Difference between revisions of "Ultimate Monk Gladiator"

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Because of its great popularity enchantment is usually expected by both sides in the battlefield. The main way to counteract it is using disenchant spells, usually maintained by Mesmers and Necromancers. Ultimate Monk Gladiator knows that using enchantment is very predictable and constantly monitors what enemy monks and some other classes are doing to effectively use both enchanting and disenchanting whenever possible.
 
Because of its great popularity enchantment is usually expected by both sides in the battlefield. The main way to counteract it is using disenchant spells, usually maintained by Mesmers and Necromancers. Ultimate Monk Gladiator knows that using enchantment is very predictable and constantly monitors what enemy monks and some other classes are doing to effectively use both enchanting and disenchanting whenever possible.
  
2) Spirits
+
2) Spirits are summoned allies from other planes to aid you in combat. Usually they are widely used by Ritualists and Rangers, however they may be used by monks who aren’t much dependant on secondary profession and have a free skill slot or two. Protection spirits could be a good choice in this case because they provides effects similar to popular protection enchantments but are invincible to disenchant spells and give protection to everyone in their area of effect. The drawback of spirits is their vulnerability to damage. Once a spirit has killed his summoner should spend quite a lot of time and energy if he wants to replace it. Summoning spirits by monks is very unpredictable action and can be accomplished in the heat of battle in the back line without a notice.
  
3) Ward Spells
+
3) Ward Spells are exclusive to Elementalist profession. They create area of influence that cannot be removed or avoided while its target stays inside. Monks can use Wards as a great alternative backup protection especially against warriors partied with disenchanting necromancers or mesmers, who usually love to attack monks.
  
4) Preparations
+
4) Shouts are another kind of protection that cannot be removed by any mean. Moreover, shouts are instant and cannot be counter-acted even by interruption. Since they affect all allies in the range of earshot, Untimate Monk Gladiator could choose 1-2 of them for backup party protection.
  
5) Shouts
+
5) Stances are bonuses working much like shouts with one exception that they affect only their user. As well as shouts stances cannot be prevented by any way unless they meet their limitations. Due to their incredible protection effects they are widely used by monks on arena in cases of being attacked. Good example of such stance is Dark Escape, which is very popular among PvP monks now.
  
6) Stances
+
6) Chants are very similar to shouts, but are used exclusively by Paragons. Unlike shouts chants have long activation period and thus can be canceled by interruption. Chants are a new addition to Guild Wars by Nightfall. Many paragons showing outstanding defensive class were seen in arena, however potential of chants as a backup protection for monks is yet have to be realized.
 
 
7) Chants
 
  
 
=== Smiting ===
 
=== Smiting ===

Revision as of 05:17, 9 November 2006

(This article is a stub. You can help The Basin Wiki by expanding it.)

Ultimate Monk Gladiator (UMG) — a monk designed to participate in Random Arena (RA) battles with maximum possible effectiveness. Because of great balance of Guild Wars there is no such thing as perfect character for any in-game task. So in particular there is no perfect RA monk and cannot be. However there are basic concepts of what can increase your effectiveness there and what can lower it. The goal of this guide is to enlighten everything or near everything related to RA monks.

Please note that you never know what you will face after you start a new battle session, so you will never know what part of your build is the most important. Materials here are given without particular order.

Another important thing to turn your attention on is that there is no objective definition of "good game". Win is all everyone want, but you may lose but still have a good game, or you may win but have a poor game. The difference between good game and bad game lies within your heart and nowhere else.

The point of the guild is to light most of monk's abilities, needed for good game.


Accepting Destiny (by Paulo Coelho)

"The moment he starts walking, a warrior of the light recognizes the Way. Each rock, each bend welcomes him. He identifies with the mountains and brooks, sees a little of his soul in the plants, animals and birds of the field. Then, by accepting help from God and God’s Signs, he allows his Personal Legend to guide him towards the duties his life has reserved for him. Some nights he has nowhere to sleep, on others he suffers from insomnia. He discovers the suffering of certain lost illusions, and the despair of bestowing too much expectation on important moments. "Such is the Way," thinks the warrior. "It was I decided to take this route." All his power lies in this phrase. He chose the path along which he walks, and must not complain."

