01 Jul 2005 at 04:00 - 15
Quote:
Originally Posted by Skyslash
1. Sever Artery (Bleed him, but only condition I think is necessary, since pvp monks all bring mend aliment)
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]
I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.
If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions.
very good choice not to bring healing signet???????????