Why do you suppose that anet picked assassin class to be the BEST TANK in PvE?

FengShuiDove

FengShuiDove

Forge Runner

Join Date: Sep 2007

Trinity of the Ascended [ToA]

A/

The OP suggests Warrior or Dervish as a better tank. P.S. Dervs have the same armor rating as Assassins and any PvE Assassin build should have [Critical Agility].

While on the topic, combining Critical Strikes with other weapon mastery attributes makes Assassins a viable replacement for some professions and in some instances (see Critscythe and Critbarrage) a preferred alternative to the original profession in certain situations.

The OP apparently believes that a frontline character should have the armor rating of a squishy as well, since Dervs are *obviously* a better candidate for a "tank" than an Assassin.

Ignoring all of this idiocy and stupidity, nearly any profession can be made IMBA in PvE. This argument is so incredibly dead and so incredibly pointless that I can't believe I'm actually responding to another one of these threads. There have been 55 Monks, Warrior farmers, IMBAgons, 330, 105, 130, 600, and any number of other farming based/tank based builds for nearly every profession. It's PvE. The whole point of the game is to find a set of skills on a set of coordinated players that is designed to exploit weaknesses in the builds, behavior, and characteristics of the AI. Perma-Shadow is good for some of these instances, bad for others. Just like everything else.

cthulhu reborn

cthulhu reborn

Wilds Pathfinder

Join Date: Jan 2007

the Netherlands

W/Mo

I agree with that. All the solo builds are proof that classes are imbalanced. Perhaps that's why GW2 will not have h/h anymore and just an optional side kick.

When people talk about tanking in GW being bad, they do have a point. I only take a warrior with me in a party when it doesn't really matter what I put in and, well, Jora does look good ^^

Seriously though, tanking depends on two things: being able to take a lot of damage and holding aggro.
Since, to tank properly you need to be able to take a lot of damage, but your party needs to stay well clear of you to not break the aggro, the tank has to be generally able to take a ton of damage and hold aggro on his/her own. It takes a full tank build to do that and often enough you still need support healing and as soon as someone gets near the tank, it's too easy to break the aggro. Alsp, do not forget that in a PvE area you have to fight very different types of enemies in any given area. This means a tank may have to face each and every type of damage in one session. That is also a reason why you need a full tanking build and as some stated, that does get boring.

I find that in Pve(except perhaps in places like UW and DoA) the best tanking is done by minions. There's more of them and they can actually bodyblock attackers by their numbers. In that sense it is better to have someone who lures with a longbow and an MM to meet the attackers.

Another reason why tanking doesn't work well with a full party is that the tank has to go forward and keep a distance from his party and therefore easily gets into a position where he aggroes more groups because of the insane patrolling overlaps between enemy groups. So it's normal to end up aggroing one or two more groups and then the amount of damage easily becomes more than the tank can handle, not to mention aggroing the groups mid fight when your spell casters are nearer and automatically break aggro and get attacked.
All in all GW has set everything in opposition to tanking. It's not impossible but it fails too easily making it useless for most players.

A warrior has become one of those classes that works fine in pvp but only exists in pve anymore since a lot of people simply just like warriors in general, no matter which game they play, only to find out they can't charge in and kill everything and then die by overextending. And of course that's always the monk's fault....(insert sarcasm)

Tyla

Emo Goth Italics

Join Date: Sep 2006

Some people would still recognise tanks as people who build their skill bar up to do that task solely. I am part of that crowd and recognise the gathering and building up of enemies for defensive, and possible offensive purpose as "managing agro" over "tanking", which means, to my side of the crowd devoting yourself to the task.

Now, we look at most tanking builds and what do we see? Every single skill has defensive purpose only usable on yourself. The only exception to this, would be skills such as "I Am Unstoppable!" because it allows an anti-knockdown that has a decent duration, can't be stripped and has an armour buff aswell. Adding to this is that there are limited skills that negate the effects of a knockdown, either too flimsy in duration / recharge ("Brace Yourself!", "Don't Trip!") or only affect one person for that time (Aura of Stability). You also see knockdown in PvE to be violently pushed in, for example, you see giants Stomping you a lot of the time, and possible Earth Shakers. Almost all knockdowns in PvE are extremely powerful used against you, because of sheer numbers. Back on the topic of tanking, people rely too much on a large amount of skills used for defense. You look at the Obsidian Tank, and you think "shit, how many self-defense skills does this bar need?" - that, aswell as the speed turned down by an incredible amount. One or two defensive skills only appliable to yourself, assuming that that area of defense is limited (again, knockdown) is a "fair enough" thing. Six, jeez, overdoing it. The Shadow Form 'Sin allows you to have incredibly high defense in two skills, three and your secondary excluding consumables, and only one maxed attribute. This allows a heavy investment in your offensive potential.

