Aug 31, 2007, 03:57 PM // 15:57
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#221
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Wilds Pathfinder
Join Date: May 2006
Location: Aussie Trolling Crew - Diplomatic Embassy
Guild: I Have Three Pennies [Pnny] - forever in my heart <3
Profession: R/
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Needs moar Agonozing chop imo.
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Aug 31, 2007, 06:40 PM // 18:40
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#222
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Dragannia
[skill]Leaping Mantis Sting[/skill][skill]Wild Strike[/skill][skill]Twisting Fangs[/skill][skill]Beguiling Haze[/skill][skill]Glyph of Lesser Energy[/skill][skill]Feigned Neutrality[/skill][skill]Dash[/skill][skill]Resurrection Signet[/skill]
Attributes are 11+1 Dagger, 11+1+1 Critical Strikes and 8+1 Shadow Arts, with a pair of Silencing daggers.
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I like this more:
[skill]Shadowy Burden[/skill][skill]Beguiling Haze[/skill][skill]Unsuspecting Strike[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Attacker's Insight[/skill][skill]Feigned Neutrality[/skill][skill]Resurrection Signet[/skill]
Been using that since the day Attacker's Insight got buffed.
~Z
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Aug 31, 2007, 09:51 PM // 21:51
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#223
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Forge Runner
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Quote:
Originally Posted by spawnofebil
Needs moar Agonozing chop imo.
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being able to spike every 4 hits > dat
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Sep 01, 2007, 12:15 AM // 00:15
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#224
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Ascalonian Squire
Join Date: Sep 2006
Guild: Team Affinity [tA]
Profession: Mo/
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Quote:
Originally Posted by Zaelen
This is one of my favorite Glad farming builds.. it's so versatile that you can fit into any group.
Rt
Restoration 12+1+3
Channeling 12+1
Spawning Power 3
[skill]Weapon of Remedy[/skill][skill]Weapon of Warding[/skill][skill]Nightmare Weapon[/skill][skill]Mend Body and Soul[/skill][skill]Bloodsong[/skill][skill]Essence Strike[/skill][skill]Spirit Burn[/skill][skill]Resurrection Signet[/skill]
Pros-
Fairly self evident.. your healing support is bolstered by constant offense. Smart use of Nightmare can catch Monks and other heavy defense targets off guard.
If you find yourself with strong healing support, drop Bloodsong and start spiking. Nightmare yourself whenever possible.. it turns your wanding into something quite useful.
Use Warding to pre-empt your Bloodsong or when Assassins lurk. Friendly monks LOVE Warding.
Essence Strike is a great little e-management skill here... its a potential 3e every 8s if Bloodsong is up.
Cons-
No hex defense
Ds can sustain your Remedy damage and run you out of energy. Kite kite kite.
No real e-management
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good build mate. i switched out wow for resilient since it was nerfed.
Here's a really fun monk build i use in RA a lot.
OwYT0wnC5ZmspDj3VBSNZZYTAA
[skill]Reversal of Fortune[/skill][skill]Dismiss Condition[/skill][skill]Gift of Health[/skill][skill]Shield of Absorption[/skill][skill]Guardian[/skill][skill]Holy Veil[/skill][skill]Glyph of Renewal[/skill][skill]Divine Spirit[/skill]
pretty much self explanitory.
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Sep 01, 2007, 11:31 PM // 23:31
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#225
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Ascalonian Squire
Join Date: Nov 2006
Guild: None
Profession: Mo/W
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Here's a hammer warrior build for RA with a twist. I was inspired by seeing the repeating D-Slash build in action.
W/Mo
Hammer Mastery 12+2+1
Tactics 10+1
Protection Prayers 8
Strength 2 (+1 optional)
[skill]Earth Shaker[/skill] [skill]Crushing Blow[/skill] [skill]Flail[/skill] [skill]"For Great Justice!"[/skill] [skill]Mending Touch[/skill] [skill]Rush[/skill] [skill]Healing Signet[/skill] [skill]Resurrection Signet[/skill]
You'll need a sundering/vamp hammer, a zealous hammer, and an elemental hammer. So that's 3-4 hammers to choose from. Hilts can be anything you prefer.
