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Old Aug 29, 2005, 09:18 AM // 09:18   #41
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the other thing is that when you have two monks, they usually have the time to do things like energy drain and drain enchantment. When I went in team arena with 2 wars, el/mo smiter, and 1 booner/energy drain monk, the monk was complaining about not having time to do the energy managment skills... the monk tended to die, but we had very, very, very good damage so by the time they took out the monk 2 or 3 enemies were down...
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Old Aug 29, 2005, 09:42 AM // 09:42   #42
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Quote:
Originally Posted by DarkAynjil
Have you tried taking a non-spike ele?
Air Magic has blinding flash ~10 seconds of blind for 16 air
Enervating Charge for weakness

Earth has WaM and WaE

Water has WaH

Got a warrior pounding a monk? Blind him. Rangers ruining your day? Blind/Aegis/Guardian/etc.
Hi. I'm Mend Ailment. I cost 5 energy compared to your Blinding Flash's 15 and your Enervating Charge's 10. I recharge in 2 seconds. I also heal for free. Have fun blowing all your energy trying to keep my Warrior blind.

Do you really think a competent team running Warriors or Rangers would forget to bring condition removal? Please.

Quote:
Originally Posted by Iraqalypse Now
the other thing is that when you have two monks, they usually have the time to do things like energy drain and drain enchantment.
This is very true. There's a couple things you can stash on Monks that either helps or doesn't hurt the Monks and can be used to stick it to the other team. Cryptic, I know. Hopefully the synapses start firing in this thread...

Last edited by Bast; Aug 29, 2005 at 09:45 AM // 09:45..
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Old Aug 29, 2005, 01:59 PM // 13:59   #43
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I've had teams with only pure attack and they have gotten a dozen consecutive wins.

There is a balance between offense and defense which exists in this game. A team of four purely offensive characters can simply overwhelm the opposing team. Of course a team of four monks versus four attackers would be the balance, making for a long game.

The only problem I've faced with 4 people who can only use res signets, is just that. They each can only res once and depending on the order in which people die, sometimes you only get use out of 2 or 3 of them. A team of one or two monks normally has the benefit of being able to fight a longer fight. If an attack by 4 people fails due to shut down, knockdowns, interrupts, crippling, well placed healing, then in the time in which another full scale attack will be ready to be attempted the opposing team will normally achieve a kill or two.

I've been in groups which have bulldozed through monk teams, just because they had the abilities to do so. And I've been in teams where monk teams simply outlasted us to the point of disinterest.

That being said, yes, normally if you want to win and keep on winning and be able to fight the long fight, you will need a monk or two.
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Old Aug 29, 2005, 03:40 PM // 15:40   #44
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2 monk teams are very effective. You just need to design the monks to complement each other rather than step on each other's toes. In addition you need good offensive characters that can dish out sustained high DPS. Otherwise you're going to have a hard time getting kills. If you just grab 2 random monks and 2 random offensive characters it's not usually going to work so well.

iQ usually runs with 2 monks and we have no problems killing the other team even when the opposing team has 2 monks.

The biggest issue is when you run into a team with some good rangers. Fortunately or perhaps unfortunately such teams are few and far between.
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Old Aug 29, 2005, 03:51 PM // 15:51   #45
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Quote:
Originally Posted by Schorny
So let the monks take Drain Enchantment I really love it. It is nothing to shutdown the enemy, but it helps quite a lot.

With 2 Monks you need to act more offensivly. For example let the Monks take Drain Enchantment and Energy Drain. So you can shutdown the enemy's Monk.
This guy knows what hes talking about... Drain Enchantment will not be taken off my monk skill bar. Your practically guaranteed to have one enemy with an enchantment.

Quote:
Originally Posted by Bast
Hi. I'm Mend Ailment. I cost 5 energy compared to your Blinding Flash's 15 and your Enervating Charge's 10. I recharge in 2 seconds. I also heal for free. Have fun blowing all your energy trying to keep my Warrior blind.

Do you really think a competent team running Warriors or Rangers would forget to bring condition removal? Please.


This is very true. There's a couple things you can stash on Monks that either helps or doesn't hurt the Monks and can be used to stick it to the other team. Cryptic, I know. Hopefully the synapses start firing in this thread...
I've stopped bringing Mend Ailment for Hex Breaker. Conditions don't seem to acceletate my death much, and that's all that matters 90% of the time. If I can keep myself alive were going to win.
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Old Aug 30, 2005, 06:58 PM // 18:58   #46
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Quote:
Originally Posted by smurfhunter
*edit* yes tanks can be soft targets too. try this: go into random arenas as a warrior and run in alone

see how long you last.
with no enchantment removal, i can easily last forever versus 4 players.
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Old Aug 30, 2005, 07:05 PM // 19:05   #47
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Quote:
I've stopped bringing Mend Ailment for Hex Breaker. Conditions don't seem to acceletate my death much, and that's all that matters 90% of the time. If I can keep myself alive were going to win.
Way to be part of the team, champ. I'd love to be on your side when I'm calling out "I have Blind on me!" and you say, "no condition removals... :-/". Wait, let me guess, you play random arenas all the time.
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Old Aug 30, 2005, 07:15 PM // 19:15   #48
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extremely good monks wont be hindered by mesmers
i was in a team arena with both teams having 2 monks and a mesmer and for 25 minutes noone died, we all just gave up and moved on
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