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Old 12-18-2007, 10:43 AM  
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Default Re: Nerf/Monk incombat run speed pls.

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Originally Posted by nisox View Post
Only MONKS! can sprint in combat

I reapeat ONLY MONKS! no other class can do that.
All other classes sprint upgrade or racial sprint specificall says, does not work in pvp combat.
Im calling bullshit. Prove this or someone back him up. Your thinking of in combat run speed buffs not sprint buffs. They are two completely different things
As far as i know only predators and monks get a boost to their sprint speed. Both work in combat.

Last edited by Drytan; 12-18-2007 at 10:44 AM.
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Old 12-18-2007, 10:47 AM  
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Default Re: Nerf/Monk incombat run speed pls.

WTF i am a fucking ranger, and i also played assasin. Trust me when i say it they cannot use enhanced sprint In combat. They can only sprint like everyone else at 40% and thats about it. THEY CANNOT FUCKING SPRINT AT 70% IN THE FUCKING PVP COMBAT.
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Old 12-18-2007, 11:12 AM  
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Default Re: Nerf/Monk incombat run speed pls.

You have a point, but unfortunately our snare is relied on for more things than just running away, like compensating for a lack of snares/roots.

And no one should argue that the playing field can be evened out with a T3 fabled item, come on.
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Old 12-18-2007, 11:39 AM  
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Default Re: Nerf/Monk incombat run speed pls.

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Originally Posted by nisox View Post
WTF i am a fucking ranger, and i also played assasin. Trust me when i say it they cannot use enhanced sprint In combat. They can only sprint like everyone else at 40% and thats about it. THEY CANNOT FUCKING SPRINT AT 70% IN THE FUCKING PVP COMBAT.
Getaway + Sprint = 100% in combat runspeed for an assassin IIRC.

If you're seriously so fucking stupid that you don't understand how a class with NO snares or roots needs this sprint upgrade in order to catch runners, you need to go drink a knife.
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Old 12-18-2007, 11:43 AM  
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Default Re: Nerf/Monk incombat run speed pls.

Bruisers dont have a snare or root. Niether do Zerkers, niether do Templars. They have stuns and so do the monks. Oh wait Zerkers have a a buff that has a chance to snare ur enemy by like 35% but they get snared for 40% in return....

and as far as i know getaway doesnt stack with sprint so at most its 50%.

Last edited by nisox; 12-18-2007 at 11:47 AM.
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Old 12-18-2007, 12:15 PM  
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Default Re: Nerf/Monk incombat run speed pls.

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Originally Posted by nisox View Post
Only MONKS! can sprint in combat

I reapeat ONLY MONKS! no other class can do that.
All other classes sprint upgrade or racial sprint specificall says, does not work in pvp combat.

No one is complaining about the ability of the class to get away out of combat. But once u engage in combat you have no right to run away like that without taking any damage.

I solo quested with my guardian in ROK all the way up to 79. I got ganked a million times. Dont tell me about how monks should not be a free tank token.
Every scout worth their salt can snare that down into almost nothing anyway, and a gank squad where the group members are actually awake should be able to stop a fleeing monk with great ease. They will cast snare immediately, and I will need to cure to get it off (which puts me in combat, sadly)... so without that sprint, a snare would mean certain death - every time. But by all means, I'll be happy to trade my sprint for one of your snares and your uninterruptable 10 minute recast evac! Monks don't even get evac, for fucks sake. And no track. And no snares.

I fail to see how any of this is screaming for nerf, to be honest.
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Old 12-19-2007, 03:50 AM  
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Default Re: Nerf/Monk incombat run speed pls.

Actually Evac *IS* interuptable if you know how to. I can think of 3-4 ways just off the top of my head. The wand is a T3 fabled item yes, but its easily farmable. The mob it drops from is in the instance Vault of the Fallen at the bottom of FG... it is one of only 3-4 drops that I can recall. It's really not hard to get. It's also useable by every non-scout except the crusaders. 57% un-breakable snare. Why don't you have one?

I don't want the monk run-speed nerfed because I cant kill monks, but because everyone else's is. Why should monks be special? And dont give me that shit about not having a snare, or about getting away from gank groups. Everyone has the gank-group problem.
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Old 12-19-2007, 04:21 AM  
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Default Re: Nerf/Monk incombat run speed pls.

