Dec 03, 2007, 08:41 PM // 20:41
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#41
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Frost Gate Guardian
Join Date: Jun 2006
Location: California
Profession: W/E
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Quote:
Originally Posted by natural sugar
-Keep a +1+3 DF hat for casting Blessed Aura, and then switch to the regular +1+1 before you actually aggro groups. You're going for more health so your smiting does more damage.
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The +6% or whatever really doesn't make a huge difference, fyi. :P
Quote:
Originally Posted by natural sugar
-Use Arcane Echo instead of Mending Touch since conditions aren't bad in here.
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Yeah, but even echo is optional - I only brought it once, didn't like it because it was eating up my energy and I'm a fast puller... twice I ran in with what I soon realized was less than max energy and couldn't cast everything. Halfway through the run I just quit using arcane echo altogether. (Not sure if I used it against Murakai. That would have been smart, but the downside wouldn't be noticeable. So probably no.)
Quote:
Originally Posted by natural sugar
-If you're using a martial/offhand or whatever, go for +5e/20% (like a Totem axe or any caster weapon) and a +energy/+health offhand (I use the Bison Cup).
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Yes, that's a good idea, but like many things on a 600, it isn't necessary. (To be honest, the run can be made with all radiants and a sup rune if you know what you're doing. Not that I support radiants or sups.) I personally use a 20/20 prot offhand, as I didn't feel like finding a new offhand just for 30 health (and the mods are really nice when they affect SoA...).
Quote:
Originally Posted by natural sugar
-You can GENERALLY aggro multiple groups of undead. Just don't try to go for more than one group of enchanted at a time. If you're having problems with the enchanted specifically on Level 3, stand on the side of the stairs so only the melee (hammer, daggers, etc) can hit you; after they are dead, move up so the arrows/spears hit you.
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Hehe, good sentiment, but I'll disagree about agroing multiple groups of enchanted. So long as you watch Spirit Bond, you'll be fine. (Obviously, don't spam it, but keep a finger over it to use it again immediately once it dies.) That said, I've been too lame to try it so far - but I might tonight. :P
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Dec 03, 2007, 09:26 PM // 21:26
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#42
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Krytan Explorer
Join Date: Dec 2007
Location: Cho's Estate
Guild: Agents Of Indecision
Profession: Rt/
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Dont have a monk?, Want to complete the dungeon more quickly? Want to not die? Use a rit! http://www.pvxwiki.com/wiki/Build:Te...mite_Temple_HM
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Dec 04, 2007, 12:45 AM // 00:45
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#43
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Frost Gate Guardian
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Quote:
Originally Posted by Armond
The +6% or whatever really doesn't make a huge difference, fyi. :P
Yeah, but even echo is optional - I only brought it once, didn't like it because it was eating up my energy and I'm a fast puller... twice I ran in with what I soon realized was less than max energy and couldn't cast everything. Halfway through the run I just quit using arcane echo altogether. (Not sure if I used it against Murakai. That would have been smart, but the downside wouldn't be noticeable. So probably no.)
Yes, that's a good idea, but like many things on a 600, it isn't necessary. (To be honest, the run can be made with all radiants and a sup rune if you know what you're doing. Not that I support radiants or sups.) I personally use a 20/20 prot offhand, as I didn't feel like finding a new offhand just for 30 health (and the mods are really nice when they affect SoA...).
Hehe, good sentiment, but I'll disagree about agroing multiple groups of enchanted. So long as you watch Spirit Bond, you'll be fine. (Obviously, don't spam it, but keep a finger over it to use it again immediately once it dies.) That said, I've been too lame to try it so far - but I might tonight. :P
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True, none of the stuff is really necessary, but it does make it easier. The increase in SB/SoA/whatever duration does add up especially when combined with the 20% enchants mod. I have no problem with energy since I give Tahlkora BiP and Blessed Signet. Just before I aggro the groups, I BiP myself which gives more than enough energy for AE, SB, PS, SB and SoA, and then just a few hits will put the energy back up anyways. You don't NEED an echoed SB even if you aggro multiple groups, but it does increase the speed of the run when you don't have to wait for hexes to end, recast enchants and whatnot. As for the enchanted mobs, they can kill you in less than 2 seconds, especially if you have lower HP.
But yeah, I do agree that you can vary the 600 build a LOT and still have success with it. These are just the methods I use, which I've found to be pretty much foolproof. It just comes down to how you play.
