Master's Reward for missions in Cantha

Mustache Mayhem

Wilds Pathfinder

Join Date: Aug 2005

BEN

R/N

naw what you need is this guys build on the warrior for masters

http://youtube.com/watch?v=_0aeeqCBC7o

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Aera Lure

Aera Lure

Desert Nomad

Join Date: Aug 2005

In Baltar's head

Bring Out Your Dead [BOYD], former officer [LBS]

Mo/

Quote:
Originally Posted by Sekkira
Going through Cantha is awesome for a monk. I've never had a more enjoyable experiance. Prophecies was a yawn fest. Kill one group, wait for everyone to regen, carefully pull another, repeat. You don't have that time in Cantha, it's rush rush rush, watch your energy, keep your team alive. Charge into that amazingly large group and come out on top, not even taking time to victory dance on their corpses before charging into the next.
I generally dont like timers in gaming, but I have to agree with the above, as well as Sekkira's more general statement before of master's in Cantha teaching excellent energy management skill. Its a lot of fun as a monk. I have really enjoyed it. There's no time to regen between fights, so your build has to provide strong healing and/or prot almost straight through 20 minutes else the party is going to run into problems. It encourages a sort of play style in PvE more similar to PvP and at least in that respect I like it. It also encourages quick mob assessment and efficient pulling as opposed to long pauses between mobs that can occur in some Prophecies parties. One approach is no necessarily better than the other, its just the added pace brings a dynamic into the mix that can really test a build.

I do wish not only for the master's timer but bonuses to be placed back in missions as well, perhaps affording some sort of time bonus on completion so you still have a shot at master's if you wish. Someone else in the thread mentioned this and I think its the one piece that would add the variety and fun of exploring missions that Prophecies had. Someone could then choose to go for bonuses, master's, both, or simply explore around in a mission and complete it at leisure. Currently no parties in Cantha - or very very few - do that.

Age

Age

Hall Hero

Join Date: Jul 2005

California Canada/BC

STG Administrator

Mo/

I don't see what timed missions has to do with being competive and cooperative in regards to PvP.That is what the mission are designed for anyway.I really like the way the mission were in Tryia even THK.

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

Quote:
Originally Posted by Age
I don't see what timed missions has to do with being competive and cooperative in regards to PvP.That is what the mission are designed for anyway.I really like the way the mission were in Tryia even THK.
Ever tried an actual pvp game where both sides are quite skilled? You'll be in constant engagement for most of the match, which can last 20-30 minutes. If you can't manage your energy against constant pressure (as a monk) or keep constant pressure (every other attack class), then you will lose. This is the type of gameplay the timed missions promote.

I do agree on more missions like THK as well as timed missions, however if you have a decent team, THK is really goddamn boring. The 'waves' of mursaat is about 1 or 2 Jade/Mursaat enemies coming in from each door every few minutes.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Sekkira
however if you have a decent team, THK is really goddamn boring. The 'waves' of mursaat is about 1 or 2 Jade/Mursaat enemies coming in from each door every few minutes.
QFT

-Loki-

-Loki-

Forge Runner

Join Date: Oct 2005

Quote:
Originally Posted by Sekkira
Going through Cantha is awesome for a monk. I've never had a more enjoyable experiance. Prophecies was a yawn fest. Kill one group, wait for everyone to regen, carefully pull another, repeat. You don't have that time in Cantha, it's rush rush rush, watch your energy, keep your team alive. Charge into that amazingly large group and come out on top, not even taking time to victory dance on their corpses before charging into the next.
Vizunah Square was orgasmic in that sense. I think I only enjoyed that mission as monk, for that reason.

bigwig

bigwig

Krytan Explorer

Join Date: Oct 2005

Nova Scotia

#Dismantle

why can't there just be a variety?

Thallandor

Thallandor

Desert Nomad

Join Date: May 2005

Singapore

Seers of Serpents [SoS]

R/

Having obtained Protector of Cantha for my monk, necro and ranger the only thing i could conclude from the timed missions "bonus" are that they are not fun but objective/goal oriented and not newb friendy and for the sake of increasing chances of success the use of cookie cutter builds for them are prevailent everywhere lest you can get guild groups.