In short, Shadow Form allows "tanks" to take on a decent offensive turn aswell as a decent defensive turn because it gives you a high amount of usable attribute points and skill slots to take advantage of.

Abedeus

Abedeus

Grotto Attendant

Join Date: Jan 2007

Niflheim

R/

This can be fixed by adding a "threat" on scale 1-1000.

All characters start by having a threat of 1. For every 10 damage, you get 10 threat. For every 15 damage, you get 10 threat.

At 250 threat (so with 250 damage dealt) your aggro bubble grows by 10%, so monsters aggro you from greater distance.

At 500 threat, it's 25%. At 750 threat (Cry of Pain with 8 mobs will produce that amount at r8) it's 35%. And at 1000 threat it's 50%. You aggro much more this way.

It's pretty inferior to existing threat systems, but it's one of the few possible in GW without changing the engine.

Note, bubble change won't affect spell range, only aggro.

Kha

Kha

Sins FTW!

Join Date: Mar 2005

USA

Angel Sharks [AS]

Quote:
Originally Posted by Abedeus
View Post
In CoV/CoH, people don't want passive tanks. Tanks have to deal damage and be aggro magnets. Because in GW, usually tank doesn't have to worry about "threat" or whatever it's called. In CoX you have to watch it and deal a lot of damage as a tank. People don't want passive tanks in CoX because there's no need for one. Aggro isn't all that hard to control there for a Tank/Brute. Even my Scrapper did a lot of successful tanking even on the higher levels of 40+. Toggle buffs, which a lot of other games rely on, make tanking a bit easier because there's less pressure of downtime. My blaster could jump into a group of 15+ guys and Nova them, and any still alive still were smacking the tank mindlessly as if he had done all the damage. Not to mention that you have Controllers and Dominators who make the game a breeze - a lot of games have classes like that, which is something Guild Wars lack completely, and what skills this game does have that are close (Pacifism and Amity for example) are completely useless.

GW is designed a lot differently than other games. Other games rely on having someone to hold aggro, hence you have skills that actually keep monsters on you or lessen your threat level. It's because the battles and skill systems are a bit slower than GW. In a lot of games, good luck in finding a skill that will cast under a second. And many have long recharges of 10+ seconds for key heals and skills. Guild Wars is about having a more pro-active, unified team that has a lot less downtime and relies more on quick reaction and key decisions than having an imbalance of overpowered aggro-managing skills.

As many have pointed out, there's nothing wrong with having a "tank" in that it's a peson who goes in first and draws the aggro. A strategy like that comes in very handy in many places and keeps the party more organized. Having a "tank" in that it's a person who is completely devoted to just standing there and taking/absorbing damage though isn't very justifiable, save for some of the more difficult places in HM like the Desolation.

If people want to play one of the latter tanks, then so be it. It isn't really wrong if people have fun and that's what they want. But there really are few places that actually benefit from it over a group that has a bit more damage and protection.

As for all the people that say perma-SF was some conspiracy planned by ANet to make sins awesome after so many deleted theirs and whined about them... lol. No. Perma-SF wasn't the first broken build to enter the game and stay there a lot longer than it should've. At this point, what it really comes down to is ANet caring enough about balance and their original concept to get rid of it or just let people enjoy themselves in a game that's taking its last few breaths.

But hey, what do I know? All I know is that I have found the PvE in GW more difficult and entertaining than in other games, and I'm glad I'm not forced to rely on a tank because I have a brain.

Clarissa F

Krytan Explorer

Join Date: Nov 2007

Fighters of the Shiverpeaks

Me/Mo

For whoever talks about SF being meant to be perma, you must have been playing the game less than a few years. It was meant to help a spike, through going into a crowd of baddies, killing the high-value target, then getting out before it drops and you die. Worse comes to worst, you get killed after that and get rezzed. Hell, I thought it kinda worthless, especially with MS/DB spam around.

