Far as I'm aware you can numb at any time, though numbing a DSB is usually a recipe for a delayed death. Long as they stack some more damage either before or after the DSB, which isn't too difficult to do, the monk will die when numb pops.
Yeah and then he can just numbness/transmute tank through the whole thing without missing a beat.
Numbness is 40% damage reduction essentially, and transmute allows him to effectively use his mana pool as health. You're never going to damage a monk out - not one as heavily artied as Nemutaur.
EDIT: And not to mention he's going to be hitting you still, and if you hit pinchblock, you're fucked.
The point of the aconite/prefarar is to drain mana at least a little bit while you are doing this high damage strategy. If he transmutes, there is a good chance he is going to burn himself out of mana, and then lose trance as a result. Numbness is a long equilibrium time for balance/strength monks, but eh. If someone wants to survive, they will find a way to survive.
Hmm, in a bit of stump regarding monks. I can't think of a counter to tumble cancelling with telepathy. Also, is there a counter to the ring of flying(besides Lethal Ink)?
I suppose, if you really want to be safe, you can use telesense to run on the lock and wait for the break but...
Don't see why you should be getting prone in the first place. Setup stonewalls, run on the banish. I made the arena a fucking obstacle course whenever I sparred a Monk as a Runie. Not sure why flying should be a problem either, since you're only prepping for your finisher. I'd just sketch wunjo/nairat and get easy free hits on parried limb. Or totem, for that matter.
I wish I could do 72% backbreakers with torso, though
The reason people don't do that is because that sort of fight isn't fun. No one wants to fight against someone who is so defensive that they run 10 seconds before there is a chance of them being in danger and don't come back until it's safe. It sucks to fight against those people, so most people don't fight that way out of respect of that.
Hmm, in a bit of stump regarding monks. I can't think of a counter to tumble cancelling with telepathy. Also, is there a counter to the ring of flying(besides Lethal Ink)?
I suppose, if you really want to be safe, you can use telesense to run on the lock and wait for the break but...
Don't see why you should be getting prone in the first place. Setup stonewalls, run on the banish. I made the arena a fucking obstacle course whenever I sparred a Monk as a Runie. Not sure why flying should be a problem either, since you're only prepping for your finisher. I'd just sketch wunjo/nairat and get easy free hits on parried limb. Or totem, for that matter.
I wish I could do 72% backbreakers with torso, though
The reason people don't do that is because that sort of fight isn't fun. No one wants to fight against someone who is so defensive that they run 10 seconds before there is a chance of them being in danger and don't come back until it's safe. It sucks to fight against those people, so most people don't fight that way out of respect of that.
I suppose that's a fair enough point. If that's how you enjoy fighting, than there is nothing wrong with that.
I tend to find that perspective a bit ridiculous, personally. I enjoy those opponents who run on the banish - for the majority of those who don't run tend to die, and I've less respect for those who die to me than for those who run purposefully to avoid the prone.
To be fair, in general, I prefer opponents who do anything to win, rather than choose to lose over some notion of fairness that they have. In a duel, I would generally prefer it to stay one versus one, but the sky is the limit otherwise. Piety the area? Go for it. Have a pet scorpion lying around? By all means, use it. Borrowed artefacts, runes, and TF? If you were able to get those perks, than you should be able to use those perks.
I realize that the majority of the combatants in Achaea complains when a fight goes poorly in their direction due to what they perceive as "unfair" tactics - running away, setting up multiple rites, earring away for a breather, etc - but as I possess no artefacts and generally face opponents who do, I'm usually in an unfair position. And damn, aren't those fights the best ones, especially when you win?
If they didn't try to use every trick they have and died, you don't deserve the win. That's my belief!
There are certain limits to that, I think, that make fights completely uninteresting and mechanically unwinnable. I've seen duels last for hours because of turtle strategies, which gets incredibly boring when one opponent wants to fight, but doesn't want to attack. That's just wasting people's time.
An example to illustrate what I mean: a monk or knight could touch shield after every combo or dsl against a serpent, and move their prep forward while never getting more than a dstab or two of afflictions on them in between.
