any Monk build you gotta be prepared for anything. Your build literally has a hole in it for every skill on your bar. Vengeance is a prime example, you're a monk and you're using Vengeance to keep another mate alive for 30 seconds, how thoughtful of you.

Physical Resistance is gonna get your head smashed in super easy as well... spiker's just gonna see you throw that up and slam you with Ignite/Kindle and Dual Shot not to mention that if a warrior swaps to an ele weapon like JR said and busts out Frenzy... your ass is gonna be hacked up in no time.

As for the mesmer bit... I don't think I've seen a mesmer yet that wasn't packing 2 removal spells on their bar in any of the arenas... it's practically a standard. As someone else stated, you gotta be new if you think all those Vigor runes are actually doing something for you... i'm amazed I don't see Rebirth on the skillbar...
Dude, with the points u put in Inspiration, u lose about 15 ele armor w Physical Resistance. If it is that big of a deal, wear 3 pieces of Wanderers armor. Problem Solved.

Vengance is good. Yea, its 30 seconds, but it gets them up at full energy and health, and its short, and its multi. CA matches don`t last long n e ways.

And, cmon, in CA, I almost NEVER see a mes w 2 Enchantment Removal spells. It is verrrrry far from standard imo
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Old Mar 23, 2006, 01:29 AM // 01:29   #22
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Vengeance

Bring target dead ally back to life at full health and full energy. After 30 seconds, or if this Enchantment is removed, the enchanted ally dies. Deaths while enchanted with Vengeance do not incur a death penalty.

So let me run over the most OBVIOUS situation to happen. Mesmer watches you cast Vengeance, sees this as a huge opportunity and slams you with a Shatter Enchantment, now your partner is dead and as a monk you are first in line to get dropped. Now your team is down 2 people and frankly, if my monk was using Vengeance for a res in CA I'd leave them on the ground to eat the dirt.

Situation 2, opponents Mo/Me sees this as a HUGE opportunity for him to gain easy energy. You cast Vengeance, opponent monk wacks you with Drain Enchantment, your ally is dead AGAIN and yet again you're primary target.

The point is you shouldn't have to swap armor to make your build work.. VERY rarely if EVER should this be done and you should NOT be relying on Physical Resistance in a PvP situation simply because of the random nature of arenas vs a specific damage reduction skill. You're more than welcome to think that this build is uber and awesome but obviously you didn't run into a team who knew their heads from their asses on your entire run.

As far as the mesmer situation goes... I dunno where you're playing mate but any arena I've been to I always see Mesmers with 2 enchantment removal skills on tap.


-j
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Old Mar 23, 2006, 01:39 AM // 01:39   #23
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Originally Posted by Batou of Nine
Superior, major and minor runes of ANYTHING do not stack...
the only stacking that occurs is the -75 hp from superior rrunes.

If you did not already know that Superior, Major and Minor Vigor runes do not stack, then you have no business telling sno that his advice is moot. On every single point he made, he is correct. Cept about divine. 12 is just fine for a PROPER boon prot build...

enjoy.
This man speaks the truth.
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Old Mar 23, 2006, 03:13 AM // 03:13   #24
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Everybody makes mistakes....That does not mean their opinion is useless
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Old Mar 23, 2006, 03:22 AM // 03:22   #25
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The point is you shouldn't have to swap armor to make your build work.. VERY rarely if EVER should this be done and you should NOT be relying on Physical Resistance in a PvP situation simply because of the random nature of arenas vs a specific damage reduction skill. You're more than welcome to think that this build is uber and awesome but obviously you didn't run into a team who knew their heads from their asses on your entire run.
Why thanks for the insult. I love it when I post a build just to try to help some kids out like me a while ago, and I get more put-downs than I can count.