Face it, while GW was based on team pvp play more than tank-n-spank, most people in GW came from games revolving around the Trinity: tank-damage-healer. It's natural they will bring this mentality and these habits with them. The good thing is, the way GW is designed, the smart ones will see that the tank-n-spank model isn't the rule, and that in this world, killing fast always beats any other technique. A high damage/condition group will always beat a tank-n-spank group in GW for sheer efficiency and fun.

cthulhu reborn

cthulhu reborn

Wilds Pathfinder

Join Date: Jan 2007

the Netherlands

W/Mo

Quote:
Originally Posted by zwei2stein
View Post
I shall append this:

there is difference between "tank" and "tank".

First one goes all the way into making defensive skillbar, neglecting offense. Success of group wholy depends on him gathering all the aggro and staying alive. Should he fail in either, party wipes because such party will not be able to handle aggro spills.

Other thank is scrapegoat that runs in combat with few prots to make mobs waste skill recharges, hes is not exctly carefull about attracting all the aggro and its okay. In any case, group has monks who know what prots are for and can handle aggro spills/deaths/whatever.

---

On topic: I suspect that SF came to be because of QQ about sins being unwanted, groupless, redheaded stepchildren of GW.

Which is kinda sad, considering how good they actually are without SF. Well, there are two types of tanks in that sense, although you could argue whether the 2nd style of play is actually tanking, but that is what I am talking about when I say that minions are better for that.

But I think you can say that the warrior in pve is now a superfluous character class. For soaking initial damage, minions are simply better and for damage dealing...well, where do I begin?

In the end I think luring is more of a useful strategy than tanking anyway. And whereas sins and dervs have better energy management (+3 regen and well zealous really works better on scythes and daggers) making it easier to use a secondary properly, the warrior only has decent energy management via an elite ([flourish] and [warriors endurance] come to mind) and thus has a hard time using a secondary especially when it comes to spells.

I like my own warrior but I only really use her anymore for running in prophecies and not if someone needs help with a mission or something.

I did think about using my warrior in pvp but prefer other classes there.

Damian979

Krytan Explorer

Join Date: May 2008

Assassins being the "best tank in the game" is a bit over generalized imo unless you are talking about god awful cryway groups. Anywhere in the game that a primary focal point for mob control is really necessary has skills that will hit through shadowform leaving it up to the backline to keep the sin alive just like any other "tank" would need to be. It's only "god mode" in places that you shouldn't be having difficulty with a normal team setup anyway.

Ideally you want enemy focus to be on your frontline which is where the concept of "tanking" comes in. Now, if you are a party of one then that character must have skills that can allow him/her to be the focus of attention without dying but you aren't. You have a team that hopefully has a decent set of skills them selves, and with minimal effort can turn any melee character into a "tank" in the sense that they are taking the most damage without getting beat down.

The only time I ever use shadowform is for farming. Otherwise if I am the only melee in the team, I might bring a couple self sustaining skills but mostly damage and a solid team setup that will keep me alive while I do what a sin is the best at, which is killing shit very effectively. When things are dead, you no longer need to "tank" them.

Tyla

Emo Goth Italics

Join Date: Sep 2006

Quote:
Originally Posted by romeus petrus View Post
The bottom line is SF is what turned sins into uber tanks way better than professions meant to tank like wars and dervs. Is this a bad joke or something?

Tamuril elansar

Tamuril elansar

Wilds Pathfinder

Join Date: Jul 2007

N/

tanking is bad.

wtfisgoingon

Banned

Join Date: Jun 2006

Canthan Assassins were chosen to be the best tanks in GW because they had one ability that no other melee class had, this ability is called "Chi Gong" AKA Shadow Form.

romeus petrus

romeus petrus

Jungle Guide

Join Date: Jun 2006

Urgoz Warren

Legion of Doom [LOD] Home of PWNZILLA http://PWNZILLA.guildlaunch.com

Quote:
Originally Posted by Tyla View Post
Is this a bad joke or something? Up till the introduction of the God Mode AKA the SF buff, the classical frontliners or "tanks" used to be dervs or wars, I didnt mean that tanking is what wars and dervs were supposed to be doing.

Balky

Balky

Frost Gate Guardian

Join Date: Nov 2006

UK

ARGH

R/Mo

Quote:
Originally Posted by wtfisgoingon;
Canthan Assassins were chosen to be the best tanks in GW because they had one ability that no other melee class had, this ability is called "Chi Gong" AKA Shadow Form.
Chi Gong means to breathe out Fah Gong ( Fire Out ) is the technique with which it is combined....one takes your opponents energy, you divert it, and at the point he is extended beyond his centre, return it with your own energy to produce a counterstrike far in excess of the effort you`ve put in .....both are basic elements of Tai Chi Chaun, practised in whats known as Shadow Hands ( Sticky Hands to some )

Lesson over, please continue.

