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Old Apr 12, 2007, 03:01 AM // 03:01   #121
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Quote:
Originally Posted by Living Parasite
Sin and fire ele fotm is on the decline, hammer warriors and RaOs are replacing the BoA sin.
Yes, and I've been seeing a lot of NR/Tranq lately. Well, not a lot, but it's on a moderate increase.
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Old Apr 12, 2007, 10:28 AM // 10:28   #122
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Originally Posted by Patccmoi
Not to get too deeply into this thread that i do consider kinda laughable too, but the biggest irony in there is people who kept saying how N/Mo healers are skill less and for newbs (which i kinda agree) and then say that GOOD monks use Channeling... which basically lets you play your monk like a N/Mo healer in HA cause Channeling gives you nearly infinite energy. I do consider that Channeling > GoLE IN GENERAL in HA (still depends a bit on team setup and GoLE is superior in kill count, though usually fights are so short in kill count that you hardly run out of energy and if you do just fall back), but it has nothing to do with good or bad monks... it's cause HA makes positioning nearly meaningless in the way it's designed and you can afford to have your monks in the frontline. But saying that 'monks with channeling are better' more looks to me like 'monks with channeling don't actually need to be very good because one of the biggest challenge of monks, emanagement, is suddenly meaningless and you can overheal like crazy cause you have the energy for it'.
Ok I have to disagree here. A Mo/Me that takes Channeling is taking a skill to manage it's own energy. Your basic heal bar/Prot bar includes a lot of low cost (5-10 energy) skills, Channeling nets a good energy, and in the old altar mechanics maps like Broken Tower became a gold mine.

Now on the other hand you have the HB Necro. Already the Necro loses one pip because of this enchant it throws up to make its 150 heals into monster 300 heals. Does the Necro manage it's own energy? No. It is specced into Heal and Soul Reap, and another character devotes it's entire bar to spirits that will feed this Necro as they die. Prior to the SR nerf the Necro didn't even need to be concerned about energy at all, which means it tends to spam it's 300 heals (overhealing as you said?) because it knew it would be gaining a large amount of energy back pretty quick. So no, Mo/Me with channeling don't play like N/Mo.
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Old Apr 13, 2007, 12:04 PM // 12:04   #123
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Channeling > All.

Quote:
Originally Posted by Mental Leteci
E/Mo prot monk is teh solution!!!!111

I'm not even joking.
WTF are you up to now o.0.

P.S. Is that with, or without seed? XD.
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Old Apr 13, 2007, 01:28 PM // 13:28   #124
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Without seed -.-
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Old Apr 13, 2007, 02:15 PM // 14:15   #125
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Depend on bar and playstyle of monk. Or if there is BiP/other stuff (?) in team.
In current meta (monk bars Divert/Infuse/Rc/LoD) is Glyph probably better.

But I can't monk.
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Old Apr 13, 2007, 07:44 PM // 19:44   #126
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Kay. Well you don't need to monk to think of basic logic. Infuse. Hmm. Sure you can use it with glyph but the idea of infuse is you catch a spike which means you won't always know when to cast glyph to then infuse. Sure you can time things but for the average player that is way too much hassle.

lod - it's five energy. GoLE on its own is five energy. So ugh, no logic in that really.

Divert - debateable. Sure if you face a hex team, but remember the divert is going to be mostly protting not using his elite all the time which means for those five energy spells, channeling is going to be better.

RC is five energy. You'll face 8 enemies. I wouldn't say positioning is so important as GVG but you can position yourself with channeling alright enough to not always get hit...

Now in HoH. Channeling is far far superior, since for a lot of the time you have to be in a certain place anyways.

With an lod infuse, you're using lot of five energy spells a lot of the time.

I just think it'd be (with the nerf) idiotic to use GoLE.
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Old Apr 14, 2007, 12:17 AM // 00:17   #127
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i personally found Glyph of Lesser energy is more useful - even after the nerf. that is my personal opinion anyways.

Some Monks prefer Channeling, other prefer Glyph of Lesser Energy.

Just my 2 cent =)
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Old Apr 19, 2007, 08:34 AM // 08:34   #128
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I can honestly say that channeling>gole. yes i do understand gole gives basically instant 10 extra energy. but it also has 30 waiting cooldown. say if u r under heavy pressure and u need energy baddly. with channeling get a good position and u can basically spam your skills and still b full. but gole will just break down. also if people love gole so much try add auspicious incantation. which gives basically extra edge so to speak.
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Old Apr 19, 2007, 04:01 PM // 16:01   #129
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Auspicious is only useful if you have Aegis or SoR, but for that it's awesome.
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Old Apr 21, 2007, 07:34 PM // 19:34   #130
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I definitely prefer channeling, even with NR and Enchantment removal in the meta... its just too good against thumpers.
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Old May 04, 2007, 01:42 AM // 01:42   #131
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I personaly think that GoLE is better then channeling:

1) GoLE doesn't need any attribute points to work
2) Channelig is an enchantment which makes it easely stribable while facing IWAY or any other builds with OOA or other enchant strips (while having channeling against an IWAY team it's hard to maintain your energy cus of the constantly ench-removal by OOA)
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Old May 04, 2007, 11:30 AM // 11:30   #132
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I never get why people say 'personally' or such, it's a factual thing, not really an opinion based thing. Sure it was debateable in 6vs6, but in 8vs8 HA I don't see why it has to be debateable.

Sure, GoLE doesn't need attribute points to work but when people talk about GoLE vs Channeling, they're usually refering to the monk argument.

It doesn't really effect a monks bar/skills/attributes enough to change anything. So, mute point there...

Channeling is an enchantment but it has a fastish recharge, and being a monk you can cover it up anyways...

