Sep 26, 2005, 07:12 PM // 19:12
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#121
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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When you are in the Tomps the person who does the ressing is the Warrior not the Monk but the Warrior.When in the comp arenas a Monk may use a res signet .When in PvE I would use restorelife it is better than rebirth.If you are secoundary Monk just use plain resserect.
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Sep 26, 2005, 11:25 PM // 23:25
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#122
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Site Contributor
Join Date: Jan 2005
Location: Seattle Wa
Guild: The Lotus Alliance
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IMO I've always felt a healing/prot monk trying to res was generally a very bad thing. The reason being is if someone died already then obviously your healing is getting outdamaged already, and your going to need all your healers to keep the rest of the team alive still. Taking even 3 seconds to try and res is 3 seconds your not healing.
As for the removals for hexes and conditions. If you have 0 hex removal, backfire will destroy a monk, diversion spam, soul leech, just any number of spells designed to debilitate spell casters. Along with condition removal...restore condition can have the highest HPS heal in the game, all it takes is 2 conditions, which most weapon users (save hammer) will apply. I've used restore condition to get over a 400 point heal total on one monk, and removed bleeding, deep wound, cripple, poision, and silence...for 5 mana. If I used mend ailment I would of healed them for about 250, and removed one...then healed them for about 200, then 150, then 100, all the while removing skills and totally preventing the spike.
By all means bring removal, it is what allows you to make an enemy team not do what it is suppose to.
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Sep 27, 2005, 02:58 AM // 02:58
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#123
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Desert Nomad
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Quote:
Originally Posted by Six String Samurai
IMO I've always felt a healing/prot monk trying to res was generally a very bad thing. The reason being is if someone died already then obviously your healing is getting outdamaged already, and your going to need all your healers to keep the rest of the team alive still. Taking even 3 seconds to try and res is 3 seconds your not healing.
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In tombs or GvG, sure. In 4v4, not so much.
Quote:
Along with condition removal...restore condition can have the highest HPS heal in the game, all it takes is 2 conditions, which most weapon users (save hammer) will apply.
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Save hammer? Devastating Hammer + Crushing Blow = two conditions. I see that from hammer users more than I see axe users bothering with cripple.
Quote:
I've used restore condition to get over a 400 point heal total on one monk, and removed bleeding, deep wound, cripple, poision, and silence
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Silence?
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Sep 27, 2005, 05:02 AM // 05:02
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#125
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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if you are running a divine boon monk, your att spread should be 16 divine favor, 10 inspiration, 9 protection (for the monk/mes with e. drain, maybe not for monk/nec with OoB).
Drain enchantment is a skill you should be running.
You should NOT be running any non-5 en skill other than drain enchant.
You should be running a mesmer stance to proactively counter disruption. In arenas right now its a tossup between hex breaker (with like 2 points in domination) or mantra of resolve (@#$%ing rangers).
Res sig is questionable on the monk... the skill slots for res sig should be on the warriors/smiters/rangers.
Booners work well in pairs in team arena. That is because a booner is a straight heal-per-second monk thats running a small piece of an energy denial mesmer. Running two booners gives you enough healing to outlast the DPS of all but the most rediculously built teams, and some bonus disruption so that you can run two straight DPS classes with one or two disruption skills for beating 1 monk and 2 monk teams.
Divine Boon
Reversal of Fortune
Mend Ailment
Guardian/Signet of Devotion (one copy of guardian is usually enough on a team of 4)
Inspired Hex
Drain Enchantment
Energy Drain
Mantra of Resolve/Hex breaker (if you are more worried about ranger interrupt chains or hex stacking/random backfires or diversion spam)
Neat trick - run a +1 divine favor (20%) offhand and try to get the extra 3 points on the divine boon before the match by canceling non-boosted boons and recasting.
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Sep 28, 2005, 12:41 AM // 00:41
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#126
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Site Contributor
Join Date: Jan 2005
Location: Seattle Wa
Guild: The Lotus Alliance
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silence = concussion
I apologize, I haven't used it in so long because I feel it is so underpowered atm.
As my hammer warrior is my first love, I really cannot stand devastating hammer. For me backbreaker is just superior, for it does more damage when it strikes, crushing blow will add only one condition for when they heal them with removal, and aftershock combined with the previous two is faster then any dev hammer crushing blow combo that hopes to get near to or equal damage.
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Sep 28, 2005, 10:40 PM // 22:40
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#127
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Frost Gate Guardian
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I've seen monks throw healing breeze on me to offset the massive life degen from hexes and conditions. Not exactly sure if that's useful info since I don't play as a monk. =[
MY THOUGHTS: I think monk in PvP may very will be the hardest class to play.
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Sep 29, 2005, 01:04 AM // 01:04
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#128
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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7 adrenalin is a world away from 10 adrenaline... the thing is that for a knocklock, you need to get your elite knockdown and hammer bash charge.... so devastating hammer wastes one strike charging your hammer bash, while backbreaker wastes 4... and also, devastating hammer isn't affected by +knockdown gloves (anything that specifies length, like backbreaker and gale, is not affected by KD gloves).
And the hardest class to play in PvP is definately shutdown mesmer. With a good monk build, smart decisions on enchant useage/hex removal, keyboard useage for targetting allies, and a decent set of reflexes and experiance with the build, you can become a rather decent monk.
The second hardest class to play in PvP is warrior. In order to suceed as a warrior, you need a thorough understanding of movement and target switching, and anything less will not work (this is assuming it isn't IWAY.... IWAY is relatively easy to play)
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