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Old Jun 07, 2006, 05:41 PM // 17:41   #41
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Quote:
Originally Posted by Mithie
With all the rit spammers all over the place, it's a wonder why no one runs a soul reaping N/Mo with life sheath, heal other, and heal party.

Sure, soul reaping + spirits have been nerfed, but it still beats whatever a Mo/Me's got in terms of energy management.
You do see some teams using rits, but it's not as common as you think. And relying on the enemy team to put up spirits for you and hoping to gain energy through soul reaping, is just suicide. What a Mo/Me usually carries for energy management is usually less conditional than what any other class has out there to offer as a secondary to for monks. There used to be OoB, but now the health sacrifice is just too much to deal with.

If you wanted to rely on soul reaping for energy, there's always blood or FoC spike :P But most ladder builds are made for taking on the plethora of teams, in which case flexibility and adaptability are critical.
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Old Jun 12, 2006, 05:41 PM // 17:41   #42
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To lazy to read the rest of the thread so someone has already probably said what I am about to say. I monk for a top 60 guild and my favorite backline is a boon prot, heal monk, and ele spammer. Ele is your normal ether prodigy+heal party and snares/blinds depending on the build. For boon prots...OoB eww cause of health sac and lack of inspired hex/drain enchantment...so either MoR or ED. It really doesn't matter which, a monk should just run what they are most comfortable with. I view the heal monk (which I usual play...so I am biased) as crucial. The heal monk helps a ton versus pressure builds because of the extra energy regen and cheaper spells (I run with 40 eng and never have problems) and counters shadow shroud spiking. Most importantly, the heal monk packs an infuse allowing you to play against top 100 spike teams. Two strait up boon prots simply are not able to counter a good spike team. I know someone is going to try to argue this cause they want to sound elite on forums, but I have never seen two boon prots play Deer, WL, or even RnS (who really aren't that good at spiking...) strait up. You could always put an infuse on a boon prot (which I have done before), but the boon prot bar is already tight and this leads to big energy problems. The clear advantage two boon prots have over the boon prot + heal monk is that the boon prots work better in a split. The heal monk is much more reliant on the boon prot due to the lack of self heal.

btw I am not a fan of blessed light either...I will take woh any day.

Last edited by Drewfense; Jun 12, 2006 at 05:44 PM // 17:44..
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Old Jun 12, 2006, 10:23 PM // 22:23   #43
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Quote:
Originally Posted by Drewfense
To lazy to read the rest of the thread so someone has already probably said what I am about to say. I monk for a top 60 guild and my favorite backline is a boon prot, heal monk, and ele spammer. Ele is your normal ether prodigy+heal party and snares/blinds depending on the build. For boon prots...OoB eww cause of health sac and lack of inspired hex/drain enchantment...so either MoR or ED. It really doesn't matter which, a monk should just run what they are most comfortable with. I view the heal monk (which I usual play...so I am biased) as crucial. The heal monk helps a ton versus pressure builds because of the extra energy regen and cheaper spells (I run with 40 eng and never have problems) and counters shadow shroud spiking. Most importantly, the heal monk packs an infuse allowing you to play against top 100 spike teams. Two strait up boon prots simply are not able to counter a good spike team. I know someone is going to try to argue this cause they want to sound elite on forums, but I have never seen two boon prots play Deer, WL, or even RnS (who really aren't that good at spiking...) strait up. You could always put an infuse on a boon prot (which I have done before), but the boon prot bar is already tight and this leads to big energy problems. The clear advantage two boon prots have over the boon prot + heal monk is that the boon prots work better in a split. The heal monk is much more reliant on the boon prot due to the lack of self heal.

btw I am not a fan of blessed light either...I will take woh any day.
Whilst I see your point is fairly valid, you seem to have a very narrow view on Monks. A few months ago I would have solidly agreed with you; back in FnlD a Boon Prot and WoH Monk backline was the norm. I played the WoH monk mostly, and loved it. Back then I had basicly the opinion that you do now, it didn't last long though.

The difference in energy between an Orison/Dwayna's and a Booned Reversal is a big deal as you said; losing that pip really hurts. The difference between the effect of the two is equally if not more vast. Casting one of those standard five energy heal spells negates the damage of about two Warrior standard swings; just no power behind it. And if two Boon Prots can't save a spike with a Booned Reversal/PSpirit, I don't think an infuser stands a huge chance either.

Then there is the fact that you mentioned; Boon Prots are infinately more resilient, and can hold up in situations where they are split or the other monk is somehow disabled. Heal Monks are nice because of the spammability of their spells; and against a degen build I could see the merit. That is of course if you don't have an Ether Prodigy powered Heal Party; and honestly what build these days doesn't.
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Old Jun 13, 2006, 05:07 AM // 05:07   #44
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Quote:
Originally Posted by JR-
And if two Boon Prots can't save a spike with a Booned Reversal/PSpirit, I don't think an infuser stands a huge chance either.
I'm not sure a boon backline could stand up to a fc air using pp/sd, assuming prot spirit wasn't there from the start. That would be the exception, though - I agree otherwise.
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Old Jun 13, 2006, 07:52 AM // 07:52   #45
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Quote:
Originally Posted by Byron
I'm not sure a boon backline could stand up to a fc air using pp/sd, assuming prot spirit wasn't there from the start. That would be the exception, though - I agree otherwise.
If the spike is perfect... nothing can stop it.. .unless PS is up in advance... infuse cannot stop such spikes either... When the spike is sloppy (With sloppy I mean 3/4-1 sec apart... ) you can stop it with PS or infuse... Often good kiting can make a spike sloppy, but this wont work against the good spike teams...

When facing a FC air spike I often try to pre-id the target... so positioning is important (baits to the front etc..) and cast both RoF and PS in advance.. in the hope no 2 enchant removers are used...

BUt in the case of perfect spikes I really rely more on interupts/splits than on my own reaction with skills...either from a boon in GvG or infuse in HA.
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Old Jun 13, 2006, 08:47 AM // 08:47   #46
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Infuse doesn't really matter against FC air spikes. Either you can break the spike, or you can't. Infuse just brings the target back to full health if it lands.

Infuse is really good against blood spike though. Energy on boon prot sucks against these, because RoF/Prot spirit just carry some divine bonus + boon healing ~~

In any case, relying entirely on monks to stop spikes will just get you rolled really fast. Pressure and interrupts will save you.
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Old Jun 13, 2006, 01:52 PM // 13:52   #47
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Quote:
Originally Posted by JR-
The difference in energy between an Orison/Dwayna's and a Booned Reversal is a big deal as you said; losing that pip really hurts. The difference between the effect of the two is equally if not more vast. Casting one of those standard five energy heal spells negates the damage of about two Warrior standard swings; just no power behind it. And if two Boon Prots can't save a spike with a Booned Reversal/PSpirit, I don't think an infuser stands a huge chance either.
The difference between an infuser and a boon prot versus a spike is that while both can stop a spike, the infuse puts them right back at full health. Versus some spikes this means that an infuser is worthless, but against the current fast cast air fotm infusers are godly because of all the dps they can throw over after the initial orbs (which eats up TONS of power for boon prots, but a single infuse/touch for a heal monk). Anyone who saw smells like own single handedly solo rubies n sapphires the other day would have seen what im talking about @_@

But still, I wouldnt run an infuser unless it were in a playoff situation, because infusers have to give up defense to run that skillset, and so generally suck versus a good pressure team @_@
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