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Old Aug 05, 2005, 01:15 AM // 01:15   #21
Forge Runner
 
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Quote:
Originally Posted by Serpreme
================================================== =======
Spells
================================================== =======
Orison Healing(Self healing.)
Heal Other(Great healing spell.)
Protective Spirit(Its good to stop the big damage elementalist and such make)
Blessed Signet(A decent level of Divine Favor well make this very important)
Life Attunement(Allows you to heal up to 50% more)
Life Bond(Cut half damage from target and redirects at self)
Essence Bond(Allows the tank to keep you energized)
Divine Boon(Adds a boosted healing for self)
Quote:
Originally Posted by Serpreme
Also people as to avoid repeating topics,i know what i wrote and i know i didnt put them in. I know warriors and i know monks. Well i know them enough to post about them.
It's funny how you make a claim like that, with that skill list. First off, you have Divine Boon and Protective Spirit in the same build. Not only Divine Boon take off -1 regen, it becomes useless with Protective Spirit in place. The only reason to carry it is to clean up spikes of damage, which aren't existant with Protective Spirit in place. Life attunement.. are you crazy? That's another -1 regen, and your warrior is reduced to meat. Then add essence bond in for another -1..
Did you ever stop to consider that *gasp* your warrior might not have all the aggro? What happens when your elementalist starts getting pounded instead, and you have essence on your warrior who's sitting around? You just lost your only source of energy.
Apparently, you thought Blessed Signet would be your saving grace. It's funny how you admitted it only gives you 12 energy back. That means you can pull off a total of 1 Heal Other, and 1 Orison, if things go bad.
My point is, a monk needs to be diversified, and bringing a skill bar that works under only the most optimal conditions is rediculous.
What are you trying to do? You put Life Bond in there, and didn't even bring Balthazar's for yourself.
You have all these protection skills, but Heal Other and Orison are in there. Are you trying to protect and heal at once? And have points in Divine Favor? I'd rather have a dedicated healer, and an dedicated protector, than 2 half effective mixes.
And as others have pointed out, I see very little etiquette and more general garbage about warriors and monks. I feel like I wasted a minute of my life reading this post.

::Edit::
Oh, and you spelled "surpreme" wrong.

Last edited by jesh; Aug 05, 2005 at 01:42 AM // 01:42..
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Old Aug 05, 2005, 01:46 AM // 01:46   #22
Ascalonian Squire
 
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Guild: Valheru Blood
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a good mesmer can really wreck some havoc in FoW.

Sometimes i run a mesmer build on my R/Me (hey don't diss it, good armour, high hp and decent energy with druids and a focus item)

serpent's quickness (faster recharge)
troll unguent (your monk will thank you for that self heal)
energy drain {e} (energy management and slight energy denial)
inspire hex (energy management, removes a hex)
shatter hex (aoe dmg, AND removes a hex, fast recharge)
backfire (caster punisher)
shatter enchant. (punishes enchantments)
power spike (for those iffy moments when two monks are
annoying the hell out of you, spike one to get
it down quick)

basically, since you'll find tons of necro and mesmer monsters down in FoW, you'll take advantage of the fact that no one ever brings a hex removal. Monks removing hexes means time taken away from healing. Inspire hex lets you copy skills which you can then punish them with, though you'll not find anything decent except empathy from mesmers (me/n, or n/me can take advantage of copying spiteful spirit and use it with their original elite). Shatter hex smashes those mobs who decides to hex your warriors with spiteful spirit/empathy/ice hexes) with a short 7 sec recharge time due to SQ. I was forced to wand warriors after the casters were killed, but once those monks or spellcasters were killed, melees aren't that tough to deal with by the rest of your party. Its a pretty crude build that tries to support and deal damage back, but fun to mess around with.

p.s this build sucks terribly vs ranged/melee-only mobs, you'll be wanding all the time. but any group should be able to deal with a straight, no-nonsense battle like that.

Last edited by Valheru; Aug 05, 2005 at 01:55 AM // 01:55..
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Old Aug 05, 2005, 07:03 AM // 07:03   #23
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A Ranger Interrupter build could be useful in FoW
but seeing as how you always bring a few nukers Elem that brings Meteor and Meteor Shower that knockdown/interrupts
looks like we don't need the other classes

dunno what else could be useful...
maybe a fast casting mesmer for healing or more dmg output
me/el for fast nuking
me/mo with some quick heals and ressurect in case something goes wrong

poison inflicting ranger for overall dmg?
wards elementalist to protect the casters?

There's just too many builds out there that can be useful for FoW
Its nice to see a good mix sometimes other then tank/healer/nuker
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Old Aug 08, 2005, 02:11 PM // 14:11   #24
Ascalonian Squire
 
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Quote:
Originally Posted by Serpreme
Ummmm thats fine. If you have a more "Dynamic" method,then post it. Dont dis my work and say "There are better things out there" and never post them.
also..if you want other classes,work them into my plan....or once again work them into yours.
I haven't checked forums in a while which would be why I haven't replied.
I wasn't really 'dissin' ure work (or at least the specific build u were postin), maybe the concept behind it all.

