04 Apr 2006 at 00:22 - 2
I'll keep my doubts about your monk surviving in either of two forests untill further explanation :\
04 Apr 2006 at 02:29 - 3
ya when u get to the forest i sugest rape the spirit at all costs, like leroy it man cus nature renewal will RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO ur monk up so badly
04 Apr 2006 at 15:51 - 5
Me and my guildy has been doing 2 man FOW for sometimes now, it's really not that hard. Although I usually go with Necro/Monk for the infinite res with vengence + rebirth just in case the monk messes up or a mesmer just strangely not use shatter enchantment until prot spirit goes on and before the cover enchantment goes on. (Strange I know, but happens sometimes). Or for 2 mesmer groups which can be quite annoying as the shatter is harder to predict.
Arcane echo and SV is really not that necessary, SS is more than enough to kill them. And yeah, Spinal shiver is also very important in interrupting key skills. without SV though, I usually brings malaise for the monks to kill them faster.
As for weapon sets, I (as the necro) uses the vilnar's set, switch to HOD sword if I need more energy for a spell. Monk uses the HOD sword with 20% enchant and the -50 of course.
The monks skills we use are also a bit different, we usually do not use bonnetti or blssed aura (Although I can see how the aura can help). Instead we take essence bond and leave one ultility skill open to try out different skills each time. (Probably will aura to see if it works better) I have tried balenced stance and it does help against those multi abyssal chained knockdown groups. although I would imagine that a 75% evade chance would stop some of those chian knockdown.
Overall, almost anything in FoW can be taken down (Yes it does require some pulling to groups together for SS, but overall, it's really not hard... I can't see why people haven't been doing this, as I think this is much better and more profitable than UW)
I'll add some more stuff later if my guildy ever decide to get back on guild wars....
And DV morpheus, if you have an Invinci monk, I would love to try this with you sometimes to see how the difference in our buids plays out. And if you can take on the ancient skales... then my hats off to you, cus after we cleared most of the enemies, we always try those things, and they pwn us everytime....
04 Apr 2006 at 20:04 - 6
Quote:
Originally Posted by Kcp
Nature's renewal isn't bad just take off an enchant. Why bonetti's if I may ask, you would be better off with balanced stance due to the abyssals and their inherent knockdown abilities not to mention irresistable blow spam that will keep you laying face down on the ground if you are using bonetti's. It would come in useful vs mahgo hydras as well.
I use Bonetti's over Balanced Stance because it's a quick, rechargeable adrenal skill. Balanced Stance does prevent knockdowns, yes, but keep in mind that all of your Monk skills except for the maintains are 1 second cast or less. Abyssals are slow to attack when they aren't using Berserker's Stance, so it isn't hard to time your casts in-between knockdowns.
Originally Posted by Solberg the Exiled
Me and my guildy has been doing 2 man FOW for sometimes now, it's really not that hard. Although I usually go with Necro/Monk for the infinite res with vengence + rebirth just in case the monk messes up or a mesmer just strangely not use shatter enchantment until prot spirit goes on and before the cover enchantment goes on. (Strange I know, but happens sometimes). Or for 2 mesmer groups which can be quite annoying as the shatter is harder to predict.
Arcane echo and SV is really not that necessary, SS is more than enough to kill them. And yeah, Spinal shiver is also very important in interrupting key skills. without SV though, I usually brings malaise for the monks to kill them faster.
As for weapon sets, I (as the necro) uses the vilnar's set, switch to HOD sword if I need more energy for a spell. Monk uses the HOD sword with 20% enchant and the -50 of course.
The monks skills we use are also a bit different, we usually do not use bonnetti or blssed aura (Although I can see how the aura can help). Instead we take essence bond and leave one ultility skill open to try out different skills each time. (Probably will aura to see if it works better) I have tried balenced stance and it does help against those multi abyssal chained knockdown groups. although I would imagine that a 75% evade chance would stop some of those chian knockdown.
