(Rant warning) F the bandwagon monks.

9 pages Page 6
Theos
Theos
Wilds Pathfinder
#101
Quote:
Originally Posted by Sainte
BS, I managed to solo almost any area in L2 on my 56 Necro, owning up red mobs without problems. I quit after because I could do it with my eyes closed, click, click, click, click, find next target, click, click, click, click, find next target and so on.

Guild Wars is quickly turning into those toddler games where the game pretty much gives you 0 options in where you want to go or what you want to do. You cant farm, you cant group because there is no point, exploring areas is useless if they dont have towns there, Trading is retarded, gaining skills can only be achieved by lame rewarded faction, or making 3 chars and going through the game 3 times.
Did you perhaps skip that little blurb about how every class can farm, I even made a list... Exploring, I personally like exploring so what you say offends me, I find it fun to find new things, heck just to go with people and kill avicara is fun. So you want every thing to be easy? I wish to be given more than one instance of a game where everything was handed to you on a silver plater to meet YOUR exact desires.

Quote:
It's not a question of soloing UW or not, after all, it's the complainers that demanded to

* nerf the monk skill set or specific monk skills

and/or

* place enchantment whackers in all areas suitable for solo monk builds.

So let's call it what it is, this is not about soloing UW, this is about monks going out on their own ANYWHERE.
Right... So the fact that you can smack any undead army across the head is not good enough. Ok how bout the fact that even with Enchant Removal you can still smack undead across the head.... not good enough?

We are only asking that one, maybe two things get fixed... and thats a big maybe. I am sorry that we are shattering your milking cow, but there are many many more options. You go alot of places on your own btw, all that healing and smite can go along way... don't forget your second class.
Sainte
Sainte
Ascalonian Squire
#102
Quote:
Originally Posted by Theos
Did you perhaps skip that little blurb about how every class can farm, I even made a list... Exploring, I personally like exploring so what you say offends me, I find it fun to find new things, heck just to go with people and kill avicara is fun. So you want every thing to be easy? I wish to be given more than one instance of a game where everything was handed to you on a silver plater to meet YOUR exact desires.



Right... So the fact that you can smack any undead army across the head is not good enough. Ok how bout the fact that even with Enchant Removal you can still smack undead across the head.... not good enough?

We are only asking that one, maybe two things get fixed... and thats a big maybe. I am sorry that we are shattering your milking cow, but there are many many more options. You go alot of places on your own btw, all that healing and smite can go along way... don't forget your second class.
Did you even read my post?

I like exploring, and farming, and PvPing, but when you have such limited options, for example in PvP, it kills the game. I wouldnt mind if unlocking all the skills was HARD, but in GW, its not hard, its just extremely repetitive. You have to do the same thing, exactly over and over 3 times, which is boring, not hard. ANet said this game was about skill, not time spent... then how the hell can anyone PvP without spending hundreds of hours doing the same repetitive stuff?

Quote:
Originally Posted by Leddy
Go fight a real monster in L2, you'll die like an ass. There are monsters that you can't solo with level 75's.
Define "real"? I soloed BQs and other things in Cave and Gateway, which were red, much higher level than me. Yes, I agree, bosses are hard to solo, and I only played during C2, not C3. Yea, ok, I got killed by Karik before, hes lvl 75, whats your point?
Sekkira
Sekkira
Forge Runner
#103
The 55 Build is FAAAR from invincible in the UW. The only real thing you can do is the first quest and the smite run. Looking at the map over in another post, that's only a tiny part of the underworld. There's a part off to the left where you head out to go to the rest and, whattaya know, nature's ritual. This so called invinci-monk wouldn't last seconds doing the real quests or going to the rest of the UW.

I'm up for any team to go in and clear out the whole thing. I've got a 55 build myself, but it totally does not compensate for a real team. It does however beat those teams that do stupid shit like talk to the ghost with no hesitation, no idea what pulling is, etc.
V
Vorlin
Academy Page
#104
In reply to Sainte:

The fact is, the focus of GWars was always supposed to be PvP, and other areas are definitely lacking. The trouble is, PvP is now screwed up as well by NR, so a lot of people are becoming increasingly frustrated and unwilling to put up with things that didn't bother them when they first started playing. This hasn't been helped by some truly poorly thought-out patches by the ANet team that managed to piss off about everybody.

