Nov 25, 2005, 03:11 PM // 15:11
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#21
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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AoE is nerfed, that's a fact. Try body blocking the people you're AoE'ing, that'll help alot.
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Nov 26, 2005, 01:54 PM // 13:54
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#22
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Mo/W
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Quote:
Originally Posted by XvArchonvX
With a good MM that has 16 att in death, sustaining minions is no problem. Yes some will die, but as long as you maintain a healthy sized group, this is of no convern.
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I do not expect monks to heal my minions, but if they are free, that is, if they have enough energy then a heal or two really lengtens the minons lifespan. Secondly, any decent monk who essence bonded the tank has tons of energy available. Though this takes alot of ifs into consideration. One of it is that everyone knows what they are supposed to do, the tank is using 0 attributes in weapons and is going pure stances and there is barrier/bond.
Expecting this out of say a random pug is almost impossible. MY guildies help to heal my minons out - simlpy because by healing them we kill faster and the run goes faster. They do not need to deal with the constant degeneration in the minons' lives, thats not neccessary. What they can do is simply pop a heal area from time to time when i'm busy doing other stuff like raising, waiting for veretta to cd etc.
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Nov 28, 2005, 08:11 PM // 20:11
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#23
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Seekers of Justice ~ SoJ
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Quote:
Originally Posted by Maxiemonster
AoE is nerfed, that's a fact. Try body blocking the people you're AoE'ing, that'll help alot.
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Yup...boxing in the monk bosses make it VERY easy for me to kill with my ele. Here's the E/Me build I use for FA runs (balances ability for continous casting, max damage, multiple-mob damage, and saving casters from stray midgit tanks...)
Maelstorm
Air Attunement
Archane Echo
Glyph of lesser energy
Lightening Surge
Lightning Orb
Glittering Mark
Chain Lightning
Weapons: The brimstone wand and the collectors air artifact from droks (recharge and casting speed @ 20% each)
I use two sup runes, air and energy storage, with a major vigor to offset some of the hp penalty. Also, I put 20 points into air and 20 into storage, rest in water. I use the air headpiece for the air bonus as well.
If I have a Necro in the group with BiP, I just echo lightning orb and spam between surge and wand (or chain if the mobs are grouped). Mael is only used on monk bosses. To bring them down quick, just have full energy, echo two maelstorms, and hit them with orb and surge (don't waste energy with chain lightning). If the group has the monk boxed in and I have full energy, I can take down a monk boss solo in less than 10-15 seconds.
If the Necro doesn't like to use BiP, then I just manage energy carefully. Echo orb and use it to bring down a pesky ranger quick, or for kill shots where/when necessary.
Glittering mark might seem like a gay skill to some, but I find it very effective...especially traveling from warcamp to SF (when tank isn't carrying gear/keg/book/rod/etc/etc) When one of those midgit tanks get through, cast glittering mark on them and either hit em with orb or surge or wand to keep em blind/kill. They'll be blind for all but two seconds of the spell length (only enough time for two hits if they are still alive before mark recast). More than anything, it'll give the monks time to get away if need be, or cast prot spirit and tank it out.
Look me up ingame and I'd love to group with you to put it to use. The great thing about this setup is that the air setup causes little to no exhaustion (manage chain effectively plz...), you can cast often with the surge in there, and with BiP you can do a LOT of damage quickly. Also, aggro is easily controlled, as the only mobs that will be really irritated with you are the ones you're hitting directly.
Acolyte Devathi (E20)
Lord Umvell (W20)
Saint Vyway (Mo20)
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Nov 28, 2005, 08:11 PM // 20:11
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#24
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Seekers of Justice ~ SoJ
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Quote:
Originally Posted by Maxiemonster
AoE is nerfed, that's a fact. Try body blocking the people you're AoE'ing, that'll help alot.
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Yup...boxing in the monk bosses make it VERY easy for me to kill with my ele. Here's the E/Me build I use for FA runs (balances ability for continous casting, max damage, multiple-mob damage, and saving casters from stray midgit tanks...)
Maelstorm
Air Attunement
Archane Echo
Glyph of lesser energy
Lightening Surge
Lightning Orb
Glittering Mark
Chain Lightning
Weapons: The brimstone wand and the collectors air artifact from droks (recharge and casting speed @ 20% each)
I use two sup runes, air and energy storage, with a major vigor to offset some of the hp penalty. Also, I put 20 points into air and 20 into storage, rest in water. I use the air headpiece for the air bonus as well.
If I have a Necro in the group with BiP, I just echo lightning orb and spam between surge and wand (or chain if the mobs are grouped). Mael is only used on monk bosses. To bring them down quick, just have full energy, echo two maelstorms, and hit them with orb and surge (don't waste energy with chain lightning). If the group has the monk boxed in and I have full energy, I can take down a monk boss solo in less than 10-15 seconds.
If the Necro doesn't like to use BiP, then I just manage energy carefully. Echo orb and use it to bring down a pesky ranger quick, or for kill shots where/when necessary.
Glittering mark might seem like a gay skill to some, but I find it very effective...especially traveling from warcamp to SF (when tank isn't carrying gear/keg/book/rod/etc/etc) When one of those midgit tanks get through, cast glittering mark on them and either hit em with orb or surge or wand to keep em blind/kill. They'll be blind for all but two seconds of the spell length (only enough time for two hits if they are still alive before mark recast). More than anything, it'll give the monks time to get away if need be, or cast prot spirit and tank it out.