Overall, almost anything in FoW can be taken down (Yes it does require some pulling to groups together for SS, but overall, it's really not hard... I can't see why people haven't been doing this, as I think this is much better and more profitable than UW)
I'll add some more stuff later if my guildy ever decide to get back on guild wars....
And DV morpheus, if you have an Invinci monk, I would love to try this with you sometimes to see how the difference in our buids plays out. And if you can take on the ancient skales... then my hats off to you, cus after we cleared most of the enemies, we always try those things, and they pwn us everytime....
Me and my friend nearly never die. The only probable cause of death is when I do something stupid and end up dying, causing the change in aggro and then him to die. This only happens maybe 1 in 40 runs.
Malaise? Good idea
Ancient Skales is where me and my partner get stopped cold. We've only went to them once, but looking back on how bad we lost to that group with three of them in there isn't fun. Once Spellbreaker goes off, you're going to be facing massive degen (9 from Life Transfer, 3 from Life Siphon). Times 12 degen each Skale with 3 Skales and you're up against a godly amount of 36 degen. There's not an icecube's chance in hell you'll ever survive.
While I'd love to 2-man FoW with you, it seems we almost never have favor.
But hey - if we ever do get favor and I'm not busy, I'd love to take a run with you.
04 Apr 2006 at 22:04 - 7
Allow me to elaborate a bit more on that malaise skill there. While it certainly is useful for giving those nice energy degens, a true power of malaise is that with it, you can know exactly when the enemies energy hit zero, and that helps a lot in choosing target for spinal shiver and other things.
Now as for Ancient Skales... Allow me to bend your mind a bit DV morpheus and perhaps you'll see that it is not as you put it "an icecube's chance in hell" to kill it.
We were able to kill a group of ancient skales before the next group got us when I made a mistake and this is how to do it.
Here's the problem with ancient skales they have these skills...
Life siphon
Life Transfer
Grenth's balence
Rend Enchantment
Now if you were gonna tank that with a 55hp, then you're probably right in that there is no ice cube chance in hell that it'll work. But only if you're tanking as a 55hp.
Let's not forget something, and that is no matter how much degen that you actually have on you, only -10 will ever show up. (unless you try to counter with regen in which case the rest will come into effect...) Now -10 degen might sound a lot, but it's not impossible to heal over. In fact, I once tried to go to the skales with a warrior just spamming healing signet and I was able to survive.
what if we, for a second, stop thinking about tanking with a 55hp and let the necro tank, while the monk stays back and heal him with that godly divine favor. Here's how the scenario plays out...
1) Necro have 400 and something health so will not insta die
2) Necro has no enchantment so rend will do nothing
3) Necro has BR, which can keep the monk's energy up for a heal from time to time
4) Necro gets free malaise on skales since oh look I get 2 more degen... which doesn't show up since I'm not trying to cancel it with regen
5) with Malaise Necro knows exactly when skale have 0 energy
6) At that point, Necro puts Spinal shiver and SS on skale, while still using malaise to make his energy regen slow
7) skale attacks and necro attacks... skale slowly dies to SS, skale can't get a lifesiphon or transfer off since that'll just get interrupted by the Necro's cold dmg wand attack
8) No other skales can heal the one that's dying...
9) Skale dies... Repeat
It might sound complicated and it is, (takes some practice) but we were able to kill a group. Now it was slow and certainly would not be good farm, but it's about trying to obtain that 100% FoW clearing with 2 men.
btw DV morpheus, my IGN is : Solberg theexiled
and yeah, doing FoW 2 man is one of my favoirite things to do. (and yes, there is no space between "the" and "exiled" it's just me messing up during name creation)
05 Apr 2006 at 12:18 - 8
^^^ that is a great idea
05 Apr 2006 at 14:13 - 9
Are drops alot better in FoW or is UW still better?
05 Apr 2006 at 14:28 - 10
I find that I get better drops in FoW then I get in UW. UW is being way over farmed, well the smites atleast.
