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Old Oct 26, 2007, 01:09 AM // 01:09   #361
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I've used LoD in RA a ton and it works a lot better than you'd think.

I run Spirit Bond, though, and a 14Heal/11Prot/9Divine spec.

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Old Oct 26, 2007, 05:08 AM // 05:08   #362
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A/R
Deadly 15
Crit 13
Dagger mastery 0

[skill]Palm Strike[/skill][skill]Critical strike[/skill][skill]Impale[/skill][skill]Signet of Toxic Shock[/skill][skill]Apply Poison[/skill][skill]Siphon speed[/skill][skill]Deadly paradox[/skill]+rez

Pros:

A good snare.

The spike: Palm + Crit strike + DP+ Sig of toxic shock+impale
Which means 75+54+100 earth +100 =229 armor ignoring dmg +100 earth damage + a DW.

The recharge of those skill are very reasonable, plus you have a very good source of e-management: Critical Strike.

You can 1234 your combo, but Palm + toxic shock alone can do 175 armor ignoreing damage with the cost of 5 energy. The attk chain does not rely on the off+dual meta, which gives the sin more freedom.

Your can spread poison using spear to annoy the other team monk. In addition, that makes toxic shock very unpredictable. And palm strike makes the sin be able to function function in heavy anti melee scenario or blockade.

Cons:

No self heal, no shadowstepping, and most important:the assasin's armors.

I wonder if this build can see light in high-end GvG. Please discuss Any adjustment to the build is greatly welcomed.

Last edited by yum; Oct 26, 2007 at 05:11 AM // 05:11..
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Old Oct 26, 2007, 05:30 AM // 05:30   #363
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Quote:
I wonder if this build can see light in high-end GvG.
Wont happen, because thats really quite limited and easy to counter. You still have to get in melee range in order to complete your spike, so theirs no reason to use something like [skill]death blossom[/skill][skill]moebius strike[/skill] instead.
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Old Oct 26, 2007, 05:45 AM // 05:45   #364
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To complete the 1234 thing, yes I must get in the melee range.

To do the toxic shock thing: no. Furthermore, the recharge on Palm is very attractive with DP in case you know you can by pass the melee defense.

Moebius suffers the weakness of most melee cast: block, blind, melee hate hexes, ect... And it is very predictable.

In my build there are more options for damage dealing as you see.

Anymore suggestions?
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Old Oct 26, 2007, 08:40 AM // 08:40   #365
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yes, vampiric assault would probably be better than critical strike if you're running 15 deadly
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Old Oct 26, 2007, 08:53 AM // 08:53   #366
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Posted this in the Rit forum about a month and a half ago, I had been trying it in RA for a bit and getting quite a few compliments.

[card]Grasping Was Kuurong[/card][card]Cruel Was Daoshen[/card][card]Weapon Of Warding[/card][card]Mend Body And Soul[/card][card]Rupture Soul[/card][card]Destruction[/card][card]Swap[/card][card]Death Pact Signet[/card]

Optional:
Swap out Mend Body And Soul for Ancestors Rage
Swap out DPS for Spirit Rift in AB (although, i know this is the RA area)


Spawning Power: 11
Channeling: 12 + 1 + 3
Restoration: 6
The usage goes like this:

Use CWD early on, it has a short recharge and a long duration.

Place the Destruction outside of the battle but near enough to cast on, then run in.

Cast CWD again next to an enemy, you will drop the first item, then GWK dropping the second item, then Swap with the Destruction Spirit (which drops the third item) and immediately Rupture it.

The whole process does 429 damage plus anything up to 150 from Destruction, a knockdown, leaves you outside of the battle by the end and most enemies blinded.


I realise it requires you to get into melee range, but this is RA, mending wammos really don't pose too much of a threat if you stick weapon of warding on, and anyway, you're going to hoik out of there pretty sharpish anyway, and they will be faced with a tall ethereal dude with a bad attitude.
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Old Oct 26, 2007, 02:42 PM // 14:42   #367
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Quote:
Originally Posted by R A N D O M
yes, vampiric assault would probably be better than critical strike if you're running 15 deadly
$_$
1st: 1 dun have EoTN.
2nd: Crit is for e-management.

At 15 Deadly, DP has 15s => you can execute the whole combo within the last 5s of DP. The time and damage output are the same as SP spike, however, as I stated in the previous post, unlike SP, this build doesn't require the assasin to adhere to 1 option.