Right now I'm sort of in a holding pattern with regards to GWars (I've spent more time today in these forums than playing, for instance). I'm waiting to see the improved item drops they say are coming, because how they implement that will tell me whether their view of this game's future is going to work for me or not. This -could- be a much better game, but it's been out for awhile now and the ANet team just might not have the resources or will to take it to the next level. That would be too bad, but certainly not unheard of in the computer gaming world. :/

In reply to the topic of this thread:

I really don't care if there is a particular pseudo-invincible build, I really don't care if one type of build can farm UW in parts, I'd only care if for some reason these facts screwed up -my- game, and so far they only have affected it because of some poorly done nerfing by ANet in -response- to this build. So in other words, the build hasn't screwed me up, ANet has by their reaction to it. So I'll stick the blame where it belongs.
Maiyn
Maiyn
Lion's Arch Merchant
#105
Quote:
Originally Posted by Jessy
... it's always the monk's fault when things go wrong ...

... and it's always the achievement of everyone else when things go right.
INDEED, thankfully I have a set of armor for my farming build and my other armor to heal in. I am actually one of those nice players that goes to missions like thirsty river/thunderhead and help people through. Yes, I do, aren't I a nice f-ing person. I am also an elite healer, I can get ANY TEAM through thirsty river. Even if they're bloody newblets and can't even call targets. Somehow we make it. It's good fun, and I suggest it to any bored monk that is reading.

Because hey, lets face it. Soloing all the time is mighty boring. Especially when drops are sparse.

Everyone hates monks, they always have. There are never enough, or they're doing some fotm crap. I dunno deal with it. Or make your own monk, however, they probably will nerf the build soon. Regardless I have a plan for when they do that As I'm sure do many others. The next fotm will be......

I've been farming for about a month at least now so I don't care either way

Quote:
Originally Posted by Vorlin
I really don't care if there is a particular pseudo-invincible build, I really don't care if one type of build can farm UW in parts, I'd only care if for some reason these facts screwed up -my- game, and so far they only have affected it because of some poorly done nerfing by ANet in -response- to this build. So in other words, the build hasn't screwed me up, ANet has by their reaction to it. So I'll stick the blame where it belongs.
Agreed, it's not invincible at all. If anything the W/Mo is more invincible than this build :P

PS- must edit again. If they are going to nerf the monk build, I will fully expect them to nerf the W/Mo that can farm basically anything that doesn't interrupt. (even then, skill gets u through) or the E/Mo that can farm as well. Or how about the pvp smite monks with ether renewal? The examples are pretty much endless. No matter how much nerfing they do, the players are always going to find a way around it. The best solution is probably to put disenchanters. Do I want them to do this? Heck no, I will be disappointed. However, if that is what it takes...

In all honesty, it's NR and pvp that needs to be addressed more. Us Pve players are getting a nice fat update that is going to keep us happy for hopefully longer than a weekend. Why doesn't everyone just go out and make an invincimonk and then everyone can farm. Yay! We're all happy!
Red Locust
Red Locust
Site Contributor
#106
Quote:
Originally Posted by Ensign
Actually, I'll disagree with this. Protective Bond is broken. There's a serious problem with any enchantment where the *only* answer is removal. There should always be the option to play around or power through the enchantment, or to effectively ignore it under the right circumstances. Protective Spirit shuts down damage spikes but you can still whittle your target down quickly - Shielding Hands works in reverse to prevent nicks, but you're still vulnerable to big spikes of damage. Guardian works against focused physical attacks, but you'll chew through energy with target switching. Aegis can shut down a physical offense wholesale for 10 seconds, but a team can simply wait it out. In other words those skills are powerful tools against the right offense, but some offenses avoid them entirely while the ones they do hit can adjust to still win the game.

Protective Bond is one of the few enchantments that cannot be played around. Either you remove it to take the skill down, or you have a target that simply cannot be killed and you'll lose to it. This creates PvP situations where all you have to do to win is fight to keep a particular enchantment up - if you can recast it enough and bury it under chaff or otherwise win the battle over that enchantment, you win the game. Of course you don't see this problem right now in PvP, but I assure you that if NR disappeared you'd be seeing the enchantments that fall into this category back out in force - the aformentioned Protective Bond, and the once ubiquitous Healing Seed.