Why did I even do this....
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Old Mar 23, 2006, 05:20 AM // 05:20   #26
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Originally Posted by Dodo The Extinct
Dude, with the points u put in Inspiration, u lose about 15 ele armor w Physical Resistance. If it is that big of a deal, wear 3 pieces of Wanderers armor. Problem Solved.
Technical issue. What you said sort of infers that the Wanderer's bonus stacks. The only armour bonuses that are applied globally are Knight's, that mesmer one (Performer's?) and the absorption rune.

Every time something hits; whether it be a spell or an arrow or a melee attack, it has a certain percentage of hitting one armour piece, and the damage you take is calculated from there (I don't know if certain spells have different hit percentages than normal attacks).

So if a warrior with an elemental weapon hits you on the Chest and you have Wanderer's, you would incur a -10 armour penalty if one was running phys. res. at -15 armour vs. elemental.

If you equip Wanderers on three places like you said (Chest, legs and hands for example) that setup grants a statistical 75% chance to hit a Wanderer's piece-whether you think that's acceptable is up to the individual.

In short, from wearing Wanderer's, you can only ever gain up to a +5 armour bonus vs. elemental, which means a -10 armour penalty against an elemental weapon.

Ensign's Treatise on Combat Mechanics on GWG



One thing that you might like to keep in mind is that monking also involves keeping your other characters free to operate; which means removing dangerous conditions and hexes. If your warriors and rangers are constantly blinded and your casters are constantly unable to cast, the amount you can heal for doesn't matter squat. The more time your offensive characters are disabled means that there's more time for the enemy team to beat on YOU.
IMO, I would switch self survival skills for skills that make sure that your offensive team can kill something, because if you play the self-survival game, you have no chance at winning, only dying (in general, mind you). A prime example that comes to mind are griefers.

Last edited by Siliconwafer; Mar 23, 2006 at 05:26 AM // 05:26..
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Old Mar 23, 2006, 05:37 AM // 05:37   #27
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Quote:
Originally Posted by Jarek Longbow

Physical Resistance is gonna get your head smashed in super easy as well... spiker's just gonna see you throw that up and slam you with Ignite/Kindle and Dual Shot not to mention that if a warrior swaps to an ele weapon like JR said and busts out Frenzy... your ass is gonna be hacked up in no time.
Ignite and Kindle don't do variable damage. It doesn't matter whether the person has 200 armor or 0 armor, it will always be X damage.
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Old Mar 23, 2006, 06:54 AM // 06:54   #28
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I would like to see Dodo actually thinking around his/her own build.

Why does everybody take everything I have to say?

Oh, and:

You only get put-downs because someone suggests something for a build, you reject it, people prove it right, you reject it again, etc.

Dodo, the statement he posted is NOT an insult. It is an informative post, to you. Please act more maturely. Hm...

Well, I'll just copy one of my posts (the above one):

Quote:
Constructivity>Honeyed bullshit.
But still, I have no qualm against not helping a person when that person doesn't want the help.
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Old Mar 23, 2006, 07:01 PM // 19:01   #29
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Default what a mess...

Runes don't stack... what will stack is if you have a head tat, in conjunction with the rune -- but that is a trivial matter.

1) If you are going to boon prot - I recommend OoB for regaining energy.
2) I recommend Condition removal
3) hex removal
4) RoF
5) CoP
6) I recommend you make certain you have a 9 in blood and then the rest in Prot/Divine. With two supperior runes you should have P-15/D-14/B-9 & that is based on 200 skill points.
7) Other skills to consider: Gaurdian/Portective Spirit/Blood renewal/holy veil...

Build it your way....
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Old Mar 23, 2006, 07:23 PM // 19:23   #30
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Quote:
Originally Posted by Dodo The Extinct
Hex and Condition removal for others is not that important. If u do both, they will take out 2 spells from ur bar. Thats too much in my opinion
bro, if you don't bring hex removal for the party i can look past that. most times you can heal thru any hex. but if you don't bring mend ailment or mend condition your monk sucks. you HAVE to get blind and cripple off your warrior or he does NO damage. if he does NO damage you run out of energy and DIE.

vengence doesn't need to be on your bar. you shouldn't worry about res. if they die you sucked or the other team was just better. big deal try again.

you dont need to drain enchantments from anyone. you shouldn't do anything but heal. let the mesmer worry about that crap. inspired hex would be better if you want another way to get energy besides the fragile mantra of recall.



