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December 01, 2008, 05:48:20 PM

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Vanguard Monks  |  Monk Discussion  |  Monk General  |  Never thought I'd say this.... « previous next »
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Author Topic: Never thought I'd say this....  (Read 1101 times)
Khana Kopnisien
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« on: February 06, 2008, 04:28:52 PM »

... but I think I'll go back to Dragon after having been Harmonious for three days. I loved every bit of it and was looking forward to my debuffs aiding with taking down Enraged X-83, but tonight's raid taught me that:
- Stone Dragon Stance
- Sun Dragon's Corona
are really valuable assets to have in the entry wing. I died upon pulling the two fire-based mobs by the archway before the door behind which you'll find the cable rail. Not just once, a couple of times in a row. This and other experiences in the Entry Wing have led to the following questions:

- How can you get your fire resist to above 430 for those mobs, being Harmonious? Is there specific gear I could go for?

- Is there a trick to FD pulling with the 4 mob bug gone? It seems like it's entirely random now. If I get lucky enough for one mob to start its casting animation while the others don't and time FD precisely right, I can split that one off. But nothing else works - Deadly Adder Hand or Feet of the Fire Dragon don't help to keep one mob stuck on you.  Limiting line of sight doesn't speed up or slow their advance since they'll walk right through the walls anyway. They don't have random walking paces. Secret of Ice doesn't make sure one of them walks slower towards its bind point. Any advice to make it less like Russian roulette with 5 bullets loaded?

I'd really hate to have to abandon the Harmonious way in order to succeed at pulling. Fujitsu, you're Drunken, right? Are you pulling? How? How'd you get your resists up? Anyone else that's been able to pull for Entry Wing and beyond that could shed some light on the situation?

Cheers,

Khana
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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« Reply #1 on: February 07, 2008, 08:08:55 AM »

Fire resist buffs: Paladin & Sorc & Bard songs & Wardship legendary shurikens (& druid i think?)

As dragon, while you will take slightly less damage on 1% of the APW creatures, you will be less useful in every other way.
I changed to dragon after the end regen nerf when raids first started. But believe me i couldn't switch back to harmonious fast enough !

Yeh i can't really find any reliable way of pulling, being the only guild monk. You really do just have to hope for luck sometimes, take the mobs around corners, through walls etc and hope it splits them in some way.
 I can imagine with 2 monks, split pulling would be fairly easy though (sometimes i use the guild ranger as a sacrifice ^^). But mostly we're just off-tanking adds, which makes me feel inadequate at times Sad
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Hiko
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« Reply #2 on: February 07, 2008, 08:14:30 AM »

I'am harmonious and do some of the hard pulls/split in raid.
Your most usefull item would be the legend range weapon from Sleeping Moon. cos of the 40m range.
Allso I have a macro that take me into defence stance and equip all my defence items aswell.

At hard pulls I use the 3 defence buffs, and monk jump to the raid for fast running..

I have no problems with the pulling atm, but found it very hard until I got hold of the legend range weapon from Sleeping Moon.

Good Luck on Your pulls and furture splits.
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Khana Kopnisien
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« Reply #3 on: February 07, 2008, 09:00:13 AM »

I'am harmonious and do some of the hard pulls/split in raid.
Your most usefull item would be the legend range weapon from Sleeping Moon. cos of the 40m range.
Allso I have a macro that take me into defence stance and equip all my defence items aswell.

At hard pulls I use the 3 defence buffs, and monk jump to the raid for fast running..

I have no problems with the pulling atm, but found it very hard until I got hold of the legend range weapon from Sleeping Moon.

Good Luck on Your pulls and furture splits.
Got the legendary sleeping moon item. Got a defensive set macro. Got all three defensive buffs up too, but spellcasting mobs don't use evasion - hence 1 shot kill if I have to split spellcasters.
I would have thought Diamond Body would make all the difference, but it's worthless compared to the benefits Sun Dragon's Corona and Stone Dragon provide vs spellcasters - unless I'm missing something vital about Harmonious.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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« Reply #4 on: February 07, 2008, 01:06:23 PM »

Casting mobs just plain suck to pull. As a drunken i pull for our guild with 1 other monk , although sometimes im the only one on and have to do it solo.Tricks i have found? Use doors  and timing to get one in one side of door and other mob on other then fd..usually gets one  waiting for door to close then reopen,,also i just LOS it  around corners , boxes,crates and whatever i can find..usualy this takes  a few fd/repull but one usually casts  and stays put for about 10 secs,and sometimes if ya play with them enough you can get seperation while the patch to and from you.Honestly the 2 monk method is the most efficiant way to pull ,I understand that  it cant be this way for everyone and i hope/pray SOE does add the pause on static mobs or  different pathing way back to spawn.
Hope some of my tricks help or give ya ideas.
BTW some casters are not real casters and you can evade the attack(pyromaniacs for example..they range you  with fire damage but it is still melee damage..also some of the elemental mobs  are not casters ..the Cold mobs for example  you can evade their attacks.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #5 on: February 07, 2008, 03:10:32 PM »

LoS LoS LoS

The trick to casters is to have 35-40 range stars, 180 run speed, and a good computer.