Getting Started

PvP versus PvE

The title of this chapter should be read as "Player versus Player versus Player versus Environment". :)

PvE character has access to anything but must spend time and energy interacting the world to get what he needs. PvP character has most that is needed for battle to start right here and right now. The speed comes at price of freedom. PvP character is less customizable.

The best advice is to use a PvE character as a main UMG and many PvP characters for training.

Heal, Protect and Smite!

Know Yourself

Ultimate Monk Gladiator can everything and has no limits. To accept this is to become the one. To be UMG is act perfect. Having doubts is limiting you abilities.

Perfect warrior is only perfect because he mastered use what he has by the best way. Every action may be done too earlier, at the right time and too late. UMG knows the difference.

Resting from battle Ultimate Monk Gladiator spends hours of free time mastering every single skill and each of endless skill combinations that he possesses. While you can do this in real RA match it is not recommended to do it there. Your team is alive players and expects the best from you. Better use training grounds instead. Isle of the Nameless available at any time and have more then anyone could ever need including artificial teams to train with. Use it wisely.

Know Your Enemy

No doubt that to defeat opposing team first you need to know it more or less. Actually better you know strong and weak sides of every opponent more chances you have to win.

It would be better if you play each game class at least once. Unless you have significant experience with a given class it is recommended to pass Arena Training, Zaishen Challenge and Zaishen Elite courses with this class. Pick classes one by one, load standard templates and pass training courses. Harder in training easier in battle!

Remember again, good gladiator knows what other players do, what helps them and what they fear.

Key things Ultimate Monk Gladiator monitors is skills of opposing team to counter, hexes and conditions to remove, long casting spells to interrupt, predictable spikes to care about, preparation skills to alert your team and even psychology of actual players to play on. ;)

Guild Wars utilizes famous balance concept "Rock, Paper, Scissors". Each skill has counter-skill. Every action has counter-action. For everything your enemy does you may find a counterpart. The key of victory is not in using an ultimate skill, there is no such one, but in using the right skill in right time.

Skill Set

To win at RA you don’t need specific skills, any good set of skills should work. "Good" in this case means been tested well and proving to work as supposed.

However Ultimate Monk Gladiator never stops mastering each skill and each set of eight skills available in the game. You have no limits in changing your second profession and selecting exotic skill sets for battle. First master the skill sets, that was chosen by many, then use every possibility to research better combos. This is how currently popular builds was invented.

Yes, it means that Ultimate Monk Gladiator unlocked all normal and captured all elite skills available in The Mists.

Healing

In the game balance healing is counter-action to damage dealing. This trivial concept has not so trivial conclusion. Since there are several damage dealing techniques, there are several healing techniques.

1) Fast Healing is used after spikes of damage. The purpose of it is to restore one's life to maximum as fast as possible before enemy attempt to do another spike. The price of speed is its cost. Average arena fighter has about 500 life, more or less. To restore it from near zero back to maximum monk usually needs to cast several healing spells at once. This means large energy consumption and may lead to its complete lack, making you useless monk. Each UMG knows it and usually uses one energy management technique or another.

2) Slow Healing is used in long battle where forces of competing sides are near equal and the battle becomes a test of patience. The only hope of enemy team is ether to force you to spend all your energy on healing, to deal more damage over time than you can heal, or simply to kill you to stop constant health restore of your side. You can do good Slow Healing when you are able to constantly restore good amount of life over time as long as needed.