Missions like Eternal Grove and G Hatchery provide a bit of variety to them, pity that they are like ghost towns at non peak hours of the day. The 8+8 mission like Visnah(sp) Square and Unwaking Waters are a pain for Masters since you cant really control the other team makeup. But having said that Visnah Square is definately worse than unwaking waters since most group on the side of Cantha have no clue on what they are doing lest the chances of finding another masters group to get the mission is really a big waste of time and great amounts of frustrations.

Are timed "bonus" for missions better? You the consumer make the decision for yourselves.

moko

moko

??uo??o??

Join Date: May 2006

Quote:
Originally Posted by Enix
I have never seen a situation where 2 Tanks drastically benifited a mission team over one with all my chars and protector titles. 1 Tank is nice to shake aggro off onto and protect casters, but two is just unnessisary (considering most wars dont understand the art of the tank).

So Masters group:
1 War
MM- Yes, MM's are almost essencial to mastery
2 Monks, or a Monk and Spirit Spam Rit (got Mastery on my Rit this way on half the missions).
4 Other "Damage Dealers" ~ 2 Eles are nice, but Barrage rangers, Mesmers, even the occasional Sin (they are actually good IN ONLY THE LAST TWO MISSIONS IN CANTHA)

Masters is only difficult if your team aggros unnessiary targets and wastes time. The only thing that makes Hench teams hard to get mastery with 100% of the time is that they attack what YOU attack, so aggro mainainance is difficult at times.
good job on not realising that WARRIORS DO NOT HAVE TO BE TANKS! in fact, id NEVER want a tank =/ so yeah, before posting a useless comment next time, please read properly kthx

also, having an MM and a tanker is another crap idea. minions are basically the better tankers. wars should kill, not stand there with their dumb stances that dont affect anything and fail at taking damage.

about the "monks need to manage their energy"...not really, for most mission this does not apply. you fight one group, then regen, rush to the next, but on the way to rush youll basically regen to full energy. the only other example i can think of is vizunah square as you fight a couple waves after eachother. but for the others, theres no real need for e-management. i usually do well enough with my energy without MoR, Edrain or Oob, but i never had problems in factions, either. just my opinion, though. im pretty sure there are tons of monks that will run out of energy way too fast and have to stop quite often (even if the gasps) are huge. the only thing with the energy..eles. how often do you see them use exhaustion stuff and then sit down for 2 mins spamming their energy in proph/fow?! its annoying as hell - never happens in factions. the only situation i can think of where people have to manage their energy (except wars spamming flare >_> :P)

Sekkira

Sekkira

Forge Runner

Join Date: Apr 2005

Canberra, AU

Quote:
Originally Posted by Mokone
good job on not realising that WARRIORS DO NOT HAVE TO BE TANKS! in fact, id NEVER want a tank =/ so yeah, before posting a useless comment next time, please read properly kthx

also, having an MM and a tanker is another crap idea. minions are basically the better tankers. wars should kill, not stand there with their dumb stances that dont affect anything and fail at taking damage.

about the "monks need to manage their energy"...not really, for most mission this does not apply. you fight one group, then regen, rush to the next, but on the way to rush youll basically regen to full energy. the only other example i can think of is vizunah square as you fight a couple waves after eachother. but for the others, theres no real need for e-management. i usually do well enough with my energy without MoR, Edrain or Oob, but i never had problems in factions, either. just my opinion, though. im pretty sure there are tons of monks that will run out of energy way too fast and have to stop quite often (even if the gasps) are huge. the only thing with the energy..eles. how often do you see them use exhaustion stuff and then sit down for 2 mins spamming their energy in proph/fow?! its annoying as hell - never happens in factions. the only situation i can think of where people have to manage their energy (except wars spamming flare >_> :P)
Finally someone who agrees with me that tanks are useless. However, I'd have to point out that when I say energy management, I don't mean just that elite on your skill bar that gives you energy, I mean the whole skill bar and how you use it.