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Old May 14, 2009, 02:26 AM // 02:26   #21
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Quote:
Originally Posted by Lux Aeterna View Post
[spirit light weapon][soothing memories][mend body and soul][spirit light][protective was kaolai][weapon of warding][recuperation][life]
While I do agree rit healers are points for bravery + are actually tough to kill when used right, the build you posted above is extremely energy extensive. Running recup on a rit PRIMARY will get you insta-killed, as well as life BOTH of which can easily be killed with 1-2 hit from a war or derv, single hit from eles.

[spirit light][mend body and soul][resilient weapon][power drain][blind was mingson][expel hexes][rejuvenation][bloodsong]

Resilient will give you 100+ AL with shield + mystic insig, power drain for interrupting any annoying spells + energy gain, expel for hilarious reaction from enemy hexers, blind vs sins/rangers/hammers, rejuv and bloodsong being toughest spirits in the game (rejuv can actually tank some )

I have tried Mo/R stancer over and over and learned the hard way that whoever came up with the idea should be shot.
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Old May 14, 2009, 03:32 AM // 03:32   #22
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Quote:
Originally Posted by Thats Too Bad View Post
I have tried Mo/R stancer over and over and learned the hard way that whoever came up with the idea should be shot.
Why do people even run this?

I don't understand why. It's like bringing Divert Hexes and Cure Hex as your main heals in RA.
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Old May 14, 2009, 04:02 AM // 04:02   #23
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Mo/R is fun for the following:
[Melandru's Resilience][Distracting Shot][Barbed Trap][Snare]

Using [[Draw Conditions] with MR makes most RA builds simply cry. You can spam spells without worrying about your energy, and quickly "remove" conditions from your allies. In the hex-heavy meta, you can easily get an additional 4-6 pips of energy regen. Yay!

Before EoTN was released, I usually ran the following:

[Reversal of Fortune][Dismiss Condition][Guardian][Shield of Absorption][Draw Conditions][Remove Hex][Barbed Trap][Melandru's Resilience]

I would occasionally replace [[Barbed Trap] with [[Gift of Health] depending on my mood, but the build worked wonders. Now, I typically run a hybrid build since Healing Prayers received lots of love from EoTN:

[Patient Spirit][Dwayna's Kiss][Guardian][Shield of Absorption][Draw Conditions][Cure Hex][Distracting Shot][Melandru's Resilience]

[[Distracting Shot] makes the obvious [[Palm Strike]rs cry, as their entire chain withers away with the loss of PS. It's also handy for knockdowns such as [[Devastating Hammer] and [[Backbreaker]. I don't use it too much on anything else except for [[Resurrection Signet], but it's saved me so many times I've lost count.

Now to explain the traps. Most RA players aren't going to think twice about getting into melee with the Monk right away, and will make a beeline as soon as they are in range. Pre-casting a [[Barbed Trap] around corners (particularly at the beach) will start your melee opponent crippled, and less likely to build adrenaline or get their attack chain off right away. In teams without condition removal, the bleeding helps soften the target up while your team takes care of priority targets. Also, in the event you should have really lame allies that don't bring a resurrection skill, or otherwise tend to be overextended and die, you can actually degen someone to death. That is particularly is funny to watch, as well as the insults flying from the other team about the noob Monk. As for [[Snare], the cripple is not as long, and there is no bleeding effect, but it does cost less energy. I prefer Barbed though, since it helps soften targets, and additionally since you'll have plenty of energy. Facing teams that aren't condition and/or hex heavy are rare, but do pose a serious threat to a new Monk.
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Old May 15, 2009, 09:20 PM // 21:20   #24
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^the redbar power on that is laughably small
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Old May 15, 2009, 10:28 PM // 22:28   #25
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Run Mo/R boon prot. If you don't get wild blown, you can spam like a totally noob monk
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