May 05, 2007, 12:21 PM // 12:21
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#141
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Wilds Pathfinder
Join Date: Mar 2006
Profession: Mo/N
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Not too long ago I seen a team running Mo/W and puzzled I watched and saw they were using Divine Spirit and Deny Hexes, I suppose Frenzied Defense was on the bar but it was a relic so I didn't see it used. Any opinions on something different on a monk, like that?
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May 05, 2007, 02:45 PM // 14:45
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#142
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Jungle Guide
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Quote:
Originally Posted by God Apprentice
Not too long ago I seen a team running Mo/W and puzzled I watched and saw they were using Divine Spirit and Deny Hexes, I suppose Frenzied Defense was on the bar but it was a relic so I didn't see it used. Any opinions on something different on a monk, like that?
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Frenzied defense is bad because of enchantment removal or nr/tranq and wild blow... you risk getting prot spirit stripped or having to put it up way too often, and/or frenzied getting removed. Also, you'd need multiple prot spirits because with no e management I highly doubt one character could afford to keep it on 3 people constantly and still do other stuff efficiently. Soldier's defense, on the other hand, is not a half bad idea. Teams like SF or other ele heavy builds will just pressure out other squishies until the monks run out of energy though.
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May 06, 2007, 12:42 AM // 00:42
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#143
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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Quote:
Originally Posted by assassin of the god
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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If it was 6 and 2 monks you'd have more damage, quicker battles, less monking... 3 monks, 5 damage = less damage, longer battles, longer monking.
If you both heal at the same time, or what not - you can more easily over heal and therefore run out of energy easier. Whatever though, I guess you rock at GVG and know better for HA XD.
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May 06, 2007, 04:16 AM // 04:16
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#144
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by elektra_lucia
If it was 6 and 2 monks you'd have more damage, quicker battles, less monking... 3 monks, 5 damage = less damage, longer battles, longer monking.
If you both heal at the same time, or what not - you can more easily over heal and therefore run out of energy easier. Whatever though, I guess you rock at GVG and know better for HA XD.
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What you're saying is somewhat correct. With 3 monks you end up only having 2.5 monks because you end up with alot of over-healing/protting.
However, just assuming that because you're dropping that third monk for another charactar doesn't mean that guys bar is full of damage. Infact, most charactars in the entire team build don't focus only on damage. Weither in an offensive, or defensive role pretty much every non-monk, and even monks end up with somthing on their bar that can not only contribute to offense or defense, but to both. Such as knockdowns, interrupts, hex removals, condition removals, certain hexes, and certain conditions.
So, basically unless you need the raw healing power, which you really shouldn't, you misewell drop one of those three monks for a non-monk defensive oriented charactar. You get about the same amount of defense as three monks, but you're more effective because you have less defensive overlap, and you also have more offense.
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