W/MO vs. MO/W - Which one is better?
navymrgoodbar
Plz answer as the following:
1. Which one is the better runner if both had the best runes on and the best skills for the run?
2. Which one would win in a 1 on 1 fight if the W/MO was a tank & the MO/W was a soloing smiter/UW soloer? (And both had the best runes on.)
Thank you for any answers given.
1. Which one is the better runner if both had the best runes on and the best skills for the run?
2. Which one would win in a 1 on 1 fight if the W/MO was a tank & the MO/W was a soloing smiter/UW soloer? (And both had the best runes on.)
Thank you for any answers given.
Weezer_Blue
Well, without enchantment removal, a Mo/W is completely invincible.
free4all
Your scenario is flawed, here's why:
1. Mo/W is UW soloer, 105 build
2. W/Mo is a tank.
Therefore,
1. Tanks are designed to absorb damage, not deal it. So even if the Mo/W wasn't a 105 build, the tank wouldn't be able to do much damage.
2. You can't hurt a Mo/W UW soloer without enchant removal
3. Smites ignore armor, so basically the tank will last as long as his HP lets him.
Best runner? I'd say W/Mo because you need strength for sprint.
1. Mo/W is UW soloer, 105 build
2. W/Mo is a tank.
Therefore,
1. Tanks are designed to absorb damage, not deal it. So even if the Mo/W wasn't a 105 build, the tank wouldn't be able to do much damage.
2. You can't hurt a Mo/W UW soloer without enchant removal
3. Smites ignore armor, so basically the tank will last as long as his HP lets him.
Best runner? I'd say W/Mo because you need strength for sprint.
aB-
1) IN GENERAL, W/Mo because he packs better armor, as well as other goodies such as absobtion runes. However, a Mo/W would be a better runner against anything without enchantment removal.
2) If the Mo/W was an UW soloer, the Mo/W would completely crush him because a W/Mo lacks any enchantment removal skills, making the monk invincible. However, a simple change to W/N, or W/Me would result in a total domination of the Mo/W
2) If the Mo/W was an UW soloer, the Mo/W would completely crush him because a W/Mo lacks any enchantment removal skills, making the monk invincible. However, a simple change to W/N, or W/Me would result in a total domination of the Mo/W
Judas Paladin
wanna farm? Mo/W.
wanna tank? W/Mo.
wanna tank? W/Mo.
Cartoonhero
Quote:
Originally Posted by Judas Paladin
wanna farm? Mo/W.
wanna tank? W/Mo.
pretty much what he said..although you can do pretty well as a w/mo in a duet with an actual healer..i do it all the time.
wanna tank? W/Mo.
pretty much what he said..although you can do pretty well as a w/mo in a duet with an actual healer..i do it all the time.
Racthoh
Play as a w/mo and prepare to be branded as a newb.
Player as a mo/w and prepare to pay 40k+ for superior runes.
Player as a mo/w and prepare to pay 40k+ for superior runes.
ShadowStorm
Quote:
Originally Posted by Weezer_Blue
Well, without enchantment removal, a Mo/W is completely invincible.
That is not completely correct. Without enchantment removal, I'm sure my W/N could kill one of these famous Mo/W UW solo smiters. The Key to defeating them lies in Health Degeneration. I can keep between 13 and 17 pips of degen on a character for over 11 seconds. Even if they plan to heal themselves with various healing spells (namely Healing Breeze), they have far too few hit points to keep up with 20 damage a second for 11 seconds. They'll die.
That is not completely correct. Without enchantment removal, I'm sure my W/N could kill one of these famous Mo/W UW solo smiters. The Key to defeating them lies in Health Degeneration. I can keep between 13 and 17 pips of degen on a character for over 11 seconds. Even if they plan to heal themselves with various healing spells (namely Healing Breeze), they have far too few hit points to keep up with 20 damage a second for 11 seconds. They'll die.
Andy of Glacieria
W/Mo or Mo/W well there is no good or bad... W/Mo is a better starter tho and keep in mind that a monk primary is best found healing or protecting. I would choose a W/Mo.