Quote:
Originally Posted by Dodo The Extinct
Are u sure Sup, Major and Minor don`t stack?
i mean come on dude. you titled this thread 'build for people who don't like losing'. then you showed your skills.....
then a couple times said you did it to 'help people out'. this build is soft bro and everyone is letting you know. don't take it personal. you posted and bragged.
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Old Mar 23, 2006, 08:02 PM // 20:02   #31
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Quote:
Originally Posted by Dodo The Extinct
Why did I even do this....

Good question.
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Old Mar 23, 2006, 08:06 PM // 20:06   #32
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Quote:
Originally Posted by sno
Just to clarify, you did not get 52 wins in CA, because after 10 wins you're on longer in random arenas, but Team Arenas. If you want to have a high consecutive win streak, you're better off starting out in team arenas, since you can have an actual build, without relying on a ton of luck. (My most recent TA streak was 60 wins, almost all flawless, after which we simply left because we were bored.)


As far as your build is concerned, here are a few things to think about:

A: no condition removal for your team
B: no hex removal for your team
C: Phys resistance is useless on any team with an ele, and if you accidentally DO use it on a team with an ele, that ele will destroy you.
D: Vengence... I don't even need to go into the many reasons not to bring that.
E: You didn't once mention a 2nd or 3rd weapon set, for extra energy and energy hiding (from edenial.) both of these would be essential against decent teams.
F: Major + Sup vigor doesn't stack...
G: Only 12 divine is not really enough healing for a boon prot.
H: What do you do against mesmers? When a mesmer strips your enchantments and then backfires you, how are you going to heal?
I dont use a weapons set for extra energy. My weapon set are for faster E denial if Im running that and speedier casting speed for heals. I never did like much the negative energy set unless you are running e drain because otherwise it affects your regen when you switch back to the normal set.

He can still heal himself from backfire by hitting boon and cop even after boon got removed. Problem will be if they cover it.

12 Divine is good enough for boon, it works for me and even at less. Boon is just a spike heal it shouldn't be left on ALL the time in my opinion.
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Old Mar 23, 2006, 09:12 PM // 21:12   #33
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Quote:
Originally Posted by Asrial
Ignite and Kindle don't do variable damage. It doesn't matter whether the person has 200 armor or 0 armor, it will always be X damage.
Yeah, my bad on that I meant Conjure X based attacks.
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Old Mar 23, 2006, 11:15 PM // 23:15   #34
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Please... i dont even need to read this build if you dont know that Sup major and minors dont stack you dont have any right posting anyhting about pvp.. also ur not going to get much healign done with jsut devine boon at that lvl
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Old Mar 27, 2006, 04:36 AM // 04:36   #35
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Quote:
Originally Posted by Asrial
Ignite and Kindle don't do variable damage. It doesn't matter whether the person has 200 armor or 0 armor, it will always be X damage.
That's, uh, entirely wrong. I just tested Kindle against the armor dummies, and it's definitely reduced by armor.
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Old Mar 27, 2006, 07:13 PM // 19:13   #36
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Quote:
Originally Posted by Dodo The Extinct
I recognize ur point, no disagreement means no improvement, but when they disagree, and call ur build "trash" and basically tell u that u know nothing, it is degrading. Thats not helpful.



Dude, with the points u put in Inspiration, u lose about 15 ele armor w Physical Resistance. If it is that big of a deal, wear 3 pieces of Wanderers armor. Problem Solved.

Vengance is good. Yea, its 30 seconds, but it gets them up at full energy and health, and its short, and its multi. CA matches don`t last long n e ways.

