Better skill for CoF runner mo/x?
MercenaryKnight
There is usually always one slot open in the average CoF runner build.
[build=OwUTMmHD5JiUPuraRAAAReoPA]
Most runners I see will use something like mantra of resolve from the fear of interrupts by the spiders (unsure of they interrupt any more since change to incendiary arrows).
But I was wondering, because I see a lot of people change their preference from like pain inverter, to light of deldrimor. I see that light of deldrimor will help speed up the run by quickening the undead kills. But I also see how pain inverter can help when dealing with bosses.
So I was just wondering, what do you think would help the most between the 2 pve skills. I know that a lot of people prefer the safety of an anti interrupt, but I think I should be good as long as I precast shield of absorption during the scary parts.
[build=OwUTMmHD5JiUPuraRAAAReoPA]
Most runners I see will use something like mantra of resolve from the fear of interrupts by the spiders (unsure of they interrupt any more since change to incendiary arrows).
But I was wondering, because I see a lot of people change their preference from like pain inverter, to light of deldrimor. I see that light of deldrimor will help speed up the run by quickening the undead kills. But I also see how pain inverter can help when dealing with bosses.
So I was just wondering, what do you think would help the most between the 2 pve skills. I know that a lot of people prefer the safety of an anti interrupt, but I think I should be good as long as I precast shield of absorption during the scary parts.
[Morkai]
Shouldn't this be in the Monking forum?
Anyways if you're confident enough about interupts take LoD, as it speeds stuff up. Bosses kill themselves on the smites fast enough in HM.
I like your paragon.
Anyways if you're confident enough about interupts take LoD, as it speeds stuff up. Bosses kill themselves on the smites fast enough in HM.
I like your paragon.
My Lipgloss is Cool
Other than old spiders, the dungeon was easy enough with out interrupt prevention. With new spiders (or new IA anyways) interrupt prevention is almost pointless. The enchanted should never be interrupting you, and the undead are easy enough where it doesn't matter.
I'd say LoD. The only boss that takes any time is Muraki, and she still dies fast if you stick her in a flametrap. Throw LoD on there, and your whole run would be faster.
I'd say LoD. The only boss that takes any time is Muraki, and she still dies fast if you stick her in a flametrap. Throw LoD on there, and your whole run would be faster.
Kyomi Tachibana
LoD or Pain Inverter. Both are good. Pain Inverter can help you get down those pesky menders that much faster, same with LoD.
I do runs with my mesmer as a 600 and bring both, they really help speed things along.
I do runs with my mesmer as a 600 and bring both, they really help speed things along.
mage767
Speed is not a big issue, and most people hardly notice speed improvement when LOD is used.
However, if you die killing the spiders because greedy people want their treasures, then it becomes an entirely big issue. You either get called 'noob' or expect a few ragequit.
However, if you die killing the spiders because greedy people want their treasures, then it becomes an entirely big issue. You either get called 'noob' or expect a few ragequit.
Joe Fierce
[blessed signet] alot of people may disagree, but if you don't know enemy ai well enough to make them waste their intterupts on a .25sec cast so then you're home free to cast a longer one thats 1sec, then maybe you shouldn't be the one tanking.
blessed signet makes it to where the bonder can free up the bip skill as you will be rather self sustaining, and it becomes pretty nice, because then the bonder doesn't have to be /n, make him /w, kick his tac up to 10 by taking a little out of smite and prot, then give him [healing signet], and you won't have to rely on the pugs, or yourself if you're farming alone, to keep the the bonder alive. that's a little secret held by alot of CoF farmers, but, i don't particularly care, it's been around for months since the original RoD nerf came, it might as well be well known and documented as a way around that now.
blessed signet makes it to where the bonder can free up the bip skill as you will be rather self sustaining, and it becomes pretty nice, because then the bonder doesn't have to be /n, make him /w, kick his tac up to 10 by taking a little out of smite and prot, then give him [healing signet], and you won't have to rely on the pugs, or yourself if you're farming alone, to keep the the bonder alive. that's a little secret held by alot of CoF farmers, but, i don't particularly care, it's been around for months since the original RoD nerf came, it might as well be well known and documented as a way around that now.
duckboy
well when i run CoF i use [gaze of fury] to get rid of those pesky bloodsongs as they still hurt thru all ur protection spells (life stealers). However, only use this after everythin else is dead as their attacks will keep ur hp up.
