Apr 17, 2006, 10:55 PM // 22:55
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#21
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Ascalonian Squire
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Quote:
Originally Posted by Thom
Two warriors, two surgers is fairly foolproof but everyone knows exactly what you are doing. I like the water runner myself, especially if you are running multiple warriors. Whatever your build, efficiency trumps all. You have 500 teams out their running WM/iB clones and most lose regularly.
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I'd say thats the best reason to play with a 3 monk backline, at least until you know how to handle the enemy's edrainer (which imho is somehow hard)
with 3 monks you'll mostly have one with "normal" energy, if there are only 2 of you each one gets a drainer and you messed up.
i'm in a newbish guild myself and so far we played with 3 monks and 2 drainers, and the guilds we met with only 2 boons we're in critical trouble because of the drainers...
somehow, i'd say 2 monks is just the best if you can (since one more charslot can't be worse, no?), so maybe you just take 2 monks, boons or whatever, and additionally a 3rd who only starts work if theres really need (what was avarenged said before somewhere xD), so you hopefully will see wheres the problem with only 2 monks but have a third to help in case to win through (or just dont loose so fast ;D)
my 2 cents
Last edited by All the Evil; Apr 17, 2006 at 10:58 PM // 22:58..
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Apr 17, 2006, 11:32 PM // 23:32
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#22
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Frost Gate Guardian
Join Date: Jan 2006
Location: America
Guild: Fugitives of Kurzick (Fok)
Profession: W/
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If you watched WM and iGi you would of noticed they slipped in blood ritual and blood is power on one of their members to help counter drainers.
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Apr 18, 2006, 07:15 AM // 07:15
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#23
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Ascalonian Squire
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sorry if this gets too far, but are you sure thats enough?
so if the drainer always drain 10 energy a spell, you'd loose much potential next to the 80dmg by surge and burn
i thought of -5 ene weaps, 15 ene sets and these things
and btw. noticed such br and even bip necros sometimes, but are they always in their builds?
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Apr 18, 2006, 11:58 AM // 11:58
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#24
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Lion's Arch Merchant
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I agree with nightrunner. Run 2 + 1/2 or 2 + 2/2 monks. Use a protection monk and a healing monk. Then, give the monks help from 1 or 2 other characters. For example, they can help out in the form of healing (Heal Party), hex removal (Convert Hexes), or condition removal (Draw Conditions) to lessen the load on the monks. Ideally, this would be on necros or eles who also has an offensive role.
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Apr 18, 2006, 12:42 PM // 12:42
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#25
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Frost Gate Guardian
Join Date: May 2005
Location: good from far, far from good
Guild: Gaming Continuum
Profession: Mo/Me
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Quote:
Originally Posted by ump
Use a protection monk and a healing monk. Then, give the monks help from 1 or 2 other characters. For example, they can help out in the form of healing (Heal Party), hex removal (Convert Hexes), or condition removal (Draw Conditions) to lessen the load on the monks.
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I don't think it's posible, in my experience playing monk, to run a 2 monk backline in which one is an active prot. There is not enough raw healing (actually, read: energy) on any one monk, no matter how good, to keep an entire team alive under pressure. It also negates your ability to split for the most part.
2 booners, or perhaps 1 booner and a WoH is minimum IMO except for certain specialty builds like N/Mo heavy blood spike and the like.
Heal Party spam from Emos is a great thing, especially in combat against DPS, but doesn't do much for you against a coordinated, concerted bout of damage.
A Restore monk (or some other active prot build) is nice, but you'd really need a backline of 3. Or at least, I've yet to see and can't imagine a single booner, much less a WoH guy, carry the team by him/herself.
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Apr 19, 2006, 05:14 PM // 17:14
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#26
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Lion's Arch Merchant
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Quote:
Originally Posted by sleazeh
I don't think it's posible, in my experience playing monk, to run a 2 monk backline in which one is an active prot. There is not enough raw healing (actually, read: energy) on any one monk, no matter how good, to keep an entire team alive under pressure. It also negates your ability to split for the most part.
2 booners, or perhaps 1 booner and a WoH is minimum IMO except for certain specialty builds like N/Mo heavy blood spike and the like.
Heal Party spam from Emos is a great thing, especially in combat against DPS, but doesn't do much for you against a coordinated, concerted bout of damage.
A Restore monk (or some other active prot build) is nice, but you'd really need a backline of 3. Or at least, I've yet to see and can't imagine a single booner, much less a WoH guy, carry the team by him/herself.
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Like you said, spam Heal Party from an E/Mo when dealing with pressure. When dealing with spikes, get the offensive team members to disrupt (blind, knockdown, interrupt, whatever) as much as possible because even three monks could have a hard time against coordinated spikes. If you go with 3 dedicated monks, plus a flag runner, you are left with only 4 offensive members and probably won't have enough damage to break through. On the other hand, 5 pure offensive characters and 2 monks means the monks better be really good. This is why I suggested 4 1/2 offense, 2 1/2 defense, 1 flag runner. What defensive skills you decide to give to offensive characters is up to your team.
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