The idea of this build is sacrificing spiking power for a more consistent KD and pressure. You can change Earth Shaker for Devastating Hammer or Backbreaker, Earth Shaker just works well in the high pitched arenas because you can KD entire trains or pairs of squishies and it doesn't charge all that differently from Devastating. Backbreaker is a longer KD but takes more strikes to charge. Use the buffed FGJ for adrenaline, and then FGJ whenever you can after that. Use rush until you catch up to your target. KD them and after they are KD'd hit Flail then Crushing Blow. Follow up with Flail if they let you wail on them or use Rush to chase if they manage to get up. FGJ should charge your KD in 2-3 hits, it will take more if you don't time Flail correctly.
Mending Touch and the 8 in prot prayers can be swapped out for anything you deem necessary. Most likely bull's strike or irresistible blow if you are in TA or GvG, and Plague Touch is an interesting swap since the breaking point is 8 which is what I have protection prayers at. For RA, you may be forced to use the W/N version so that fewer people leave your party, on the other hand Mending Touch can be used to save your party from the awesome horror of the daze condition.
This build would become a real lockdown with Infuriating Heat or Dark Fury. They absolutely would not be able to stand up for the duration of FGJ, which can make for quite a long window for pressure or spikes to kick in, and it has decent killing power on it's own on squishies. (RA sins, D/A, Rt/A, mesmers, monks, eles, the like. You will need to time your mending touch's cast to hit right after the ele's Bflash or Bsurge to be able to get your first KD through.)
Of course, if you're leet, you're going to put in Bull's Strike and Frenzy in place of Mending Touch and Flail. The build is changeable, but with MT you do a number on other melee people, warriors, sins, the like. It's a toss-up whether they can deal enough damage between your constant KD's. Of course, you're screwed if you meet a Steady Stancer and without Irresistible Blow you'll have trouble with touchers, but then you would be killing everyone else on his team first, especially his healer. It works especially well in RA because half the people you fight don't kite, but you do have Rush or Sprint for those that do.
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Sep 03, 2007, 11:17 AM // 11:17
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#226
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Quote:
Originally Posted by Zuranthium
I like this more:
[skill]Shadowy Burden[/skill][skill]Beguiling Haze[/skill][skill]Unsuspecting Strike[/skill][skill]Black Lotus Strike[/skill][skill]Twisting Fangs[/skill][skill]Attacker's Insight[/skill][skill]Feigned Neutrality[/skill][skill]Resurrection Signet[/skill]
Been using that since the day Attacker's Insight got buffed.
~Z
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Yeah I started with something like that...but I found that it was quite annoying when Monks would simply hit Disciplined Stance and laugh off your spike. Without a hex to give away the combo, avoiding the first Leaping Mantis Sting is highly unlikely given human reaction times and ping, and then you're home free with Wild Strike and Twisting Fangs.
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Sep 03, 2007, 02:27 PM // 14:27
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#227
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Dragannia
Yeah I started with something like that...but I found that it was quite annoying when Monks would simply hit Disciplined Stance and laugh off your spike. Without a hex to give away the combo, avoiding the first Leaping Mantis Sting is highly unlikely given human reaction times and ping, and then you're home free with Wild Strike and Twisting Fangs.
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A few vanilla dagger attacks + Leaping + Wild + Twisting really isn't enough damage. Plus with the Glyph on a 30 second recharge, you won't be able to always use Beguiling immediately. If you come upon a stanced Monk just save your Beguiling, spread damage elsewhere, and then use Beguiling to interrupt a key heal and prevent the Monk from healing the pressure that his team is taking from your team.
~Z
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Sep 04, 2007, 08:35 AM // 08:35
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#229
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Academy Page
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Nah, Augary, SoJ Daggers Entangling Toxic, usually another daggers, then iron palm, wins lots.
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Sep 04, 2007, 10:59 AM // 10:59
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#230
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Krytan Explorer
Join Date: Feb 2006
Guild: Venatio Illuminata [VEIL]
Profession: Me/N
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Quote:
Originally Posted by Zuranthium
A few vanilla dagger attacks + Leaping + Wild + Twisting really isn't enough damage. Plus with the Glyph on a 30 second recharge, you won't be able to always use Beguiling immediately. If you come upon a stanced Monk just save your Beguiling, spread damage elsewhere, and then use Beguiling to interrupt a key heal and prevent the Monk from healing the pressure that his team is taking from your team.
~Z
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Aye, thats one of the flaws of my build. The way I rectify it is simply not attack the Monk until he's roughly a quarter damaged. Your build would probably work better now, substituting the new Lotus Strike for BLS and eliminating the requirement for a hex.