For example, if I complete the spider run with my wariror in FoW, I get around 4-5 shards per run (20k-25k) plus other odd drops such as nice chaos axes. If I do a two man smite run, I will get 1, maybe 2 ecto (6kk-12k) plus other drops, sometimes a rare will drop, but not very offten for me atleast. So personaly, I find FoW to be more profitable and I like the items that drop there more (Chaos Axes, Shadow Bows/Staffs/Blades).
-Sicarius
05 Apr 2006 at 15:30 - 11
Skales shouldn't be causing you guys any problems. They die easy. Want to talk about problems with ancient skales try to kill the ones in the burning forest that have 1-2 smoke walker backup. This is the entire reason I don't run a monk tank.
A monk/mesmer support character works best while the necro tanks. It is a must that you can use Sb as often as possible in the burning forest area and beach against skales. WIth a 55 hp mo/w that is not going to happen, and a n/mes with 1 res isn't going to get you far. Things do go bad, the 55 hp does die regardless of how many seconds of Sb you can keep up
The only benefit that a mo/w has over a n/mo tanking in fow is balanced stance like I stated. Once you get deeper in you will understand.
P.S. the monk has offensive skills too that come in really handy
06 Apr 2006 at 17:33 - 12
I did a run with a friend of mine last night. We were able to clear most of the single monk shadow army groups and all of the skeletals.
The key, imo is spellbreaker and dual covers. Having a ~30sec spellbreaker helps Alot. since the recharge of spell breaker is 45sec. IF you max divine + 20% enchant, your spellbreaker should last almost 30sec. 18sec x 157%
now with the 15 sec or so you are without spellbreaker heres what i did.
When SB start blinking, i cast PS, HB, VS in that order. from then on i keep casting HB as it runs out and cover it with VS everytime. Since PS lasts a good 30sec or so itself, you will not have to recast PS until the next time SB is on. Making the PS unshatterable even with two mesmers or ether breakers.
the spirit shepards are easy, the spirits doesn't effect me much since i just drop blessed aura and keep two enchants on. Just stay away from the worms as choking gas will kill you.
Tho i think UW is more profitable because at the speed that i can personally blow through a uw smite run. I can consistantly do uw runs in under 30min. Takes me much longer then that to do a fow run.
Comparing shards vs ecto, i must get 1.5 shards to account for 1 ecto. Last night's run we netted 5 shards, 2.5 for the each of us, but that took the time of 2-3 smite runs. Doing the math (inside my head), uw runs will give you more gold at the end. Not to mention the expensive obs keys for fow.
I need the shards for armor crafting, or else i would just stick to uw. Tho it is a welcomed change of pace compared to the boring uw runs.
I did have one problem, have you guys been able to take two monks at a time?
06 Apr 2006 at 18:56 - 13
I've solo'd 5 shadow monks at once with n/mo
The group of 4 monks in the middle with the 3 shadow beast pop-ups, along with the shadow monk, 2 warriors, and 1 shadow beast, 2nd to last group from skeletons ( 11 enemies total ). No interrupts were brought just pure damage. Multi monk groups aren't hard. They are even easier if you're doing 2 man. A certain monk skill destroys the heal area spamming shadow monks. << hint
Of course with that many monks they arent going to drop in 30 seconds when you solo. Regardless of what some "veteran" gw's players claim about enemies having infinite energy....it's B.S., the monks will run out of energy if you keep constant pressure on them.
You will notice however that some of the shadow monks are buggy. They will not heal their shadow warrior , shadow beast counterparts. These monks require different tactics to dispatch instead of the usual run in and let SS hexed melee take them out.
