Wow are you bad, just stop posting already. You don't knew even one single tactic other than lets gank or get ghostly on the atlar and lets run relics in for 10 mintues. It's obviously no wonder why you rode the bench in wcc, you know nothing of tactics.
Of course that list is a terrible list. It was supposed to be a terrible list. If you say that list is terrible, then you are agreeing with me.
People don't even like considering stalling because it is reliant on the random 8 people you get on your team. And if you've played any AB at all you know what I'm talking about. The format however, forces you to be reliant upon those other 8 player; no matter how much you want to deny it or ignore it, it is the case. Stalling is merely a tactic that embraces this.
Here is an incentive to run it: every single match goes faster. If you get 2 competent teams on your end, you'll hold 6 all game if you don't 7 cap. If you get 2 incompetent teams, then your team fighting hard to cap was only going to prolong a loss.
Quote:
Originally Posted by Grumpy Bear
You clearly don't AB and if you do it isn't very often.
Our activity is in waves. For the longest time the map was only on Ancestral, so we had to develop a strategy to win that would work well with retarded pubbies "cap cap cap" mentality. This was what we developed and it works far better than anything else we've tried. Now call us bad all you want, but it is a cold day in hell when we meet a 4-man team that can best us, so we've tried tightly nit 4-man groups where we have good mobility to cap shrines and farm players. That just doesn't work as well when you factor in the other 8 people on your team.
EDIT: While this isn't build related, it is monk related. Turn off your party bar once in AB. But it opens up your field of vision and will make you far better for keeping up NPC's and other teammates. There are few things more infuriating than dying because an ally monk who wasn't doing anything didn't bother to click on you.
Comment removed by Ariena
Last edited by Reverend Dr; Jan 05, 2010 at 09:22 PM // 21:22..
Ok I see this has become serious.
Stalling works if and only if opponents are mobbing. Let's say they are for argument's sake. 2 channel tanks can hold to a certain extent but a pro balanced team can do the same with the aid of shrine npcs. The advantage of a bal team is that it can spike down targets, which means that the target gets base rezzed miles away; reducing pressure on you but more importantly, splitting your opponents' team. Furthermore, 2 monks doesn't mean you can take 8 man mobs. HA is 8vs8 and you expect to hold with 4vs8??? May I remind you that you're lacking 4 players to pressure/shutdown the opponents. Surely you must've seen how fast 4 players get wiped by a full team in gvg/ha. And as for it being a cold day in hell when a 4 man team beats you... it's snowing pretty hard at the moment
If we have 2 incompetent teams there's no point in even playing, and we usually /resign
Stalling is fine, but you don't need to specialise your entire team for it, the only teams you are going to manage to stall is crappy teams. Any competent team that could kill you will most likely just run around you. You can stall said crappy teams by running a normal balanced team as well so again, no need to specialise.
Lifesheath is kind of weak in AB, especially since you can just take draw. What you gain in bar compression you have to spend on loss of redbar anyhow, besides draw is good to give you total control over triggering disciples insignias so you always have the ar bonus when you need it.
Even though I'm not the best monk in the entire game, since the majority of my monking is AB side I figured I'd give my opinion. I've looked at a few options for monking AB and found general WoH works best for me. My build generally runs like..
WoH, Patient, Guardian, Draw, Mtouch, Cure Hex (while I respect Holy Veil as an amazing skill, I prefer the extra heal from Cure and you don't get 40/40 on it) then either Bstance/Dstance on /W secondary or Dark Escape/Return on /A.
While /W is definitely stronger for actual consistent fighting, /A for mobility is unmatched in AB. Return can get you out of some bad situations as long as you're on the same level as your teammates and the brave warrior that just took 1500 damage in PR hasn't left you 5 miles behind when you saved him.
Return is also excellent for some crazy positioning. Such as Returning up to the hammer warrior with Deaths to the NPCs in Kurzick base in Ancestral and standing healing him and your team below while standing in the teleporter watching 5 people walk into it to try get to you confused. ;P Also Dark Escape allows you to eat Backfire/VoR if you have a bad ranger, without much penalty and allow the Hex removal to be used on Empathy to let your frontline beat the hell out of that mesmer.
As for warrior skills, I don't even need to argue the cause for how useful Bstance/Dstance are. Req8 shields. <3 In the end though, its all preference and what works for one person may not work well for another. /ramble
EDIT: While this isn't build related, it is monk related. Turn off your party bar once in AB. But it opens up your field of vision and will make you far better for keeping up NPC's and other teammates. There are few things more infuriating than dying because an ally monk who wasn't doing anything didn't bother to click on you.
This is true, noone says monks only have to heal their own team.
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Veil is made for other purposes then cure, veil is made to annoy the crap out of hexers that suddenly need twice the time to cast shit. Both skills are alright though. In theory hexes shouldn't be a big deal as long as your ranger/mesmer knows his shit. Nothing wrong with running Mo/A as long as your team linebacks kd lames.