Just looking at PvE concerns, though, it's problematic that the only way to prevent Protective Bond farming is to put monsters with enchantment removal in *every single pack*. How is that supposed to be interesting? That a pack of level 28 mobs can be shut down by a single enchantment doesn't set off any alarm bells? To me it says that the skill is simply overpowered, and needs to be changed so that monsters, and players, have options other than 'bombard the Monk with enchantment removal' if they want to be successful. Otherwise we have degenerate buff stacking strategies that aren't good for the game, in any aspect.
That can't be right. If we're talking about a 55/105hp monk, health degen seriously hinders the build. If we're talking about a pvp prot monk, the prot bond can be overcome by rapid-fire low-damage attacks (ranger comes to mind) to whittle down the enemy's energy and the target's health.

In this sense, there are many other "broken" skills or skill combos that can only be overcome with enchantment removal or cannot even be countered at all. Healing seed + protective spirit is one such combo. Energy tap/drain doesn't really have any counter other than itself, same with putrid. With plenty of enchantment removal options, calling prot bond broken seems foolish.

As for the PvE farming, well if you find it uninteresting, how about not doing it? Nobody's forcing you into doing it, really, and if others are willing to spend the time to do so, let them have their fun. What is the big cause for concern, if a solo farmer doesn't ruin anyone's day?
V
Vwoss
Frost Gate Guardian
#107
Quote:
Originally Posted by Red Locust
That can't be right. If we're talking about a 55/105hp monk, health degen seriously hinders the build. If we're talking about a pvp prot monk, the prot bond can be overcome by rapid-fire low-damage attacks (ranger comes to mind) to whittle down the enemy's energy and the target's health.

In this sense, there are many other "broken" skills or skill combos that can only be overcome with enchantment removal or cannot even be countered at all. Healing seed + protective spirit is one such combo. Energy tap/drain doesn't really have any counter other than itself, same with putrid. With plenty of enchantment removal options, calling prot bond broken seems foolish.

As for the PvE farming, well if you find it uninteresting, how about not doing it? Nobody's forcing you into doing it, really, and if others are willing to spend the time to do so, let them have their fun. What is the big cause for concern, if a solo farmer doesn't ruin anyone's day?
Truthery.

Prot Bond's weakness lies in the key thing that makes it work. Prot Bond itself actually does nothing to make you 'invincible', it just causes damage to be reduced to a point that no matter what your max health is, you lose lose proportionally the same amount of health. Healing spells ignore this though, and that is what truly makes the build.

So, since healing keeps the build going, anti-healing stops it. Just as healing spells ignore the effects of prot bond, so does health degeneration. Also scourge healing would stop a 55 monk too.
Algren Cole
Algren Cole
Banned
#108
I built my monk as a smiter monk...will always be a smiter monk...don't ask me to heal because I don't want to.

btw: I could solo with my ranger well before I even began working on my monk.
Sainte
Sainte
Ascalonian Squire
#109
So funny, I went to Random Arena and the first team I fought I got owned by Conjure Phantasm.

Seriously, that build is weak in PvP.

The Earth Elem we fought owned the invinci-monk build. 4 people beat on her for 2 minutes and barely killed her. Although the damage was rather low.
Ensign
Ensign
Just Plain Fluffy
#110
Quote:
Originally Posted by Red Locust
In this sense, there are many other "broken" skills or skill combos that can only be overcome with enchantment removal or cannot even be countered at all.
I didn't say skills that cannot be countered. There are entire classes of skills without any real counters. No, I'm referring to enchantments that will single-handedly win you the game if they are not removed. Not 'will disrupt your opponent's strategy' or 'will force them to play around your buffs' or 'will make your opponent fight through it at reduced effectiveness'. Enchantments that if they are not removed or otherwise neutralized are good game. Extend the hand, because there's no way you can win with that enchantment up under most circumstances.


Quote:
Originally Posted by Red Locust
Healing seed + protective spirit is one such combo.
The Protective Spirit is largely unneccessay, really. Healing Seed is a ridiculous skill that is simply not realistic to kill through. Either you remove it, or you find another target for 25 seconds. As you might have noticed, that was the other skill that I mentioned as being grossly overpowered and in need of a serious nerf.

As far as I know, Protective Bond and Healing Seed are the only two enchantments that fall into this category. There are several other powerful enchantments in the game, but most of them can be powered through or only work on a particular subset of damage - those that do give universal shutdown, like Mark of Protection, have prohibitive cooldowns that make waiting for them to expire a reasonable option. Healing Seed and Protective Bond do not have any of these drawbacks - it is simply unrealistic to power through either skill.


Quote:
Originally Posted by Red Locust
Energy tap/drain doesn't really have any counter other than itself
There are plenty of strategic options for dealing with energy denial, from running your own energy management to counteract it to increasing your intrinsic energy efficiency, or getting proactive with initial energy outlays. It's a solid strategic point, but calling it uncounterable is downright foolish.


