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Old Nov 11, 2006, 11:36 AM // 11:36   #1
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Default Monk defensive options in GvG

After getting thorougly trashed by NUKE's Thumpers yesterday (well, we lasted until VoD but anyway), I was thinking of changing my monk from a Mo/A to a Monk/Ele with Sliver Armor. Of course, I was laughed at, and the result in RA wasn't terribly great.

I still like the idea of Sliver Armor, with all the thumps and pressure we've faced, so I'm wondering if there's any way to fit it in my bar.

I played around with a BLight monk with Spell Shield, Sliver Armor, and Kinetic, but that didn't work real well... anyway, any thoughts/comments would be cool.
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Old Nov 11, 2006, 11:46 AM // 11:46   #2
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It'll just get waited out like HH.
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Old Nov 11, 2006, 11:49 AM // 11:49   #3
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Yeah... I just remembered the PUG whammos getting trashed by the Starburst boss in Tahnnakai, and wanted to replicate that in GvG. :P

But now that I think about it- boss monster means double damage. Doh...
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Old Nov 11, 2006, 11:49 AM // 11:49   #4
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how would a monk that can cripple thumpers be better than sliver?
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Old Nov 11, 2006, 12:50 PM // 12:50   #5
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I think monks have a lot of better defensive options available. Sliver Armor is going to net you about an equivilant block rate to Guardian, except with a massive recharge. As a thumper if I see someone turn on a skill like this I'll just hit something else for a few seconds, then switch back to you.

If you want something to keep thumpers off your monks, there are a lot of options. Mo/A with Dark Escape and Return is popular, and I some monks I know have been using Shield Bash to counter thumpers nicely.

Really though, if your problem is monks being trained to death by thumpers, you're better off with Shield of Absorption at the moment. That skill is retardedly good on any focused target, and it has the advantage of being usable on anyone on your team. Mo/A is usually enough incentive for me to chase something other than a monk, and if trains are that big a deal Shield of Absorption or other prot will serve as far better defense than more self-defense skills.
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Old Nov 14, 2006, 10:45 PM // 22:45   #6
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There are also some dervish skills, the one I"m thinking of because of thom's post is a certain thorny earth prayer that cripples people who attack you.

Eh, I suppose that's owrth a shot if you very specifically hate melee.
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Old Nov 15, 2006, 12:06 AM // 00:06   #7
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Aura of thorns i think. Couples well with conviction.
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Old Nov 17, 2006, 03:28 PM // 15:28   #8
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Quote:
Originally Posted by Wasteland Squidget
I think monks have a lot of better defensive options available. Sliver Armor is going to net you about an equivilant block rate to Guardian, except with a massive recharge. As a thumper if I see someone turn on a skill like this I'll just hit something else for a few seconds, then switch back to you.

If you want something to keep thumpers off your monks, there are a lot of options. Mo/A with Dark Escape and Return is popular, and I some monks I know have been using Shield Bash to counter thumpers nicely.
Wouldn't Deadly Riposte be better than Shield Bash (faster recharge)?
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Old Nov 17, 2006, 04:43 PM // 16:43   #9
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why not bring both?

You already are freeing up two slots from /as by changing to /wa.

Though I will look closer at this later

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Old Nov 17, 2006, 04:49 PM // 16:49   #10
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well Dark Helmet, shield bash grabs the next ATTACK SKILL, and also knocks them down, thuroughly ruining their spike.

you could use both, unless you wanted to opt for balanced stance. hatcha!
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Old Nov 17, 2006, 04:49 PM // 16:49   #11
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apologies, Double Post Action!

Last edited by ubard; Nov 17, 2006 at 04:51 PM // 16:51..
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Old Nov 17, 2006, 05:16 PM // 17:16   #12
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Quote:
Originally Posted by Dark Helmet
Wouldn't Deadly Riposte be better than Shield Bash (faster recharge)?
disable a hammer bash for 20 seconds is alot of pressure taken of your teams. or any of the thumpers spamables for that matter will have the same effect
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Old Nov 17, 2006, 05:26 PM // 17:26   #13
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That and a KD on a spike is really nice. Instead of just messing up a sword/hammer combo, it takes a warrior out of the spike.

Really the only negative is you have to be in a shield so you have to be more cognizant of your energy.
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Old Nov 17, 2006, 09:18 PM // 21:18   #14
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Looks like a use for my Peppermint shield!
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Old Nov 17, 2006, 10:38 PM // 22:38   #15
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Quote:
Originally Posted by kitiara
disable a hammer bash for 20 seconds is alot of pressure taken of your teams. or any of the thumpers spamables for that matter will have the same effect
15 seconds.
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Old Nov 17, 2006, 11:18 PM // 23:18   #16
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Quote:
Originally Posted by JR-
15 seconds.
Well i fail QQ
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Old Nov 18, 2006, 05:38 AM // 05:38   #17
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Kill the thumpers, IMO. Most of them will be too into the moment to realize that they are overextending. Playing 7v7, at the stand, which is where thumpers shine, I'd suggest having one melee dedicated to punishing thumpers. Thumpers will always be train-ing softies; I've yet to see an exception to this. At the very least, it will help your monks. At best, it will critically weaken their strongest weapon.

Chief Tomahawk say "Dull blade no pierce flesh"

I don't like the idea of relying soley on a monks self-defense techniques to defend against the thumper's attack bar.
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Old Nov 20, 2006, 08:53 AM // 08:53   #18
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To give up return and dark escape for something like sliver armor is crazy =)

You just have to know when to hit those two escaping skills, and feel free to use return a lot, as it only has a 15 sec recharge. It's the best way by far to deal with melee attackers.
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Old Nov 20, 2006, 09:53 AM // 09:53   #19
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Well you might not like the idea but in my guild w run Mo/W with balanced stance and deadly riposte workds nicely even though recently seen some thumpers running Wild Blow.
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Old Nov 20, 2006, 11:50 PM // 23:50   #20
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Conviction is nice...as is the skill the Kournan Zealots use that cripples when attacked.
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