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Old Jan 17, 2006, 02:26 AM // 02:26   #161
sno
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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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Old Jan 17, 2006, 02:39 AM // 02:39   #162
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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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Old Jan 17, 2006, 02:51 AM // 02:51   #163
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energy tap? seriously?
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Old Jan 17, 2006, 02:55 AM // 02:55   #164
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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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Old Jan 17, 2006, 05:02 AM // 05:02   #165
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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.
life bond with blathz aura duh am i right?
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Old Jan 17, 2006, 05:15 AM // 05:15   #166
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Quote:
Originally Posted by knoll
life bond with blathz aura duh am i right?
no. interesting thought, but no.
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Old Jan 17, 2006, 07:27 AM // 07:27   #167
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Quote:
Originally Posted by sno
no. interesting thought, but no.
o darn ;0
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Old Jan 17, 2006, 09:01 AM // 09:01   #168
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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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Old Jan 17, 2006, 09:17 AM // 09:17   #169
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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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Old Jan 17, 2006, 09:50 AM // 09:50   #170
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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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Old Jan 17, 2006, 10:34 AM // 10:34   #171
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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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Old Jan 17, 2006, 01:08 PM // 13:08   #172
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ooo so the mystery continues

16 curses hmmm interesting
+D
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Old Jan 17, 2006, 05:41 PM // 17:41   #173
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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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Old Jan 17, 2006, 06:42 PM // 18:42   #174
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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

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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Old Jan 17, 2006, 11:49 PM // 23:49   #175
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Haven't seen much of the bonepits yet.. So I suppose you're right
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Old Jan 18, 2006, 02:52 AM // 02:52   #176
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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.
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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Old Jan 18, 2006, 12:16 PM // 12:16   #177
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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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Old Jan 18, 2006, 12:32 PM // 12:32   #178
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The necro build for 2man is way different than the necro build for 3man.
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Old Jan 18, 2006, 12:40 PM // 12:40   #179
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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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Old Jan 18, 2006, 05:22 PM // 17:22   #180
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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.
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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