Jan 17, 2006, 02:26 AM // 02:26
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#161
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Most of you have realized 2 of the 3 important things for the third player to use
1: constant spellbreaker
2: hard res
that covers 5 skills. You have 3 skills to cover:
a: energy management
b: the 3rd important thing
Come on guys, think.
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Jan 17, 2006, 02:39 AM // 02:39
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#162
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Lion's Arch Merchant
Join Date: Jun 2005
Location: DMV
Profession: R/
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I would say energy tap, but it doesn't give you much energy back. Essence bond is a good skill and also spirit of failure is another good one since most things attack.
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Jan 17, 2006, 02:51 AM // 02:51
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#163
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Ascalonian Squire
Join Date: Dec 2005
Guild: [Larp]Larpers United
Profession: Mo/
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energy tap? seriously?
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Jan 17, 2006, 02:55 AM // 02:55
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#164
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Lion's Arch Merchant
Join Date: Jun 2005
Location: DMV
Profession: R/
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I meant that was a skill that wouldn't help much unless essence bond or spirit of failure. Energy tap take too long and doesn't return much after the 5 energy needed to use it.
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Jan 17, 2006, 05:02 AM // 05:02
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#165
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Desert Nomad
Join Date: Jul 2005
Location: Washington State.
Guild: [ToA]
Profession: W/
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Quote:
Originally Posted by sno
Most of you have realized 2 of the 3 important things for the third player to use
1: constant spellbreaker
2: hard res
that covers 5 skills. You have 3 skills to cover:
a: energy management
b: the 3rd important thing
Come on guys, think.
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life bond with blathz aura duh am i right?
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Jan 17, 2006, 05:15 AM // 05:15
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#166
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by knoll
life bond with blathz aura duh am i right?
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no. interesting thought, but no.
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Jan 17, 2006, 07:27 AM // 07:27
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#167
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Desert Nomad
Join Date: Jul 2005
Location: Washington State.
Guild: [ToA]
Profession: W/
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Quote:
Originally Posted by sno
no. interesting thought, but no.
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o darn ;0
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Jan 17, 2006, 09:01 AM // 09:01
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#168
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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Okay, how's this:
Spellbreaker, Blessed Aura, Arcane Echo (Permanent Spellbreaker), Vengeance, Rebirth (permanent res) (5 slots), energy management (Essence Bond), Mantra of Resolve perhaps (prevent Spellbreaker from being interrupted) and a hex removal, Holy Veil..
Setup we used was kinda like this one, except Mantra and Holy. Necro had res sig so we had a bit different setup, and we took a barrage ranger to speed things up at the mountain..
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Jan 17, 2006, 09:17 AM // 09:17
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#169
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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very close ajantis, but if you try that you'll realize you can't keep a permanent sb. It's close, but not seemless. Try switching out blessed aura and holy veil, but the rest seems good.
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Jan 17, 2006, 09:50 AM // 09:50
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#170
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Forge Runner
Join Date: Jun 2005
Profession: W/
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with enough points in DF and blessed on it's possible to chain SB with 3 (1 on tank and 1 + echo on other monk), requires timing of course, but can be done.
using arcane mimicry for a 3rd SB on your 2nd monk would be way too energy heavy to keep up imo ...
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Jan 17, 2006, 10:34 AM // 10:34
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#171
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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Actually.. we do
Tank has 15 divine favor so blessed aura is like 35% I think? It lasts around 21~22 seconds if I cast it (measured by the recharge). If the other monk has a high divine favor and a +20% enchantment weapon, it's a permanent SB
I also use the +20% recharge holy rod so 1 out of 5 it recharges fast enough that I can keep it permanently on myself
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Jan 17, 2006, 01:08 PM // 13:08
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#172
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Lion's Arch Merchant
Join Date: Nov 2005
Location: my bedroom
Guild: Band Of Death UK
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ooo so the mystery continues
16 curses hmmm interesting
+D
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Jan 17, 2006, 05:41 PM // 17:41
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#173
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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PLEASE.. If you don't have 16 in curses, stay the fvck away from the voice of grenth..
Worst pug necro EVER had 12 in curses.. even soloing goes faster
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Jan 17, 2006, 06:42 PM // 18:42
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#174
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Originally Posted by Ajantis
Actually.. we do
Tank has 15 divine favor so blessed aura is like 35% I think? It lasts around 21~22 seconds if I cast it (measured by the recharge). If the other monk has a high divine favor and a +20% enchantment weapon, it's a permanent SB
I also use the +20% recharge holy rod so 1 out of 5 it recharges fast enough that I can keep it permanently on myself
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Given how hectic the bone pits are, The overlap you get while using mimicry is priceless imo, that way you have very nearly a full SB spare, incase one gets interupted, or the monk doesn't have enough energy to maintain it.