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Sep 04, 2007, 04:54 PM // 16:54
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#231
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Well I need the hex anyway. It's the only full-range snare available and it does add a little bit of damage. Caltrops is a possible variant for Shadowy Burden, and that could make the build stronger when facing a team with Holy Veil, but I think the half-range would be too problematic and make the build a bit weaker overall.
~Z
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Sep 05, 2007, 06:05 AM // 06:05
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#232
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Ascalonian Squire
Join Date: Nov 2006
Guild: None
Profession: Mo/W
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Monking in the new RA meta
Previously, around the time before the slight ZB nerf, it was the thing to run. Now I've seen parts of this thread discussing some monk builds but few address some specific concerns of mine:
I'm not the best monk evar, but I have been playing the game long enough that I'm usually smarter than the monks going into RA with a healing build, and am better at keeping a team alive than most bonders (using an active prot build) I prefer active protting which is what is making this frustrating lately. I usually monk when I go through several RA matches unable to play the things I feel like playing that day. Of course that's what TA is for, when you don't have morons insta-inviting three people and hitting 'go' as american districts are guilty for.
In RA I've been seeing some pretty coordinated lockdowns of late. At one point my team was so ineffective that an assassin, a necromancer and ranger (some BA build with incidienary arrows as an elite instead) all went to town on me at once and no one on my team could stop them. I've been suffering from assassins and mesmers stacking on me together and my team is too busy monk stomping to watch my health bar and assume because they can't heal they can't fix it. It's adding to the normal stress of teammates not kiting, etc. and I think it's more because I'm adjusting to a new monking meta than anything else. prot frenzy was a stupid build to begin with but now it's definitely dead with assassins Wild Strike in the mix, ensuring stances are no longer viable methods of blocking for monks. It also means Shield Bash and Wary Stance are no longer reliable methods of protecting oneself. Shield Bash never did negate a full assassin spike anyway since they are doing offhand-dual-offhand-dual still. D/A and E/A are causing extra pressure, and making those skills moot as well, on top of mind shock and blast.
In short since by principle in RA you can't rely on your team to keep you alive like you should be able to in TA and up, I need opinions to tweak builds for the following circumstances:
Non-bonder (if you bond, you learn to do nothing but suck in TA and onward, plus it's boring as shit and there's no way to see if someone was clever and stripped your bond)
A blend of knock down and assassin spike, preferably something that will at least partially ensure the next spell you cast will get through dazed condi if it was a thumper or sin that got you down.
The lockdown spike: backfire, frustration, possible ranger interrupts all on top of a nice assassin ready to rip you to shreds with horns/twisting to finish. To add to the fun the sin can take shattering assault.
These are the skills that are supposed to fix this:
Pre-protting/kiting. Of course I do this. But with the fscking shadow step moves or hex snares or RTL, it tends to be moot.
Weapon switches. They help me alot in RA, especially when I'm relying on GoLE or Auspicious to regain energy I don't have, I pay for it by switching to my normal or high energy sets. However I've been finding low energy sets less and less useful, because the e-denial tends to be followed up instantly by a dervish or assassin or warrior.
Reverse Hex/Holy Veil/CoP. Reverse hex is too expensive but for a fast cast hex removal it is actually a unique method and recharges two seconds faster than deny hexes. It works well with Auspicious Incantation or GOLE but you can often find yourself too low on energy to use it if you're using any sub besides ele or mesmer. Holy veil gets owned by hex stacks which both assassins and necromancers do. CoP owns dazed and hexes, especially combined with holy veil, but anymore it's hard to justify that much self protection in the four man arenas, and if you're packing CoP on your bar it's like saying to the person chasing you in melee 'please spike me right after the kd because I will be using CoP as soon as I stand up' It's also got a ten second recharge which is ridiculous with the number of dazed and hexes flying around. It ends up being utterly ignored as often as it saves me, which is why it is most definitely not metagame right now. Come to think of it, Reverse Hex isn't metagame right now either. It's recharge or cost need to be halved to really justify it, but that's not on topic.
Hex Breaker actually seems to help me more, but Hex Breaker is a mess to spec for with any decent duration, because if you pick /me for hex breaker you're going to take auspicious incantation or channelling since anet is still afraid of buffing drain enchantment/inspired hex back to their former glory. Hex Breaker does seem to help with the rare shadow shroud spike, and multiple other sin starting hexes. Combined with reverse hex, it seems to handle hex stacks from necromancers/mesmers decently well because they are hard or impossible to interrupt but you inevitably will get caught by Shame. Considering this is RA, the hexes get stacked in very predictable fashions and rarely will hex breaker catch something retarded like p-bond. It can however catch ether phantom, whose recharge seems to be so low that it has replaced any and all other methods of hardcore e-denial for mesmers.
