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Old Aug 07, 2011, 04:09 PM // 16:09   #2981
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Apparently, prots are less effective in 4man arenas than in 8man arenas. I'm not sure I agree with this; especially with the recent overpopulation of invoke spikers, I've found a smart spirit bond can prevent 200+ damage, and we all know prevention is better than healing.
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Old Aug 07, 2011, 04:36 PM // 16:36   #2982
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Originally Posted by Grape Bird View Post
Apparently, prots are less effective in 4man arenas than in 8man arenas. I'm not sure I agree with this; especially with the recent overpopulation of invoke spikers, I've found a smart spirit bond can prevent 200+ damage, and we all know prevention is better than healing.
RA baddies are the only time spirit bond triggers predictively

If you run armour mods spirit bond only triggers very rarely

Also if you're only preventing 200 damage from a 10 energy spell where a WoH can heal the same 200 for 5 energy... I think spirit bond needs a small buff, they could have it trigger at 50 damage and heal 10 hp less and it'd be better.
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Old Aug 07, 2011, 05:20 PM // 17:20   #2983
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Quote:
Originally Posted by Grape Bird View Post
Apparently, prots are less effective in 4man arenas than in 8man arenas. I'm not sure I agree with this; especially with the recent overpopulation of invoke spikers, I've found a smart spirit bond can prevent 200+ damage, and we all know prevention is better than healing.
Spirit Bond won't prevent casters getting trained by any melee profession. Block stances are anticipated and a good melee bar has stance removal.
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Old Aug 07, 2011, 07:58 PM // 19:58   #2984
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so bascially ur saying that if u play shock axe ur bar is a bad melee bar?
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Old Aug 07, 2011, 11:52 PM // 23:52   #2985
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axes unload much faster then hammer and its less predictable then a hammer war about to unload, basically you got 3-5 seconds to use up all the hammer skills to get a kill, axes just unload in 2-3 seconds, most people eat the first kd anyways then activate there stances to not eat the second or third one, so you want wild throw if you are training down monks.
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Old Aug 08, 2011, 12:28 AM // 00:28   #2986
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so bascially ur saying that if u play shock axe ur bar is a bad melee bar?
What Raptor said.

OT; has anyone listened to the music by the username of the guy who started this continuous thread?
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Old Aug 08, 2011, 02:16 AM // 02:16   #2987
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How do monks in RA usually hotkey their party members? As in what on their keyboard do they use

Last edited by Lawliet Kira; Aug 08, 2011 at 02:37 AM // 02:37..
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Old Aug 08, 2011, 02:58 AM // 02:58   #2988
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Originally Posted by Lawliet Kira View Post
How do monks in RA usually hotkey their party members? As in what on their keyboard do they use
Typically 1,2,3, etc.

http://www.guildwarsguru.com/forum/t...t10486555.html

http://www.rebelrising.net/forums/vi....php?f=38&t=27


However, I've gotten into the bad habit of clicking, so it's tough to try to key everything now
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Old Aug 08, 2011, 09:33 AM // 09:33   #2989
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you should use what you are most comfortable with.(even if it is not the most effective method according to some people, it's still better than using the most effective method that you don't master)
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Old Aug 08, 2011, 10:55 AM // 10:55   #2990
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The shift towards pure healing monks is partly due to the necessity of warrior stances.

When you're monking alone (which is the mindset people enter RA with) you cannot afford Spirit Bond or Prot Spirit with secondary warrior. You can afford Guardian, Reversal of Fortune, Shielding Hands and Shield of Absorption but your attributes are spread pretty thinly between Healing, Prot, Divine and Tactics. On top of this, Healing Prayers has hex removal, condition removal and strong self heals which it did not in the past.

The stances and Shield Bash are almost an imperative due the strength of melees and the simplicity of knock-down chains. Monks are, after all, just stalling tanks to allow the rest of the team to slay the opponents without dying first.
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Old Aug 08, 2011, 11:01 AM // 11:01   #2991
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Quote:
Originally Posted by Llint View Post
RA baddies are the only time spirit bond triggers predictively

If you run armour mods spirit bond only triggers very rarely

Also if you're only preventing 200 damage from a 10 energy spell where a WoH can heal the same 200 for 5 energy... I think spirit bond needs a small buff, they could have it trigger at 50 damage and heal 10 hp less and it'd be better.
That would defeat the purpose of the skill entirely. Changing it from a large prot with the purpose of denying spike damage to an expensive small prot triggering on auto attacks and not healing back enough to actually prevent a death from spike damage.
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Old Aug 08, 2011, 12:09 PM // 12:09   #2992
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That would defeat the purpose of the skill entirely. Changing it from a large prot with the purpose of denying spike damage to an expensive small prot triggering on auto attacks and not healing back enough to actually prevent a death from spike damage.
As opposed to people not running it at all? Last month's flux was really the only time people would run spirit bond, and even then it failed to trigger for 8/10ths of the spike.

