Jul 12, 2005, 03:07 AM // 03:07
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#21
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Banned
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Quote:
Originally Posted by Kaylee Ann
And, life bonds blow. Decent groups have figured this out long ago.....
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Ownt?
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Jul 12, 2005, 03:08 AM // 03:08
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#22
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Banned
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Quote:
Originally Posted by Kaylee Ann
LMAO... Lets just ban everyone on the forums because they don't need to make stuff up to try and get their ideas across!!!
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Neither of those post stated anything... If you had cared to look.
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Jul 12, 2005, 03:09 AM // 03:09
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#23
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Banned
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Quote:
Originally Posted by Kaylee Ann
I'm sorry, but that 'carebear shit' does fly.
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K Thnx.
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Jul 12, 2005, 03:47 AM // 03:47
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#24
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Pre-Searing Cadet
Join Date: Jun 2005
Location: Iowa
Guild: Korea Friendly
Profession: Mo/Me
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How hard is it to understand that running like 3 skills and spending 30 seconds and 80 mana for a setup that 80% of teams will accidentally destroy because they are all running Nature's Renewal for other reasons might not be the best plan ever?
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Jul 12, 2005, 05:53 AM // 05:53
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#25
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Banned
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Too hard, don't even bother anymore. All he will say is ban please....
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Jul 12, 2005, 06:06 AM // 06:06
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#26
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Banned
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Quote:
Originally Posted by ringking
How hard is it to understand that running like 3 skills and spending 30 seconds and 80 mana for a setup that 80% of teams will accidentally destroy because they are all running Nature's Renewal for other reasons might not be the best plan ever?
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Meh, running Etheral Renewal is equally disastrous.
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Jul 12, 2005, 06:07 AM // 06:07
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#27
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Banned
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Quote:
Originally Posted by Kaylee Ann
Too hard, don't even bother anymore. All he will say is ban please....
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Still no suggestions or builds. You are worthless. Ban.
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Jul 12, 2005, 06:14 AM // 06:14
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#28
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Academy Page
Join Date: Jul 2005
Location: Christchurch, New Zealand
Guild: Red Order
Profession: Mo/R
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And to think I actually read this thread ... what a waste of my time. This should be closed/deleted as it has degraded to petty argument, poor use of the quote tag and call to ban each other which are hardly warranted.
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Jul 12, 2005, 08:39 AM // 08:39
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#29
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Academy Page
Join Date: Jun 2005
Guild: Ectos And Shards [EnS]
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Or, we could forceably drag it back on-topic.
One thing that's important to note is that you probably do need at least one Necromancer just because the other team will probably have one. It's generally a good idea to pop every body as it hits the floor, just to deny your opponents of the chance to do the same. Malign Intervention is another great spell, as it immediately exploits the corpse on death, giving your opponent nothing to explode.
Also, I'd be leery of a tombs build that didn't include Frozen Soil. Drop it after you drop the first monk.
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Jul 12, 2005, 07:22 PM // 19:22
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#31
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Guest
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Anyone who thinks Kaylee Ann has any idea about PvP, or knows anything about Guild Wars is in for a surprise-as clearly seen by some of the nonsense in this thread.
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Jul 12, 2005, 09:17 PM // 21:17
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#32
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Ascalonian Squire
Join Date: Jul 2005
Guild: Korea Friendly
Profession: Me/Mo
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Quote:
Originally Posted by ICURADik
Meh, running Etheral Renewal is equally disastrous.
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Is Etheral Renewal even a skill? Is Etheral even a word?
The skill to which you are trying to refer has nothing to do with what ringking said. I can't think of a more inappropriate response.
Kaylee Ann's posts may not be perfect; but they are a lot more valid to the current environment than monks having 16 Divine Favor or everyone playing with Fertile Season and Lifebond.
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Jul 13, 2005, 01:38 AM // 01:38
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#33
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Banned
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Quote:
Originally Posted by RayneEternal
Is Etheral Renewal even a skill? Is Etheral even a word?