Its also funny just to see ur newly made spirit start attacking the [Destruction] spirit and then both dieing togeher
Its also funny just to see ur newly made spirit start attacking the [Destruction] spirit and then both dieing togeher
RazmO-
LoD is probaly better then PI in this case...AoE holy dmg would be nice there.
MercenaryKnight
Yeah, I intend to bring a me/mo self healing bonder hero. Because I know that I hate runs where people always say to heal the bonder. I would much rather bring rebirth or some other res spell than have to sit there and play babysit the hero all day.
Guess I will work on getting LoD and then when I start running I can just spam to bring gaze of fury and an extra lod wouldn't hurt.
Guess I will work on getting LoD and then when I start running I can just spam to bring gaze of fury and an extra lod wouldn't hurt.
Nanood
I like the idea of the Gaze of Fury but I still like resolve. I got interrupted by a ghoul yesterday with savage slash and a complimentary call from the back row of noob ! lol
Only happened once and things were off again quickly but I hadn't noticed they had an interrupt until yesterday.
Only happened once and things were off again quickly but I hadn't noticed they had an interrupt until yesterday.
Joe Fierce
personally never needed resolve, i don't know what it is that i'm doing different that makes me not require it.
L|S >+>+G+<+<
you dont actually need blessed aura either tbh, i usually swap that for lod & mantra is the spare slot
Rhamia Darigaz
Quote:
Originally Posted by Joe Fierce
[blessed signet]
i run a me/mo smiter with [signet of illusions] because i've never needed BiP. energy's not a problem, so [blessed signet] < most other things you could bring.
AnbuAdam
Quote:
Originally Posted by Joe Fierce
[blessed signet] alot of people may disagree, but if you don't know enemy ai well enough to make them waste their intterupts on a .25sec cast so then you're home free to cast a longer one thats 1sec, then maybe you shouldn't be the one tanking.
blessed signet makes it to where the bonder can free up the bip skill as you will be rather self sustaining, and it becomes pretty nice, because then the bonder doesn't have to be /n, make him /w, kick his tac up to 10 by taking a little out of smite and prot, then give him [healing signet], and you won't have to rely on the pugs, or yourself if you're farming alone, to keep the the bonder alive. that's a little secret held by alot of CoF farmers, but, i don't particularly care, it's been around for months since the original RoD nerf came, it might as well be well known and documented as a way around that now. I think I'm one of those people that disagree. Putting tactics up to 10 is going to make your run considerably slower because your taking points out of your smiting and prot which should be 16/16.
blessed signet makes it to where the bonder can free up the bip skill as you will be rather self sustaining, and it becomes pretty nice, because then the bonder doesn't have to be /n, make him /w, kick his tac up to 10 by taking a little out of smite and prot, then give him [healing signet], and you won't have to rely on the pugs, or yourself if you're farming alone, to keep the the bonder alive. that's a little secret held by alot of CoF farmers, but, i don't particularly care, it's been around for months since the original RoD nerf came, it might as well be well known and documented as a way around that now. I think I'm one of those people that disagree. Putting tactics up to 10 is going to make your run considerably slower because your taking points out of your smiting and prot which should be 16/16.
MercenaryKnight
Also a noob question, but does shield of absorption cause the damage return from the smite bonds to be lowered? Or does the damage return stay the same even if your taking 0 damage because it counts the damage before the negation?
Lyynyyrd
Quote:
Originally Posted by MercenaryKnight
Also a noob question, but does shield of absorption cause the damage return from the smite bonds to be lowered? Or does the damage return stay the same even if your taking 0 damage because it counts the damage before the negation?
PSpirit -> Bonds -> SoA
PSpirit -> Bonds -> SoA
Joe Fierce
Quote:
Originally Posted by AnbuAdam
I think I'm one of those people that disagree. Putting tactics up to 10 is going to make your run considerably slower because your taking points out of your smiting and prot which should be 16/16.
seeing as you don't need 16 prot to survive as effectively, and bringing down your smiteing slightly will only take off about 5dmg (10 for undead) I don't see where it would make a difference, a self sustaining bonder is much more beneficial than killing a mob .5sec faster.
And yes i realize you can run the sig of illus smiter and they self heal, but, the sig of illu smiter only heals itself against so much dmg, and will die if you pull quite a few banshees, whereas with healsig monk smiter, you can pull as much as you wish, it makes no difference.