I would also point out uve taken my use of the word dynamic out of its correct context. I said group dynamics. There was no mention of dynamic methods. These are two very different things.

And also please don't use quote marks ("There are better things out there") when I never said anything like that. Inverted commas would of been more suitable.

And finally the point of my post was not to come up with builds or sets of skills suitable for UW/fissure, which flood the forums anyway, in response to ure post, but to make clear that group dynamics are just as important if not more important than precisely worked out builds. Then again we come back to ure misinterpretation of the word dynamic.
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Old Aug 08, 2005, 02:51 PM // 14:51   #25
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Not really a build, but if everyone would just listen to each other, that would be fantastic. FoW and UW are very difficult to do if you dont work as a group. I would recommend 2 Wa's 2 Mo's 2 E's and R/Me (interrupter) and a N/?? (for blood/curses). Having a primary Mesmer is good to and could be substituted for the R. This is only my opinion, not a head long, indepth study of FoW builds. Have a the Mo's be a healer and a prot (peace and harmony is wonderful). 2 nukers (with the knockdowns, meteor, shower, and storm are great as well). A pin/interrupt R or a interrupt/lockdown Me (knock out the casters). And an N for blood support and curses (I dont play a N yet so I cant give any indepth sugguestions. But as a Mo Blood is Power, Well of Power, Blood Ritual, and Well of Blood tend to be a big hit with the casters and Monks).

Thats my sugguestion and as for Me's in FoW, please come to ToA, I keep looking for Me's but there are never any there. You are needed and many people want a mesmer, so don't think you are unloved, we all love your cry of frustration (its quite amusing to see an Ether Seal in Ring of Fire swear, rofl...) Anyway, thats my 2 cents.
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Old Aug 10, 2005, 08:46 PM // 20:46   #26
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I said it once and will say it again the only thing that is necassary for FoW clearance is 1 warrior and 2 monks the main component after that is teamwork and knowledge of the map helps alot. Just because you had a great run with a certain group doesnt mean you have to duplicate that exact group over and over again, and if you do. You can never duplicate the player because all Wa, Me, Ra, Ele ..etc are not created equal. I have had great runs ( I define a great run as 45k or more XP) with all different setup of builds and classes but have failed with all different classes and builds too. I find the whole FoW build issue to be shallow and you are not giving the players credit for their performance. The man plays the class, the class doesnt play the man. There are good and bad players of every class if you dont know this you are a n00b and need to grow in this game. If you discriminate because of class you are doing a great injustice to this game. Also, play your own toon not mine or the next mans toon. Dont be so arragant as to try to rearrange someone else's skillbar because you are no expert and you know not what that man can do with his skillbar. I am a R/E I got 152 skills in my setup you do not know them better than me. So if you request a certain skill I will bring it to be a team player, but their are limits you need to respect. A player has the right to play his toon. Posting these loser templates that reduce three classes to dog poo is destroying this game. You got elite Rangers, Mesmers, and Necro who gotta wait 90 minutes to get a game or not play that day, because everyone is following your dum template. Then you fill it out go down there and die in 5 minutes because you didn't look at the player just their class. Also stop comparing FoW to UW. FoW is simple which is why eveybody and their grandmother is running down there and making it to the end.
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Old Aug 13, 2005, 02:44 AM // 02:44   #27
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the man above has hit the nail on the head.
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Old Aug 13, 2005, 05:00 AM // 05:00   #28
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Quote:
Originally Posted by Valheru
basically, since you'll find tons of necro and mesmer monsters down in FoW, you'll take advantage of the fact that no one ever brings a hex removal. Monks removing hexes means time taken away from healing. Inspire hex lets you copy skills which you can then punish them with, though you'll not find anything decent except empathy from mesmers (me/n, or n/me can take advantage of copying spiteful spirit and use it with their original elite). Shatter hex smashes those mobs who decides to hex your warriors with spiteful spirit/empathy/ice hexes) with a short 7 sec recharge time due to SQ. I was forced to wand warriors after the casters were killed, but once those monks or spellcasters were killed, melees aren't that tough to deal with by the rest of your party. Its a pretty crude build that tries to support and deal damage back, but fun to mess around with..
Inspired hex is awesome. b/c Shadow Beast throws a lot of necro hexes at your party, this is a GREAT skill for a Me to bring along. Not only does it remove the hex from your ally, you get to use it AND recharge some Energy to boot.

When I play monk, I definitely try to squeeze a smite hex into the build. Remove it from the warrior, and his foes get hit w/ some damage too. Even better if you're using zealot fire.
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Old Aug 13, 2005, 05:06 AM // 05:06   #29
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Quote:
Originally Posted by Shadowspawn X
I said it once and will say it again the only thing that is necassary for FoW clearance is 1 warrior and 2 monks the main component after that is teamwork and knowledge of the map helps alot.
I agree. I ran w/ a group this morning with one Warrior (plus 2 monks, 3 nukers, 1 necro, 1 mes). And we were humming along pretty well. Was about to try the forgemaster quest when the W had to leave. Once he left, the skeletons that we were owning before killed us off quickly. So I agree that one warrior (and 2 healers) is a minimum requirement for a successful fow run.
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