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Old Feb 07, 2008, 03:46 AM // 03:46   #1
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Default GWGuru, please pimp my monk!

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Warrior- 12+2+1 Sword, 12+1 Strength
[coward!][sever][gash][steelfang slash][frenzy][dash][for great justice][rez sig]

Both Coward and Rush are essential skills that drain your adrenaline pool without returning a strike; I prefer to run an energy run stance instead. My first pick is pious haste- it's strictly more efficient than dash, but can cause problems if it's pulling a veil you want to maintain, or just stripping vig spirit early.

Ranger- 12+1+1 expertise. 9+1 marksmanship, 9+1 wilderness, 3 prot
[magebane shot][distracting shot][sloth hunter's shot][natural stride][apply poison][mending touch][purge signet][rez sig]

Very standard TA magebane. Purge sig can be swapped for remove hex, but I run purge out of habit. Sloth Hunter adds a nice punch to the otherwise lackluster coward spike. I'd kinda like to run a Prepshot with concussion, but there are a lot of good reasons not to.

Paragon- 11+2+1 Spear, 9+1 Command, 8 Leadership, 8 Motivation, 1 Curses
[crippling anthem][anthem of weariness][make haste!][mending refrain][aggressive refrain][vicious attack][rend enchantments][rez sig]

The Paragon is the real enabler here. Crippling Anthem and Weariness are pushing out a lot of condition spam, while mending refrain and haste are reducing the load on the monk. Vicious attack is kind of an open slot, but it's hard to turn down a free random deep wound. Finally, rend enchantments is the sole removal in this build, and specifically for ebon dervs. Really, you could run a minor rune, but I'm using all +armor insignia and still have 575 health; the paragon is not so soft.

Monk- 11+1+1 Healing, 10+1 Prot, 8+1 Divine, 6 Tactics
[WoH][vigorous spirit][shielding hands][rof][draw conditions][mending touch][holy veil][soldiers defense]

This is where I really would like the advice and criticism. I made this monk to basically heal on the run- vig spirit and draw conditions really minimize the time investment in keeping the team clean and lively. I was thinking of running glimmer instead of WoH, as that would confound rangers and migraines (and again, minimize time spent not kiting at +33% speed), but it's hard to turn down the awesome efficiency that is WoH. I was also considering healer's covenant with vig, spotless soul, patient, draw, and probably veil...but I didn't feel like I had a real reliable powerheal. I don't like monking without real prot- I miss guardian and SB- but 3/4 of the team is a hard target to start with. Shielding Hands can turn into something else. The attributes could be rejiggered a little to hit 9 tactics, to make the monk a real bonafide hard target as well (5 second soldier defense, a sweet 76+10 armor), probably by dropping two from prot and taking it to 13/9/9/9 with runes.

Last edited by swordfisher; Feb 07, 2008 at 04:16 AM // 04:16..
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Old Feb 07, 2008, 03:48 AM // 03:48   #2
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Old Feb 07, 2008, 04:09 AM // 04:09   #3
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Drop mending refrain on the paragon, it's not going to be pulling its weight on a 4-man team and forces you to spec motivation. Take it out, I'd suggest that you replace it with a spear attack like lightning or harriers, or you could try something like GFTE so that vicious actually triggers deepwound once in a while. That brings me to my second point, which is that vicious isn't going to be triggering deepwound very often. If you absolutely have to run deepwound, run GFTE-vicious or merciless.

Barbed spear might be interesting, giving your warrior something to immediately gash off of and adding to the degen.

Rush >>>>>>>> dash.

Now to more general choices. Normally I'd be suspect with a prot-light monk, but considering that you're running a 3-physical build it should be fine, and vigorous spirit should be doing a lot of mop-up healing for you. My real question is whether you have enough defense, as it pretty much looks like you're planning on maintaining make haste on the monk and just running around while vigorous spirit takes care of most damage on the other 3 characters. You're problem is that if the other team can keep your monk KD'd or snared for a while until soldier's defense comes off (it won't have the longest duration, that's a tough attribute spread) and then you can't really do anything to save him.

Oh, and put some attributes in.
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Old Feb 07, 2008, 04:52 AM // 04:52   #4
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Mending Refrain is one of the strongest skills in TA imo, as it efficiently counters Ranger degen. That in itself takes out half the pressure of balanced teams - effectively like having their Ranger's Apply constantly d-shotted since their poison does nothing. I guess you can drop it and keep Vig Spirit on the Monk to clean up incidental damage and degen, but Mending Refrain's definitely not a bad choice in TA.
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Old Feb 07, 2008, 11:34 AM // 11:34   #5
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I'd consider speccing 14 strength and 13 sword on the Warrior, and running Enraging instead of Steelfang. Then Rush is a bit more viable as a second cancel stance (instead of Dash) so you can Frenzy safely more often.

Rest of the build looks solid.

Last edited by JR; Feb 07, 2008 at 11:37 AM // 11:37..
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Old Feb 07, 2008, 11:04 PM // 23:04   #6
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Ok, the changes I'm playing with:

warrior goes w/e, takes rush and shock. Shock is hot, everyone knows it, and having kd on demand makes steelfang even sweeter.
paragon has wild throw for vicious attack. of all things, frenzy f'n d monks were giving me problems. also has secondary use against mantra of concentration and inscriptions.
monk takes guardian for shielding hands. on another run, they were dual stanced, with either disciplined or shield stance- constant KD from shock and a deadly arts sin took em out.
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