View Full Version : Achievements and PvP
ToejaM t
05-11-2006, 02:44 AM
<DIV>Yes yes, heres another AA + PvP thread.</DIV> <DIV> </DIV> <DIV>Heres my lineup so far:</DIV> <DIV> </DIV> <DIV>Str: 4/4/8/3</DIV> <DIV> </DIV> <DIV>Going to max out that line first before I've got enough points to respec into below, going the Int line first. Mainly for the bottom of the line with the under 30%hp proc for 75% melee and the mitigation boost.</DIV> <DIV> </DIV> <DIV>Heres what I'd like to end up on:</DIV> <DIV>Str: 4/4/8/2/0</DIV> <DIV>Int: 4/4/8/8/8</DIV> <DIV> </DIV> <DIV>I think that would be best for pvp and dealing out the best damage though I am concerned about the stats I can lose without having weapons equipped, I've just got two cobalt knuckles which are imbued and a chance of hitting for around 300ish when they go off which would be great when I'm out of power.</DIV> <DIV> </DIV> <DIV>On a whole I think that going bare fisted seems the way to go for PvP and I've read that us Monks are kicking out a hell of alot of damage. Right now Warlocks are only beating me by about 1k damage on group mobs but I'm beating them by about 4k on solo mobs. Putting out around 400dps with mainly common crafted armour and jewelry and bare fists. Not had a chance to try against Wizards in a group scenario vs mobs but the ones I have, I've out dps'd aswell. I did a parse before and after I respec'd to the Str line from the stamina and its about a 50% increase in damage. Though the Mantis Star from the Stamina line was quite helpful in pvp especially 1v1 and for taking a healer down quick 1v2 to get his buddy.</DIV> <DIV> </DIV> <DIV>I've glanced these forums from time to time reading up on bits here and there but I know the best of you monks are PvE so basically, right now around my level fights are over pretty quickly on a whole even in group pvp so as much damage as possible needs to be dealt out as quick as possible.. while at the same time I need to not die so quick.</DIV> <DIV> </DIV> <DIV>Obviously the reason I'm here is that I'd like you guys and girls opinions on the matter and if I'm choosing right entirely. I'm never going to be a main tank in a raid, nor am I too bothered about it and what ever lines I choose I can tank pretty much most normal content as far as I've tried.</DIV> <DIV> </DIV> <DIV>Bleh I'm all over the place, someone help me up <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> I think I'm looking for the right choices and the right order in which to do them, I have my ideas as you can see but would really appreiciate your input <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></DIV>
<P>I do a bit of dueling when im in the mood and heres my thoughts on it were I to structure my AA for it. </P> <P>I think the real object for a PvP monk shouldnt neccessarily be the biggest dmg the fastest but the longest sustained dmg thats gonna prove to be more valueable. regardless of AA all monks can pump out about 5k worht of dmg in less than 20 secs by using CA's to burst so its kind of a mute point dmg wise but in group pvp would be where I would prolly concentrate my AA.</P> <P>for starters I agree full int line the way you have it would have the biggest benefit. eagle spin could prove invalueable in pvp, 22% crit, cant go wrong there, 16.8 in parry good stuff and the under 30 superman passive buff is good to. </P> <P>As far as going unarmed I wouldnt. I would add in there either the AGI line for the recast reducer or the stam line for the +deflection and the proc.</P> <P>personally ild go with the stam line and do it something liek this.</P> <P>INT 4-4-8-8-1</P> <P>Stam 4-4-4-5</P> <P>that would put ya with 22% crit 12ish% chance on the mantis bolt proc. mantis star stam debuff can help too in pvp. also give ya about 8 more deflection to go with your 16 ish parry. </P> <P>now you would still be weaker vs casters but outward calm at the right time would work for that. </P> <P>but vs a scout or something like that hit em with mantis star, close range, silencing palm, cobra, frozen palm, eagle spin, centipede, dead scout. could even do it without cobra and use eagle if they trying to get away.</P> <P>vs tanks eagle spin is perfect turn em around for 2 secs, cobra, frozen, wyrm, talon, centipede, dragon, eagle, tiger, jaguar dead tank.. coudl even toss a dragonbreath in there if ya wanted.</P> <P>Well thats how i would do it. Im sure there are about 20 or so different ways you could set up for pvp and they all would work. I guess what it comes down to is what style of fighting you do. </P>
ToejaM t
05-11-2006, 06:02 AM