A few of the bars I've been tweaking to try and handle these things better:
modified zb prot
[skill]Zealous Benediction[/skill] [skill]Reversal of Fortune[/skill] [skill]Protective Spirit[/skill] [skill]Dismiss Condition[/skill] [skill]Hex Breaker[/skill] [skill]Guardian[/skill] [skill]Reverse Hex[/skill] [skill]Auspicious Incantation[/skill]
OwUUIsB+WoOX6ZS9YTrAEIQNRHA
MT draw w/ SoR (can have ZB)
[skill]Shield of Regeneration[/skill] [skill]Reversal of Fortune[/skill] [skill]Mending Touch[/skill] [skill]Draw Conditions[/skill] [skill]Spirit Bond[/skill] [skill]Gift of Health[/skill] [skill]Holy Veil[/skill] [skill]Shield Bash[/skill]
OwET0uHD1pgMTyr3EtYYsmsWAA
divert hexes prot (just bad bad, horribad IMO, but in certain cases where you don't meet a mesmer it can be more powerful than SoR, SoD or ZB)
[skill]Divert Hexes[/skill] [skill]Reversal of Fortune[/skill] [skill]Dismiss Condition[/skill] [skill]Mend Condition[/skill] [skill]Protective Spirit[/skill] [skill]Shielding Hands[/skill] [skill]Gift of Health[/skill] [skill]Wary Stance[/skill]
OwEU0wnC1KOc6ZymeiUPWJhx8CA
standard pro frenzied
[skill]Zealous Benediction[/skill] [skill]Reversal of Fortune[/skill] [skill]Protective Spirit[/skill] [skill]Draw Conditions[/skill] [skill]Mending Touch[/skill] [skill]Signet of Devotion[/skill] [skill]Frenzied Defense[/skill] [skill]Deny Hexes[/skill]
OwES8YIPX6ZS94mkXLJk6vH
I tend to use a spear/shield for enchants, a sword/shield for low energy and I have normal/high energy sets already.
Of course I can accept the fact that beyond a certain point the opposing team is just going to steamroll mine if my team lets that assassin train me for more than 20 seconds while they hack at the enemy monk, or that our ranger is going to be rt/r and not have savage/dist on the mesmer like he's supposed to, or that the warrior in my group is not going to be creative enough to use bull's strike on the sin training me because he's too busy hacking at an SoD monk...
But I'm just wondering if I'm doing something wrong here to let these people flawlessly lock me down so that I actually feel the need to kite away from my team to be able to prot myself behind cover or get out of spellcasting range, something I haven't felt the need to do in the previous three or four RA/TA monk meta shifts that I can clearly discern in my mind. (I will be honest that I only caught the very tail of the prot frenzied because I think the build is stupidly fragile and was busy playing other professions at the time including dabbling in assassins)
Last edited by Scrimbul; Sep 05, 2007 at 11:12 PM // 23:12..
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Sep 05, 2007, 07:37 AM // 07:37
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#233
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Jungle Guide
Join Date: Nov 2006
Guild: NiTe
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using a shield and spiritbond does not work well, you need to switch to focus to maximize damage you receive.
I used a build like this
-ZB
-Sig of D
-draw conditions
-mending touch
-reversal of fortune
-spiritbond
-holy veil (use to preveil, and cancel when not needed)
-hax breaker
veil hax breaker keep you free from alot of mess, not indeinately, but long enough to keep the upper hand. Draw is superb for keeping those physicals clean, its better then dismiss which only removes 1 and has slower recharge, especially when a lot of conditions see the battleground. Mending touch then effectively heals you, though after the nerfs quite a while ago this combo is less powerfull I guess. Melee is strong against this build, but you just need to slap on spiritbond and rof once in while, when u are kiting. Assassins (at that time) had less chance landing their chain due HB and veil. Sig of D is suboptimal, but doesnt require speccing in different attributes so u could run easily 12-12-3 or slightly different. But you spec in Gift if you wish
I personally don't like SoR as it is very sensitive to enchant hate. I will take a necro out once in a while, and I love to see those SoR monks go down.