I'm not sure how much faster (if it is faster at all) the rit variant would be, since the hero has to wait for energy regen (even with energy hiding) and run up to cast SB on the tank.
Last edited by natural sugar; Dec 04, 2007 at 12:52 AM // 00:52..
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Dec 04, 2007, 01:03 AM // 01:03
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#44
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Frost Gate Guardian
Join Date: Jun 2006
Location: California
Profession: W/E
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The way I play is full-on adrenaline rush.
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Dec 04, 2007, 01:05 AM // 01:05
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#45
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Krytan Explorer
Join Date: Dec 2007
Location: Cho's Estate
Guild: Agents Of Indecision
Profession: Rt/
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Quote:
Originally Posted by natural sugar
I'm not sure how much faster (if it is faster at all) the rit variant would be, since the hero has to wait for energy regen (even with energy hiding) and run up to cast SB on the tank.
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I'm sure because i've done it multiple times, you only need SB for the charr mes groups, and as long as the tank has atleast 20 n-r-g, you can aggro and kill every mob efficiently; my fastest so far, has been 31 minutes, and that's still killing a couple extra mobs, i've cleared the entire dungeon in just over an hour, after killing every enemy on every map.
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Dec 04, 2007, 02:24 PM // 14:24
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#46
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Krytan Explorer
Join Date: Aug 2005
Profession: Mo/W
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Quote:
Originally Posted by natural sugar
How far back is the smiter dying? I usually follow the map as it is on the wiki, and I've never had this problem.
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It is just bugged!
I was in there this morning and got the Hero smiter in ok and was killing Murkia has her to a sliver when I died. However I screwed up and died to close to her so the Hero monk died when it tried to use rebirth.
Anyway ended up respawning all the way back at the second beacon. Ran back both made it in to the room but the hero died due to burning in the room and I had to give up because now it had to much DP to ever get it back in there alive.
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Dec 04, 2007, 04:15 PM // 16:15
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#47
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Krytan Explorer
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I'd just like to share even though its probably obvious, you can use an 600 ele with glyph of swiftness and Obsidian Flesh as the tank too, did a full run this morning.
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Dec 04, 2007, 04:43 PM // 16:43
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#48
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Frost Gate Guardian
Join Date: Jul 2006
Guild: MU-Tants [MU]
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that wiki guide for 600/smite cathedral doesn't work ;/
btw yeah if i get some time i'll put the 2 man part to my guide (was mentioned somewhere methinks), the build itself works wonders ;]
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Dec 05, 2007, 04:46 AM // 04:46
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#49
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Frost Gate Guardian
Join Date: Jun 2006
Location: California
Profession: W/E
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Quote:
Originally Posted by kielus
that wiki guide for 600/smite cathedral doesn't work ;/
btw yeah if i get some time i'll put the 2 man part to my guide (was mentioned somewhere methinks), the build itself works wonders ;]
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600 rit or 600 monk? The 600 monk one works, I've been using it forever. :/
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Dec 05, 2007, 01:26 PM // 13:26
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#50
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Krytan Explorer
Join Date: Aug 2005
Profession: Mo/W
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Quote:
Originally Posted by Armond
600 rit or 600 monk? The 600 monk one works, I've been using it forever. :/
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Me to and it works for me just takes some practice with it, the Charr boss groups seem to be the hardest with it.
This is odd though with these runs;
I have one toon that I have been paying for HM runs through the Temple by Monk teams that are running full 8-man groups through. One thing I have noticed is the exact same mobs that drop between 3-6 items when being ran in a 8-man only drop between 0 and 3 drops max when running through with just my 600 monk and smiter hero which makes no sense.
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Dec 05, 2007, 06:35 PM // 18:35
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#51
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Frost Gate Guardian
Join Date: Jun 2006
Location: California
Profession: W/E
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Quote:
Originally Posted by Cobalt
This is odd though with these runs;
I have one toon that I have been paying for HM runs through the Temple by Monk teams that are running full 8-man groups through. One thing I have noticed is the exact same mobs that drop between 3-6 items when being ran in a 8-man only drop between 0 and 3 drops max when running through with just my 600 monk and smiter hero which makes no sense.
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Lol loot scaling?