And, cmon, in CA, I almost NEVER see a mes w 2 Enchantment Removal spells. It is verrrrry far from standard imo
Normal Armor 60AL
damage*1 vs Physical
damage*1 vs Elemental

Physical Resistance Attribute 0
damage*0.5 vs Physical
damage*1.52 vs Elemental

Elemental Resistance Attribute 0
damage*0.5 vs Elemental
damage*1.52 vs Physical

Wanderer set 60 AL +5 vs Elemental
damage*1 vs Physical
damage*0.92 vs Elemental


Physical Resistance Attribute 0
damage*0.5 vs Physical
damage*1.4 vs Elemental

Elemental Resistance Attribute 0
damage*0.46 vs Elemental
damage*1.52 vs Physical

Censor set 60 AL +10 vs Physical
damage*0.84 vs Physical
damage*1 vs Elemental

Physical Resistance Attribute 0
damage*0.42 vs Physical
damage*1.4 vs Elemental

Elemental Resistance Attribute 0
damage*0.5 vs Elemental
damage*1.27 vs Physical

Normal Armor with single +5 armor staff options 60 AL +5
damage*0.92 vs Physical
damage*0.92 vs Elemental

Normal Armor with double +5 armor staff options 60 AL +10
damage*0.84 vs Physical
damage*0.84 vs Elemental

Wanderer Armor with single +5 armor staff options 60 AL +5 +5vs Elemental
damage*0.92 vs Physical
damage*0.84 vs Elemental

Wanderer Armor with double +5 armor staff options 60 AL +10 +5vs Elemental
damage*0.84 vs Physical
damage*0.77 vs Elemental

Censor Armor with single +5 armor staff options 60 AL +5 +10vs Physical
damage*0.77 vs Physical
damage*0.92 vs Elemental

Censor Armor with double +5 armor staff options 60 AL +10 +10vs Physical
damage*0.71 vs Physical
damage*0.84 vs Elelemental

Censor Armor with single +5 armor and +7 vs Element armor 60AL +5 +10vs Physical +7vs Elemental
damage*0.77 vs Physical
damage*0.81 vs Elemental

The above with Shield of Deflection
75+24=99 damage*0.51 vs Pysical
72+24=96 damage*0.54 vs Elemental

The above with Shield of Deflection+Physical Resistance 0
damage*0.25 vs Physical
damage*0.81 vs Elemental

The above with Shield of Deflection+Elemental Resistance Resistance 0
damage*0.77 vs Physical
damage*0.27 vs Elemental

Tentative Build to maximize Resistance skills:
Guardian
Reversal of Fortune
Mend Ailment
Shield of Deflection
Spirit of Failure
Physical Resistance
Elemental Resistance
Inspired Hex



There you have a list of some checks I did using Ensigns Treatise. The Shield of Deflection used is before upgrade to its new +30 armor status. That is the only viable way you "might" run the Resistance skills otherwise you will get destroyed.
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Old Mar 27, 2006, 08:55 PM // 20:55   #37
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Ok, if u want a decent boon prot, here u go

Inspiration 9 (10 and 9 provides same energy with e-drain)
Protection 9+1
Divine 12+1+1

>>Revealsal
>>Guardian
>>Mend Ailment (we are in arenas, u need to get condition away from yourslef)
>>Insp Hex
>>Divine Boon
>>Energy Drain
>>Tool Slot (drain enchant or prot spirit, in gvg we have 2 monks, one takes prot spirit and one drain ench for extra energy)
>>Tool Slot (Infuse, Purity or Holy Veil, Purity was good old but nowadays those Migraines and Backfires are getting rare in GVG, but purity is very helpful in arenas. In gvg drain enchant monk usually has infuse, so many rb spikes under r100, holy veil is usefull also becouse of those anti-warrior hexers)

One Protection Staff with +60hp
One Mesmer weapon set with Halves Recharge Of Inspiration Magic (40%)
One Weapon set with +0 (or even better -5 energy)energy
One Protection set with Energy +15/-1, +12, +15/-1
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