Oct 02, 2006, 05:06 AM // 05:06
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#41
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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One thing surprises me about the posts here:
I use +energy sets to combat DP. Being target numero uno means that against a decent team, I'll usually need it too.
EDIT: this is a sceondary swap from my "standard set". Usually you can tell in the first minute of combat what you'll need-->+AL or +HP (for refference, I use +AL while enchanted, +HP and tats for backup when my Dp gets bad). When you're at -30%, any other bonus is moot as a good Prot Spirit will do more for you than either of the others.
Am I the only person doing this?
Last edited by Minus Sign; Oct 02, 2006 at 05:19 AM // 05:19..
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Oct 02, 2006, 11:15 AM // 11:15
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#42
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Minus Sign
When you're at -30%, any other bonus is moot as a good Prot Spirit will do more for you than either of the others.
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And a good Shatter Enchant will make you cry.
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Oct 02, 2006, 01:05 PM // 13:05
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#43
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Academy Page
Join Date: Feb 2006
Location: Canada
Guild: My Lil Pwnies [Nay] is recruiting PM for info
Profession: Mo/
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Really depends on the build you are running and what's the IN style of damage - personally right now I'm wearing judges pants/vest and sheperds gloves/shoes for that tiny bit of extra health.
Edit - I should expand: Judges helps vs all the warrior and ranger pressure, however I find spike builds (not adren spikes from pressure teams) to be starting to show up regularly again... every littpe bit of health helps so I figure the balance will be more effective overall.
Last edited by Parkerbsb; Oct 02, 2006 at 01:11 PM // 13:11..
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Oct 02, 2006, 09:24 PM // 21:24
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#44
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Forge Runner
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Quote:
Originally Posted by Parkerbsb
Really depends on the build you are running and what's the IN style of damage - personally right now I'm wearing judges pants/vest and sheperds gloves/shoes for that tiny bit of extra health.
Edit - I should expand: Judges helps vs all the warrior and ranger pressure, however I find spike builds (not adren spikes from pressure teams) to be starting to show up regularly again... every littpe bit of health helps so I figure the balance will be more effective overall.
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That's what multiple armor sets are for. Judge's vs warrior pressure build, switch to health against spike teams.
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Oct 02, 2006, 11:25 PM // 23:25
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#45
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Quote:
Originally Posted by JR-
And a good Shatter Enchant will make you cry.
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True.
But its not like it wouldn't anyway. 7 extra mana in the later half of a GvG can mean the difference between a Blessed light and an RoF, a Guardian at the right time or a Signet of Devotion too late. While shatter is my bane, I can afford that prot spirt when the War/E and the runner decide to frenzy/evis/orb me, instead of hoping my duo can save my bacon.
The counters to a monk with DP are the same the world over. I was just stating that +energy tats give me--at least I feel they do--a better chance to remain combat effect longer.
This is how I look at my standard armor once its down to the wire and my team needs me spamming. +30 HP? Thats a ciritical sword swipe+a second of bleeding while I'm KDed. +10 physical? Whats that good for when someone shatters me?
But +energy tats are the prot spirt I can afford (but you might not due to the smaller mana pool)...so my duo can spam cover enchants on top of it when they try to spike me down again.
I don't scoff at the armor sets represented here as the "staple"; I use them. But once I've died a few times, I start to question how useful their buffs are to me in my current condition.
As stated, I'm curious to know if anyone else looks at their tats the way I do. If you don't thats fine, and thanks for the feedback.
Last edited by Minus Sign; Oct 02, 2006 at 11:40 PM // 23:40..
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Oct 10, 2006, 04:25 PM // 16:25
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#46
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Minor Pimps Of Fortidude[PMIP]
Profession: W/
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well I just emptyed my storage of cash and bought armour for my monk
i got:
15k lux body=+energy +41 hp rune
15k lux legs= +armour vs physical +healing prayors rune
1.5k droks arms and legs=+energy +divine and smiting runes
divine 1.5k droks scalp=+divine +prot prayors rune
all minor runes
Ok ill say my armour all looks good but am out of money
A well tough luck, the problem is that i bought my lux 15k top before reading the tread enough. I now wish i got + armour vs physical... Can't now am poor
I think ill just save up cash
and buy the full set of droks +health for spikes and non physical builds i face.
Then if i make good money later ill change my 15k lux top...
Weapons i have at the moment are
toteam axe (+5 energy 20%)
end of game factions green prot offhand
Also if i make some money
i plan to buy a gold req 12 13 or 11 gothic sword with energy +5 and 20%
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Oct 10, 2006, 08:18 PM // 20:18
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#47
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Quote:
Originally Posted by Minus Sign
True.
But its not like it wouldn't anyway. 7 extra mana in the later half of a GvG can mean the difference between a Blessed light and an RoF, a Guardian at the right time or a Signet of Devotion too late. While shatter is my bane, I can afford that prot spirt when the War/E and the runner decide to frenzy/evis/orb me, instead of hoping my duo can save my bacon.
The counters to a monk with DP are the same the world over. I was just stating that +energy tats give me--at least I feel they do--a better chance to remain combat effect longer.
This is how I look at my standard armor once its down to the wire and my team needs me spamming. +30 HP? Thats a ciritical sword swipe+a second of bleeding while I'm KDed. +10 physical? Whats that good for when someone shatters me?