Look me up ingame and I'd love to group with you to put it to use. The great thing about this setup is that the air setup causes little to no exhaustion (manage chain effectively plz...), you can cast often with the surge in there, and with BiP you can do a LOT of damage quickly. Also, aggro is easily controlled, as the only mobs that will be really irritated with you are the ones you're hitting directly.
Acolyte Devathi (E20)
Lord Umvell (W20)
Saint Vyway (Mo20)
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Nov 29, 2005, 02:30 AM // 02:30
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#25
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Krytan Explorer
Join Date: May 2005
Location: norfolk
Guild: Super Anti Rabbit Squad [SARS]
Profession: Mo/Me
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Quote:
Originally Posted by 2_fingers
Well look at it this way, either u heal the minions, and we have a much faster run, or u dun heal and we take around 15 min longer.
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Most monks i know including myself don't take heal area as it's usefulness is limited it's not often i am next to my pary members without enemies meaning i would heal them too, and i don't think heals that heal all the party include minions so monks would have to heal one by one which is a bit of an endless task.
i'd take heal area if i had another skill slot but unfortunatly they are all taken up with skills.
anyway eles need metorstorm IMO for SF as monk boss's are a pain in the ass without the interupts.
Last edited by chippxero; Nov 29, 2005 at 02:38 AM // 02:38..
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Nov 29, 2005, 02:59 AM // 02:59
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#26
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Jungle Guide
Join Date: Aug 2005
Location: Germany
Guild: Phantom Commando
Profession: N/
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Also, if you continuely heal your minions then they degen faster resulting them to die way faster..
I can walk around with around 20+ minions but I can't keep them alive for that long (roughly one battle and then I'll just reap the next set of bodies for new minions..)
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Nov 29, 2005, 06:04 AM // 06:04
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#27
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I dunt even get "Retired"
Join Date: Aug 2005
Guild: Fifteen Over Fifty [Rare]
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Quote:
Originally Posted by Hailfall
Also, if you continuely heal your minions then they degen faster resulting them to die way faster..
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To clarify, the healing does not cause them to degen faster, the fact that you have to spend time stopping and casting is what makes their degen get worse.
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Nov 29, 2005, 08:56 AM // 08:56
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#28
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Banned
Join Date: Jul 2005
Location: wales
Profession: W/Me
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You dont even need ele's anymore and after i accidentally deleted mine last week its no huge loss cos ele's have gone down hill
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Nov 29, 2005, 09:26 AM // 09:26
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#29
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Banned
Join Date: Jun 2005
Location: Macau
Guild: www.exilesofdarksteel.com
Profession: E/
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my main char is a fire ele , i can set him for any other air earth or water , have the greens and runes on eyes and all .. but still fire is what i like to use to farm sorrow ... if your party mates can type and read the chat text , block the boss , 4 people is good for that , 5 even better ... the box tecnique works , and gives hell of good screen shots , see the link
http://www.guildwarsguru.com/forum/s...ad.php?t=81403
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Nov 29, 2005, 10:54 AM // 10:54
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#30
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Black Beast of Aarrrrgghh
Join Date: May 2005
Location: The Netherlands
Guild: The Biggyverse [PLEB] // Servants of Fortuna [SoF]
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Quote:
Originally Posted by Hailfall
Also, if you continuely heal your minions then they degen faster resulting them to die way faster..
I can walk around with around 20+ minions but I can't keep them alive for that long (roughly one battle and then I'll just reap the next set of bodies for new minions..)
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This is a myth. Its not true.
They degen at a cummalitive rate of -1degen /20 seconds.
So the longer your minion is alive, the more it will degen, to the point it will totally neglect the necro skill that gives it 10 regen.
~ Makkert
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Nov 29, 2005, 11:50 AM // 11:50
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#31
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Ascalonian Squire
Join Date: Nov 2005
Guild: Whispers of Aurora
Profession: N/Mo
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The whole "fire nukers are now completely useless" statement really bugs me. Yes, enemies run from AoE spells, but I know how to use my spells to do the most damage possible - without exhausting myself or losing too much energy.
97% of the time, enemies don't have the chance to run from my attacks.
As a minion mistress (N/Mo), I manage Blood of the Master (122hp), Heal Area (130hp) and Verata's sacrifice. Bosses and the like stand no chance against 20+ fiends and horrors. And if you feel like, keep an Essence Bond on the warrior during battle and you'll be able to raise minions before the gnashers and binders are even aware of what's going on.
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Nov 29, 2005, 02:13 PM // 14:13
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#32
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Lion's Arch Merchant
Join Date: Nov 2005
Guild: Seekers of Justice ~ SoJ
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Quote:
Originally Posted by Aurorae
The whole "fire nukers are now completely useless" statement really bugs me. Yes, enemies run from AoE spells, but I know how to use my spells to do the most damage possible - without exhausting myself or losing too much energy.
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/Strongly agree
You can really tell who the kiddies are here. Fire nukers still have a ton of uses. I made this statement in another thread about rangers, so sorry if you've read this already:
IT IS NOT THE CLASS OR CHARACTER, BUT THE PEOPLE WHO ARE PLAYING!!
I've met some people who play some exotic builds, builds I wouldn't dream of using personally, and they did a fantastic job. Get over your ego folks, there is no one best build in the game! And if there IS an uber build, don't worry...Anet will balance it eventually (watch out necros...you're next....)
Acolyte Devathi
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Nov 30, 2005, 01:13 PM // 13:13
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#33
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Lion's Arch Merchant
Join Date: Aug 2005
Guild: Outlaws Of Ascalon
Profession: Mo/
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well i always take a nuker it always helps doing knockdown mostly cause some bosses dont move or i just body block them or cripple them.
and no rangers gonna get it again we always do.
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