User:Tycn15826

Builds I'm currently using

Build ideas

Current goals

 * Cap Rampage as One for PvP use.
 * Get to a high level PvE area, I need a challenge!
 * Work on the Hero title - r1 with ~30.
 * Cap Savannah Heat.

Things I have a problem with

 * Random Arenas. Waaaaay too random. After winning 2 glad points with this thing on my 14 hour trial, then finding out that it wasn't exactly good, I lost my faith in RA forever. Well not really, it still does what it intends to do - give a quick fix of PvP.
 * Having to advance so far in the storyline, just to get a single elite skill. I know it would be less fun otherwise, I'm just used to unlocking stuff with Balth faction.
 * Henchmen. Not only do the PvE henchmen sometimes don't have elite skills or a full set of 8 skills, but the Zaishen henchmen are totally useless. Having said that, I go with henchmen a lot, but usually the ones with a decent skillbar.
 * Elitists.
 * Crappy boring grind games.

Skills that need to be changed

 * Zealous Benediction YES! For a while this was overpowered in the arenas, unless you had a team that could pressure or spike really well, the enemy monk would practically never run out of energy. Much more balanced now, though I doubt that people will stop using it.
 * Shadow of Haste - the nerf killed this so badly, useless now.
 * Burst of Aggression - give a longer duration with high Strength, so it's not useless for warriors.
 * Keystone Signet - Not much use, as most non-elite signets aren't worth using multiple, besides Mantra of Inscriptions is better in the long run. Maybe make it non elite, using Signet of Judgment three times in a row doesn't sound bad at all.
 * Supportive Spirit - Useless.
 * Balthazar's Pendulum - Also useless. Maybe if it was changed so it prevented a knockdown from each party member, like Aegis. Or make it reverse the next hit that an ally takes, and knock down the attacking foe.
 * Savage Slash - still bad, high energy cost and higher recharge time than Distracting. A 5 second recharge might make set it on par with Savage Shot, and it might have a use for warriors with Warrior's Endurance or rangers with Expertise.
 * Onslaught. Bad for energy management, bad to reduce recharges.
 * Reverse Hex - energy cost is nasty, reduces instead of reverses, overall the versatility isn't useful.
 * Strike as One - an elite Read the Wind, without the most useful effect. And even if you don't use a bow, the attacks will quickly run out.
 * Magehunter's Smash - two more strikes, then you can have an unconditional knockdown, plus weakness.
 * Poisoned Heart - just... bad.
 * Archer's Signet - Prepared Shot is far better, and doesn't require massive expertise to be effective.

'Crap' skills that aren't actually crap

 * Heal as One - versatile, this would be so overpowered if it wasn't elite
 * Jagged Strike - Moebius Strike was better for spamming, but with the update this is actually decent for bleeding.
 * Natural Healing - it's a great heal after the update, it's annoying to cast lots of enchantments anyway.

Favorites

 * Backbreaker - pretty much instant doom for any monk.
 * Toxic Chill - great for both degen and damage, quick recharge too.
 * Psychic Instability - really fun keeping enemies on the ground with fast-recharging interrupts.
 * Spirit's Strength - great damage, plus the novelty of using a martial weapon.