May 22nd 2007 4:38PM Edit #7
/cast Pick Pocket
Copy-n-Paste this before each of your openning moves; NO excuses macro...
May 22nd 2007 4:32PM /cast Pick Pocket
No excuses macro...
Mar 12th 2007 7:05PM The Monk –
Every class has a role however, even the best group can fall apart when then situation gets really hairy. Everyone has probably hit the Sheep’d mob or wondered in to a roaming group to swarm your party or have the Mob break Sap just as you think you have control over the pull. Enter the Monk; the only class that could turn a miss-step into some fun, although hectic, action.
The Monk class focused on flashy Martial Arts attacks and self-only Heals allowing solo game play however; the true power lies in the Monk’s group dynamic. As the party is attacked by multiple mobs the Monk’s specific group-abilities become active:
+1 Mobs = The Monk stops attacking and summons a large Dragon illusion that will draw the attention of the Targeted mob’s (preferably a Boss) next special attack which would destroy the illusion but absorb the special attack but at the cost of the Monk’s HP/Mana.
+2 Mobs = The Monk can perform devastating Tornado Kicks that bounces from one mob to the other (wont break Sap/Sheep/etc…).
+3 Mobs = The Monk can perform a Stunning Blow that strikes all surrounding mobs and ends with a Leg Sweep that trips the mobs.
+4 Mobs = The Monk can Challenge one attacking taking 100% agro but massively increasing his defensive abilities the effect is broken with any damage to the Mob.
+5 Mobs = The Monk stops attacking and summons an Ice Dragon that casts Ice Breath to knock-back the attackers and freeze them for 3sec (wont break Sap/Sheep/etc…).
Or something to that effect…