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Sep 05, 2007, 09:35 PM // 21:35
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#234
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Forge Runner
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If you think monk-hate is strong now, think of the days when you could permalock a monk forever with glyph of energy, gale, blackout, diversion, and with some extra shames, drain enchants, and pdrains thrown in once in a while.
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Sep 05, 2007, 09:42 PM // 21:42
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#235
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Ascalonian Squire
Join Date: Nov 2006
Guild: None
Profession: Mo/W
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Quote:
Originally Posted by TheOneMephisto
If you think monk-hate is strong now, think of the days when you could permalock a monk forever with glyph of energy, gale, blackout, diversion, and with some extra shames, drain enchants, and pdrains thrown in once in a while.
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Except you can still do that now if you wanted to, you would just need to echo Gale.
I was playing/monking when that was possible, I distinctly remember when the boon-prot could ignore shatter enchantment because of it's healing power. I just wan't GvGing at the time.
It still seems like this is much harder. Shadow steps didn't exist back then and neither did nearly free, spammable ether phantom/drain delusions or faster-recharge-better-effect Arcane Conundrum (frustration). Monks also could afford to put crap like balanced stance on their bars, though it wasn't standard in those days. Now the monks can't even afford the space for such luxuries, and even if you have it the sheer damage from some of those builds KDing you can still kill you outright.
Consider the fact that many monk bars posted here and all the ones I pasted have no res sig to work in the extra needed one man flexibility for four man arenas. Despite droves of nooblets blaming me for not having a res sig when the freaking necro or ele can't survive a standard SP sin spike. Sheesh, I shudder even calling a <5 second solo spike standard in four man arenas but there it is.
Last edited by Scrimbul; Sep 05, 2007 at 09:47 PM // 21:47..
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Sep 05, 2007, 10:49 PM // 22:49
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#236
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Scrimbul
prot frenzy was a stupid build to begin with but now it's definitely dead with assassins Wild Strike in the mix, ensuring stances are no longer viable methods of blocking for monks. It also means Shield Bash and Wary Stance are no longer reliable methods of protecting oneself. Shield Bash never did negate a full assassin spike anyway since they are doing offhand-dual-offhand-dual still.
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Shield Bash is not a stance, it's simply a 'skill'. And it totally owns sins if used it properly.
Quote:
Originally Posted by Scrimbul
modified zb prot
OwUUIsB+WoOX6ZS9YTrAEIQNRHA
MT draw w/ SoR (can have ZB)
OwET0uHD1pgMTyr3EtYYsmsWAA
divert hexes prot (just bad bad, horribad IMO, but in certain cases where you don't meet a mesmer it can be more powerful than SoR, SoD or ZB)
OwEU0wnC1KOc6ZymeiUPWJhx8CA
standard pro frenzied
OwES8YIPX6ZS94mkXLJk6vH
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We have no idea what these are. You should post the full bars.
The RA Monk I run right now is RoF, ZB, SB, Dismiss, Guardian, Deny Hexes, Signet Devo, Divine Spirit.
~Z
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Sep 05, 2007, 11:18 PM // 23:18
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#237
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Ascalonian Squire
Join Date: Nov 2006
Guild: None
Profession: Mo/W
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Added the full bars in the original post.
Those strings are template codes that can be pasted into the appropriate profession's primary profession window. I was lazy at first, the template codes come with attributes but the atts are fairly obvious if you see GoH pop up.
Anyway, my issue with Shield Bash isn't whether it's a skill or not, it's that it doesn't block unblockable attacks. Thus even if the assassin's skill is hit with it, he still gets to complete his combo if the attack was unblockable at all by just waiting until he stands back up, the marker is still on you all he has to do is catch up. In some cases that doesn't stop a sin's spike momentum at all.
It's really just trying to juggle Migraine or Shame on top of an assassin spike. I realize that if those two things are in play *and* there's a burning arrow ranger or any idiot with savage/dist on top of a sin and mesmer, monks really are pretty much dead regardless of type. Only a ritualist resto can heal through that kind of pressure.
Last edited by Scrimbul; Sep 05, 2007 at 11:21 PM // 23:21..
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Sep 06, 2007, 12:01 AM // 00:01
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#238
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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Quote:
Originally Posted by Scrimbul
Anyway, my issue with Shield Bash isn't whether it's a skill or not, it's that it doesn't block unblockable attacks. Thus even if the assassin's skill is hit with it, he still gets to complete his combo if the attack was unblockable at all by just waiting until he stands back up, the marker is still on you all he has to do is catch up. In some cases that doesn't stop a sin's spike momentum at all.