But +energy tats are the prot spirt I can afford (but you might not due to the smaller mana pool)...so my duo can spam cover enchants on top of it when they try to spike me down again.
I don't scoff at the armor sets represented here as the "staple"; I use them. But once I've died a few times, I start to question how useful their buffs are to me in my current condition.
As stated, I'm curious to know if anyone else looks at their tats the way I do. If you don't thats fine, and thanks for the feedback.
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Weapon switches are faster than armour switches, get a 15/-1 set.
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Oct 14, 2006, 07:14 PM // 19:14
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#48
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Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
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Quote:
Originally Posted by Skuld
Weapon switches are faster than armour switches, get a 15/-1 set.
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Have and use, as well as my energy hide and standard. The problem with relying on weapon swaps for casts is that it removes your ability to spam effectivly. +energy sets are emergency sets for combatting Eburners or getting off those "gotta do it" skills that save someone from death...at the cost of a forced regen. They're a one time, "I saved your butt now RUN" swap with a price.
Tats are an increase of your pool (your much reduced pool when you're at 30%DP) without saccing your regen. If the offensive members of my team have been doing their job, that puts me at an advantage to the enemy monk on the other side with the same DP. While he may be a little more sturdy than I in sheer buffs, I have more staying power.
Tats are an emergency set as well. The buff they give is continuous and requires no extra effort on your part but to put them on. As I said, they're just for combating DP. And--as explained above--its a solid buff. Not just for me: for my group when I've been DPed down some.
I keep my tats in my belt pouch--always--and swaps take no more than 3 seconds. Usually less. I'm not going to swap them out while my teammates are getting ganked. Then again, most monks don't swap to their HP set while the mesmer is getting spiked either
I guess you all have answered the question though. Nobody else does it.
Makes me feel special knowing that
Last edited by Minus Sign; Oct 14, 2006 at 07:33 PM // 19:33..
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Oct 16, 2006, 11:08 PM // 23:08
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#49
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Quote:
Originally Posted by -Loki-
I use Judges pants and chest, aestetics hands and feet. Works well for me. I really need to get some health chest/leggings though.
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You don't need to use Judges or Censor's exclusively as Wanderers works just as well with aestetics on hands and feet.Sheperds would be good as well aestetics on hand and feet as well.
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Oct 17, 2006, 06:41 AM // 06:41
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#50
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The Hotshot
Join Date: May 2006
Location: Honolulu
Guild: International District [id多]
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Quote:
Originally Posted by Age
You don't need to use Judges or Censor's exclusively as Wanderers works just as well with aestetics on hands and feet.Sheperds would be good as well aestetics on hand and feet as well.
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Explain to me when Wanderer's will ever be superior to Judge's.
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Oct 17, 2006, 07:45 AM // 07:45
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#51
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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When you're a mo/w, duh.
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Oct 17, 2006, 08:37 AM // 08:37
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#52
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Forge Runner
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Quote:
Originally Posted by Age
You don't need to use Judges or Censor's exclusively as Wanderers works just as well with aestetics on hands and feet.
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Wanderers is +10AL vs Elemental. Judges is +10AL vs Physical. As a monk, you're going to be dealing with alot of warriors running through to get you. You see vampiric in a spike, so it's physical those warriors will be trying to beat you down with. The current spike metagame is obsidian spike mainly, so it's armour ignoring, so Shepherds beats out Wanderers again.
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Oct 17, 2006, 11:28 AM // 11:28
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#53
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Academy Page
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Quote:
Originally Posted by JR-
And a good Shatter Enchant will make you cry.
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as opposed to a bad shatter enchant
Comedy 101 - I'm taking enlistments for next semester
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Oct 18, 2006, 10:30 AM // 10:30
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#54
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Academy Page
Join Date: Sep 2005
Location: Gold Coast, Australia
Guild: Tyrannus Australis [Trex]
Profession: W/N
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ive been pondering weather the disciples set might actually be worth running, since a large amount of spikes against you include a deep wound he +15 might really work out.
Id be interested if somebody could be bothered doing the maths.
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Oct 18, 2006, 12:58 PM // 12:58
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#55
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Forge Runner
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I don't like Disciples based on the fact that it's conditional. If they decide to spike without deep wound, you don't get the bonus from it. If you carry it as a swap it could be handy though.
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Oct 19, 2006, 09:29 PM // 21:29
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#56
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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I must admit, as a Mo/A Blight i have worn + energy a good few times, i get spiked (or even attacked for that matter) so rarely that the bigger pool is nice (i can switch to - regen sets a few casts later ) , and if they do decide to attack me, on goes +10/+30 Sets
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Oct 26, 2006, 12:35 PM // 12:35
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#57
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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After the new update and the end of armor swapping, what seems like the better option: Judge's or Shepherd's?
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Oct 26, 2006, 01:36 PM // 13:36
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#58
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Ascalonian Squire
Join Date: Feb 2006
Location: France
Guild: [flaw] Flawless Addict
Profession: Mo/
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Shepherd for sure
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Oct 27, 2006, 07:37 AM // 07:37
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#59
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Krytan Explorer
Join Date: Nov 2005
Location: London
Guild: Currently looking
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agree, it's always useful wheras physical sometimes does nothing
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Oct 27, 2006, 10:54 AM // 10:54
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#60
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Krytan Explorer
Join Date: Aug 2005
Guild: EaT
Profession: Mo/
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I'd go for Judges chests+leggings, rest tatoos.
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