Anymore comments?
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Old Nov 07, 2007, 08:01 PM // 20:01   #368
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Well, this build used to be much more effective than it is now, due to a certain string of nerfs that have brought down the "killing time". I don't know if this has been posted before, since I didn't have the time to read through 18 other pages. Anyways:

[skill]Avatar of Grenth[/skill][skill]Crippling Sweep[/skill][skill]Mystic Sweep[/skill][skill]Chilling Victory[/skill][skill]Heart of Fury[/skill][skill]Faithful Intervention[/skill][skill]Conjure Frost[/skill][skill]Resurrection Signet[/skill]

Vamp Scythe of Enchanting, 15% while enchanted.
Icy Scythe of Enchanting, 15% while enchanted.

8 Water Magic, 10 Mysticism, 12 Scythe Mastery.
Use the vamp scythe when in AoG so that you're dealing the bonus damage from Conjure(Since Grenth deals cold damage) and stealing health at the same time. Target foes with important enchants or that can cast enchants.

As a side note, the skills selected may not be the best fits, but I have been holding on to this build since NF's release and I haven't really changed many of the skills due to nerfage.
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Old Nov 09, 2007, 04:37 PM // 16:37   #369
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Glimmer Hybrid:

[skill]Dismiss Condition[/skill][skill]Guardian[/skill][skill]Spirit Bond[/skill][skill]Glimmer of Light[/skill][skill]Signet of Rejuvenation[/skill][skill]Healing Breeze[/skill][skill]Deny Hexes[/skill][skill]Divine Spirit[/skill]

Attributes:

Healing 12+1+1
Divine 10+1
Protection 8+1

How to play this build:
It's not that hard, when your team is getting a lot of pressure, use Divine Spirit and spam your Glimmers, Guardians, and other cheap spells. Use Spirit Bond for Eles and heavy damage input. Guardian on yourself when you see a melee running to your position. Important: when you cast Divine Spirit, use a 20%/20% (recharge) Divine set!
For flamers, please try this before you post, I won many games with it vs. damage-heavy teams including ZB monks.

Reasons to use this build:
-Something else than ZB..
-It has Healing Breeze
-Glimmer of Light has an awesome animation

Reasons to not use this build:
-It has less e-management than ZB
-People will flame you for using Healing Breeze
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Old Nov 10, 2007, 05:36 AM // 05:36   #370
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Been running this in RA lately with great success so far:
[skill]Word of Healing[/skill][skill]Healing Breeze[/skill][skill]Signet of Rejuvenation[/skill][skill]Signet of Devotion[/skill][skill]Cure Hex[/skill][skill]Divine Intervention[/skill][skill]Smoke Powder Defense[/skill][skill]Dark Escape[/skill]

Mo/A:
Divine Favor: 14
Healing: 14
Shadow: 3

I find that people will rarely die in RA if you play this well, and only heal when you need to to keep your energy up. You will very rarely die. Really the biggest problem this build faces is no way to remove Dazed if you get it.
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Old Nov 10, 2007, 11:07 AM // 11:07   #371
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[skill]draw conditions[/skill][skill]word of healing[/skill][skill]mending touch[/skill][skill]patient spirit[/skill][skill]signet of rejuvenation[/skill][skill]cure hex[/skill][skill]remove hex[/skill][skill]glyph of concentration[/skill]

healing 12+1+2
protection 3
divine favor 12+1
health 575
energy 48

+massive red bars go up
+massive hex/cond cleanup for whole team
+daze/migraine resistant

-no prots
-kd chains trouble
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Old Nov 10, 2007, 12:16 PM // 12:16   #372
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[skill]Divine Spirit[/skill][skill]Word of Healing[/skill][skill]Reversal of Fortune[/skill][skill]Shielding Hands[/skill][skill]Dismiss Condition[/skill][skill]Holy Veil[/skill][skill]Dark Escape[/skill][skill]Return[/skill]

