Feb 25, 2010, 05:15 PM // 17:15
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#61
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Ascalonian Squire
Join Date: Mar 2006
Guild: "|['EN"|['AC|[_,ES
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ugh, i'm probably the only guy who still runs RoF as a staple on my RA WoH bar in place of patient
Word Of Healing
Reversal Of Fortune
Draw Conditions
Guardian
Vigorous Spirit
Holy Veil
Mending Touch
Return
things that make me struggle the most tend to be teams able to get a chain of knockdowns on me by getting through my guardian or disrupting my return
the speed of draw conditions is what i find appealing and i've been running it with mending touch since NF came out
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Feb 25, 2010, 06:08 PM // 18:08
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#62
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Desert Nomad
Join Date: Feb 2006
Location: Monkeyball Z
Guild: S.K.A.T. [Ban]
Profession: Mo/
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Quote:
Originally Posted by Royale
ugh, i'm probably the only guy who still runs RoF as a staple on my RA WoH bar in place of patient
Word Of Healing
Reversal Of Fortune
Draw Conditions
Guardian
Vigorous Spirit
Holy Veil
Mending Touch
Return
things that make me struggle the most tend to be teams able to get a chain of knockdowns on me by getting through my guardian or disrupting my return
the speed of draw conditions is what i find appealing and i've been running it with mending touch since NF came out
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When you get WoH dshot or diverted, it's game over for you.
For someone with patient spirit it's not.
When I face a good magebane ranger or pblocker, I don't use woh unless I really need to.
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Feb 26, 2010, 10:26 AM // 10:26
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#63
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Forge Runner
Join Date: Apr 2006
Guild: vD
Profession: Mo/
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Quote:
Originally Posted by kedde
Divine spirit can only really backfire if you face a decent mesmers that removes it straight after it goes up, because otherwise you just use it on a high set and spam the hell outta things for 11 seconds.
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nah, its not really a mes that will be able to remove it (since you HAVE to cover it with vig right after, so unless they are lucky with a fc, they wont nail it), its rend necros, strip ench (probably most annoying and OP non elite ench removal) necros, PoD necros (given they actually pay attention to what's going on around them) and such that make divine spirit pretty much a waste of energy to put up.
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Feb 26, 2010, 02:29 PM // 14:29
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#64
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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Yeah whatever, it was pretty much the general idea that I think its a good skill and it can only really turn on you if you face someone with a specific counter who also happens to be decent. And we know what the odds of that are.
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Feb 26, 2010, 09:40 PM // 21:40
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#65
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Academy Page
Join Date: Oct 2005
Profession: R/E
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Quote:
Originally Posted by kedde
Yeah whatever, it was pretty much the general idea that I think its a good skill and it can only really turn on you if you face someone with a specific counter who also happens to be decent. And we know what the odds of that are.
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Well it takes 10 to fire it, so even if you only get off two heals after that you are close to breaking even. 3 heals and you're ahead already. Yeah I'm sure a quick strip happens occasionally but it doesn't seem important to me. Kinda like saying don't bring a stance because someone might have Wild Blow. (I know you weren't bashing the skill. Just making a point of my own.)
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Feb 28, 2010, 07:00 AM // 07:00
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#66
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Ascalonian Squire
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-20% condition mods
Okay first post so please bear with me. I personally use dismiss condition when monking but I've always contemplated using draw conds to make use of the disiples monk insig, since I use 4 of them. But dismiss is also good because you can heal without having to even cast WoH often, just spam patient with 40/40 heal set and follow up with dismiss. This is especially useful vs rangers because of removal of poison + you don't risk having to cast WoH which those pesky rangers are always so keen to rupt and even if they manage to get dismiss it's not a big loss. Overall, whatever cond removal you use is alright but having two is an overkill.
But another reason I am posting here is because of the REMOVAL of conditions using -20% mods, more specificly, shields. I went to Isle of the Nameless and tried out my -20% daze shield on the guy there. It applied the daze for like 10 secs without the -20% shield. I tried it with the shield and it took it down to 8, obviously. But when I tried equiping the shield just after daze had been applied it was still 10, so when does -20% take effect?
