Oct 05, 2005, 03:21 AM // 03:21
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#2
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Krytan Explorer
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16 Beastmastery EoE then spike the pets with a Frozen Soil down, Traps ingeneral.
Meteor Storm and other AoE's.
Deep Freeze, Enfeebling Blood, Insidious Parasite, Empathy etc...
Lingering Curse, either offensive Well, and Putrid Explosion all hurt
Signet of Agony then Plague Sending, Virulence, Epidemic is always nasty...
Interrupt Rangers, Warriors and Mesmers of any kind...
So yes, there are a good many, nay a plethora of counters to all monk teams, for the utmost and foremost reason of them being extra squishy targets.
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Oct 05, 2005, 03:40 AM // 03:40
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#3
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Lion's Arch Merchant
Join Date: Jul 2005
Location: CA
Guild: [Ryuk]
Profession: W/A
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and also remember, its 1 monk per pet, if the monk heals only himself and his pet, I know only a few monks that cant heal themself and 1 other (Alesia FTW!!!) and better yet on the prot monks, all 3 should be running a constant aegis so IWAY doesnt own you. Also 1 Prot Monk should be using Martyr, the other using Restore Condition (on the martyr monk) and the other monk could use Otyugh's Cry so all pets attack the same target, thus spikeing him and all the pets gain about 20-30 armor (dont remember).
Healing monks need glyph of [lesser] energy and Heal Party and Healing Seed. 5 heal monks casting Heal Party at the same time puts the whole team at full hp (exluding pets). Seed is needed to keep your team alive from IWAY or Barrage Spam. For the skills added, you need to take out Divine Healing, Your elite [use glyph of energy] and your pet attack. At level 12, they are compleatly useless and a waste of energy.
build is very good, just not too great of damage output because you only have 12 beast, meaning they do about 20 damage. May as well use summoners :P but still, the only way for this build to win is to outsurvive the other team.
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Oct 05, 2005, 03:45 AM // 03:45
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#4
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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would work better if you had 3 healers, 2 prot, and 3 smite i think. Bath Haste pets of dewm.
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Oct 05, 2005, 05:34 PM // 17:34
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#6
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Wilds Pathfinder
Join Date: Jun 2005
Location: Chicago
Guild: Idiot Savants [iQ]
Profession: Mo/
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well actually there was a build of 8 healing monks holding hall yesterday when we got in there. after the first two minutes we were pretty much laughing and then starting to get frustrated because they did no real damage but just healed one another. what can still kill builds like this is good old spiking. we are not a spike build but we just had our warriors save up adrenaline, eles save up energy, necro let rend recharge, and then spiked targets down. when enough targets were down, we spiked the ghost and capped the altar. once the blue team resed, they waited for the third team to help gank with them, but they were of little help because hey, they are 8 healers lol. so a build like that could work very well if you skip to hall and are lucky enough to cap, but realistically, you wont be doing enough damage and spiking your players down will still be a problem.
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