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Originally Posted by Deacon Roswell
It's always the other guys fault isn't it? You're right, they don't have tankish armor but they DO have the same health. Instead of constantly whining like most monks have done in factions, why don't you try something different instead of the standard heal/protect build you used in prophecies??? Assassins deal out alot more damage than any warrior so they are very valuable to the party. To do this damage they DO need to be in close.
Assassins are very easy to keep alive. You monks just need to break out of your "cookie-cutter" heal/protect builds and learn to adapt to the new game/skills. Monks need to work with a ritualist to keep the deadly assassins alive. Just add a few spirit/weapon buffs (recuperation and weapon of warding to name just one of each) to the party build and see what happens. Of course this won't help if you have a suicidal assassin that never back's out but there are plenty who are playing it right.
Try new skills and adapt instead of spamming "Monk LFG. NO ASSASSINS" which should immediately be followed by "cuz I CAN'T ADAPT AND CAN'T BE AN EFFECTIVE MONK".
And no i'm not an assassin. i played that role for 1 weekend and did not like it. I play ritualist mostly and have no problems keeping assassins alive as long as any other profession.
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Actually, its not that problem. A lot of assassins will run/shadow step behind the main line of advancing meleers (to attack squishies) FORCING monks to move forward of the main group of squishes to go try save them.
This means that either, the monk lets the assassin die, or you go forward get munched by the meleers. That is the problem, same can be said with some warriors.
That is called over-stretching. The thing is, at least warriors CAN tank for a few seconds, notice they have made a mistake and run back. But Assassins generally die very quickly. Yes they will be spiked to death faster than WoH to be activated.
As for using heal seed, its a hideously expensive long recharge spell. Vig Spirit + boon is better.
As for attacking our builds, I must ask, have you ever played a monk?
If you have, then have you ever tried to play a monk where the Warr / Sin drags your ass forwards into the hurt zone of the entire enemy mob?
When I'm in my guild, I can actually be safe behind the other squishies, since the Meleers know what they are doing, and I dont actually have to cast active spells against enemies.
As far as I see it atm, if you take on a ninja mission to take out the backline of the enemy, make sure you know that a ninja mission means your on your own. I would be a bad monk (ie. risking team wipe) if I move forward to cover your ass since if I die, normally the team is heading for a very quick exit also.