3) Health Regeneration. The slowest of all healing is used to counter health degeneration. Good health degeneration master is very guileful fighter. His constant degeneration could damage more health in total than spike spells or constant adrenaline pressure of warriors. If you face a team with several life degenerators then condition and hex removing with low cost Slow Healing spells are not enough or may be not efficient. Of cause health regeneration spells can be used for Slow Healing too. The difference between Health Regeneration and Slow Healing is in that spammable low cost healing spells are more suitable to drive the accent of your monking from one party member to another, and regeneration spells provides more total life.

4) Zero Cost Healing should be used all the time when no extensive healing needed. Don’t waste your energy to heal back each bit of life drop even if your teammates cry for your to do so. Good spikers usually start with low damage dealing to force opposite side to waste some of their energy on healing or simply to waste some important skills which will be recharging when spike occurs. Your can use healing signets, spell cost decreasing enchantments, native health regeneration after combat or even allow your party to heal themselves.

5) Self Healing. Some spells have different effect when applied on yourself. Even more, some spells works different when applied to hexed or enchanted target. Some spells requires touching. Some spells may be used only on self or only on other ally. You should consider all this facts when choosing whom to heal. In hard times Ultimate Monk Gladiator must decide who will die due to a lack of healing. Only he knows the answer, he is ready to make such decision whether it should be he or someone else. Dead party members can be resurrected or they may resurrect you. All depends on the situation on the battlefield.

6) Over-Healing should be avoided at all cost. If you have restored one's life from 50% to 95% the job is done, no need to waste energy and charges of your spells to heal every pixel of life bar unless you expect spikes.

Enchanting and Other Protection

Wise man says: "Battles are won by preparation". Guild Wars has so many defensive magic that it is divided into several schools. Stances officially are not magic, however they aren't much differ. Each school of protection magic differs by the way of its implementing and thus the way to counteract it. Monks on arena usually expected to use not only some kind of self-protection but a party protection too. Even if Ultimate Monk Gladiator uses only healing magic he has a skill or two for self-protection because everyone usually targets monks first.

Any action you are going in battle can be canceled by interruption. This tactic has many aspects itself and will be described later.

1) Enchanting is probably the most effective and then most frequently used defensive method. Enchanting means that a character becomes improved by a spell for a limited time of forever. Protection Prays are mostly enchantments. Enchanted character can be identified by a yellow up arrow at the right side of his life bar. If monk casts an enchanting spell from his primary profession the effect of Devine Favor triggers and the target is healed in addition. This feature is very important for any protection oriented monk.

Because of its great popularity enchantment is usually expected by both sides in the battlefield. The main way to counteract it is using disenchant spells, usually maintained by Mesmers and Necromancers. Ultimate Monk Gladiator knows that using enchantment is very predictable and constantly monitors what enemy monks and some other classes are doing to effectively use both enchanting and disenchanting whenever possible.

2) Spirits are summoned allies from other planes to aid you in combat. Usually they are widely used by Ritualists and Rangers, however they may be used by monks who aren’t much dependant on secondary profession and have a free skill slot or two. Protection spirits could be a good choice in this case because they provides effects similar to popular protection enchantments but are invincible to disenchant spells and give protection to everyone in their area of effect. The drawback of spirits is their vulnerability to damage. Once a spirit has killed his summoner should spend quite a lot of time and energy if he wants to replace it. Summoning spirits by monks is very unpredictable action and can be accomplished in the heat of battle in the back line without a notice.

3) Ward Spells are exclusive to Elementalist profession. They create area of influence that cannot be removed or avoided while its target stays inside. Monks can use Wards as a great alternative backup protection especially against warriors partied with disenchanting necromancers or mesmers, who usually love to attack monks.

4) Shouts are another kind of protection that cannot be removed by any mean. Moreover, shouts are instant and cannot be counter-acted even by interruption. Since they affect all allies in the range of earshot, Untimate Monk Gladiator could choose 1-2 of them for backup party protection.

5) Stances are bonuses working much like shouts with one exception that they affect only their user. As well as shouts stances cannot be prevented by any way unless they meet their limitations. Due to their incredible protection effects they are widely used by monks on arena in cases of being attacked. Good example of such stance is Dark Escape, which is very popular among PvP monks now.