Channeling has a faster cast time. If you're facing a decent IWAY team (I know they don't exist, but let's not go into that please :P) they're going to interupt glyph anyways, yes?

The energy saved from GoLE is crap. Especially vs IWAY.

What stops your team interupting (or killing the guy with) OoA?

Is it because people really are clueless and their teams are clueless that they come out with such statements? :S.

The only other idea I have is that people run this on their heal monk and that is why they find GoLE so useful:

heal other, heal seed, jamais gaze, heal area, heal party, glyph of lesser, infuse health, divert hex's .

rofl :')
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Old May 04, 2007, 11:50 AM // 11:50   #133
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Quote:
Originally Posted by elektra_lucia
I never get why people say 'personally' or such, it's a factual thing, not really an opinion based thing. Sure it was debateable in 6vs6, but in 8vs8 HA I don't see why it has to be debateable.

Sure, GoLE doesn't need attribute points to work but when people talk about GoLE vs Channeling, they're usually refering to the monk argument.

It doesn't really effect a monks bar/skills/attributes enough to change anything. So, mute point there...

Channeling is an enchantment but it has a fastish recharge, and being a monk you can cover it up anyways...

Channeling has a faster cast time. If you're facing a decent IWAY team (I know they don't exist, but let's not go into that please :P) they're going to interupt glyph anyways, yes?

The energy saved from GoLE is crap. Especially vs IWAY.

What stops your team interupting (or killing the guy with) OoA?

Is it because people really are clueless and their teams are clueless that they come out with such statements? :S.

The only other idea I have is that people run this on their heal monk and that is why they find GoLE so useful:

heal other, heal seed, jamais gaze, heal area, heal party, glyph of lesser, infuse health, divert hex's .

rofl :')
U are over exaggerating really, it seems u only compare GoLe with the monk elite u have in your bar…
Like if u have Lod why use gole?
U can use a seed and a heal other combined with gole for example…

And channeling was good in the old tombs because there was a lot of close combat going on… but now its more spike based so u dont rarely have 3 enemies standing next to u to trigger channeling.
Just look at kill count u have to run most of the times so don’t stand close to enemies. Sure if u get ganked and get 2 teams on u, u get a lot of benefit of channeling, but u will not survive it anyway because of the gank.

So channeling can be good on a couple of maps: Halls (depends on game type), underworld, Burial Mounds, Dark Chambers
GoLe can be more usefull in: Broken Tower, Unholy Temples, Courtyard and Sacred Temples

So as u see it is personal preference…

Last edited by ayame ftw; May 04, 2007 at 11:54 AM // 11:54..
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Old May 04, 2007, 12:10 PM // 12:10   #134
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And channeling was good in the old tombs because there was a lot of close combat going on… but now its more spike based so u dont rarely have 3 enemies standing next to u to trigger channeling.
So you glyph then seed your spikes?

Quote:
U can use a seed and a heal other combined with gole for example…
No offense, but your post is contradictory rubbish.

Quote:
U are over exaggerating really
Hmm, when I mentioned this skillbar?

Quote:
heal other, heal seed, jamais gaze, heal area, heal party, glyph of lesser, infuse health, divert hex's
Gee, I'd of never have guessed!

Last edited by elektra_lucia; May 04, 2007 at 12:17 PM // 12:17..
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Old May 04, 2007, 12:25 PM // 12:25   #135
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Quote:
Originally Posted by elektra_lucia
What stops your team interupting (or killing the guy with) OoA?
He's on the other side of the map behind 500 traps.

Sorry, I couldn't resist.

Anyways Channeling > Post nerf GoLE (in HA).
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Old May 04, 2007, 12:44 PM // 12:44   #136
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First of all im not saying anywhere that I use seeds on a spike, I just say its not recommended for monks to get to close to the enemy team to trigger channeling if u face a spike.
U can use how ever gole with a seed on people that take a lot of pressure… not on spikes
If some1 gets spiked u put spirit bond on him (with out using gole ofc because then u cant catch it, and not on the same monk that has infuse because obviously sprit bond is a prot skill)

And I didn’t say to use the combination of gole seed + heal other on a person that gets spiked… u could use it to heal up the infuser or when the team is taking pressure… like a para spike… u seed the infuser and use heal other to assist to heal up overall damage if u play with 2 healers 1 prot. And I know u are going to refure to the basic monk trio (WoH + LoD + Restore ) so that u don’t need heal other to heal up the infuser… but as u know there are other valid monk build that don’t use word of healing as elite …
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Old May 04, 2007, 06:17 PM // 18:17   #137
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Quote:
He's on the other side of the map behind 500 traps.

Sorry, I couldn't resist.
It's fine, if you think he can't be got to then more fool you really 0.0.
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Old May 05, 2007, 05:01 AM // 05:01   #138
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Quote:
Originally Posted by elektra_lucia

Channeling has a faster cast time. If you're facing a decent IWAY team (I know they don't exist, but let's not go into that please :P) they're going to interupt glyph anyways, yes?
I faced a decent IWAY team and got channeling, rof, and sod d-chopped or d-blowed like three times each. Should've heard me on vent :O
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Old May 05, 2007, 05:51 AM // 05:51   #139
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LOLOLOL CHALLENING OWNZZZZZ CUZ TOMBS MONKS R BAD.

No seroiusly, how the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO do ppl run 3 monk backlines with challening and run out of energy, go kill yourselves.
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Old May 05, 2007, 06:53 AM // 06:53   #140
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Quote:
Originally Posted by assassin of the god
TOMBS MONKS R BAD.
I disagree. "Bad" is not an accurate characterization. I think "ineffably terrible" would be much more accurate.
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