May 18, 2006, 04:22 AM // 04:22
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#41
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Lion's Arch Merchant
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just stop running monks that rely on boon prot healing - change with the game
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May 18, 2006, 06:59 AM // 06:59
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#42
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Lol why should we if you can counter it?
Yesterday we run GB's and encountered shadow shrouds, there wasnt any problem, even when running boon prots. We also used it ourselves, and wasnt that effective: so those boons are changing with the game and adapted to it already.
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May 18, 2006, 09:20 AM // 09:20
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#43
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by glenn_rolfe
just stop running monks that rely on boon prot healing - change with the game
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Or just beat them because they rely on a hex to get kills?
Fair enough, we lost to EvIL on evo, playing their Shadow Shroud build, but that didn't have much to do with the hex.
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May 19, 2006, 11:10 PM // 23:10
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#44
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Forge Runner
Join Date: Nov 2005
Location: Seattle
Guild: Odin's Hammer [OH] - Servant's of Fortuna [SoF]
Profession: R/
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Sounds like some posters are talking about shroud of silence also confusing the matter. If the shadow shroud hit the monk, unless the monk is way off position then its a wasted hex only good for casual inspired hex fuel. Shroud of silence will buy a few seconds from a monk, but at what cost an assassin coming close to touch...hmm what could they want.. Ill go say hi?? So mesmers bring shatter hex now, whats the big deal? Adapt.
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May 22, 2006, 07:02 PM // 19:02
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#45
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Banned
Join Date: Mar 2006
Guild: TV
Profession: R/
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Really?
I would think just calling For hex removal and u removing a hex with either inspired hex or cop would be more then sufficient to get yourselve through the ordeal. Am I missing something here? MoR + Boon = 2 hexes. Strip 1, shroud cover, cop gets 1 inspired gets other monk has energy or Inspired, inspired from other monk on hex removal call + ur inspired = clean. Not to mention other monk skills that are certainly possible to be up before the cast.
1 Boon
2 MoR
3 Inspired
4 Guardian
5 Mend Ailment
6 RoF
7 Heal Touch
8 Prot Spirit
I mean to me this skill seems way overrated. Maybe a SS and blacking out monk 2 with another mesmer. Enchantment removal must be good. Most of the time as the monk I got at least 3 enchants rolling on me at one time. I have been rolling holy veil as well and putting it up on myself if I am getting hexed. Usually you can time it.
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May 22, 2006, 08:03 PM // 20:03
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#46
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Lion's Arch Merchant
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Quote:
Originally Posted by ghostof
I would think just calling For hex removal and u removing a hex with either inspired hex or cop would be more then sufficient to get yourselve through the ordeal. Am I missing something here? MoR + Boon = 2 hexes. Strip 1, shroud cover, cop gets 1 inspired gets other monk has energy or Inspired, inspired from other monk on hex removal call + ur inspired = clean. Not to mention other monk skills that are certainly possible to be up before the cast.
1 Boon
2 MoR
3 Inspired
4 Guardian
5 Mend Ailment
6 RoF
7 Heal Touch
8 Prot Spirit
I mean to me this skill seems way overrated. Maybe a SS and blacking out monk 2 with another mesmer. Enchantment removal must be good. Most of the time as the monk I got at least 3 enchants rolling on me at one time. I have been rolling holy veil as well and putting it up on myself if I am getting hexed. Usually you can time it.
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I think what you are missing is that Shadow Shroud is not necessarily being targetted on you, but a teammate. Contemplation of Purity cannot be used on a teammate and 2-3 normal hex removals (Inspired Hex) on the team might not be enough either. Since Shadow Shrouds disables your preferred way to deal with spikes (Reversal of Fortune and Protective Spirit) and the remaining options on the standard build are suboptimal (Mend Condition), the opposing team has 7 seconds to try to kill an opponent with a good spike or even a suboptimal spike considering you have less healing options. Having Gift of Health, Infuse Health, a hex remover with multiple spells, a mass hex removal skill, or swap a boon prot for a heal monk seem to be the current solution. The typical 2 boon prot monk backline should be slightly modified in some way to prevent getting run over by Shadow Shroud, but once the team adapts, it shouldn't be too hard to overcome.
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May 23, 2006, 05:39 PM // 17:39
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#47
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Banned
Join Date: Mar 2006
Guild: TV
Profession: R/
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why not just a blood spike infuser in your build?
16 (12+1+3) Blood 9 (8+1) Soul Reaping 10 Healing
1 Shadow strike
2 Vamp Gaze
3 Barbed Sig
4 Demonic Flesh
5 Blood is Power {E}
6 Infuse Health
7 Heal touch/Ethereal Light/Holy Veil
8 Rez Sig
Blood is Power to assist your backline along with infuse with demonic flesh powering the sac for a nice anti-spike. If your comfortable with casting vamp gaze back after using infuse you can steal back health and could take a handy hex removal instead of a self heal.
I would think this is a nice support class to assist warriors with adrenline spiking as well. Any thoughts on this as opposed to getting rid of your other boon prot?
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May 23, 2006, 08:50 PM // 20:50
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#48
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Jungle Guide
Join Date: Nov 2005
Guild: Hoser Down[HD]
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Essentially the problem is: While cop might save yourself, hex removal in general is to slow to be able to remove the hex then heal the target.
To solve this: Sub out a boon/prot with a healer (can be woh or something like Blessed light which removes a condition and a hex) or play a goh healer. Although i still prefer the original boon/prot, the woh and the blessed works well enough.
For Split: the healer is on the defensive split and boon/prot on the offensive. Use positioning and npc's.
Last edited by deadmonkey4u; May 23, 2006 at 08:53 PM // 20:53..
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May 23, 2006, 09:10 PM // 21:10
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#49
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Forge Runner
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Also, a FC expel hexes mesmer can easily rock SS, taking out its cover also.
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May 28, 2006, 02:53 AM // 02:53
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#50
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Academy Page
Join Date: Mar 2006
Guild: Black Sun Templars
Profession: W/R
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What i dont understand is how the hell did this suprise everyone? As soon as i took a look at the new faction skills and spells i said to myself, Shadow Shroud, the death of all boon prot monks. I'm sure every GVG leader was saying the same thing. Yes, if you are running 2 BP monks, and they have no mend condition or any non healing enchants, you better have a e/mo with heal other, or a healing monk. If you have 2 monks without any other type of healing, you should look into having more protection in general, and not just for BP monks.
With all the new skills, you can find some very nice new healing builds, or even new BP builds. They are differnt and vastly superior in differnt ways. What i find is funny, is that the majority of the guilds who are making there own builds have already thought of this and countered it, where as the guilds who are copying all the top 100's team builds are sticking with the only builds they know how to, and losing horrorably. Though i do have to admit, it is funny watching a ranger spike vs a rit.
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May 28, 2006, 03:07 AM // 03:07
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#51
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Jungle Guide
Join Date: Feb 2006
Guild: Striking Distance
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Quote:
Originally Posted by shadex
What i dont understand is how the hell did this suprise everyone? As soon as i took a look at the new faction skills and spells i said to myself, Shadow Shroud, the death of all boon prot monks.
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I'm not so sure it was a huge surprise...And you're completely wrong about the "death of boon prots". If you noticed, in the first round of the playoffs this season, almost every team that ran a backline other than 2 boon prots got knocked out nearly instantly.
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May 28, 2006, 03:44 AM // 03:44
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#52
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Gift of Health Boonprot anyone?...
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