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Originally Posted by ComMan
I also hope that the Elementalist's "punt little mana supply" you're talking about doesn't refer to the ones who have well over 100 mana to work with, because that would be silly..
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Yes, i dont care if you have even 120-140 mana, those spells cost alot more mana to keep going + exhaustion then its going to be regaining... you will not win vs a group that you cant hurt as well... I'm sure in your experience with going vs other spike builds, yes... it's quite easy to destroy the other team, and do it quickly, and have enough time to regain mana before the next battle... but oh yea, you're talking about hoh battles... and in hoh battles, it doesnt amount to nearly as much as being able to constantly barrage the whole group or continously keep them poisoned...
Besides the fact that there are mana depleting spells that are easily casted on elementalists. And with your already high costing spells, you won't be keeping it up...
**Just for the record again, i play an elementalist, and yes, i have 89 mana, and it runs out plenty quick enough in those long battles without ether renewal**
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Originally Posted by ComMan
How many times has Greater Conflag been brought up? It doesn't help the monks, and when they're dead you're not going to take 8 men by yourself, even with 115 armor against physical. That skill is an excellent concept, but I've yet to see it put to the super-use people claim it can do.
What's this ressurecters assigned before battles stuff? If your teams are so elite, why aren't you just not dying? What do your assigned ressurecters do when Frozen Soil is down?.
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And why again are they dieing when they have life bond + mantra of frost... you do understand that's first, 47% off the dmg, then you subtract that by another 50%, that's taking only 1/4 of the dmg... i mean seriously... why die when you can hardly be hurt?
We're not talking about Physical dmg armor, we're talking about
physical + all elemental dmg being REDUCED
You're brain dead, and obviously don't know how to read. Greater conflag + winter = all cold dmg on field... we agree on this yes? besides of course the obvious holy dmg mesmer dmg and necro nukes. You give your monks secondary mesmer, 10 inspiration, 11 healing, and 10 divine favor... switch healing for protection on the protection monk... You're monk uses mantra of frost... 47% dmg reduction from all cold dmg (remember now, all dmg is spiking as cold now)... and you get 1 mana for each cold dmg recieved... wow, that's how it could help...
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Originally Posted by ComMan
No offense ReLLik, but I don't believe you're as much an expect as you claim to be. Poison does surprising damage. A Poison Arrow does about the same damage as a Lighting Orb. However, they have time to heal from a poison arrow, whereas when you spike something to death, it's done. When you're spiked, you're spiked, but when you're poised you have 10 seconds before your monk even needs to cast that 5 mana heal.
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Spikes on the ghostly hero are reduced to what? ZERO with spell breaker... besides, if you add quickening zephyr, it's causing other teams to break down even fast then a mantra of frost + greater conflag + winter team...
The spikers are reduced to having nearly no dmg with the mantra of frosts(and it's a stance with a reasonably high time on it, keeping it easy to have on), their "spikes" are costing them exhaustion and mana depletion, while mantra of frost is giving 50% dmg reduction + extra mana... And sorry to tell yea, but you're puny ass spike builds cant handle arrows worth a crap... their little pathetic armor is nothing compaired to a ranger with his elemental armor + mantra of frost + poison + bleeding + the nature rituals as explained, not as you may so think in your little head.
Next time listen, then you won't sound so stupid to me... eh?
Ressurectors arent assigned, it's just a warrior monks main job besides making the monks run out of place and stop the quite so effective healing. Frozen soil isnt much of a problem, because then their teammates arent resing either, it's really quite stupid for a spike team to go against better ranger/warrior groups, because they will get torn to pieces if the group is playing well, and playing their characters the way they need to be played vs such a group.
*Perhaps when you play against a team using such a stradegy, you'll understand how weak everything besides mass dps on a whole team becomes*
But oh yea... you people havent evolved yet... still using those spike builds, meh, sorry, sometimes i forget.