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Dec 05, 2007, 09:02 PM // 21:02
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#52
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Lion's Arch Merchant
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lol guide? fail
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Dec 05, 2007, 10:05 PM // 22:05
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#53
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Krytan Explorer
Join Date: Dec 2007
Location: Cho's Estate
Guild: Agents Of Indecision
Profession: Rt/
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fail? because of a guide? helping people is better than being greedy, and besides it's just a build wiki w/ temple maps and hidden chest locations.
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Dec 13, 2007, 01:12 PM // 13:12
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#55
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Krytan Explorer
Join Date: Aug 2005
Profession: Mo/W
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Quote:
Originally Posted by Vulkanyaz
At least change the title
Not saying it isn't a useful thread
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With all the talk last night in Doomlore about a impending nerf; a lot of people were saying the temple runs using the builds described in this thread are going to be nerfed this weekend. In particular Spell Breaker is going to be rendered useless maybe even removed from the game.
This will suck because for the first time in a year and a half I was having fun using my Monk again with builds described here.
So this thread maybe dead or at least about to be killed.
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Dec 13, 2007, 01:18 PM // 13:18
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#56
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Krytan Explorer
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Quote:
Originally Posted by Cobalt
With all the talk last night in Doomlore about a impending nerf; a lot of people were saying the temple runs using the builds described in this thread are going to be nerfed this weekend. In particular Spell Breaker is going to be rendered useless maybe even removed from the game.
This will suck because for the first time in a year and a half I was having fun using my Monk again with builds described here.
So this thread maybe dead or at least about to be killed.
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If they were going to nerf spell breaker they would have done it a long time ago it's been used in the UW forever.
Dont you know not to listen to people ingame?
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Dec 14, 2007, 07:05 PM // 19:05
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#57
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Frost Gate Guardian
Join Date: Jan 2007
Guild: Tales Of Glory[ePiC]
Profession: Rt/
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I actually prefer MoR for interrupts. :]
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Dec 15, 2007, 12:47 AM // 00:47
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#58
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Frost Gate Guardian
Join Date: Jun 2006
Location: California
Profession: W/E
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Quote:
Originally Posted by Cobalt
With all the talk last night in Doomlore about a impending nerf; a lot of people were saying the temple runs using the builds described in this thread are going to be nerfed this weekend. In particular Spell Breaker is going to be rendered useless maybe even removed from the game.
This will suck because for the first time in a year and a half I was having fun using my Monk again with builds described here.
So this thread maybe dead or at least about to be killed.
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Lol?
Izzy doesn't nerf things because you can use them to farm. He nerfs things because of his own agenda, which never makes sense to any of us (or at least anyone I've talked to).
Besides, things aren't removed from the game. They're just made useless.
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Dec 15, 2007, 01:57 AM // 01:57
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#59
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Jungle Guide
Join Date: Jun 2006
Guild: Winter Wonderland [brrr]
Profession: W/E
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Skills are changed for PvP balance. If you can't deal with the PvP needs of Guild Wars, you might want to find a new game.
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Dec 15, 2007, 04:56 AM // 04:56
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#60
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Frost Gate Guardian
Join Date: Jun 2006
Location: California
Profession: W/E
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Quote:
Originally Posted by dies like fish
Skills are changed for PvP balance. If you can't deal with the PvP needs of Guild Wars, you might want to find a new game.
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So why exactly is SF uberhuge damage and uberhuge burning?
When skills are changed, they're generally changed because of PvP. You're correct about that.
But for the most part... skills aren't changed for PvP. As in, rit spike went on for 9001 days. (I know a guy who went from r4 to r11 running ritspike. I mean, come on...) RaO is still in need of a significant nerf. Searing Flames is just... let's not even go there. And Deadly Paradox is, even now, manageable, if only barely. (Which is to say, I'll play assassacaster, but I won't spam AB with it anymore. I need to actually focus to use it well.)
Then you have things that are nerfed despite their balance in PvP. LoD, for example, may have deserved a nerf, but certainly not one as drastic as it got. Mantra of Recovery's nerf made me wtf. (Good mesmers always have used esurge over MoR.) Grenth, again, deserved a nerf, but not a steamrolling. Glimmer's recharge nerf (it was 1s during the preview) was undeserved. The Jagged nerf was another WTF. (Feel free to correct me on these, btw.)
Then, of course, there's the sheer number of useless elites... Mind Burn, Mind Freeze, Mind Shock, Xinrae's Weapon, and everything in the Expertise and Energy Storage lines that deals with energy (except, perhaps eprod)...
Oh, and those are just elites.
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