Boubou
Quote:
Originally Posted by ShadowStorm
That is not completely correct. Without enchantment removal, I'm sure my W/N could kill one of these famous Mo/W UW solo smiters. The Key to defeating them lies in Health Degeneration. I can keep between 13 and 17 pips of degen on a character for over 11 seconds. Even if they plan to heal themselves with various healing spells (namely Healing Breeze), they have far too few hit points to keep up with 20 damage a second for 11 seconds. They'll die.
You only quoted the part that interested you. The original question was about a W/Mo.. not a W/N... if you read few post before yours, you'll see the same thing, a W/N or W/Me would own the Mo/W.
Hell Marauder
Damage output: Mo/W > W/Mo
Survivability: W/Mo > Mo/W
If a Mo/W vs a W/Mo, Mo/W wins
Survivability: W/Mo > Mo/W
If a Mo/W vs a W/Mo, Mo/W wins
Count Feanor
Well then. I'll prepare for these Monk/Warriors and destroy them with my Warrior/Necro. That sounds like a lot of fun. Muahahahahahaha!
FrogDevourer
Quote:
Originally Posted by navymrgoodbar
Quote:
Originally Posted by navymrgoodbar
2. Which one would win in a 1 on 1 fight if the W/MO was a tank & the MO/W was a soloing smiter/UW soloer? (And both had the best runes on.)
Go, go, duel!
The w/mo can't remove all the monk's enchantments and especially not protective bond so he can't kill him. The monk deals only melee damage and he can't catch a sprinting warrior. This is a draw. That's why you will hopefully never see duels in GW. Xue Yi Liang
Sry but, to me, this discussion is like the ones kids have: "Who would win in a fight, Batman or Spiderman?" (Godzilla vs. King Kong, Mad Max vs. Steven Segal) etc.
I mean, what's the point? Krank
Wanna see a 105 monk die fast?
Poison him/Set on fire/Conjure Phantasm Iraqalypse Now
the right war/mo build might be able to work against a 105 mo/war... I think the trick would be zealot's fire, flurry, fear me, for great justice, and wild blow. Wild blow is for the bonnetti's defense, fear me is to lock them out of mana to keep up healing breeze or balthazar's aura, while flurry and zealot's fire is to put lots of numbers over their head. After their energy is mostly locked down, a 13 tactics healsig should be more than enough to counter zealot's fire damage and top of your life total for the eventual next balthazar's aura.
build for warmo beating mo/war 10+3 tactics 10+2 swords 11 smiting zealot's fire for great justice fear me riposte healsig sever artery flurry hamstring zealous pvp sword of fortitude stance based pvp weaponry jesh
Quote:
Originally Posted by Hell Marauder
Damage output: Mo/W > W/Mo
Survivability: W/Mo > Mo/W If a Mo/W vs a W/Mo, Mo/W wins Uh.. a w/mo has access to smite spells too, you know. Try Strength of Honor, Judge's Insight, and hundred blades/cyclone. Final thrust and eviscerate are hot also. DPS wise, a warrior is the best for sustained damage in the game. Slade xTekno
The ones who say Mo/W are more versatile are full of crock. Let's compare:
Mo/W can heal, farm and do runs. They have better energy. Many are popping up due to the many-wannabe farmers, and runes are hard to come by. W/Mo can tank, do damage, farm [http://www.guildwarsguru.com/forum/s...ad.php?t=3383], and do runs. They have better armor. The game has changed to the point that W/Mo's are becoming less popular, so being one might be a refreshing change. Warriors are very gear-dependant. [but max-damage weapons are much easier to get than Superior Monk Runes] jesh
Amen.