Quote:
Originally Posted by Red Locust
same with putrid.
Putrid is a problem in certain gametypes, and no, there aren't any real counters to it. It's a skill that needs a fix and you won't find many arguments to the contrary.


Quote:
Originally Posted by Red Locust
With plenty of enchantment removal options, calling prot bond broken seems foolish.
Did you even read the large section of text that you quoted? I put forth the notion that any buff that *has* to be removed if you are to emerge victorious is inherently unbalanced. Pointing at enchantment removal options does absolutely nothing to undermine this argument. Go and read what you're responding to as I've already addressed this point.


Quote:
Originally Posted by Red Locust
As for the PvE farming, well if you find it uninteresting, how about not doing it?
See my above comments about your reading comprehension skills. But just to reiterate:

1) If there are enchantments that automatically beat encounters, regardless of difficulty, if they are not removed, and
2) You desire to have a reasonably balanced PvE environment, then either
3a) Every single encounter has to involve enchantment removal to prevent degenerate farming strategies, or
3b) Unbalanced autowin enchantments need to be nerfed.


Quote:
Originally Posted by Red Locust
What is the big cause for concern, if a solo farmer doesn't ruin anyone's day?
You're right, who cares about gross imbalances in the game? If you actually care about becoming rich in this game go and make the retarded character just like everyone else who cares about being rich. 30 profession combinations, 450 skills, diverse characters and strategies - who cares about any of that? Wanting things to be balanced so diversity can thrive is for scrubs. No, the future of this game is ten thousand Monk/Warriors streaming into the Underworld one at a time, never talking to anyone else, and anyone who seems to think that there's something wrong with this is just a whiner who needs to mind his own business. Isn't it obvious?

Peace,
-CxE
Lasareth
Lasareth
Aquarius
#111
If people like doing it, why stop them? It is a game for the players' own enjoyment, isn't it? I'm sure there's a huge number of people who play to do other things--nobody'll miss those who don't do anything but farm.

If Anet feels that they should change it, they will, and rest assured they'll take into consideration what's already been posed to them. But till then I don't think telling anyone they're wrong for playing how they enjoy the game exactly assuages any malcontent among the population

As far as PvP, my opinion differs. This is definitely something that holds too much power in the arenas, but then again, there is no Underworld entrance in the arenas
Arturo02
Arturo02
Wilds Pathfinder
#112
Quote:
Originally Posted by Audhumla
So... you solod, then other people started soloing, and now it's awful and needs to die?

Sounds a lot like those kids who whine and moan whenever their hobby (like skateboarding) or crappy band (Good Charlotte, etc etc) gets popular and then they don't feel special anymore for being unique or whatever.
hit the nail on the head. The op lost all credibility by saying they soloed too. I don't get why they would want it nerfed. Unless they got all the gold they could carry and now want to prevent others from doing the same thing.
Algren Cole
Algren Cole
Banned
#113
the 105/55 monk build holds too much power in PvP??? If you want to nerf this build it's because you're an arrogant asshat that has nothing better to do than bitch and moan on forums about perfectly legit PvE builds....cuz let's face it the invinci-monk build is a PvE build. This build is absolute trash in PvP and if you're using it in an Arena or GvG you should simply uninstall Guild Wars and go find a board game with less thought involved in play.

Any team that enters a PvP match without a way to strip enchantments deserves to lose. a Team of 5 warriors two monks and an elementalist DESERVES to lose.
Lasareth
Lasareth
Aquarius
#114
If you actually look at what kind of protection the skill offers, you can see that in one skill it does what a number of other skills must be combined to do. Of course there's counters, there are for everything. But it's a skill that basically amplifies healing spells, reduces all damage to you, and nets you 100% of the benefits of energy regen all in one package, for the cost of -1 energy regen. The imbalance is in that mixture of attributes that takes what should be strategy and just hands it to the player in one spell.

Sure, strip it. Then it sucks. But how many times will you have to strip before you actually reach it? 1 nature's renewal, 1 lingering curse. The rest, if the player knows what he or she is doing, have to go through all enchantments applied after bond in order to get to it. If you're focusing all your resources trying to break an enchantment off of one person, then perhaps there's something to wonder about it. Dismissing it as a thoughtless skill won't stop people from using it, because a lot of people just want the easy way to do things.