I fail to see how lowering both by 10 makes it a small prot and not healing enough. At least then you could run it and not run the risk of having a useless spell on your bar. Spirit Bond would still heal a lot even if you lowered the healing by 10 for ever skill point. It would heal 70 at 10 prot... That's enough to ruin any spike if it's not removed. Even under DW that would stop any spike.

It would be way better than what it is now, when it only triggers 1/10ths or 1/5ths of the time. At least I think so, I mean you're entitled to whatever opinion you have.
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Old Aug 08, 2011, 08:08 PM // 20:08   #2993
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Originally Posted by Llint View Post
As opposed to people not running it at all? Last month's flux was really the only time people would run spirit bond, and even then it failed to trigger for 8/10ths of the spike.

I fail to see how lowering both by 10 makes it a small prot and not healing enough. At least then you could run it and not run the risk of having a useless spell on your bar. Spirit Bond would still heal a lot even if you lowered the healing by 10 for ever skill point. It would heal 70 at 10 prot... That's enough to ruin any spike if it's not removed. Even under DW that would stop any spike.

It would be way better than what it is now, when it only triggers 1/10ths or 1/5ths of the time. At least I think so, I mean you're entitled to whatever opinion you have.
This is just another sad example of not knowing anything about the underlying cause for an issue. The problem is not with the skill, but rather holding the skill as a constant due to how much it was used for years, we can see that the problem lies somewhere else, namely the ridiculously high values of base armor. This means only skills that are basically overpowered or armor ignoring ones will trigger it.

Lower values on both base armor and base damage is a much healthier way of mending the problem since this actually addresses the underlying issues.
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Old Aug 13, 2011, 06:11 AM // 06:11   #2994
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N/R

OAJTYyDjTaPgREpZ35TIBc4QAAA

Curses 12+1+1
SR 9+1
Wilderness Survival 9

Insidious Parasite
Defile Defenses
Poisoned Heart
Rip Enchantment
Weaken Armor
Foul Feast
Melandru's Resiliance
Rez
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Old Aug 13, 2011, 09:54 AM // 09:54   #2995
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Originally Posted by Shrimz View Post
N/R

OAJTYyDjTaPgREpZ35TIBc4QAAA

Curses 12+1+1
SR 9+1
Wilderness Survival 9

Insidious Parasite
Defile Defenses
Poisoned Heart
Rip Enchantment
Weaken Armor
Foul Feast
Melandru's Resiliance
Rez
Looks like an extremely low pressure build, where is faintheartedness on a curse build?
Where is enfeeble? Poisoned heart is bad, even for fueling MR.
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Old Aug 13, 2011, 09:54 AM // 09:54   #2996
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No faintheartedness, really?
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Old Aug 13, 2011, 08:21 PM // 20:21   #2997
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Should I replace IP or poisoned with faint?
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Old Aug 13, 2011, 09:18 PM // 21:18   #2998
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you can also try out sth like this:

melandru's resilience
ff
defile
insidi or faint (insidi kills, but faint prevents kills and makes rangers/hammers/dervs wanna suicide, so take your pick)
rip ench
enfeeble
d shot or some other utility skill (even ptouch or psending to kill with deep wound,get rid of daze/cripple etc.).
rez

Last edited by urania; Aug 13, 2011 at 09:20 PM // 21:20..
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Old Aug 13, 2011, 11:25 PM // 23:25   #2999
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IP is pretty rubbish compared to Faint. Firstly, IP is nothing like Empathy, in as much the attack HAS TO HIT to deal damage and lifesteal. If you block, you don't get healed, but the damage will almost always outweigh the health gain.
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Old Aug 14, 2011, 12:05 AM // 00:05   #3000
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insidi kills sins and axe/sword warrs. faint owns everything else.
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