And yes i realize you can run the sig of illus smiter and they self heal, but, the sig of illu smiter only heals itself against so much dmg, and will die if you pull quite a few banshees, whereas with healsig monk smiter, you can pull as much as you wish, it makes no difference.
mastar of warrior
[Air of superiority] could be fun
MercenaryKnight
Quote:
Originally Posted by Joe Fierce
And yes i realize you can run the sig of illus smiter and they self heal, but, the sig of illu smiter only heals itself against so much dmg, and will die if you pull quite a few banshees, whereas with healsig monk smiter, you can pull as much as you wish, it makes no difference.
You do realize a me/mo can last just as long as the mo/w with heal sig. Mo/w can only have healsig. Me/mo has a what 250hp heal in illusion of weakness, as well as a spammable 50hp heal. You should drop rebirth if you want to keep the ether signet, only if you notice that your having trouble with your bonder staying alive/ triggering illusion of weakness and needing to recast it before the next battle.
A me/mo bonder only requires 16 illusion and nothing else. If you wanted to you could put 3 fast casting, 12 heal and bring signet of rejuvenation for it to spam along with illusion of weakness and be able to pull just about all you want.
I notice that ether signet is useless most of the time. The hero never needs to cast anything in battle, only would need it if you die and it's at 0 energy to rebirth quicker. I also believe that the hero should ditch the res and you can have a customer bring rebirth/ sunspear rebirth sig instead.
So, replace ether signet with signet of rejuvenation and put maybe 10 healing and the rest into fast casting and all should be good. Drop rebirth and bring ether signet only if you notice that illusion of weakness is triggering and you need a way to regain energy to recast it during a run.
So yeah, either way it could work whether it's mo/w or mo/me. Guess mo/w could work while keeping rebirth more easily.
A me/mo bonder only requires 16 illusion and nothing else. If you wanted to you could put 3 fast casting, 12 heal and bring signet of rejuvenation for it to spam along with illusion of weakness and be able to pull just about all you want.
I notice that ether signet is useless most of the time. The hero never needs to cast anything in battle, only would need it if you die and it's at 0 energy to rebirth quicker. I also believe that the hero should ditch the res and you can have a customer bring rebirth/ sunspear rebirth sig instead.
So, replace ether signet with signet of rejuvenation and put maybe 10 healing and the rest into fast casting and all should be good. Drop rebirth and bring ether signet only if you notice that illusion of weakness is triggering and you need a way to regain energy to recast it during a run.
So yeah, either way it could work whether it's mo/w or mo/me. Guess mo/w could work while keeping rebirth more easily.
Nightow
Quote:
Originally Posted by mastar of warrior
[Air of superiority] could be fun
It's good if you can get that skill recharge boost. I actually prefer [mindbender], it seems to make my runs go a bit quicker.
My Lipgloss is Cool
Quote:
Originally Posted by mastar of warrior
[Air of superiority] could be fun
For what? There is already more than enough survivability and the mobs should be dead before SB runs out; the recharge bonus would be just about useless. The run is so easy that you don't want to put something to make it easier, just faster.
My vote for [Light of deldrimor] still stands.
My vote for [Light of deldrimor] still stands.
Age
You really don't need essence bond on there as Balthazars Spirit is good enough on a Monk.I would use one or of the two SoA or SB.
MercenaryKnight
I just realized that enchanted daggers have wild strike which will end any stance your using. Thus, mantra of resolve would be taken off the second they hit you with it.
I noticed, my only deaths that seem to occur is at the hands of the enchanted hammers. I cast SoA and spirit bond then aggro the group. Then wait until SoA is just about to end and then I recast spirit bond so it's a fresh start. But if the groups don't die quick enough it seems like right after I cast that/ spirit bond ends I get hit with hammer bash and then get spiked if the group has quite a bit of life left.
Would it be a good idea to take off essence bond/ balths spirit to replace with I am unstoppable? Non stance so daggers can't take it off, free cripple remover when you finish a fight with undead. Free knockdown prevention for hammers, instead of sympathetic visage which would require points being used most likely.
I noticed, my only deaths that seem to occur is at the hands of the enchanted hammers. I cast SoA and spirit bond then aggro the group. Then wait until SoA is just about to end and then I recast spirit bond so it's a fresh start. But if the groups don't die quick enough it seems like right after I cast that/ spirit bond ends I get hit with hammer bash and then get spiked if the group has quite a bit of life left.
Would it be a good idea to take off essence bond/ balths spirit to replace with I am unstoppable? Non stance so daggers can't take it off, free cripple remover when you finish a fight with undead. Free knockdown prevention for hammers, instead of sympathetic visage which would require points being used most likely.