Carboplatin

Carboplatin

Jungle Guide

Join Date: Jul 2005

[PIG]

W/A

tanks are bad?

for most of PvE yes, but..

For DoA HM or NM, a tank can make or break a team. Assassins make some of the best tanks in DoA.

Steps_Descending

Steps_Descending

Wilds Pathfinder

Join Date: Apr 2007

IN my pocket plane. Obviously!

Little Tom's Pocket Plane [THom]

Me/Mo

Quote:
Originally Posted by Tyla View Post
Some people would still recognise tanks as people who build their skill bar up to do that task solely. I am part of that crowd and recognise the gathering and building up of enemies for defensive, and possible offensive purpose as "managing agro" over "tanking", which means, to my side of the crowd devoting yourself to the task.

Now, we look at most tanking builds and what do we see? Every single skill has defensive purpose only usable on yourself. The only exception to this, would be skills such as "I Am Unstoppable!" because it allows an anti-knockdown that has a decent duration, can't be stripped and has an armour buff aswell. Adding to this is that there are limited skills that negate the effects of a knockdown, either too flimsy in duration / recharge ("Brace Yourself!", "Don't Trip!") or only affect one person for that time (Aura of Stability). You also see knockdown in PvE to be violently pushed in, for example, you see giants Stomping you a lot of the time, and possible Earth Shakers. Almost all knockdowns in PvE are extremely powerful used against you, because of sheer numbers. Back on the topic of tanking, people rely too much on a large amount of skills used for defense. You look at the Obsidian Tank, and you think "shit, how many self-defense skills does this bar need?" - that, aswell as the speed turned down by an incredible amount. One or two defensive skills only appliable to yourself, assuming that that area of defense is limited (again, knockdown) is a "fair enough" thing. Six, jeez, overdoing it. The Shadow Form 'Sin allows you to have incredibly high defense in two skills, three and your secondary excluding consumables, and only one maxed attribute. This allows a heavy investment in your offensive potential.

In short, Shadow Form allows "tanks" to take on a decent offensive turn aswell as a decent defensive turn because it gives you a high amount of usable attribute points and skill slots to take advantage of.
That is worth repeating.
Tyla I don't think you ever spoke better. That and the fact that you are NOT flamming pro-tank-ers. Are you sure noone hacked your account? Were you kicked from TAM? Are you feeling well? Want some water (10g to the first one getting the reference)

Quote:
Originally Posted by zwei2stein
I shall append this:

there is difference between "tank(1)" and "tank(2)".

First one goes all the way into making defensive skillbar, neglecting offense. Success of group wholy depends on him gathering all the aggro and staying alive. Should he fail in either, party wipes because such party will not be able to handle aggro spills.

Other thank is scrapegoat that runs in combat with few prots to make mobs waste skill recharges, hes is not exctly carefull about attracting all the aggro and its okay. In any case, group has monks who know what prots are for and can handle aggro spills/deaths/whatever. Just a question. In your theory, is the tank2 supposed to keep the aggro of the mobs he already has while the rest kill the monk, or is he just there to pop the cooldown?

If he stays still, then some aggro should break when a mob is attacked or it has a skill to use on someone else. (hex/enchant removal, interupt, ward...) [edit ]At that point the party should only be attacked by the support classes and the occasional real attacker who broke free of the tank. Easing the burden for the monk.[ end-edit]
If he moves, all aggro should break quickly.
In the first case, we can say the war is tanking, even if he is running a shock axe build with 2 blocking stances to soften the burden.
In the later, he is simply pulling and taking the first blow.

Damian979

Krytan Explorer

Join Date: May 2008

Quote:
Originally Posted by Balky View Post
stuff
Quote: Originally Posted by wtfisgoingon View Post
more stuff Translated and correctly spelled Qigong means cultivating energy. Originated in Buddhism by Taoist monks before the creation of the Shaolin Temple. It's practice has been adapted to improve mental awareness in martial arts but has nothing to do with actual combat. Kind of like it has nothing to do with this thread....interesting.

