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#81
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![]() Blue players live in black and white.
__________________
“Smile, breathe, and go slowly.”
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#82
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#83
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![]() damn read the whole thread. was decent.
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#84
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![]() Geared rogue in Kunark max gear or Velious primal and shit will just absolutely gore you with duelist.
Go make a human rogue here like a retard and quit in 3 days though. | ||
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#85
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![]() my old monk pvp guide, pals. I wrote this when I was like 15.
Are Monks Any Good in PvP? I get asked this a lot, and the short answer is yes, Monks are good in PvP. However, several factors other than the class go into whether monks are "good" at PvP, these being (in order of importance): 1. Skill 1. Level 2. Resist Gear 2. Normal Gear 3. Movement Speed 4. Regeneration 4. AA abilities If you have these all on your side, then yes you can be a hell of a PK'er as a Monk. Its not an easy class to play, or start untwinked as on a PvP server though. Jousting You don't go toe-to-toe with melee's on a PvP server. Instead you "joust", which is exactly what it sounds like. You use the highest damage weapon you have, and make passes at your melee-based opponent. The best strategy to use when jousting, is to strafe to the right or left *right* before passing your opponent, and quickly hit him with FK/autoattack. If you're getting beat, go on the defensive, make your opponent charge you and use the strafing-joust technique to get free hits in. Try to make your jousting patterns unpredictable, rather than just blindly charging your opponent over and over. The key is to get every one of your hits in when you make a pass and to try to make the opponent miss you by strafing out of his view right before you get in range. It sounds simple but it takes a long time to master, and separates skilled pk'ers from the unskilled. <span style="text-decoration:underline"> Fighting specific classes with a Monk </span> The guides to fighting specific classes with a Monk are based upon fighting in a common PvP environment (not dueling). Factors that are common to these classes are mentioned (Harm Touch, Manaburn), as well as items that a Monk on a PvP server would most likely have (Crystalized Pumice, resist gear). Other factors that can make or break a fight but aren't seen too often (right-clickables, horses) are found in the Additional Factors section. Warriors & Paladins They have more HP and often times more AC than you, and have a lot of high damage weapons available. A fight with them will be largely dependant on your skill in jousting. Most fights with Warriors I've had have been pretty close, remember to always use flying kick when jousting and use mend as soon as you get below 70% HP. The longer the fight takes, the better chance you have of winning because mend will eventually give you the advantage. Same tactics apply to fighting a Paladin, but be sure to pumice the Paladin as soon as you can (cancelling their HP buffs can knock off a lot of HP & AC) and make them lay hands as soon as possible so you can retreat if you are losing - effectively wasting the LH. A 58+ Pally with full mana is damn near unkillable because of the over-time heal spell they receive which has a very short casting time. Unlike a fight against a Warrior, you'll want to finish a battle with a Paladin quickly. Paladins can go on forever in PvP with heals and Lay Hands, so the faster you catch them off guard the better. Shadowknights Shadow Knights are a bitch to fight. I consider them to be the most overpowered class in PvP. You will need enough MR to defend against the Darkness line of spells, and Crystalized Pumice never hurts either. If one lands a Darkness on you, it just makes things harder than they already are. I've never fought a SK who used his pet when fighting me, most seem to favor using a pre-nerf CoS which can be deadly if you don't have see-invis. Fight one like a warrior, but watch out for Harm Touch. Sometimes its best not to use Mend as soon as you get below 70% HP when fighting a SK, wait for him to HT instead, but not too long to where the HT will outright kill you. If you can't win the fight after he hits you with Harm Touch, retreat and come back to a much easier fight. Don't let the SK get too far away from you, you don't want him getting distance on you and hitting you with DoTs and crap. Unholy Touch will, in most cases outright kill you (ala Manaburn), so if you're fighting a higher end SK with this AA skill you'll want to go on the offensive and Innerflame as soon as they get low. If you score a victory over an equal or higher level SK, then give yourself a pat on the back cause it won't happen often. Rogues Fight one like you would a warrior, and don't let him get behind you. Wear a see-invis item. Don't joust a Rogue straight up, good ones know how to do a front-stab, so try to get on the side of him instead. Also, take your time when fighting a Rogue, and never attempt going toe-to-toe with one. Stay defensive. Once you get careless, they start landing backstabs. Rogues are weak at jousting if you take away the backstab. Bards Annoying as hell. You can't win against them in outdoor areas, enough said. Indoors they are pretty easy to kill. Anyway, if you have a TStaff and get lucky with procs and Innerflame, you MIGHT be able to kill one outdoors. Otherwise, just boost up your MR, FR, and CR (100+ in all three is good) and they can't do anything to you. Versus higher end Bards you will need DR and PR as well to avoid those DoT chants. Resists are the key to not losing against a Bard, but there's just no good strategy to actually