Apr 30, 2009, 07:50 PM // 19:50
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#41
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Jungle Guide
Join Date: Feb 2009
Location: RAH
Guild: Close Enough [XVII]
Profession: W/A
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Studies show that average HA monks can't save spikes, even 3 sec messy noob Rspike fail, then say "wow clean spikes" and / or complain that the party lost due to balling.
Studies also show that these same monks
A) are euros
B) ping me defy pain / mending builds for me to load so I can hit enter and ask why I can't maintain mending on 4 people.
Last edited by Lux Aeterna; Apr 30, 2009 at 07:55 PM // 19:55..
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Apr 30, 2009, 08:30 PM // 20:30
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#42
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Desert Nomad
Join Date: May 2005
Location: America
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Quote:
Originally Posted by Nadia Roark
Yeah, that's a good call. I find myself wondering why more warriors don't run it sometimes, since elemental damage and life stealing are really about the only things (aside from conditions, hexes of course) that I worry about whilst protting them.
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Hammer warriors should always run sentinels, axe and sword builds it depends on your overall health and whether you have 13 strength. If warrior builds ever go back from this WE crap I'd rather run extra health / energy / conjure over sentinels with an axe / sword build.
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May 01, 2009, 08:48 AM // 08:48
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#43
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Frost Gate Guardian
Join Date: Jan 2009
Location: From California to Arizona
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Quote:
Originally Posted by Eduhard
Agreed with that, btw did you notice how everytime a pug fails its the monks fault? always.
And poor monk if he's not runing the PvX build...pug rule nÂș1: Run the exact pvx build or you're a noob, and that sux if you ask me.
I say that because I've had the same problems with pnh builds.
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Yep i agree, everyone always says "its the monks fault because they cant heal" or " the monks are noobs". I recently was looking through the HA part of pvx builds and most look horrible.
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May 02, 2009, 03:19 AM // 03:19
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#44
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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Heh, my favorite is when monks get blamed for the loss after a long match. As a general rule, on 1v1's, if the match lasts longer than 4ish minutes, a loss isn't automatically the monks' fault. Sometimes we'll mung it all up (I see we still have the word filter..lawl) and cause a crater, true, but for the most part if you can't kill anything in five minutes, chances are you won't kill anything at all (and that's obviously not the monks' fault). It's been my experience that genuinely bad monks usually fail in the opening minutes of a match, usually by casting too often or being too far outside of wards or even casting range.
Last edited by Nadia Roark; May 02, 2009 at 03:39 AM // 03:39..
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May 02, 2009, 12:00 PM // 12:00
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#45
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Lion's Arch Merchant
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Quote:
Originally Posted by Nadia Roark
Heh, my favorite is when monks get blamed for the loss after a long match. As a general rule, on 1v1's, if the match lasts longer than 4ish minutes, a loss isn't automatically the monks' fault. Sometimes we'll mung it all up (I see we still have the word filter..lawl) and cause a crater, true, but for the most part if you can't kill anything in five minutes, chances are you won't kill anything at all (and that's obviously not the monks' fault). It's been my experience that genuinely bad monks usually fail in the opening minutes of a match, usually by casting too often or being too far outside of wards or even casting range.
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Don't say that, I like blaming everyone else when I kill nothing all game!
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May 02, 2009, 08:06 PM // 20:06
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#46
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Krytan Explorer
Join Date: Apr 2009
Guild: Inadequately Equipped [Gear]
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Needs more strongwanding imo.
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May 02, 2009, 10:05 PM // 22:05
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#47
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Krytan Explorer
Join Date: Feb 2007
Location: Napa, CA
Guild: Inadequately Equipped [GeAr]
Profession: R/N
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I don't understand how putting a second spirit bond and soa on a 3rd support monk is better than having party heals somewhere in the build. S: Divine healing and heaven's delight are pretty effective when combined as party heals, especially when you don't have any others anywhere in the build.
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May 04, 2009, 06:07 PM // 18:07
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#48
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Krytan Explorer
Join Date: Jan 2007
Guild: Tomb Refugees [ToRe]
Profession: Mo/Me
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Quote:
Originally Posted by I Angra I
I don't understand how putting a second spirit bond and soa on a 3rd support monk is better than having party heals somewhere in the build. S: Divine healing and heaven's delight are pretty effective when combined as party heals, especially when you don't have any others anywhere in the build.
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Dedicating a full quarter of your skills to party heals is (in most cases) not what I would call an effective use of a pvp skill bar. If you're worried about overlapping prots, just have your backline play as normal and have the PnH focus on spamming prot + IMS on the other two monks. That way you can keep AoS on the prot (which, speaking as a prot, I have to say I would enjoy very much) since they're especially vulnerable to KD, and prots would rarely overlap. The prot gets his prots without having to cast them, and can get MH + AoS when he needs it which is often. More and more iways are running with 4x [Bull's Strike] since they finally realized that ["Fear Me!"] sucks.
I don't mean to jump to any conclusions, but if you can't honestly see why the PnH prot bar isn't better than the Divine Healer bar, I would tend to guess you haven't run with a PnH prot who really knew what they were doing. Its superiority in the right hands is fairly profound, and as long as your party doesn't stand in AoE (Which they shouldn't be doing anyway) you won't miss the Divine heals.
Almost every time I've played the Divine Healer bar I have at some point sat helplessly watching my backline die because my garbage party heals are still recharging and even if they weren't, they were never enough to do anything about the pressure being put on my other monks. Many parties fail to target the PnH off the bat, and being able to cast prots early in the game unmolested has frequently given my team the support it needs to withstand early pressure and leverage an advantage.
Last edited by Nadia Roark; May 04, 2009 at 06:09 PM // 18:09..
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