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You're right, Shield Bash isnt very useful right now. Use SoA to stop most assasins.
Quote:
It's really just trying to juggle Migraine or Shame on top of an assassin spike. I realize that if those two things are in play *and* there's a burning arrow ranger or any idiot with savage/dist on top of a sin and mesmer, monks really are pretty much dead regardless of type. Only a ritualist resto can heal through that kind of pressure.
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Sounds to me like you just need to play better. Pre-veil youself when you see the Mesmer, remove it when Migraine (or Diversion, or Shame, etc)hits you. Position yourself farther back so that they cant all jump you at once, and if they really want you, they have to run a gauntlet past your teammates. Use prots to reduce the damage you take, and use a block stance to cover an important spell if there's an interrupt ranger on you.
And I dont know where you're getting the idea that Ritualists can deal with pressure better than monks. They cant.
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Sep 06, 2007, 04:36 PM // 16:36
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#239
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Scrimbul
modified zb prot
[skill]Zealous Benediction[/skill] [skill]Reversal of Fortune[/skill] [skill]Protective Spirit[/skill] [skill]Dismiss Condition[/skill] [skill]Hex Breaker[/skill] [skill]Guardian[/skill] [skill]Reverse Hex[/skill] [skill]Auspicious Incantation[/skill]
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Auspicious Incantation is only worth taking if you have a 25E spell. Change that to Glyph of Lesser Energy and take Holy Veil instead of Hex Breaker if you want more hex protection. Also, Spirit Bond > Prot Spirit for any non-gimmick RA Monk.
Quote:
Originally Posted by Scrimbul
MT draw w/ SoR
[skill]Shield of Regeneration[/skill] [skill]Reversal of Fortune[/skill] [skill]Mending Touch[/skill] [skill]Draw Conditions[/skill] [skill]Spirit Bond[/skill] [skill]Gift of Health[/skill] [skill]Holy Veil[/skill] [skill]Shield Bash[/skill]
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SoR requires energy management. This bar is my favorite, it can be hilarious:
[skill]Blessed Aura[/skill][skill]Shield of Regeneration[/skill][skill]Guardian[/skill][skill]Shielding Hands[/skill][skill]Dismiss Condition[/skill][skill]Deny Hexes[/skill][skill]Divine Spirit[/skill][skill]Glyph of Lesser Energy[/skill]
Quote:
Originally Posted by Scrimbul
divert hexes prot (just bad bad, horribad IMO, but in certain cases where you don't meet a mesmer it can be more powerful than SoR, SoD or ZB)
[skill]Divert Hexes[/skill] [skill]Reversal of Fortune[/skill] [skill]Dismiss Condition[/skill] [skill]Mend Condition[/skill] [skill]Protective Spirit[/skill] [skill]Shielding Hands[/skill] [skill]Gift of Health[/skill] [skill]Wary Stance[/skill]
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Mend Condition is very superfluous. I'd take out it for Guardian. Shield Bash > Wary Stance, but I wouldn't use either for this bar anyway. Use GoLE so that you have more energy to spam Divert Hexes when you actually do come upon hex-heavy teams. I also prefer a 14 Prot/13 Divine spec with Signet Devo instead of Gift.
Quote:
Originally Posted by Scrimbul
standard pro frenzied
[skill]Zealous Benediction[/skill] [skill]Reversal of Fortune[/skill] [skill]Protective Spirit[/skill] [skill]Draw Conditions[/skill] [skill]Mending Touch[/skill] [skill]Signet of Devotion[/skill] [skill]Frenzied Defense[/skill] [skill]Deny Hexes[/skill]
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Can still work sometimes but there's too many counters out there now for me to ever want to run it. Just use Shield Bash or Return. Also Guardian + Dismiss instead of Draw + M-Touch. (and of course Spirit Bond over Prot Spirit)
~Z
Last edited by Zuranthium; Sep 06, 2007 at 04:40 PM // 16:40..
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Sep 06, 2007, 05:51 PM // 17:51
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#240
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Ascalonian Squire
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in general there is a lot more monk stomp flying around. i remember the days when you could take a boon prot in and get 10 consecutive 75%+ of the time. for whatever reason it's not that easy any more. or maybe i've just got a lot worse over time? i hope not.
the melandru's Mo/R is hilarious. reminds me of those days.
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