killing one in an outdoor environment. Enchanters & Wizards When fighting an Enchanter, sacrifice everything for MR. Tashania takes off a lot of MR. No MR? You are dead. Same thing applies to Wizards, except you need FR and CR too. For both classes, fast weapons will work best for killing them. Pumice stones also do some good to get rid of Shielding or other buffs. Wizards and Chanters have very low HP & AC, so stick to them like glue and don't let them get any spells off. Of course a level 60+ Wizard or Enchanter can channel through almost anything, but you still stand a better chance of interupting them. Yonder can be annoying, but its not too hard to spot where they appear unless you're fighting on hilly terrain. Again, if your MR sucks these guys will school you. Recently implemented was the wonderful Wizard-only AA skill Manaburn, this is an instant death for almost anyone. When Verant implemented this skill I'm sure they didn't give PvP servers half a thought because a Wizard with MB can kill anybody in one shot now. Best advice to avoiding this is to watch for the spell effect (long cast & fire-based), and get the hell out of their range. Druids MR and FR are your friends, so are Crystalized Pumice. If needed, start off by using your Pumice stone untill the Druid's buffs drop. The Winged Death line of spells is a Druid's primary killing tool in PvP. If one lands on you, pumice it. The key to killing a Druid is to not let them land their DoTs and sticking to them as close as you can. Having good FR helps a lot too, since most of their nukes are fire based and they can debuff your FR. Damage Shields will eat you alive most of the time so either get rid of it with Pumice or use a 2Hander. A Druid with his SoW/levitate/DS buried deep below other buffs who knows how to play his class can be a nightmare for a Monk. Don't let him get out of melee range. Ensnare is evil... since the new resist changes I've had it land on 152 MR. Dispel it immediately if it lands on you. If you're equipped with a lot of pumice stones and decent resists though, you have a good chance of winning. Necros & Magicians Stick to the caster, don't worry about the pet. You can try using Instill Doubt, but it is far too unreliable from my experience. Dispelling the pet (hard to do, but possible) will make life much easier while fighting a Mage, however. Their pets do a lot of damage and will most likely have the Pet-only movement speed buff and haste spells on - you need to get rid of them. Necro pets are pretty weak, even at 60, so just ignore them. Monks can't really factor the pet out of the equation like most classes can (via Root or Snare), so you won't have an easy fight against either a Necro or Magician. Fortunately, almost all the high-end Necro DoTs are dispellable, and it is best to dispel the nastier ones because they pack a punch. Both classes drop fast, having naturally low HP and AC. Necros will try to prolong this by using chain Lifetaps. As with any other INT-based Caster class, stick to them and drop them as fast as possible. Necros have the AA ability Lifeburn, the Necro equivalent of Manaburn. It won't outright kill you if you're standing at full HP's, though. Try to end a fight against a Necro as quickly as possible. Using innerflame following their Lifeburn (if you live through it) is a very good idea, as they will be low HP. Shamans Shamans are kind of like Bards, almost any mid-high level one will have instant-cast SoW at his disposal (via Black Fur Boots). If he's prepped for PvP, his pet will have SoW too. You need to boost every resist except FR as high as you can, especially MR. Resists are the key here, you really need to max them out when fighting a Shaman. Their DoTs are powerful enough to kill you over time. Shamans aren't very deadly untill they get Malo (unresistable 50+ debuff to all resists - dispell it immediately), but still a huge pain to kill no matter what level. Fight Shamans like you would a Druid. Rangers Max your MR out and use Pumice when needed. Dispel SoW/DS if you need to, and of course Ensnare if it lands on you. This is, by far, the last class you want to land a snare-type spell on you. Their nukes do damage, so high FR doesn't hurt. Rangers with a good bow, Archery AA skills, and the Trueshot discipline will kill you in a matter of seconds... if you let them. A Ranger with a DS buried deep and a good jousting weapon are often underestimated. Stay in melee range whenever you can, and use a 2hb if you can't get rid of their DS. Clerics High MR and Crystalized Pumice will help here. Clerics are not meant to be a PvP class and really can't do any significant damage. They rely on nukes, and melee damage (yes you heard that right). Root won't land unless they have levels or your MR sucks. Most of the time, their nukes won't do full damage. Despite this, they are very hard to kill. Their heals are extremely efficient, they do have good AC/HP, as well as the Divine Aura line of spells. Don't get careless, losing to a Cleric is like not being able to solo a moss snake at level 65. <img src=http://www.ezboard.com/images/emoticons/wink.gif ALT="[You must be logged in to view images. Log in or Register.]"