Here's another example if you didn't understand me from above ^. Say you get dazed on you for 10 seconds, and you equip you're -20% daze shield JUST after you see it come onto you, will it decrease the duration of the condition to ~8 seconds or do you need to equip the shield with -20% daze BEFORE you are hit with the daze for the mod to take effect?
Basically, is it worth having a -20% daze shield when monking?
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Feb 28, 2010, 09:29 PM // 21:29
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#67
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Jungle Guide
Join Date: Jul 2006
Location: SPAWN CAMPING YOUR HOUSE
Guild: We Speed Clear H O H [ HsC]
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mend ailment thread
it can outheal woh pretty much most of the time
from my experience
against lucky spikes in RA you know triple kd with shitlaod of hex nad conditoin on you at once you are dead no matter what
Last edited by some guy; Feb 28, 2010 at 09:34 PM // 21:34..
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Mar 01, 2010, 12:50 PM // 12:50
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#68
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Lion's Arch Merchant
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Quote:
Originally Posted by TheSavageRabbit
Basically, is it worth having a -20% daze shield when monking?
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No.
If you're in 8v8, you will have someone to remove it. If you're in codex, you should know whether or not it's coming and have a method to deal with it in your team's build somewhere. If you're in some Factions map, you can pretty much just get your team to run away if it's a problem.
If you're referring to RA, it's a little sketchier, but I still don't find it horrendously problematic. Very rarely does a team have a daze source, enough damage to kill something before it wears off, and the coordination to make it happen. As long as you don't get hit by the ludicrously easy-to-dodge Broadhead Arrow, you're probably okay.
To answer your other question, condition reduction must be equipped at the time of application, which you seem to have found evidence of in Isle of the Nameless.
Quote:
Originally Posted by some guy
mend ailment
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Mend Ailment does indeed push bars better than any of its (non-elite) friends. The problem is it sucks at actually removing conditions. If you want bar push, there are better options. If you want condi removal, there are much better options. I typically only run it on weird bars where I don't have enough bar push, have no healing spec, and have a very limited bar space.
Quote:
Originally Posted by some guy
mend ailment
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against lucky spikes in RA you know triple kd with shitlaod of hex nad conditoin on you at once you are dead no matter what [/quote]
Three knocks is typically only coming off a hammer warrior, and if you aren't prepared in some way for that at this point in the game, you pretty much deserve to die. I guess sometimes you do get randomly destroyed by two or three elite hexes (plus a strip for your Veil) and a warrior, but realistically if this happens, you just get ressed and the other team has pretty much nothing left in the tank for about 15 seconds, so your team just blows them up.
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Mar 01, 2010, 07:50 PM // 19:50
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#69
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Jungle Guide
Join Date: Jul 2006
Location: SPAWN CAMPING YOUR HOUSE
Guild: We Speed Clear H O H [ HsC]
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I'm saying is that no matter how good you are at preventing damage and knocks, one insanely freaky timed random spike will hit you eventually out of nowhere. You will die no matter what.
The point I was trying to make is, srry if I was being unclear, is that the game does require some teamwork. A monk can not and does not have to stay alive by him or herself. Your team should be also helping you keep yourself and themselves alive. There are times where you just die and it's not your fault.
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Mar 02, 2010, 02:34 PM // 14:34
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#70
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Lion's Arch Merchant
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Quote:
Originally Posted by some guy
The point I was trying to make is, srry if I was being unclear, is that the game does require some teamwork. A monk can not and does not have to stay alive by him or herself. Your team should be also helping you keep yourself and themselves alive. There are times where you just die and it's not your fault.
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Yes and no. There are times in RA when you die and there's very little you can do about it. It's rarely, if ever, the result of some freak uncoordinated spike. It's usually because the other team just has a ton more damage than yours and you run out of energy. Or because you did something stupid.
Try playing without stances for a few weeks. You'll either get much better at seeing and avoiding these spikes that are blowing you up or you'll spend a lot of time dead.
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Mar 02, 2010, 06:00 PM // 18:00
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#71
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Jungle Guide
Join Date: Jul 2006
Location: SPAWN CAMPING YOUR HOUSE
Guild: We Speed Clear H O H [ HsC]
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There are also the unorthodox "goof builds" that are sometimes really effective because you haven't seen it before
I use to run Mo/R back in 07/08 with only Dshot
those days were really really fun. I did get a huge number of points and wins with it.
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