Oct 19, 2007, 08:26 PM // 20:26
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#2
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Grotto Attendant
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Generally, monks have a lot more freedom for SE than DoA. I've seen total success from everything from nearly straight heal to nearly straight prot. Some specific points of build constraint are:- Duncan and Seveltarm's dungeons have touchers. Nasty, lvl 28, shadow prison touchers. They go right through prot, so you need some solid straight healing, usually one dedicated heal monk. IMO, HBoon deals with this the best (since large amounts of focused healing is called for), followed by LoD. I've seen prot-heavy hybrids manage, but usually not without a few deaths.
- Foregewight's dungeon has lots of AoE huge fire damage and burning. PS/SB is good. Condition removal is good. LoD is good. Fanning the heck out to not all get blasted with AoE is probably best.
- Dwarves have some annoying curses. Some of the ghosts that come with the touchers have SS. Curse removal is useful but not vital.
- Duncan himself pretty much insta-kills AL60 characters. Generally both monks carry PS so that they can keep two characters (usually necros) constantly in the fight with him.
Aside from the battle with Duncan himself, you do not need special aggro tactics. With adequate builds, you can get by with rushing the entire team face first into battle. However, IMO, the standard tank/nuke/monk tactic that you used in DoA is really best for the job here. The risk is minimal and you can AoE entire mobs to death in seconds.
Last edited by Chthon; Oct 19, 2007 at 08:30 PM // 20:30..
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