06 Apr 2006 at 22:47 - 14
Quote:
Originally Posted by Kcp
I've solo'd 5 shadow monks at once with n/mo
The group of 4 monks in the middle with the 3 shadow beast pop-ups, along with the shadow monk, 2 warriors, and 1 shadow beast, 2nd to last group from skeletons ( 11 enemies total ). No interrupts were brought just pure damage. Multi monk groups aren't hard. They are even easier if you're doing 2 man. A certain monk skill destroys the heal area spamming shadow monks. << hint
Of course with that many monks they arent going to drop in 30 seconds when you solo. Regardless of what some "veteran" gw's players claim about enemies having infinite energy....it's B.S., the monks will run out of energy if you keep constant pressure on them.
You will notice however that some of the shadow monks are buggy. They will not heal their shadow warrior , shadow beast counterparts. These monks require different tactics to dispatch instead of the usual run in and let SS hexed melee take them out.
thanks for the hint.. i am let me look around and see what i can come up with.
06 Apr 2006 at 23:06 - 15
That would be scourge healing.^
07 Apr 2006 at 06:36 - 16
Great guide, im trying it soon  maybe with some other tricks
12 Apr 2006 at 16:04 - 17
Tried, not bad, but i have problems doing the groups with 2 monks. We did one, the second the monks kept ressing each other ... We tried shiver + diversion (on the monk) or shiver + scourge healing. Any advice?
12 Apr 2006 at 16:32 - 18
man I wish I knew someone I could just try all this kind of stuff out with
12 Apr 2006 at 23:13 - 19
its been done, and soloed with ease with 2 professions, and i dont mean warrior or ranger
congrats tho
13 Apr 2006 at 05:52 - 20
I love how everyone comes out of the woodwork in these threads "Ya I've done it, but better"
I'll stick to my ACS. Never thought I'd see 1000 plat.
13 Apr 2006 at 11:02 - 21
Quote:
Originally Posted by rezha
Tried, not bad, but i have problems doing the groups with 2 monks. We did one, the second the monks kept ressing each other ... We tried shiver + diversion (on the monk) or shiver + scourge healing. Any advice?
Spinal Shivers only interupts when you do cold damage to them. Villnar's Claw for the necro does this or like in the first post he added a cold damage mod to his FFS for even greater chance of interupts.
13 Apr 2006 at 12:08 - 22
thts pretty good
13 Apr 2006 at 13:17 - 23
Spinal shivers and scourge healing is a bad combo. Why are you trying to interrupt their healing while scourge is on them? It totally ruins the desired effect.
13 Apr 2006 at 16:48 - 24
*Sigh* my internet has been acting up lately and now I seem to be extremely prone to lag. Which makes doing something like this quite impossible. (Makes doing 1 man FoW as a N/Mo completely impossible)
But as comparison wise, I think as far as farming goes, it's best to compare this with the 1 man FoW with a N/Mo. I actually think that this might be better as the killing rate is much faster as well as that you now have an insurence just in case that your monk happen to die. Plus, this will also be able to take on much more stuff than 1 man N/Mo (although you'd be surprised how much stuff can a N/Mo kill)
with the 1 man, the drop is twice as good, but you are more prone to accidentally dying. (especially with lagging internet) and the killing rate is also slower. but one advantage it does have over the 2 man, is that you don't need to find a partner. This gives you a lot more freedom is doing this whenever you want and don't have to wait for a partner. (It's the same case with 2 man UW, although it is easier to find a pug partner for that since everyone seems to love doing it so much even though I think the drops there just aren't that good.)
anyway, as sson as my internet gets better I will keep on doign this as far as farming goes. (Still need to find a 55hp partner as my guildy seems to love to get on 1 minute afte I get off and vice versa)
18 Apr 2006 at 00:05 - 25
Quote:
Originally Posted by ]SK[
Spinal Shivers only interupts when you do cold damage to them. Villnar's Claw for the necro does this or like in the first post he added a cold damage mod to his FFS for even greater chance of interupts.
I use a cold sword and the necro the claw, but 2 monks drain his mana too much and shiver ends before they die. Anyway we feel more comfortable for now doing a 3 man run with a necro and a mesmer, it's fast.
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