6) Chants are very similar to shouts, but are used exclusively by Paragons. Unlike shouts chants have long activation period and thus can be canceled by interruption. Chants are a new addition to Guild Wars by Nightfall. Many paragons showing outstanding defensive class were seen in arena, however potential of chants as a backup protection for monks is yet have to be realized.

Smiting

Making Conditions and Their Removing

Hexing and Hex Removing

Resurrection

Energy Management

Interrupting

Running

Spikes and Their Counters

Equipment

Gold means nothing for UMG, he leave only to perfection himself. However he need gold for a reason.

There are no small points in battle, everything matters. One single point of health can save you life, you may miss one single point of energy to cast a healing spell on your ally and save him, small fraction of second of skill recharge may lead you to killing you opponent before he will be healed by enemy monks.

It is not the willing of Ultimate Monk to use the best equipment -- he must use the best to survive in arena.

Fortunately, "Rock, Paper, Scissors" balance concept works there as well. Higher attributes comes at price of life and energy.

Mastering your skill sets you should note what you will benefit most of. Knowing this Ultimate Monk Gladiator works hard to get enough gold for his experiments. He is not greedy snob accumulating money for nothing useful, he is a scientist who needs big investments for life-saving research, he is an explorer who needs gold for organizing a long expedition to unknown lands. Perfect Warrior needs a perfect weapon to realize his potential.

One thing Ultimate Monk Gladiator should remember. Even the best sword is just a peace of metal in wrong hands. It is your abilities what makes it the best. Guild Wars is designed so that any item could be beaten by right skill: basic spike spells negates any +life, basic healing spells negates any +attributes, "enchantments last longer" means nothing if enemy disenchants you in no time and so on. However when used right each item attribute is vital, like one additional point of life can save you from organized enemy spike to be healed back to full life and turning lose into victory.

The wins are not made by items, and not even by skills. The spirit of warrior is all you need.

Speaking in particular UMG experiment with all kinds of unique and collector monk's weapons, off-hands, all runes, insignias, upgrades and other.

Max Energy Weapon Set

Anti-Damage-Energy Weapon Set

Fast Cast Weapon Set

Max Life Weapon Set

Prestige

If you think you are important in the world you waste invaluable self energy needed for battle to feed your pride. If you think you are important in GW you have a weakness in arena. If you care about self importance in arena you act selfish and ruin team play.

Ultimate Monk Gladiator knows this thing and uses it for his advantage. Ability to identify weak targets in opposing team may lead you to a victory at the next match.

At the other hand prestige look also has its value. To win random team must act like a team, not like a group of undead monsters speeding over a field. One player in a team must be a leader. Usually standing in the back line of battle monks have a very good opportunity to monitor the whole situation and can make a great team managing. However, unlike friends in your guild people of your random arena team know nothing about you as well as you know nothing about them.

In armies of all times and all nations leaders were distinguished by their uniform. This is what you should use you prestige armor and prestige dyes for.

When you start a new RA session in a few seconds before the battle starts look at your team in first person view mode. If you see someone who wears expensive closes it may mean one of three possibilities:
a) this is an experienced player who may take a leadership of the team and lead it to a victory;
b) this is an experienced player who aren't willing to be a leader but may be given complex tasks;
c) this is not a warrior but someone who has other important things to care of; the possibilities are limitless: a kid with almighty "My Ma Credit Card", gladiator title bounty hunter, usual PvE player having a look at RA or something else.

UMG takes everything into attention in the battle and constantly modifies his tactic to suit it the best.

Good armor choice is a unique combination of one-two prestige armor sets dyed to make a resulting combination of 1-2 total colors. For God's sake please show a good taste of style of you appearance and ask someone whom you trust to judge your look.

Group C of previous list tend to choose a predictable combination of armor and dye, usually it has all peaces from the same armor style dyed black.

Not only your armor matters, weapons and shields may also have prestige look and should net be ignored.