May 28, 2005, 01:14 PM // 13:14
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#2
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Frost Gate Guardian
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With something that can remove enchantments. Probably a Necro/Mesmer.
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May 28, 2005, 01:35 PM // 13:35
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#3
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Well if i was feeling crude id get three mesmers, and have them cast backfire empathy spam wastrels worry on all of them. And get the rest of my team as mesmers and do that to their entire team. Then id use mantra of recovry as my elite so i could do it constantly, and use inpspiration energy drains if they somehow find a way to cast past backfire, or have a remove hex,
alternatively, id get 8 warriors with HUGE hammers, get mesmer secondary, give them energy drain, energy tap, blackout, and then some adrenal warrior skills, then id spam blackout on them so they cant use ANY skills, then id hit them with my basic attack of 22.46 dps until they died. Use the energy drains to fuel more blackouts.
Or, id get an entire team of eles with lightening surge lightening orb, and have them all cast it on them at the same time. 8x that damage = dead.
p.s. oh yeah give em all shatter enchantment and all those things in case they try something funny.
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May 28, 2005, 01:54 PM // 13:54
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#4
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Krytan Explorer
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Make sure every one on your team is using at least 1 disruption skill so you can interfere with the monks' casting(I'm sure every class has at least 1, though Mesmers have many). Mesmers and Necros should definately take some enchantment stripping(as already stated above).
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May 28, 2005, 02:06 PM // 14:06
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#5
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Academy Page
Join Date: May 2005
Location: East Coast USA
Profession: E/Me
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Elementalist/Mesmer
Strip enchantments, 3 second knockdown = Dead monks.
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May 29, 2005, 03:38 PM // 15:38
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#6
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Ascalonian Squire
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if they are using life bond on everyone just drain the protection monks energy
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May 29, 2005, 03:52 PM // 15:52
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#7
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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Moves like protective spirit are expensive, but are insanely good. At this point, enchantments are overpowered enough to make most warriors and rangers near worthless. Energy denial and such is great and all, but that's assuming the enemy team even lets you deal it out. In scenarios like KOTH with timers, or HoH, protective spirit or moves like that are game-winners against PUGs. No casual group is going to time their attacks exact enough.
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May 29, 2005, 04:26 PM // 16:26
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#8
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Ascalonian Squire
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or you could just build a team around nature's renewal (3 healing monks, and no one reliant on hexes/enchants).. and clean up
seems to work against the latest fotm builds
Z
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May 30, 2005, 05:14 AM // 05:14
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#9
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Lion's Arch Merchant
Join Date: Feb 2005
Guild: Black Rose Assassins [BRA]
Profession: W/
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Would Well of the Profane + Rigor Mortis work for those pesky heroes in the KotH matches?
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May 30, 2005, 05:18 AM // 05:18
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#10
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Well of the profane has a lot of problems. First, it requires a corpse, essentially on the dias in HoH, and it's 25 en, and 4s cast time or something. If a group is letting a necro cast the well, then that group deserves to die. Of course, at the same time, it is very easy to remove enchantments, but it does require coordination. A random PUG will probably never be able to do it, especially without voice chat. If you have a few necros, either primary or secondary, have them all time a chillblains at the same time, since it's much more difficult to interrupt than a rend, and it's AoE, I believe.
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May 30, 2005, 10:23 AM // 10:23
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#11
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Ascalonian Squire
Join Date: May 2005
Location: Oakland, CA
Guild: Chocobo Knights
Profession: Mo/W
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Inspiration/Domination Mesmers seem to have no problems countering Protection Monks (especially the mo/w due to the low energy). Most protection spells cost 10 energy to use (or higher). Drain them past that and they wont cast as fast or at all.
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May 30, 2005, 11:10 AM // 11:10
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#12
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Jungle Guide
Join Date: Mar 2005
Location: No Idea
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Quote:
Originally Posted by shazbawt
Inspiration/Domination Mesmers seem to have no problems countering Protection Monks (especially the mo/w due to the low energy). Most protection spells cost 10 energy to use (or higher). Drain them past that and they wont cast as fast or at all.
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Assuming your alive first, making you require your own protection monks
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