Useless sidetracking over, please continue

Balky

Balky

Frost Gate Guardian

Join Date: Nov 2006

UK

ARGH

R/Mo

Quote:
Originally Posted by Damian979;
Translated and correctly spelled Qigong means cultivating energy. Originated in Buddhism by Taoist monks before the creation of the Shaolin Temple. It's practice has been adapted to improve mental awareness in martial arts but has nothing to do with actual combat. Kind of like it has nothing to do with this thread....interesting.

Useless sidetracking over, please continue You forgot the stuff i originally responded to


And why does everyone think every Chinese martial art is Shaolin ? They`re not !!!

Btw, i could be wrong, but isn`t the monk dance routine Cheng style Tai Chi Chuan

zwei2stein

zwei2stein

Grotto Attendant

Join Date: Jun 2006

Europe

The German Order [GER]

N/

Quote:
Originally Posted by Steps_Descending
View Post
Just a question. In your theory, is the tank2 supposed to keep the aggro of the mobs he already has while the rest kill the monk, or is he just there to pop the cooldown?

If he stays still, then some aggro should break when a mob is attacked or it has a skill to use on someone else. (hex/enchant removal, interupt, ward...) [edit ]At that point the party should only be attacked by the support classes and the occasional real attacker who broke free of the tank. Easing the burden for the monk.[ end-edit]
If he moves, all aggro should break quickly.
In the first case, we can say the war is tanking, even if he is running a shock axe build with 2 blocking stances to soften the burden.
In the later, he is simply pulling and taking the first blow. He is supposed to do whatever is his primary job and whatever he can handle.

Frontliner would retain aggro, Support would get rid of it. Neither will go great lengths to make it happen.

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by Balky
View Post
You forgot the stuff i originally responded to


And why does everyone think every Chinese martial art is Shaolin ? They`re not !!!

Btw, i could be wrong, but isn`t the monk dance routine Cheng style Tai Chi Chuan You mean Chen style?

Oh and this has absolutely nothing to do with Shadow Form whatsoever considering this is a videogame where there is stuff that happens in a fantasy world can never ever realistically happen in real life.

As for the tanking debate, whatever works for the group in my opinion. Just because you don't like that style of play that doesn't mean you should hate on others who do. You're acting like every player in the Guild Wars playerbase is equally skilled or has exactly the same playing styles.

If tanking is so bad then I guess we should say goodbye to 600/Smite?

Oh, no, that's ok because it's used for farming right?

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Balky
View Post
You forgot the stuff i originally responded to


And why does everyone think every Chinese martial art is Shaolin ? They`re not !!!

Btw, i could be wrong, but isn`t the monk dance routine Cheng style Tai Chi Chuan Like I said foreigner.
You dont know what you are talking about, Chi Gong originates FROM Shaolin.
I never said All Chinese Martial Arts = Shaolin.
Shaolin is a form of Chinese Martial Arts developed by Shaolin monks.
Many Chinese martial arts techniques and stances uses Chi Gong.

petrorabbit

Frost Gate Guardian

Join Date: Oct 2007

Quote:
Originally Posted by Unreal Havoc
View Post

Oh and this has absolutely nothing to do with Shadow Form whatsoever considering this is a videogame where there is stuff that happens in a fantasy world can never ever realistically happen in real life. Wins the martial arts argument.

All your internet bickering is making you look more foolish than educated, especially in a thread that has nothing to do with martial arts.

On topic.

I don't think ANET choose the assassin to be a tank. It just evolved that way, the same way 55 and 600 monks became "tanks".

wtfisgoingon

Banned

Join Date: Jun 2006

Oh for the ones who lack intellectual brain cells, I was only using sarcasm applying the concept of Chi Gong to Shadow Form.

MisterT69

MisterT69

Wilds Pathfinder

Join Date: May 2007

Scions of Carver [SCAR]

E/

Quote:
Originally Posted by romeus petrus View Post
Up till the introduction of the God Mode AKA the SF buff, the classical frontliners or "tanks" used to be dervs or wars, I didnt mean that tanking is what wars and dervs were supposed to be doing. Up until the SF buff, eles were the true tanks of GW. They took less damage than any warrior or dervish tank considering most of those defensive tanks needed earth magic spells to keep them alive. There's no reason why people should reserve themselves to war/derv tanks considering they are completely inferior to an ele tank, which in turn is inferior to the assassin tank. Although as well all know, unless you're balling 2-3 mobs together for a big Cry of Pain spike, tanking is fairly pointless in PVE.