Without mimicry your 2nd cycle gets very tricky, and the tiniest slip will cause SB to drop, which can't happen in certain areas.
As for not having 16 curses, I completely agree. Not having 16 curses is like the tank not bringing 5 sup runes...
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Jan 17, 2006, 11:49 PM // 23:49
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#175
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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Haven't seen much of the bonepits yet.. So I suppose you're right
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Jan 18, 2006, 02:52 AM // 02:52
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#176
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Pre-Searing Cadet
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Quote:
Originally Posted by sno
very close ajantis, but if you try that you'll realize you can't keep a permanent sb. It's close, but not seemless. Try switching out blessed aura and holy veil, but the rest seems good.
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According to one of the screenshots on the first page, the mo/me is using Holy Veil, so either your lying now, or your totally trying to throw us of with the mo/me build.
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Jan 18, 2006, 12:16 PM // 12:16
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#177
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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Or they changed the build afterwards..
In one of the first screenshots with 2 man he had dp, but the necro does not carry res signet
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Jan 18, 2006, 12:32 PM // 12:32
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#178
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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The necro build for 2man is way different than the necro build for 3man.
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Jan 18, 2006, 12:40 PM // 12:40
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#179
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Krytan Explorer
Join Date: May 2005
Profession: W/
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15 and 16 DF + blessed aura + 20% enchanting mod on both monks works just fine as far as i can tell. buddy and i did it a while back in fissure without any problems (unless we miscommunicated), trying to do a 2 man forgemaster run. (when you lack numbers you have to improvise :P)
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Jan 18, 2006, 05:22 PM // 17:22
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#180
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Lion's Arch Merchant
Join Date: Sep 2005
Location: Plano/Texas/USA
Guild: NN - No Names
Profession: R/Me
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Quote:
Originally Posted by i like it
According to one of the screenshots on the first page, the mo/me is using Holy Veil, so either your lying now, or your totally trying to throw us of with the mo/me build.
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They clearly modified their build on gwen looks like. Before gwen was running holy veil, essense bond, maybe blessed aura, blessed signet, but if you look closely at the more recent pictures, it's failry obvious that gwen is no longer maintaining enchantments, therefore the veil/aura/ebond are no longer being used. Gwen's using the yakslapper most likely for the 20% enchanting, but I doubt there is any protection skills in her bar other than rebirth. I would have kept essence bond on the tank for loads of energy, but from the screens it's not there, but taking out holy veil makes alot of sense because if spellbreaker goes down veil wont help much, ignorance/migraine/conjure phantasm+elitus interruptus equals game over for tank.
So far I have this in mind:
1) hard rez - 2 skills
rebirth
vengence
2) constant spellbreaker - 3 skills
arcane mimicry
arcane echo
echo[E] or Spellbreaker[E](echo seems like energy overkill
3) energy management - this is tricky
What energy management do we have as Mo/Me?
channeling - doubtful since that would require melee range casting, but possible since sno mentions gwen being interrupted
essence bond - no maintained enchants that i can see so this is out
mantra of recall[E] - nope no enchants on gwen
inspired hex - very plausible
inspired enchantment - plausible since dryders dont hex I believe
leech signet - plausible but very tricky to use on mindblades
peace and harmony[E] - no enchantments sry
succor - again no enchantments
4) something else - this could fall under interrupt prevention, energy drains, extra dmg, or healing.
mantra of resolve - sno mentions someone being interrupted(so maybe not this one)
hexbreaker
heal area
I'd be hard pressed to not use mantra of resolve with the mindblades, since they cheat. The things can interrupt rof with skills that are the same casting length, which is just downright mean.
So my best guess is:
vengence
rebirth
arcane mimicry
arcane echo
spellbreaker[E]
inspired hex
inspired enchantment or heal area?
mantra of resolve?
More importantly to me since obviously we can play with this build ourselves and tweak accordingly is this:
Can you offer advice on how to beat the Chaos Plains Reaper quest?
That's all I'd really like to know at this point.
Great work on refining your build, it looks quite fun. My guild usually runs a 3 man with a barrage ranger to help clear the behemoths quicker, but the chaos plains were mostly off-limits, so this build provides some interesting tactics to work on.
Last edited by xcutioner; Jan 18, 2006 at 06:34 PM // 18:34..
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