> Beastlords Beastlords share a lot in common with Magicians, except they can take more of a beating. Beastlord pets are on par with Mage pets, so they will do damage to you. Beastlords themselves don't dish out much damage though. The problem for Monks here is that the pet and the owner will both have SoW on. You have to manage to get a few casts of Pumice off. Feign Death the pet off, instill doubt it, or get lucky with misses - whatever it takes. Do not try to take out the pet - it will not happen. Beastlords get some hefty pet Heal spells. Focus on the Beastlord and you'll be able to take him out. Player-Killing on a PvP Server Most fights occur when you don't expect them to. It is a good idea to keep at least some resist gear on at all times. Monks are much more fearsome in Indoor/Dungeon areas than Outdoor ones. The main factor in whether you win a fight or not on a PvP server is whether you're prepared or not. Don't pick fights you know you can't win - not gonna go into detail here. Talking trash can spark interest or competition or some situations, but go overboard and you end up looking like a fool. Don't whine when you get killed, and don't flood the chat channels with trash talking. Don't be lame. If you kill someone, let them loot their corpse and leave. If you get killed, loot your corpse and leave for a while. Don't intentionally exp-kill someone unless you're prepared to have it handed right back to you. Additional Factors in PvP Additional factors that are not universal or common like Crystalized Pumice and resist gear are, but aren't exactly uncommon either, are listed here. Horses- The lower-end ones are not a threat. The high-end horses give close to Bard movement speed though. If your opponent has one you might as well give it up. The only drawback to using one is the accelerating period, which gives you roughly 5 seconds of free hits. Use this to your advantage, but if they get away then it's a lost cause. A Monk with one of these horses is much more powerful in outdoor areas - the disadvantages and advantages remain the same no matter what the class. It's a very nice item to have for PvP purposes. Fungi Tunic- A Monk's best friend in PvP. This is on par with the Monk Epic in terms of usefulness. I don't think the advantage of wearing one needs to be explained here. Get one and don't look back. Most people over level 55 or so will be using one on a PvP server, and it's for a reason. Tranquil Staff- A very useful tool for PvP. The stun proc, while not reliable, can give you a big advantage. Best used versus Casters or Bards. Innerflame works extremely well with the proc. I don't advise using one versus melees as because, while you can hold your own with one, 29 damage just doesn't cut it at the high-end. Bioluminescent Orb- Usable by all classes, primary slot item with a right-click Blind effect (takes a few seconds to cast). Deadly when used in combonation with Tashan/Malo. A lot of Bards use these. Harmless when used against high MR. A fun toy for Monks, but also an expensive one, and of limited use. Root Clickables- There's only two of these that I've come across before: the Glob of Gooey Goo from HS and Crystalline Nets from CC. These are pretty fun in PvP. Any Root spell will get resisted most of the time, but landing it on a fleeing Caster or somebody with a horse can mean winning sometimes. Buff Items- Examples being PoM flowers, Chardok Ring, and so on. Every little bit counts, so someone with these on his side will have an advantage. Weapon Procs- Any weapon with a DD or stun component, like the aforementioned Tranquil Staff, will give you an obvious advantage. Weapons with snare/root procs are most often used by pure melee classes, and can be useful in the same way that a stun proc would be. Two other types of weapons stand out from a PvP standpoint: Primal- Primal/Ancient Prismatic weapons give any melee a huge advantage. The added ATK from Avatar makes a very noticeable difference in PvP. For example, someone weilding a primal 2h (45 damage) would hit harder and much more consistently than someone using a Tantors Tusk (50 damage) jousting. Tashan- There's a few of these, such as Journeyman's Walking Stick, that proc a spell from the Tashan series. Most often used by Bards, Clerics, and Rangers. These can be bad news if they proc, especially when going against a Bard. Instant-Cast Buff Items- Very nice to have if you need to protect your buffs from getting dispelled. Fill your first buff slots with them and reapply as necessary. Most commonly used are Journeyman Boots and Shrunken Goblin Skull Earring, but there are several available. Most Casters will use these in PvP, so dispelling crucial buffs can be really hard sometimes. Useful for a Monk but not as useful as they are for Casters. Potions- These give a huge advantage in PvP. Monks can benefit greatly from using SoW potions regularly - I advise using them in PvP. Less common ones that I've seen used are instant-cast Heal potions and DS potions. These are not cheap to come by but can be used to great effect (dueling in particular). Cure Poison/Disease potions are not too pricy and are very efficient in PvP - best used to counter the Tashan series and Shaman DoTs. AA Abilities for PvP General: Improved Run Speed first. Regen or First Aid next. Innate Magic Resistance if you're dying for some extra MR. The rest of the skills are pointless. Melee: Natural Durabilty is probably the most useful. CS and CA are both good choices. CF is good for show and a little DPS increase, but not as useful as ND/CS/CA. The other skills are useless. Class: Dragon Punch is very useful against Casters. Double Riposite is useful against Melees. Critical Mend is decent in any situation. Purify Body would be good if the reuse time wasn't so bad. The others are of very limited use in PvP. PoP: Upgrades to CS/CA/CF/Crit Mend are all average choices for the PvP Monk. Flash of Steel is good versus Melees. Ferocity and Technique of Master Wu are both very good. Punishing Blade is probably the best option here. Resist Gear Too much stuff to list at this point with the influx of new items. Here are items I would rate as being very good resist gear choices for a Monk, in no particular order and pertaining to no particular level range: Earring of Essence Diamond Wedding Rings Jacinth Wedding Rings Blue Diamond Bracers Ceremonial Smudging Stick Bracer of Benevolence Bracelet of Fortitude/Might Crown of the Froglok Kings Crown of King Tranix Circlet of Vallon/Tallon Earring of the Solstice Golden/Electrum Diamond Mask Executioner's Veil Wurmscale Coat Stormrider Wing Mantle Blue Diamond Electrum Earrings Dragon Tooth Choker Shrouded Medallion Shackle of Tynnomium | ||
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#86
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