So flee.. Yes or No?
Started by
Pooksie
, May 07 2013 04:04 AM
9 replies to this topic
#1
Posted 07 May 2013 - 04:04 AM
I've read a lot of mixed guides , builds and responses on the subject of Flee for Monks.
I used to always read how Flee was just a waste of skill points because we Monks don't get alot of dodge anyways.
But now on this forum i've read some comments that prefer having Flee for being a main tank in raids, and what not.
Seeing as i myself want to get the best out of my Monk in the tank area. I don't want to waste any of my skillpoints of course.
So i'd like some advice on the matter, why i should or shouldn't take it.
I used to always read how Flee was just a waste of skill points because we Monks don't get alot of dodge anyways.
But now on this forum i've read some comments that prefer having Flee for being a main tank in raids, and what not.
Seeing as i myself want to get the best out of my Monk in the tank area. I don't want to waste any of my skillpoints of course.
So i'd like some advice on the matter, why i should or shouldn't take it.
#2
Posted 07 May 2013 - 04:23 AM
Well if you want the best for tanking, it would make sense that you pick up [Lv. 5/5] Flee along with maxed Protection Ki and SSS..
#3
Posted 08 May 2013 - 02:21 PM
Is flee your dodge +20% or 20% of your dodge?
#4
Posted 08 May 2013 - 06:34 PM
+20% of dodgeIs flee your dodge +20% or 20% of your dodge?
If you have 12% dodge on your char, with Flee activated you would have 32% dodge.
#5
Posted 08 May 2013 - 07:32 PM
#6
Posted 19 June 2013 - 09:51 AM
why is flee not a passive skill like in ro 1 o.o
#7
Posted 19 June 2013 - 10:00 AM
Because of Kro
#8
Posted 21 June 2013 - 02:24 PM
Late to the party, but it wouldn't hurt. Even if you don't run AGI in your build, having dodge/parry equips can still supplement the buff. I personally run it at lv5, but it's really your call.
#9
Posted 24 June 2013 - 04:31 AM
i thinking about flee too. have 2 opinion. for example kp is good save ability. reduce ALL dmg. and flee looks much badder. only +20% chance for flee, and when succes not full avoid dmg and seems cant flee boss skills. if flee chance would be +50-70% with same duration i will learn it immiadiatly.
but another side combine it with summon spirits 10 sec flee-10 sec kp-sss-10sec kp-10sec flee. overall 40 secs af any save abilities per 2 minutes.
someone can explain mechanic of flee here? about skills, magics, ignores dmg or cut?
but another side combine it with summon spirits 10 sec flee-10 sec kp-sss-10sec kp-10sec flee. overall 40 secs af any save abilities per 2 minutes.
someone can explain mechanic of flee here? about skills, magics, ignores dmg or cut?
#10
Posted 24 June 2013 - 04:37 AM
Search button is usefull sometimes :
http://forums.warppo...is-it-worth-it/
...
http://forums.warppo...is-it-worth-it/
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Edited by Skyton, 24 June 2013 - 04:37 AM.
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