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Actually Evac *IS* interuptable if you know how to. I can think of 3-4 ways just off the top of my head. The wand is a T3 fabled item yes, but its easily farmable. The mob it drops from is in the instance Vault of the Fallen at the bottom of FG... it is one of only 3-4 drops that I can recall. It's really not hard to get. It's also useable by every non-scout except the crusaders. 57% un-breakable snare. Why don't you have one?

I don't want the monk run-speed nerfed because I cant kill monks, but because everyone else's is. Why should monks be special? And dont give me that shit about not having a snare, or about getting away from gank groups. Everyone has the gank-group problem.
How many times do we need to say it? Because monks have very few means to stop a runner, or to get away from gankers. That is why they have in combat sprint. End of story. It is just in-combat sprint, not in-combat speed. Everyone got their in-combat speed nerfed, yes, but this isn't the same thing. See the difference now?

And honestly, it isn't reasonable to expect one certain class to go farm a lowbie zone for a T3 weapon so that you can remove one of their very few means to catch runners... that's ridiculous. I might try to get it if I can convince someone to take me there and let me mentor, but going to farm a T3 zone feels like a fuckin waste of time when you are level 70+ and there is a full expansion of content which is intended for your level. There really should be no need for this crap, to be honest. I agree it is a nice little trick, but you cannot use a T3 fabled mage weapon as an argument to get a whole class changed.

As for evac being interruptable, no sorry. I don't think it is. A stifle or stun (or fear for those who've got it) can prevent someone from casting it, yes, but only for a little while. Then they gain immunity to these control effects and once evac is cast, there is only one way to stop it - and that is to kill the scout before it goes off. A lot of classes just don't have the DPS to pull that off. This only goes for scout evac, all the other evacs are easier to interrupt due to being caster based and not CA-based. Feel free to prove me wrong, though. In either case, I'd say it is extremely difficult to stop someone from evacing. It is basically a free out of jail card for people who missed something on track. But a big thread about monks that sometimes are able to sprint away, that is necessary! Yes, let's nerf that first. *sigh*
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Old 12-19-2007, 04:27 AM  
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Default Re: Nerf/Monk incombat run speed pls.

I agree, it IS hard to stop scout evac. It is possible though.

1. Fear. As soon as this lands, spell (and evac) casting ends and you start running around like a douche.
2. Stiffle/stun followed by an interupt. The stiffle will prevent it from being recast, and an interupt (NOT a stun, a skill that says INTERUPTS TARGET) will break the auto-recast.
3. Mez, followed by an interupt. Same deal as above.
4. Kill the scout.
5. Charm. Same deal as fear. Breaks combat though, don't cast if target below 50%.

There you go, 5 ways to stop a scout evac. As for the sprint... take a look at Ranger in-combat sprint (possibly Assasin too, not sure) they don't work, why should the monk's? Guardians and zerkers have pretty much no way to stop runners either. Same deal with Pallies/bruisers.
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Last edited by Paikis; 12-19-2007 at 04:28 AM.
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Old 12-19-2007, 04:42 AM  
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Default Re: Nerf/Monk incombat run speed pls.

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Originally Posted by Paikis View Post
I agree, it IS hard to stop scout evac. It is possible though.

1. Fear. As soon as this lands, spell (and evac) casting ends and you start running around like a douche.
2. Stiffle/stun followed by an interupt. The stiffle will prevent it from being recast, and an interupt (NOT a stun, a skill that says INTERUPTS TARGET) will break the auto-recast.
3. Mez, followed by an interupt. Same deal as above.
4. Kill the scout.
5. Charm. Same deal as fear. Breaks combat though, don't cast if target below 50%.

There you go, 5 ways to stop a scout evac. As for the sprint... take a look at Ranger in-combat sprint (possibly Assasin too, not sure) they don't work, why should the monk's? Guardians and zerkers have pretty much no way to stop runners either. Same deal with Pallies/bruisers.
Most bruisers who are good won't use drag until they know there is a chance that the scout could run... basically Sonic Fist --> Drag ---> Eagle Spin. If they run again, Mantis Leap. Not too hard, watch Kasai's videos on that one. Pali's have some decent nuking distance, if a scouts health gets too low, Brimstone, Refusal, that usually takes them out.
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