14 heal
11 df
9 prot
2 shadow

i win. =P

could run draw/mtouch, or guardian if you kick dark escape or just not use ds, etc etc.
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Old Nov 10, 2007, 12:32 PM // 12:32   #373
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Quote:
Originally Posted by X Cytherea X
[skill]draw conditions[/skill][skill]word of healing[/skill][skill]mending touch[/skill][skill]patient spirit[/skill][skill]signet of rejuvenation[/skill][skill]cure hex[/skill][skill]remove hex[/skill][skill]glyph of concentration[/skill]

healing 12+1+2
protection 3
divine favor 12+1
health 575
energy 48

+massive red bars go up
+massive hex/cond cleanup for whole team
+daze/migraine resistant

-no prots
-kd chains trouble
wtb:
defense: a warr stance (NOT frenzied defense) or shield bash
purge sig instead of remove hex
guardiannnnnnnnn
spirit bond, because you're a softie atm and gonna meet plenty other softies in ra too (not a must, but still nice)
switch draw for mend condi, draw is energy leecher for monks, even if it can be good in some cases.
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Old Nov 11, 2007, 12:22 AM // 00:22   #374
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Yeah.. basically all those monk builds above this post are just healing builds, there's absolutly no protting at all except in Mokone's and Holz's, and Holz's uses Healing Breeze, which in my opitinion is still not good. It just lasts longer, you'd be better off having another hex removal (ie. holy veil for Diversion)

Then that bar would be okay...
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Old Nov 11, 2007, 03:25 AM // 03:25   #375
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I really like this:

[skill]Word of Healing[/skill][skill]Reversal of Fortune[/skill][skill]Signet of Rejuvenation[/skill][skill]Spirit Bond[/skill][skill]Dismiss Condition[/skill][skill]Holy Veil[/skill][skill]Guardian[/skill][skill]Return[/skill]

I'm convinced with the new WoH, you really can't lose in RA unless 1. you suck really bad or 2. your team sucks really, really bad. Basically, the new WOH is so powerful, it can do the job of Gift of Health and Zealous Benediction at once, and it can do the job better than both skills, so your only real concern is not getting it dshotted or diverted. So basically, you just core a ZB build and run something like 13 HP / 11 PP / 11 DF.

If I were to ever vary anything, it would be Signet of Rejuvenation for Shield of Absorption or Shielding Hands, Guardian for Dark Escape or Disciplined Stance, Return for Shield Bash. I guess if you wanted, you could also run Divine Spirit, and decide whether you wanted to give up Spirit Bond or Shield of Absorption. I'm not entirely sure how you'd run with a split into tactics, but I don't really think that's necessary.
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Old Nov 11, 2007, 10:24 AM // 10:24   #376
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14 axe, 9 strength. 10 wind
[card]Eviscerate[/card][card]Executioner's Strike[/card][card]Natural Healing[/card][card]Bull's Strike[/card][card]Frenzy[/card][card]Rush[/card][card]Harrier's Haste[/card][card]Resurrection Signet[/card]

That's right, two speed boosts. Natural Healing is like heal sig. Only better.
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Old Nov 12, 2007, 01:23 PM // 13:23   #377
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W/Mo
14 axe, 10 heal, 9 str

[skill]Word of Healing[/skill][skill]Frenzy[/skill][skill]Dismember[/skill][skill]Executioner's Strike[/skill][skill]Disrupting Chop[/skill][skill]Bull's Strike[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]

Paladin rawr.
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Old Nov 12, 2007, 03:11 PM // 15:11   #378
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Needs more mending.
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Old Nov 12, 2007, 04:04 PM // 16:04   #379
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Quote:
Originally Posted by Sab
W/Mo
14 axe, 10 heal, 9 str

[skill]Word of Healing[/skill][skill]Frenzy[/skill][skill]Dismember[/skill][skill]Executioner's Strike[/skill][skill]Disrupting Chop[/skill][skill]Bull's Strike[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]

Paladin rawr.
I like it a lot but I replaced Bull's Strike with Keen Chop, for added damage. It works really well! (wow first time thru and we had 10 wins, no primary monks either, it was 4 /Mo's XD)
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Old Nov 12, 2007, 05:00 PM // 17:00   #380
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Quote:
Originally Posted by DarkNecrid
I like it a lot but I replaced Bull's Strike with Keen Chop, for added damage. It works really well! (wow first time thru and we had 10 wins, no primary monks either, it was 4 /Mo's XD)
1: Bull's Strike is the best skill in the game. If you're a warrrior and it's not on your bar, you're bad.
2: Keen Chop actually lowers your DPS.
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