I had some excellent matches today with a /R natural stride monk lolol. When you know how to prekite stride is rather godly on a monk bar.
This thread is about Monk build in AB, not who has what titles or who hates who. Any more flaming posts will be deleted and the posters will be infracted.
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Veil is made for other purposes then cure, veil is made to annoy the crap out of hexers that suddenly need twice the time to cast shit. Both skills are alright though. In theory hexes shouldn't be a big deal as long as your ranger/mesmer knows his shit. Nothing wrong with running Mo/A as long as your team linebacks kd lames.
I had some excellent matches today with a /R natural stride monk lolol. When you know how to prekite stride is rather godly on a monk bar.
Yeah, I understand Veil is for a different purpose, deterrence and ability to remove hexes under covers is pretty incredible, Its just never been a skill I've ever felt comfortable using call me bad for that if you like. I tend to run AB with rangers/warriors I trust though, so its a non issue for me for the most part. I also agree on the knockdown part. If you get qknocked for an entire Dark Escape duration and get killed for it, what was your team actually doing?
Also, I've always been interested in Natural Stride on a monk bar. How effective is it despite some lack of synergy with prots?
note: the below build is not for the faint of heart. run it if you are strong and brave... or just stupid.
prot=10+2
heal=11+1
div=10+1
shadow=4
guardian
holy veil
life sheath {e}
patient spirit
disrupting dagger
spirit bond
return
dash
i play this build purely for fun. a lot of the time, i run and teleport around just to pop other people's skills. if you can't make good use out of guardian and spirit bond, don't play it.
I had some excellent matches today with a /R natural stride monk lolol. When you know how to prekite stride is rather godly on a monk bar.
I use stride as well, it's quite fun to run from all the wars and sins that don't bring along an IMS and it's also useful for the WC/PS sins that try and spike you.
Brings back memories. The funny thing is it didn't even do that badly.
Also ran same bar but with Reverse Hex over CoP and Assassin's Promise ahhhh good times.
Quote:
Originally Posted by moriz
note: the below build is not for the faint of heart. run it if you are strong and brave... or just stupid.
prot=10+2
heal=11+1
div=10+1
shadow=4
guardian
holy veil
life sheath {e}
patient spirit
disrupting dagger
spirit bond
return
dash
i play this build purely for fun. a lot of the time, i run and teleport around just to pop other people's skills. if you can't make good use out of guardian and spirit bond, don't play it.
I would drop 1 in prot as it doesn't hit a breakpoint for anything.
Last edited by Darth The Xx; Jan 07, 2010 at 08:13 AM // 08:13..
Also, I've always been interested in Natural Stride on a monk bar. How effective is it despite some lack of synergy with prots?
It's bar compression really, /W makes you block shit but doesn't make you fast, /A makes you fast but doesn't make you block shit, but /R Stride does both. You have to be brave to run it though, as it has obvious drawbacks, but you will free up a skill slot for extra fun shit.
It's bar compression really, /W makes you block shit but doesn't make you fast, /A makes you fast but doesn't make you block shit, but /R Stride does both. You have to be brave to run it though, as it has obvious drawbacks, but you will free up a skill slot for extra fun shit.
I often bring DShot when running with Natural Stride, because you can easily stop Palm Strike sins in their tracks as well as knockdown skills. It's also nice to be able to assist versus annoying healers, and it really makes people mad.
It's bar compression really, /W makes you block shit but doesn't make you fast, /A makes you fast but doesn't make you block shit, but /R Stride does both. You have to be brave to run it though, as it has obvious drawbacks, but you will free up a skill slot for extra fun shit.
Bring Sprint and Bstance, sprint works for kiting as well as field mobility. But you don't need something to make you go fast if you have fallback.
What kind of monk you bring would depend on what the rest of the team looks like, I'd say.
I myself mostly just PUG, and find that in PUGs protters are almost always way better than healers. I'd take a Sheath monk over a Word monk anytime.
What kind of monk you bring would depend on what the rest of the team looks like, I'd say.
I myself mostly just PUG, and find that in PUGs protters are almost always way better than healers. I'd take a Sheath monk over a Word monk anytime.
The only problem there is, in a 1 monk setup (ie 4 ppl per team) when the going gets tough WoH outshines LS anyday. A bad monk mashing PS rejuv and WoH will do better than a bad monk mashing LS SB and guardian.
The only problem there is, in a 1 monk setup (ie 4 ppl per team) when the going gets tough WoH outshines LS anyday. A bad monk mashing PS rejuv and WoH will do better than a bad monk mashing LS SB and guardian.
Well yeah, if the monk's playstyle is to drop his pants and furiously hump his keyboard, WoH > LS.