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I'm sure I'm not the only person who found themselves in a mission group with a 55 monk. It happened to me on a few occasions, as far into GW as Pogahn Passage. Whether the build worked to normally play the game or not didn't always stop some players insisting it did, and wasting everybody's time with arguments and, inevitably, failure. So, the mistake is yours; get under the table.
I don't have the experience with other games to make a useful comparison. I've never rolled a monk so I've never given this build a go. I also never had enough interest in the game's economy to care about the effects of farming. For me, the 55 monk was the first really impressive example of player ingenuity. As such, I think I'll always think of it rather fondly. My perspective differs from the OP's, which is one I'd never considered. Interesting.
If you ever pvp'd you'd know that death penalty exists, which can seriously dent your hp and which is actually why prot spirit is so important. Also in proph (high-tide for 55) there were no survivor insignia nor vitae runes, while +3 runes were common, which meant most characters actually had less than 480hp. With a bit of death penalty, reaching 200 hp was pretty easy for many builds. With no split skills at the time, it was impossible to nerf prot spirit without destroying pvp. After factions, 55 lost much of it's value.
Alaris did play PvP.
Still, you are right about that the right way would not be nerfing Protective Spirit. Instead, make runes of the same attribute not stack their health penalty (monks only have 4 attributes, so the 5th rune would not count) and remove the -50 from the cesta, or rather, make the -50 apply only if you do not wear two or more superior runes. This would place the health of the monk at 180 instead of 55, severely slowing down farming.
The problem is Alaris mentioned a min damage of 30. Even a minimum of 10 or 15 per hit damage would have killed a 55, while having no discernible effect on pvp.
If you're at 60 dp in gvg, the few hit points saved by prot spirit sure wasn't going to suddenly make you win.
Actually it could, and have done so. There's been matches where several players on both sides have been dp'd to 60, making prot spirit handling be quite important.
The changes I suggested would have zero effect on PvP though, but would kill the 55 build for good. Not to mention that it would make more sense (why would you get a health penalty for a rune that doesn't give you a bonus?)
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Thanks. That's just it, even a rather insignificant nerf PvP-wise would have killed the build in PvE. And even if it's such a big deal, you can split the skill for PvP and PvE. The reason ANet kept the build wasn't because they couldn't nerf it, it was because players enjoyed it (perhaps for the wrong reasons, a lot of them).
The point remains that it could easily have been fixed.
Thank you!
Got my rank 3 zaishen and about 66% (if I recall correctly) of max kurzick solely in PvP.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
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Sounds like this rarely happens, so not a biggie PS-wise.
== Alaris & clone ==
Proud Officer of The Order Of Dii [Dii] - join us
You can tell the quality of life of people by what they complain about
You need more than 15 as a minimum, because you don't need 55 health if you run dual shields. It doesn't matter if 15 minimum kills a 55, since you can stop being a 55. 20 might be enough to at least make it more difficult to use builds centered around PS. There's still E/Mo and Rt/Mo that have 330.
Anyway, ANet has proven they don't intend to eliminate solo builds or farming. Instead, they have repeatedly chosen to limit their effect and ability.
Last edited by MisterB; 16-03-2012 at 06:10.