Of course, that would make me an arrogant asshat I guess, but gaining so many benefits from one spell just seems odd, regardless of how easily it 'might' be removed.
Phades
Phades
Desert Nomad
#115
Quote:
Originally Posted by Leddy
I used L2 because GW and L2 were developed by the same company.
Areanet is not the same as E&G. Both are under the same publisher ncsoft though.
Ensign
Ensign
Just Plain Fluffy
#116
PvP Protective Bond builds don't look anything like the 55 UW soloing dork.

Why? Different environments, different constraints, different goals. The PvE Prot Bonder can safely assume that his enchantments will never be stripped, so he can forget about any sort of protection for that skill and just focus on killing enemies as fast as possible with the slots he has left. Because he knows he can dodge all removal (by choosing his opponents carefully) he ends up being a painfully polarized build that fails spectacularly if his Prot Bond is ever removed.

In PvP, you *know* that the other team is going to be trying to remove your Protective Bond, because as long as it stays up they have virtually no chance of actually killing you. You, *knowing that you'll win if they can't drop the bond*, create a grossly polarized build that centers around keeping Protective Bond up at all costs, from loading up on chaff to eat up the various strips, to running disruptive elements to shut down relevant removal from the other team.

While the PvE Prot Bonder takes his build to one extreme and avoids the hate, the PvP Prot Bonder goes the other way and shoves his abusive enchantment down his opponent's throat. They're just different faces of the same problem.

Peace,
-CxE
Weezer_Blue
Weezer_Blue
Elite Guru
#117
With NR being spammed everywhere, there's really no point to trying a similar build in PvP... or using many enchantments at all, for that matter.
Sekkira
Sekkira
Forge Runner
#118
I still don't understand why people say it's unbalanced. The only half decent argument I've seen in favour of it being unbalanced is that "It forces you to bring enchantment strippers". Come on, seriously. You want to fight a proper team with a protection monk and no enchantment strippers? Good bloody luck.

The only 'unbalanced' part I see is that people seem to have a somewhat hint of jealousy or hate of the bandwagon, which is a bandwagon in itself. Every class has ideal situations in which it would literally be invincible, look around Tyria and I'm sure you'll find places like this. It just so happens that the Underworld, or should I say the START of the Underworld is ideal for this class and the 55 is the build that proves this.

Personally, farming it myself has proven reasonably fruitful. Probably not the best drops (not that I really care), but at least a steady flow of cash that isn't too small or too mind bogglingly big.

Why am I farming the Underworld? The economy. You say this influx of 55/105's will crash the economy? Yeah, bring down ecto's in price.

1. You still have shards going at 5k.

2. Have you taken a look at the price of ecto lately? 10 plat a peice from the open market.

How much do you need for FoW armour now? 105 ecto x 10 000 = More than you can chuck in storage. On top of that, you need 105 shards x 5 000 = combined more than you can chuck on your characters. Not to mention the price of the normal materials and the price of crafting which isn't as much, but adds up nicely.

I would seriously much rather going in by myself, killing a few things, say about 2-3 times, then maybe head into FoW or back into UW with a full team to attempt to clear it. We all know how fruitful that is, regardless of your class.

THAT is grind. Not necessary, no. It's pure vanity, but god damn. I'd say the economy needs some fixing up before they start going around nerfing things again. I doubt the Protection bond 17 with 1 energy was not intended by Arenanet, but if it wasn't then changing it would continue rising the prices of ecto. It's expensive enough as it is, even with the solo builds running through, the prices have kept on a straight line.

Perhaps it is the people who know this and would much rather drag a Mo/W through a few times to get that Fissure armour they wanted while avoiding the ridiculous prices.

I still would like to join a group that has the capability to go heading in to clear out the underworld properly.
J
Jessy
Academy Page
#119
Quote:
Originally Posted by Ensign
... Healing Seed ... was the other skill that I mentioned as being grossly overpowered and in need of a serious nerf ...
I cannot believe this, what is wrong with you people? Sure, go ahead, nerf the monk out of existence, reduce the skill set ... better yet, take away all the skills ... that should do it. Well, next time a team of n00bsters lines up for a whack job, don't come crying to me for not getting good healing anymore.

PS: Oh, and by the way, assuming this proposed monk nerfing takes place, remind me why I should pay for GW Chapter 2 ...
T
The Red Knight
Krytan Explorer
#120
gasp 1 rend enchantments > 105 monk -_- hell double shatter enchantment = 180 damage GASP A DEAD 105 MONK OMGUD!@#@!#!@#