|
Post by Dawnstar Elyra on Jul 4, 2005 6:33:09 GMT
One strategy we at least attempted earlier was lots of lightning dmg...with the monks using iron mist on their monks. I'm not sure how well we implemented this, though.
|
|
|
Post by hadus on Jul 4, 2005 12:33:01 GMT
Oooo, the Art of WAR!!
I'm eager to hear about your visits to the Tombs and any other organized efforts. I'm rather ....well....dumb when it comes to tactics so information is a big bonus....lol.
|
|
|
Post by Dawnstar Elyra on Jul 4, 2005 14:14:25 GMT
Mostly I figured I should get this section going, especially since we actually had a tombs team going for quite a while last night! However, from what I've seen, most teams plan for 2 monks, so having 3 can be a major help. Of course, the hard part about any team is being able to kill their monks before they can kill ours. In theory at least every team that gets into the pvp regions of Tombs now has the capability to kill 2 monks. The new start (the battle against the unworthy dead) definitely encourages teams to keep the number of monks down, as your morale bonus is based on how quickly you kill the group off. (I believe 1:20 is the cutoff between 6% and 4%.)
|
|
Avatin
Ally
SoT Legend
Posts: 142
|
Post by Avatin on Jul 4, 2005 16:29:50 GMT
I am afraid "Verity Faerie" was not a very effective monk during our first attempts. It was my first time in the tombs. After each lost, I was trying to figure out which spells would help better, and I felt I was more helpful at the last match than at the first one.
Here is what I have learnt yesterday night:
I think someone lead and target, and everyone attack the same ennemy at the same time. When the ennemy is almost dead but before he his, the leader target a new ennemy while the rest of the players finish the previous one.
We must stay close from each other to allow monks to heal everyone.
We need a tank!
At least one player should be able to slow the target. Either a ranger with "pin down" or a caster with a "water spell". It would prevent the target to be able to run.
If the team has 2 healers, maybe they could split the team in 2 parts to avoid the energy losts when they heal the same party member at the same time. I mean one heals and rez the 4 first, the second heal and rez the 4 last. You heal only your guys except if you see the other monk need help.
It is a good idea to have 3 healers. Perhaps one should concentrate on using "protection prayers". I found the use of Aegis very helpful.
|
|
|
Post by Dawnstar Elyra on Jul 4, 2005 16:45:08 GMT
I'd have to say the idea of splitting the party list for the healers seems insane to me. It's hard enough to keep track of who's in need of healing as it is, especially the way people run around in Tombs. It's more effective, in my experience, to simply avoid healing people who aren't near enough.
Oh, and for the energy lost by overhealing...I'm MUCH more concerned about the energy lost to enemy mesmers!
|
|
Avatin
Ally
SoT Legend
Posts: 142
|
Post by Avatin on Jul 4, 2005 17:06:16 GMT
It was sure just an idea... I suggest we could give it a try in a couple of games to see how crazy we get doing it We should not stick to it, only have it in mind when possible. But I guess you are right Dawn, it would probably hardly work. Mesmers are a plague! I need to bring a hex remover or something. Reason for editing : mt
|
|
|
Post by Volitar on Jul 4, 2005 17:20:09 GMT
I personally think if there are two monks we need to have one person focus on one monk and the rest focus on the other monk. That way both monks are healing themselves and not each other. A Ranger would probably be good for the person to attack the other monk since a Ranger can poison, distract and cripple. Plus, I have noticed yesterday that a lot of teams do not focus on the Rangers very much.
Any thoughts on this idea?
|
|
|
Post by Zalis on Jul 4, 2005 22:43:28 GMT
I feel that I'm much more effective in a party as a warrior than I currently am as the third monk. I'm comfortable calling targets and occupying casters as long as is necessary. While many count warriors as little more than useless, I know what damage I can do with bleeding and hamstring. (along with various other attacks, depending on the target and protection spells active) While I may not do the damage of an elementalist or do monk-like healing, the competant warrior link can be a vital party component. Until I get more monk practice and build tweaking, that's the position I'd prefer to fill.
|
|
|
Post by Radicc Tyranntt on Jul 5, 2005 0:53:35 GMT
I had some ideas for different hoh setups. I don't know if any of them would really work as a thing since everytime is different. I don't think you should try to monk unless you have a good bit of experience monking. Since it seems to be the vital class in pvp. I myself didn't make out to well monking either.
I was thinking something like: 1/2 Warriors 1 Ranger 2 Monks 2 Mes 1/2 Necros
Also maybe: 5 Air ele's 3 Monks (2 healing/1 protection)
and one more: 5 Mesmers (3 Illusion dot/2 domination) 3 Monks (2 healing/1 protection)
Oh almost forgot: 8 Rangers (Poison, interupt, throw dirt, exploding arrow, all the good stuff)
Anywho I think you should try to stick with whatever you play the best.
and monks are a pain. blah
|
|
Avatin
Ally
SoT Legend
Posts: 142
|
Post by Avatin on Jul 5, 2005 3:55:17 GMT
I personally think if there are two monks we need to have one person focus on one monk and the rest focus on the other monk [...] This is a very interesting idea for sure. We will have to try it dude.
|
|