<DIV>Yeah I was thinking about the eagle spin aswell seems pretty useful, does it incapacitate them aswell as turn them around? Like a fear?</DIV> <DIV> </DIV> <DIV>Mantis star really makes scouts easy to kill, brigands can be especially hard to drop without Mantis Star so I think thats a definate, int + stamina line.. I orginally had stamina line and the mantis star was so helpful, 110stamina debuff is huge though I'm pretty sure I've put it on people with less stamina than that and they've still had alot of hp. I know on a solo mob it drops their hp by about 1k and solo mobs tend to have around 7-8k hp in SS.</DIV> <DIV> </DIV> <DIV>Would you say its best to wait untill I've got enough AA points to fill out down the int line before switching off the str line or shall I just go with it now? I've got 20AA points at the moment.. or should I wait untill I can max out crit hits and eagle shriek (superman buff).</DIV> <DIV> </DIV> <DIV>Casters are easy and I don't mean to brag, got jumped by a 63Warlock when I was level 55 (he was orange to me) and he killed me, will teach me for reading these forums and being in Tenebrae. I did manage to do alot of damage to him, respawned and zergd him.. I know, nothing to gloat over. He respawned and came looking for me, so I ran around some concrete thing (where you hand in the basket quest) untill revive sickness was over, hit outward calm and anihilated him. Pretty much they have to be red before I don't stand a chance, or they gotta get me without me seeing them. Hardest things as per usual are healers or assassins if they get assasinate off.</DIV> <DIV> </DIV> <DIV>Usually: Pressurepoint/mantis star, cobra, palm, 3 damage hits, long stun, short stun x2, tsunami/OC, rinse and repeat. Though not always so fluid, sometimes shocking fists but I've found its good to keep that untill all skills are on recast so its kind of like another combat art to fill any down time on attacks.</DIV> <DIV> </DIV> <DIV>I must say though, Silent Palm is great on scouts if you drop it before they stop evac.. I find its best to use palm, then group taunt to make sure.</DIV> <DIV> </DIV> <DIV>I really appreiciate your input Seyn thankyou. Any advice on dropping bruisers? What do they get instead of tsunami/OC/fall of pheonix? Stoneskin is one I think but doesn't that just absorb 3 hits... or do the hits have to be over 10% of their HP? Bah I can't remember.</DIV> <DIV> </DIV> <DIV>Personally I think gearing up AA's to suit fighting casters is a waste of time though theres nothing of any use really there anyway. I find I'm generally main assist in any group, especially since the dragon stance line is a taunt proc, which in pvp has a 50% chance to make target switch to me.. which is great for holding any class, especially healers.. nice little taunt, silencing palm and thats the healer out of the game for 6seconds <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> stun afterwards... another 2 seconds and with the way fights go.. 6seconds is a battle over with.</DIV> <DIV> </DIV> <DIV>I must say though its nice that outward calm absorbs harm touch though the problem is that harm touch is an instant cast.</DIV> <DIV> </DIV> <DIV>Oh before I forget, apologies if this has been discussed hundreds of times before!</DIV>
<P>EAgle Spin is like a semi-incapactitaion depends on who you use it on. like on a non spell using person it forces the turn away form you for about 2.1 secs at 4th point. in pvp not sure if they could run away but they shouldnt be able to turn at all. SK's pali's and all the other spell users would still be able to cast though jsut wouldnt be able to turn around to use a CA on ya or auto attack.</P> <P>As far as going with int line now, i would say hold off is much better to swap to it and get the superman buff. at a minimum is 25 points to get it but i would prolly wait until either 29 or 33 points. at 29 you could go 4-4-8-4-1 on int and of course at 33 4-4-8-8-1. the crit i would get to 8 first though if you go for it at 29. nothing like a 22% chance to hit 1.3 times your normal. </P> <P>if your doing a lot of group pvp though parry might be more useful for you to get first if you find a lot of scouts stunning ya and running behind for a shot at your back. </P> <P>As far as bruisers go i try to keep em stifled. once you get into t7 try and get your hand on manacles of dark sky.. awesome for pvp 7sec stifle proc. they are streaky in the proccing but when they are on you are almost unstoppable in pvp. </P> <P>I dont get the opportunity to pvp many bruisers never any around when im in the mood to duel hehe. but when i do i lead off with mantis star barrel over to em and slap em with frozen palm to knock em on their [Removed for Content], then silencing palm, cobra, dragon, talon, wyrm, jaguar. the real key on the bruisers is to try and interupt them as often as possible. ill use challenge on em too if they still got a bit of hp when my stun/stifle chain wears off. bruisers are tough but doable, is jsut a pain sometimes when they stun you before you stun them hehe, oh and alwyas go defensive on a bruiser so they cant fear ya hehe</P>
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