I don't see the interest in unnecessary turtling. Reacting defensively when appropriate is obvious, but focusing almost exclusively on defense does not make an interesting fight at all.
Classleads have been slowly moving defensive abilities away from that
sort of turtling thankfully (curseward recently got hit with that for
this reason), so we might see less and less of this as time goes on.
I only employ that level of running for BM. Fuck impaleslash.
That's only because even when you lose against impaleslash, you have to either get a true death or spend the next half hour meditating to get all that willpower back.
You can raise two shrines on your willpower. How is that not a limiting factor? If there's a ceiling to an activity in place due to a specific factor, that factor is a limiter...
Raising a shrine only needs 60k essence. You can easily get 180k with DKs/sidhe/unsidhe/possibly some uw lesser stuff or animals, alone. Much much higher if people are helping out.
Sure I guess, but how long does it take to get that many corpses? Whenever I need to raise a whole bunch of shrines at once, I just have one person meditating while the others hunt, and by the time we have corpses they have enough willpower for another shrine. Always seem to be limited by corpses instead of by willpower personally.
Well, sure, willpower is a limiting factor for that sort of thing, but not regenerating on burst is only relevant to that if you're intentionally dying to regen willpower to raise more shrines (or bash more, burn more, etc). If you're doing that, a true death doesn't seem that much worse than a burst, so I don't see how resetting will/end on burst would have a significant impact.
It being a limiting factor is pretty self explanatory. If less opportunities exist for willpower/endurance to be restored, then the resource is more limited.
Burst already has a slew of advantages. It's one of the best defenses in the game. Does it need to be even better?
Doesn't need to be stronger, no. I just didn't understand why it was set up that way to begin with. If it was intended as a limiting factor on shrine stuff, bashing, etc, that at least makes sense. I'm still not convinced it's limiting enough for that to be a particularly relevant consideration, but it's not worth arguing over.
Hey now, I don't take ANY responsibility for what that dude does. I just remember sparring him a few days ago when he was magi, he disliked it cause I lolparried, and then he went occie and all of a sudden, he was Ashuran.
I'm not 100% certain but I think that blunt Icon turns most avoidable death situations into unavoidable death situations based on how much raw damage it adds to monk combos and finishers.
I'm not 100% certain but I think that blunt Icon turns most avoidable death situations into unavoidable death situations based on how much raw damage it adds to monk combos and finishers.
Nothing a Mhaldoriargossas TremololoLoS botnet can't handle though.
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i'm a rebel
I tend to find that perspective a bit ridiculous, personally. I enjoy those opponents who run on the banish - for the majority of those who don't run tend to die, and I've less respect for those who die to me than for those who run purposefully to avoid the prone.
To be fair, in general, I prefer opponents who do anything to win, rather than choose to lose over some notion of fairness that they have. In a duel, I would generally prefer it to stay one versus one, but the sky is the limit otherwise. Piety the area? Go for it. Have a pet scorpion lying around? By all means, use it. Borrowed artefacts, runes, and TF? If you were able to get those perks, than you should be able to use those perks.
I realize that the majority of the combatants in Achaea complains when a fight goes poorly in their direction due to what they perceive as "unfair" tactics - running away, setting up multiple rites, earring away for a breather, etc - but as I possess no artefacts and generally face opponents who do, I'm usually in an unfair position. And damn, aren't those fights the best ones, especially when you win?
If they didn't try to use every trick they have and died, you don't deserve the win. That's my belief!
An example to illustrate what I mean: a monk or knight could touch shield after every combo or dsl against a serpent, and move their prep forward while never getting more than a dstab or two of afflictions on them in between.
I don't see the interest in unnecessary turtling. Reacting defensively when appropriate is obvious, but focusing almost exclusively on defense does not make an interesting fight at all.
Classleads have been slowly moving defensive abilities away from that sort of turtling thankfully (curseward recently got hit with that for this reason), so we might see less and less of this as time goes on.
Such a terrible mechanic.
i'm a rebel
i'm a rebel
You made Terav go Monk. That's disgusting.
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