Nov 01, 2006, 10:33 AM // 10:33
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#21
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Wilds Pathfinder
Join Date: Jun 2005
Location: UK
Guild: Portrayors of Valour [pV]
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Seed+SoA is wonderful, I tried it out yesterday. Thanks for pointing out how it works, it should have been clearer in the description IMO.
The invulnerability effect is quite obvious and combines very well with Seed. I saw it heal our Ghostly to full after being at 10%~ life with Seed and SoA.
I replaced Sig of devo with it, as the builds running rampant in halls don't allow for 2 second skills (seed being an exception. Should run Healer's Boon on the Heal monk..hmmmm....).
Edit: SoA was exceptionally hilarious against the 5 monk, 1 assassin smite gimmick... 20dmg 15dmg, 10dmg, 0, 0, 0, 0, 0, 0, 0, 0, 0...
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Nov 06, 2006, 08:04 PM // 20:04
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#22
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Plano/Texas/USA
Guild: NN - No Names
Profession: R/Me
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Quote:
Originally Posted by Teh Mighty Warrior
Superiors on a monk is a big no-no.
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You don't need a superior to hit 15.
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Nov 06, 2006, 11:38 PM // 23:38
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#23
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Ascalonian Squire
Join Date: Feb 2006
Guild: Hot Asian Chicks
Profession: R/Me
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No you don't but even using a major is quite icky since you're basicly trading 35 life for something like an extra 2hp heal from seed and maybe 4 per healing spell. Not worth it IMO :/
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Nov 07, 2006, 03:15 AM // 03:15
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#24
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Krytan Explorer
Join Date: Jan 2006
Guild: .:Pro Guildhopper:.
Profession: Mo/Me
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[hex] has held at least 30 or 40 times in HA tonight, they are using it
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Nov 09, 2006, 01:48 AM // 01:48
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#25
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Banned
Join Date: Mar 2006
Profession: W/E
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Quote:
Originally Posted by Mental Leteci
I always run it. Unless you're talking about GvG, I don't know how things work there.
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There's no point in giving up that much health for an extra 4 health a heal or so. It may not seem like it, but that extra health is most of the time more beneficial than healing for an extra 4 (most monks overheal in HA anyway, I know I do with +8 energy from channeling, which makes that extra few points quite useless.)
I can give you a quick example.
Superior Rune
You're the only monk alive with 15 seconds left. You start to seed the ghost but an opposing teams ghost power shots you for 162 health, and being the only monk alive, and at low health, you die without being able to cast the seed, the two teams kill your ghost, put up song of concentration, and one of them caps at 1 second.
Minor Rune
You're the only monk alive with 15 seconds left. You start to seed the ghost but an opposing teams ghost power shots you for 162. You are left with 23 health, but you get the seed off. The opposing teams monk wands you to death, then all the damage is focused on the ghost, but they are unable to kill it. They finally kill it with 4 seconds left, but by then it's too late to cap.
Different when you look at it from another perspective eh?
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Nov 09, 2006, 09:21 AM // 09:21
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#26
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Wilds Pathfinder
Join Date: Dec 2005
Guild: [Rage]
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Quote:
Originally Posted by Teh Mighty Warrior
There's no point in giving up that much health for an extra 4 health a heal or so. It may not seem like it, but that extra health is most of the time more beneficial than healing for an extra 4 (most monks overheal in HA anyway, I know I do with +8 energy from channeling, which makes that extra few points quite useless.)
I can give you a quick example.
Superior Rune
You're the only monk alive with 15 seconds left. You start to seed the ghost but an opposing teams ghost power shots you for 162 health, and being the only monk alive, and at low health, you die without being able to cast the seed, the two teams kill your ghost, put up song of concentration, and one of them caps at 1 second.
Minor Rune
You're the only monk alive with 15 seconds left. You start to seed the ghost but an opposing teams ghost power shots you for 162. You are left with 23 health, but you get the seed off. The opposing teams monk wands you to death, then all the damage is focused on the ghost, but they are unable to kill it. They finally kill it with 4 seconds left, but by then it's too late to cap.
Different when you look at it from another perspective eh?
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Sup Rune:
You Get DP'd and your Useless
Minor:
You have 30% more health, making you less useless
Monks with sup runes are a NO, Just say No! Kids!
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Nov 09, 2006, 03:22 PM // 15:22
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#27
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Wilds Pathfinder
Join Date: Jan 2006
Guild: Los Chavos Del [ocho]
Profession: W/
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Ive been using it in HA and works like a charm, cast it on your ghost when everyone is trying to kill him and you will see how good it is
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Nov 09, 2006, 06:06 PM // 18:06
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#28
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Krytan Explorer
Join Date: Sep 2005
Location: The Netherlands
Profession: Mo/Me
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Or on a player, or on yourself, it really works well, even if you aren't taking heaps of damage it's nice damage reduction.
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Nov 09, 2006, 06:26 PM // 18:26
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#29
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None More Negative
Join Date: May 2006
Guild: Steel Phoenix [StP]
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Good skill, im always taking it on my prot monk now. Specially effective vs heavy melee pressure, a real energy saviour.
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