And honestly, it's all about what you find fun. Most people love watching mobs of 15-20+ foes being spiked to death in a matter of seconds. I'm certainly one of those people . And again this does go w/a previous argument I saw in this post. SF sins the best tanks? Probably not the BEST, considering a monk can tank most mobs with just a smiter behind him. SF tank needs an armada of cryers behind him to make the damage. 600's just stand there while mobs kill themselves trying to hurt the 600.

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by MisterT69 View Post
Up until the SF buff, eles were the true tanks of GW. They took less damage than any warrior or dervish tank considering most of those defensive tanks needed earth magic spells to keep them alive. There's no reason why people should reserve themselves to war/derv tanks considering they are completely inferior to an ele tank, which in turn is inferior to the assassin tank. Although as well all know, unless you're balling 2-3 mobs together for a big Cry of Pain spike, tanking is fairly pointless in PVE.

And honestly, it's all about what you find fun. Most people love watching mobs of 15-20+ foes being spiked to death in a matter of seconds. I'm certainly one of those people . And again this does go w/a previous argument I saw in this post. SF sins the best tanks? Probably not the BEST, considering a monk can tank most mobs with just a smiter behind him. SF tank needs an armada of cryers behind him to make the damage. 600's just stand there while mobs kill themselves trying to hurt the 600. why do people use SF sins to tank, and not 600 monks to tank in PvE? since you said 600 monks are superior in tanking why no one shouts "LF 600 for HM FOW CLEAR!"

hmm?

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by wtfisgoingon View Post
why do people use SF sins to tank, and not 600 monks to tank in PvE? since you said 600 monks are superior in tanking why no one shouts "LF 600 for HM FOW CLEAR!"

hmm? It's hard enough getting Monks to heal, nevermind Monks to tank aswell. Not to mention that Assassins take less effort to tank with. People like to go for the easy option, not nessacarily the best.

I find it amusing though considering Monks can 600 in most areas of the game.

Elephantaliste

Krytan Explorer

Join Date: Nov 2008

adblockplus.or

id rather any melee class character do tanking job than healer caster...
i mean what the point RPGs if one profession can do everything, healing, tanking, killing, ...

Unreal Havoc

Guest

Join Date: Dec 2007

Quote:
Originally Posted by wtfisgoingon
View Post
Like I said foreigner.
You dont know what you are talking about, Chi Gong originates FROM Shaolin.
I never said All Chinese Martial Arts = Shaolin.
Shaolin is a form of Chinese Martial Arts developed by Shaolin monks.
Many Chinese martial arts techniques and stances uses Chi Gong. Just to nip this arguement in the bud, its Qigong. It represents health maintenence practiced through breathing and movement techniques. Yes it was practiced in Taoist and Buddhist monasteries, but not solely for martial arts purposes as many seem to believe, but more for concentration and focus. It was also viewed as a very contreversial practice by many. While elements of it still exist in some Chinese martial arts today it is hardly the backbone or foundation of many of the methods as you seem to claim it is.

Also, as I have already stated, this has nothing to do with permanant invincibility to almost all forms of damage in a fantasy videogame, it's not even close unless you are going to change the skill description and type.

wtfisgoingon

Banned

Join Date: Jun 2006

Quote:
Originally Posted by Unreal Havoc
View Post
Just to nip this arguement in the bud, its Qigong. It represents health maintenence practiced through breathing and movement techniques. Yes it was practiced in Taoist and Buddhist monasteries, but not solely for martial arts purposes as many seem to believe, but more for concentration and focus. It was also viewed as a very contreversial practice by many. While elements of it still exist in some Chinese martial arts today it is hardly the backbone or foundation of many of the methods as you seem to claim it is.

Also, as I have already stated, this has nothing to do with permanant invincibility to almost all forms of damage in a fantasy videogame, it's not even close unless you are going to change the skill description and type. Chi and Qi, they are both the same meaning, just like Kung Fu, and Gong Fu, they both mean the same. There are many dialects in Chinese, and the Americans translate the word into many different forms. I can use either Chi or Qi. And for the last time they are the same meaning, maybe you shouldnt try and educate someone who is actually Chinese and knows what he is talking about, until you have actually studied at a Shaolin temple and not just doing a quick google search and reading the basics from Wikipedia...

Dont you just love it when White Americans try and educate other people of their own culture, as if they know everything about everyone?
Please, you have a lot to learn.