May 21, 2005, 06:46 PM // 18:46
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#1
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Frost Gate Guardian
Join Date: Feb 2005
Guild: The Von Brotherhood
Profession: W/Mo
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Anti-healing...
What good team strategies can be used against monk crazy teams? My guild is often having problems with teams with 3 monks. We have 3 monks as well, so we usually win anyways. But we still want to know someway of countering their healing. What kind of spells can be used to reduce the effectiveness of healing? So far, I know that you can get rid of the healers mana, then there is the necro elite Lingering Curse, and the monk smiting prayer Scourge Healing.
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May 21, 2005, 07:15 PM // 19:15
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#2
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Krytan Explorer
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I like Linguring Curse myself, but it's not enough by itself. Try bringing someone who is good with interupts, whether it's a mesmer or a ranger.
-Virt
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May 21, 2005, 07:28 PM // 19:28
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#3
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Ascalonian Squire
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One Mesmer can shutdown two casters if he's skilled and no one disturb him. He need to cast Backfire and then Conjured Phantasm on the Monk you want to kill. Conjured Phantasm is there to block Remove Hex. If that Monk tries to heal himself, it will get pretty much negated. Then he move on the second Monk and lock him down(blackout, interrupt, energy drain..etc).
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May 21, 2005, 07:56 PM // 19:56
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#4
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Frost Gate Guardian
Join Date: Feb 2005
Guild: The Von Brotherhood
Profession: W/Mo
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Then there is a third monk that casts word of healing on both of them and it is all for naught :P I heard there was a mesmer spell that reduced healing...
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May 21, 2005, 07:58 PM // 19:58
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#5
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Wilds Pathfinder
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Scourge healing, smiting prayers.
Not sure if that's what you're looking for but it's an option.
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May 21, 2005, 09:26 PM // 21:26
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#6
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Pre-Searing Cadet
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u can use a ranged, rangeds can disable speels for 20 secs and burn 10 energy
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May 21, 2005, 09:56 PM // 21:56
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#7
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Avatar of Gwen
Join Date: Apr 2005
Location: Wandering my own road.
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You have a variety of venues for dealing with monks:
Stop/slow the healing at the source:
Interrupts, Dazed condition, Migraine, all reduce the amount of heals the monk actually gets off. Knockdown, Blackout, and diversion also fall under this category. I personally love using Blackout followed by Gale for ~10 seconds of inability to do anything.
Resource Denial:
The proverbial clipping of the wings of a monk, keeping their energy down means they can't heal, and if they can't heal, then you've succeeded. Debilitating shot, Panic, Energy Drain, whatever keeps them sapped.
Second thoughts... :
Scourge Healing, Backfire, Soul Leech, Spiteful Spirit, etc. If they heal, they take damage. Even if they can outheal the damage, if it's not by much, then it severely cripples their healing's effectiveness. If they can't, you buy time as they twiddle their thumbs and toes. I'd stick soul barbs under here as well, for the enchantment spammers.
Reduce the Effectiveness of Healing:
There're skills and conditions which lower the amount by which a target is healed. Deep Wound, Lingering Curse, Defile Flesh, Malign Intervention, Predatory Season, for starters. If you can outdo their healing pound for pound with damage, you'll kill them, and that's that.
And there're many skills that take multiple aspects from above and use them.
Mark of Subversion is both an interrupt and deals damage. Shame interrupts and steals energy.
Also, don't forget to be prepared to deal with a heavily enchanted monk that won't die to conventional means.
Enchantment Removal:
Odds are, they've covered up the best enchantments with other less useful ones, and single enchantment removal isn't going to cut it, at least, not up front. Skills like Well of the Profane, Lingering Curse, Rend Enchantments, and Nature's Renewal will remove them all at once. (Careful about the Nature's Renewal in a hex heavy team, they won't thank you for it.).
That's all that comes to mind at the moment, but I"m sure there're plenty of other people with more information than I, and more accurate as well >.>
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May 22, 2005, 06:31 AM // 06:31
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#8
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Site Contributor
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It's kinda tough for 1 mesmer to shut down 2 monks. As stated, mesmers can backfire and conjure phantasm one monk, then move to the other monk and drain energy to replenish their supply. Then what I like to do is cast arcane conundrum to lengthen casting times and allow me to interrupt skills easier. Migrane works even better. After that it's a matter of luck trying to interrupt casts and drain energy, although certain monk spells allow for healing with minimal energy usage, so it's a stretch.
It's tough, but you gotta remember that for each monk they have that you don't, you have 1 more hand that deals damage. One mesmer, when properly played, can prevent 2 monks from healing their allies, forcing them to focus on themselves instead.
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May 22, 2005, 07:49 AM // 07:49
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#9
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Frost Gate Guardian
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Backfire FTW. It hits alot if they cast a spell, and if they're to smart for that, then it stops them from casting for 8 seconds( not sure about time).
Isnt there a necromancer curse which greatly lowers healing ?
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May 22, 2005, 11:28 AM // 11:28
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#10
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Frost Gate Guardian
Join Date: May 2005
Location: Sacramento California
Guild: House Palomides
Profession: Mo/Me
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Diversion, lots of it.
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May 22, 2005, 08:22 PM // 20:22
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#12
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Frost Gate Guardian
Join Date: Apr 2005
Location: not mexico
Guild: laaaaa
Profession: E/Me
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1 hammer warrior with 5 knockdowns loaded. Back to back, nothing you can do. Scourge healing and backfire a plus. Good luck with the other two monks.
I really don't see much of a problem with 3 monks though unless in 8vs8. 3 Monks gonna heal you to death? Zealots ain't enough. Best bet is to take the weaker Monk down and go from there.
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May 22, 2005, 11:43 PM // 23:43
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#13
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Frost Gate Guardian
Join Date: Feb 2005
Guild: The Von Brotherhood
Profession: W/Mo
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Uhh, any PvP that is worth anything is 8v8...
These have been some very nice suggestions, thanks everyone!
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