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Old May 26, 2006, 06:11 PM // 18:11   #21
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Just for fun I ran exactly this cripshotter in GvG last night, very tidy build. I liked dodge alot, it was really useful. I got ganked by a few asassins early on, but thats because I'm a noob at running flags. Against other cripshotters it seemed very strong, and it seemed to own emos totally.
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Old May 26, 2006, 06:22 PM // 18:22   #22
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Quote:
Originally Posted by Patrograd
Just for fun I ran exactly this cripshotter in GvG last night, very tidy build. I liked dodge alot, it was really useful. I got ganked by a few asassins early on, but thats because I'm a noob at running flags. Against other cripshotters it seemed very strong, and it seemed to own emos totally.
Yeah, it definately is awesome at Solo jobs. I need to update those attributes though; these days I do run 8 Illusion, which helps against Assassins.
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Old May 26, 2006, 06:46 PM // 18:46   #23
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I agree on changed to Dev, Crushing, Fierce for the hammer guy.

If you really want to spike quickly, you could change one of the Ele's to a N/Mo with Dark Fury, then Shadow Strike to spike. I personally would prefer the Ele utility skills, but Dark Fury is not used nearly enough. It's just insane how much more often you'll be spiking.
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Old May 26, 2006, 07:21 PM // 19:21   #24
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Quote:
Originally Posted by Vindexus
I agree on changed to Dev, Crushing, Fierce for the hammer guy.

If you really want to spike quickly, you could change one of the Ele's to a N/Mo with Dark Fury, then Shadow Strike to spike. I personally would prefer the Ele utility skills, but Dark Fury is not used nearly enough. It's just insane how much more often you'll be spiking.
Has already been suggested, but I can't say I'm honestly a fan of the idea. I'll think on it and play with some ideas.

N/Mo is the best build though....

(inside joke)
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Old May 31, 2006, 02:19 PM // 14:19   #25
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usually with solo flagrunners, it's a rock paper scissors game.

Crip shot>emo
Assassin>Crip shot
Emo>Assasin

How you can change this to turn the tide for a Crip shot ranger is run black out. Wait for the assassin to come in and wail on you, the Crip shot him. Black him out and then run away. this gives you at least a few seconds where he can't contemplate or run AoD over to you to synch his combo.

It'll come down to getting off that blackout before he gets his first combo in. If you can stop the combo, the assasin is no more than a nuissance.
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Old May 31, 2006, 03:23 PM // 15:23   #26
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Quote:
Originally Posted by Midknight
usually with solo flagrunners, it's a rock paper scissors game.

Crip shot>emo
Assassin>Crip shot
Emo>Assasin

How you can change this to turn the tide for a Crip shot ranger is run black out. Wait for the assassin to come in and wail on you, the Crip shot him. Black him out and then run away. this gives you at least a few seconds where he can't contemplate or run AoD over to you to synch his combo.

It'll come down to getting off that blackout before he gets his first combo in. If you can stop the combo, the assasin is no more than a nuissance.
I don't think a 4 or 5 second Blackout would really make that much of a difference. Just Cripple him and run like a bitch with Dodge.
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Old May 31, 2006, 04:14 PM // 16:14   #27
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Originally Posted by SaintGreg
I personally don't see where the synergy between your two warriors comes from. You've paired a particularly good adrenaline gaining axe warrior with a fairly inconsistent adrenaline gaining hammer warrior. The hammer warrior is screwed if he does use bash, and he's screwed if he doesn't use it.
I know I have said this before JR, but have you looked at another combination for that hammer? For me, it spoils what is otherwise a really nice build. What did we run in that spot when we played with [taG] the other night?
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Old May 31, 2006, 04:17 PM // 16:17   #28
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Quote:
Originally Posted by Patrograd
I know I have said this before JR, but have you looked at another combination for that hammer? For me, it spoils what is otherwise a really nice build. What did we run in that spot when we played with [taG] the other night?
A second axe, the same as the first.

The hammer is still something I want to play with, it needs testing before I am willing to put down something final for that character. I suppose for now I could change the OP to dual Axes.
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Old May 31, 2006, 04:48 PM // 16:48   #29
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Perfectly innocent honest question:

Why do you use Mend Aliement instead of mend condition on your boon prots?
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Old May 31, 2006, 04:50 PM // 16:50   #30
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Quote:
Originally Posted by SnipiousMax
Perfectly innocent honest question:

Why do you use Mend Aliement instead of mend condition on your boon prots?
Quote:
Originally Posted by JR-
. For example with two copies of Draw on the Flashbots, you don't need Mend Condition on your monks. This allows them to take Mend Ailment...
Try reading the original post.
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Old May 31, 2006, 05:15 PM // 17:15   #31
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Quote:
Originally Posted by JR-
Try reading the original post.
I did, let me rephrase....