The skill to which you are trying to refer has nothing to do with what ringking said. I can't think of a more inappropriate response.
Kaylee Ann's posts may not be perfect; but they are a lot more valid to the current environment than monks having 16 Divine Favor or everyone playing with Fertile Season and Lifebond.
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Wow. Nitpick much? I bet you weren't breast fed. As I've said at least 3-4 times now. This is stuff I see in tombs fairly frequently. Fertile season, Spell Breaker's that seem to last forever, etc. And that is what this thread is about. Once again, you are another elitest asshole who chooses to put down other's ideas instead of post your own. Go troll somewhere else.
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Jul 13, 2005, 02:09 AM // 02:09
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#34
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Krytan Explorer
Join Date: May 2005
Location: In Yak's Bend like always...
Profession: W/
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Quote:
Originally Posted by ICURADik
Since no one else is putting stuff up, I just thought of another very common and particularly powerful combo. Spell breaker, on both of your 2 healing monks. They should already have 16 Divine Favor which puts the duration at 18.3 seconds. A 20% enchantment mod increases this duration to 21.96.. rounded to 22 seconds. The recharge on Spell Breaker is 45 seconds. Two Monks can make one target invulnerable to ALL spells for 44 seconds straight with a 1 second break. Effectively castrating Spike groups, especially in Altar maps.
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also use arcane echo for non stop spell breakers u ever thought of that?
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Jul 13, 2005, 02:53 AM // 02:53
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#35
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Ascalonian Squire
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Quote:
Originally Posted by ICURADik
There are a few running themes Ive seen in almost all good balanced HoH groups.
1.) Necros... at least one. Putrid is just too good. A large radius high damage spell that ignores armor for 10 energy and instant recast is key to breaking through pretty much any HoH encounter.
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I see Necros in many good tombs groups, but I would not say almost all. They are a very good add to many builds.
Quote:
2.) Knockdown Warriors. Any group should have at least one, if not 2. Running either Aftershock, or Blackout for total shutdown.
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These guys are really good, and I would agree I see them almost all the time. Other classes can offer decent knockdown as well, but usually at the sacrifice of damage.
Quote:
3.) Protection Monks... I know Nature's Renewal, blah blah blah... but if you want your hero to survive on the altar you need some form of protection. A Protection Monk with healing seed, and a few life bonds running is nearly invincible.
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Meh. Healing seed + the 2 spirits you list below means you dont truly need a prot monk on the altar. With at least 2 monks with seed, even Nature's Renewal is not usually enough to bring down the seed long enough to be meaningful. I see prot monks frequently as well, but I would not say almost all the time.
Quote:
4.) Spirits, in some form or another. Symbiosis, Fertile Season, and you will not die anytime soon. Laugh as spike groups barely touch your 1000 hp, while your warriors wreak havoc on their monks.
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I see spirits frequently, but again I would not say almost all the time. Except, Frozen Soil, which I do see almost all the time.
Quote:
Are there anymore necessities of a balanced group that you guys have noticed?
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Interruption/Energy Denial/Shutdown - either from a Ranger or Mesmer preferably. I see this almost all the time myself and feel it makes a teams work much easier.
Healing Monks. I guess you did not mention it because it is so blatantly a must have. I don't know if I have ever seen a winning build that did not have at least one and a half healing monks, and usually at least 2 are required.
I see a lot of teams which dedicate 3 people to team defense, usually in the form of monks, but spirit crappers fall into this as well. The other 5 are usually offensive, although a lot of builds go with 4 offensive, and 1 utility. More rarely I have seen 4 defensive - 4 offensive.
I prefer builds with 3 defensive monks (either Mo/Me or E/Mo, although I feel Mo/Mes have better long term endurance), 1 or 2 rangers or mesmers, than the rest can be any combo of any of the classes built for damage.
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