I usually tag from 40m, find the nearest corner and keep runing while out of LoS.  Honestly besides the occasional pyromancer hit (which can be dodged with harmonious or drunkens invuln) you really should never be cast on.

Get  sorc to throw a fire/ice resist buff up right before you pull they have one that absorbs one spell per element.
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Khana Kopnisien
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« Reply #6 on: February 07, 2008, 03:49:57 PM »

Okay, line of sight will keep you from being one-shotted. But it's all random as to actually splitting them, right? You just have to make use of pathing bugs, if I understand correctly, to pull a *little* more consistently?
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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« Reply #7 on: February 07, 2008, 07:23:37 PM »

Yes it's an unfortunate truth that this is the most effective way to split, if you are a single puller.

I suggest if you don't think your raid-force can handle off-tanking 2 or 3 at once, and don't have another monk........get those lazy necros and disciples to work too! I've had successful splits with the guild disciple, albeit a bit more risky to them.

Basically just experiment a bit, you'll soon find out what you prefer.
Good luck in APW khana

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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #8 on: February 07, 2008, 08:08:42 PM »

Law prohibits me from telling you all the strats but the one i use for the generic pull i can share.

All pulls require 2 people (2 monks is ideal, at least one is a harmonious or drunken)

Least ideal is Drunken monk + Necro (never make a disciple pull they are healers)

Harmonious monk tosses up iron skin (75% mitigation) and self invulnerable buff and tags right mob.
Necro waits for harmonious monk to tag, once the 2-3 mobs agro necro tags ONE mob with a dot/nuke so that it chases him, this mob CANNOT be the same mob the harmonious tagged.
Necro gets NEAR the camp and main tank tags it, soon as main tank tags, both pullers FEIGN. 


Key points:
1) DONT heal the person who brings the mob to camp
2) watch for fails, if the necros fd fails its bad mojo and he needs to run out of the camp and far away so the other mobs dont run to him.
3) DONT heal the person who brings the mob to camp (this includes bard songs)
4) Dieing happens, a lot, its a pullers job to die 10-20 times a raid so the raid doesnt have to die. 
5) DONT heal the person who brings the mob to camp!
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« Reply #9 on: February 07, 2008, 09:05:49 PM »

Pulling isnt 100% by chance, and it isnt about exploiting pathing bugs either (unless the movement flow all mobs have is a pathing bug)

All mobs move in "waves". They move forward towards you, stops for half a second and then moves for you again.

Practise feigning exactly when the mob stops and he wont be running with his buddy back to spawn.
Best place to train this is in Rhaz, its most obvious there although the lag can sometimes mess it up for you.

There are many mobs in APW that seems linked.. they can be splitted by a solo monk using the "wave technique", but its a pain. I would always recommend using 2 monks for fast clearing in there as Fujitsu says  Smiley

/Uppercut
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Swang
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« Reply #10 on: February 08, 2008, 12:33:39 AM »

to add, uppercuts thinking static groups of mobs can always be split. Grouped roamers cannot be split.

N yes i agree pulling isnt just dumb luck it requires skill.
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Fujitsu
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dustincfoley@live.com dfoley323
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« Reply #11 on: February 08, 2008, 06:53:30 AM »

grouped roamers can be split :-p

Just realize theres a difference between leaders and followers.   Leaders run home.   
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Khana Kopnisien
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« Reply #12 on: February 08, 2008, 08:37:32 AM »

Law prohibits me from telling you all the strats but the one i use for the generic pull i can share.

All pulls require 2 people (2 monks is ideal, at least one is a harmonious or drunken)

Least ideal is Drunken monk + Necro (never make a disciple pull they are healers)

Harmonious monk tosses up iron skin (75% mitigation) and self invulnerable buff and tags right mob.
Necro waits for harmonious monk to tag, once the 2-3 mobs agro necro tags ONE mob with a dot/nuke so that it chases him, this mob CANNOT be the same mob the harmonious tagged.
Necro gets NEAR the camp and main tank tags it, soon as main tank tags, both pullers FEIGN. 


Key points:
1) DONT heal the person who brings the mob to camp
2) watch for fails, if the necros fd fails its bad mojo and he needs to run out of the camp and far away so the other mobs dont run to him.
3) DONT heal the person who brings the mob to camp (this includes bard songs)
4) Dieing happens, a lot, its a pullers job to die 10-20 times a raid so the raid doesnt have to die. 
5) DONT heal the person who brings the mob to camp!

I know about all of this. Okay, thanks for confirming it, then.
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Khana Kopnisien  /\  50 Dragon Monk  /\  Lowland Elites  /\  Halgar
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