What is wrong with Mend Condition that you want to use Mend Aliment instead?
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Old May 31, 2006, 05:20 PM // 17:20   #32
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Quote:
Originally Posted by SnipiousMax
I did, let me rephrase....

What is wrong with Mend Condition that you want to use Mend Aliment instead?
Mend Ailment can be used on yourself, and is therefore more valuable in a split situation should that arise. As it is with this build you should not have to be spamming condition removal enough to merit taking Condition over Ailment.
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Old May 31, 2006, 10:49 PM // 22:49   #33
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Plus if your flashbots are spamming draw, and are building up a 3+ condition stack on themselves, Ailment will give them quite a nice heal for it, especially with boon up.
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Old Jul 06, 2006, 04:52 PM // 16:52   #34
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Quote:
Originally Posted by Aiiane
Plus if your flashbots are spamming draw, and are building up a 3+ condition stack on themselves, Ailment will give them quite a nice heal for it, especially with boon up.
Indeed.

Build updated.
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Old Jul 06, 2006, 07:21 PM // 19:21   #35
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I would have to disagree; I have never been in a situation where mend ailment's self targetting would have made the difference between life and death, after all, I have at least 2 or 3 other spells + CoP / SoD that can self heal, plus cross healing from the other monk. Flashbots dont waste time or energy cleaning up bleed or poison, and they dont save spikes by drawing deep wound... so mend condition still will be used against some (most) teams. In most cases, Mend Condition will heal for more than Ailment. Bigger heal + Shorter recharge is good enough for me.
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Old Jul 06, 2006, 11:35 PM // 23:35   #36
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Quote:
Originally Posted by Neo-LD
Flashbots dont waste time or energy cleaning up bleed or poison, and they dont save spikes by drawing deep wound...
Whenever I play E/Mo, Me/Mo, or N/Mo with draw conditions, I can see adrenal spikes in progress and draw the deep wound almost immediately when it lands (perhaps this comes from having PvPed so much as a monk). It is unrealistic to think that mend condition is going to be fast enough or available at the time for the adrenal spike, because it may be one of the monks getting spiked (while knocked down of course) and the other monk may have been galed.

5 energy, 1/4 second cast sounds like a fair trade for helping save on adrenal spike and prevent your entire team the time cost of having to play defensively while attempting to rez.
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Old Jul 07, 2006, 02:12 AM // 02:12   #37
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I did mean to update it to Mend Condition, my bad.
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Old Jul 07, 2006, 11:44 AM // 11:44   #38
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Quote:
Originally Posted by Divineshadows
Whenever I play E/Mo, Me/Mo, or N/Mo with draw conditions, I can see adrenal spikes in progress and draw the deep wound almost immediately when it lands
I frequently argue with a friend of mine over just that. He shares your point of view that he can contribute to a save by drawing the deep wound. However, as monk, my spike save is frequently reversal -> mend. Reversal -> Spirit Bond is reserved for excptionally good spikes since its more expensive and rev/mc will get the job done most of the time. If someone draws the deep wound, I end up with less healing from mc and often have to waste energy on another spell to heal, or time topping him off with SoD.
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Old Jul 07, 2006, 01:12 PM // 13:12   #39
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I know not many people use it but restore condition is good in GvG if you've got a monk with more energy management than a hyped up fish as well as being supported by a blood ritual necro. Even with 2 conditions, thats a pretty large heal enemy target gets which can sometimes be useful especially during a split. A large heal from restore condition not only save monks energy pool, remove all conditions, and free up a space instead of mend condition but also use an apply poison or tainted necros tactic against them by using the conditions to provide big heals.

I dunno if its as good as the standard MoRecall though, depends on the monk's nrgy management I suppose. It just shouldn't be forgotten in GvG

What do you guys think about Rc prot in GvG ??
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Old Jul 07, 2006, 03:14 PM // 15:14   #40
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Quote:
Originally Posted by fatboyslimerr
I know not many people use it but restore condition is good in GvG if you've got a monk with more energy management than a hyped up fish as well as being supported by a blood ritual necro. Even with 2 conditions, thats a pretty large heal enemy target gets which can sometimes be useful especially during a split. A large heal from restore condition not only save monks energy pool, remove all conditions, and free up a space instead of mend condition but also use an apply poison or tainted necros tactic against them by using the conditions to provide big heals.

I dunno if its as good as the standard MoRecall though, depends on the monk's nrgy management I suppose. It just shouldn't be forgotten in GvG

What do you guys think about Rc prot in GvG ??
Bad, what if the other team isn't using conditions, or is only using small amounts of them? It just isn't worth the elite slot, especially since channeling isn't reliable emanagement in GvG.
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