5 bleached carapace > sup runes any day. stefan16
well, i prefer Mo/w for tanking
since i got +4 regen with my mending and healing breeze gives +10 (which i can use infinite) i always have +14 hp regen, and i also u an axe i got: Cleave{E} Penetrating blow Executioners strike Watch urself! Bonettis defence Healing breeze (Gives+10regen) Balthazars spirit Mending (Gives +4) 11 axe mastery 13 healing prayers 7 tactics and a 16armor Aegis with +7armor vs physical 6 smitting for balthazars spirit 3 divine favor (got some stats left ^^) sounds weird but i can use healing breeze infinite and i also got 60+10 armor set (vs phys dmg.) and watch urself helps also Scaphism
Quote:
Originally Posted by ShadowStorm
That is not completely correct. Without enchantment removal, I'm sure my W/N could kill one of these famous Mo/W UW solo smiters. The Key to defeating them lies in Health Degeneration. I can keep between 13 and 17 pips of degen on a character for over 11 seconds. Even if they plan to heal themselves with various healing spells (namely Healing Breeze), they have far too few hit points to keep up with 20 damage a second for 11 seconds. They'll die.
You're wrong. Here's why.
The Mo/W underworld farming build has 13 in farming and constantly runs mending. That's 4 pips of healing at all times. Healing Breeze is 8 pips. That's +12 pips of healing. Assuming you're not BSing (which I doubt) about getting 13-17 pips (do you have 12 blood magic on your warrior primary for the third pip on life siphon?), the monk will be taking between 1 and 5 pips of degen. Are you specializing in Curses and Blood on your warrior primary? Stacking 3 hexes + bleeding on your small energy pool to get over 10 degen? Giving you the benefit of the doubt, that's 2 to 10 damage per second, less than half your stated amount. Yet the monk als also has divine favor. Having played the monk build, with only 105 hitpoints, it's immediately obvious why they don't use any heals like Orison. 1 orison at 13 Healing will heal for 70+ before divine favor...afterwards, for 100+. The monk only has 105 hitpoints. Orison is a waste of a skill slot unless he's near dead, but he won't be, due to Divine Favor. Casting any spell on yourself with ~8 in divine favor (about what I run in the Underworld) will give around a 25 point heal every time the monk casts a spell on himself. As long as he casts healing Breeze once every 5 seconds, he'll negate ALL of the damage from your degen. That doesn't include self heals from Balth's Aura and Shield of Judgement. Seriously folks, can we stop these pissing contests? Or at the very least do your research when you get involved in a comparison like this so they're not cesspools of misinformation. Xue Yi Liang
Another small factor to consider:
The Mo/W will also have farmed up more funds and would have purchased the best equipment, runes, mods, armor and weapons. Sofia Sofia Sofia
Just a quick note, max health degen is 10 pips, so the whole "I'll degen him to death" arguement is pointless because healing breeze counters that completely. Not to mention purge conditions.
Since people are all raves over the Mo/W, can anyone write up a quick PUG PvP build for this? Scaphism
Quote:
Originally Posted by Sofia Sofia Sofia
|
Degen and Regen CAP at 10 pips. That doesn't mean you can't stack more on top of it, but the effects wont be felt. However, let's say you have -12 degen on one character. He only suffers -10 pips (20 damage per second). However, if you cast a 7 pip healing breeze on him, the 7 pips of regen count against the -12 degen, not the -10 he's feeling. That leaves him with -5 degen (not -3).
Quote:
Originally Posted by Sofia Sofia Sofia
Since people are all raves over the Mo/W, can anyone write up a quick PUG PvP build for this?
No. Enchantment removal > Protective Bond. On top of that, the UW build is the most selfish, self-sustaining build possible. The only way to heal your team is to cast healing breeze around. But if you're not taking lots of fast melee damage, you can't regain energy. The UW build is the definition of a one trick pony- it's just that a lot of people want to see that one trick over and over and over again.
firstwave
Quote:
Originally Posted by Xue Yi Liang
Sry but, to me, this discussion is like the ones kids have: "Who would win in a fight, Batman or Spiderman?" (Godzilla vs. King Kong, Mad Max vs. Steven Segal) etc.
I mean, what's the point? Steven Segal > everything. Haven't you seen his movies? He doesn't die! Like whenever he goes up against an army, he wins because they come at him one by one. Errm, I agree with you! |