Feb 04, 2010, 11:27 PM // 23:27
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#1
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Ascalonian Squire
Join Date: Feb 2009
Location: West Coast
Profession: W/
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Monks Vs. Deep Wound
This is coming from a 4v4 standpoint.
When monking, what is the best way to deal with the Deep Wound condition? I see a lot of monks run no other condition removal on their bar besides dismiss condition. However, due to it removing only one condition I seem to hardly ever remove the condition i want removed (be it blind, cripple, or deep wound). Draw conditions seems like the best way to keep your team mates clean and remove deep wound during a spike, however you need draw accompanied by mending touch, which seems to eat up too much bar space.
The third option is to just ignore the deep wound for the moment and heal through it, regardless of the negative affect it has on healing.
So, what is the best way to deal with the above issue?
On a side note, what is the best method of keeping your team (especially front liners) clean of blind & cripple when they are almost always covered by another condition?
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Feb 05, 2010, 12:15 AM // 00:15
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#2
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Frost Gate Guardian
Join Date: May 2008
Location: Brazil
Guild: Agents of Indecision[meh]
Profession: Me/
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Draw + touch is the best if you're dealing with covered conditions.
Assuming u're using WoH,might as well heal through it if deepwound is being spammed/covered.
If theres just one source of DW,then throw in a patient+dismiss or just dismiss if you already got the enchant req.
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Feb 05, 2010, 12:25 AM // 00:25
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#3
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Ascalonian Squire
Join Date: Feb 2009
Location: United Kingdom
Guild: Cookie Rehab Clinic [LAME]
Profession: Mo/W
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You need to watch the field a lot more than party bars. Deep wounds don't always need to be removed asap if they aren't taking much pressure. Usually you should be putting Guardians and any other prots on the targets before they take the deep wound, or shortly after. Firstly this is a better way of saving the target than simply removing the deep wound.
Blinds and cripple are a different issue altogether. I find that in 4v4 situations its either very rare or very scarcely used. Most important thing to remember is that if you can't afford to wipe the condition without causing energy problems then don't do it.
Edit: Oh and I tend not to run draw. Conditions are rarely an issue if you catch them early on. The only problem with them popping up is at the start when most 'RA rangers' spread their poison or whatever; after that they just go ahead and train targets.
Last edited by Little O B S I; Feb 05, 2010 at 12:27 AM // 00:27..
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Feb 05, 2010, 12:29 AM // 00:29
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#4
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Forge Runner
Join Date: Feb 2008
Guild: The Warrior Priests [WP]
Profession: Me/Rt
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In RA 4v4 you don't really have space to bring multiple condition removals.
Two powerheals like WoH/Patient are pretty much required since people in RA haven't heard of kiting and/or shield sets. Two hex removals like Veil/Cure/Deny are pretty much required since lolhexes. Add in an obligatory Guardian, and then you're down to three slots for condition removal and defensive skills like Bonetti's, Balanced, Dolyak, Return, etc.
Of course if you really want to run Draw you could throw up Melandru's Resilience - from what I've seen stance removals have become more rare since everyone's gone gay for Fox Fangs instead of Wild Strike, while Blow, Throw, and Whirling are more rare.
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Feb 05, 2010, 01:14 AM // 01:14
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#5
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Ascalonian Squire
Join Date: Feb 2009
Location: West Coast
Profession: W/
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Thanks for the responses. I have one more question concerning monks.
I've often heard that watching the red bars is a bad no no. I try to watch the field the best I can, but then I have to look at who is going into conflict, what their name is, then find it on the red bar party window, then prot/heal. That seems to take very long and is really frustrating. Plus my eyesight is horrific and I refuse to wear glasses so reading the little names gets rough.
I've heard people talk about programming keyboard shortcuts to select certain group members. Can anyone tell me how to do it or point me to a guide? Also, in a setting like random arenas, will the keys have to be reprogrammed for each new team I join?
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Feb 05, 2010, 01:51 AM // 01:51
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#6
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Site Contributor
Join Date: Apr 2007
Location: Phoenix, Arizona
Guild: Blinkie Ponie Armie [bpa]
Profession: N/Mo
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Hey there.
On your Options panel, go to "Control". From there, scroll down until you see "Target Party Member - 1" and so on. From there, press the key you wish to correspond to that player and hit "assign". I use my number pad, because my laptop is huge enough to have one.
You won't have to reset your keys for each battle, they will remain set. It makes things so much easier.
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Feb 05, 2010, 03:55 AM // 03:55
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#7
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Ascalonian Squire
Join Date: Feb 2009
Location: West Coast
Profession: W/
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Thanks Jensy
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Feb 05, 2010, 06:30 AM // 06:30
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#8
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Wilds Pathfinder
Join Date: Jul 2008
Location: Sen'jin Village
Guild: The Infamous Cake Bandits [cake]
Profession: Mo/W
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I beg to differ, Draw + Mtouch is the way to go. Dismiss is far too unreliable, when I hit draw I know its going to get rid of the blind/crip/dw that is on my target instantly. The important thing is to not remove the conditions off yourself unless you're getting attacked, as long as the person who is taking hits has no conditions its all good.
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Feb 05, 2010, 07:07 AM // 07:07
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#9
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Lion's Arch Merchant
Join Date: Nov 2007
Guild: Dont Fear The Creeper [BuD]
Profession: A/
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Dismiss is pro... Mend touch is nice but generally not worth two skill slots.
If you have problems with DW then you're not using guardian/stances/kiting correctly.
I assume it gets covered with poison or bleeding from WS, in which case you need to either get obstructed from the ranger as much as possible or kite/shield bash the derv more effectively.
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Feb 05, 2010, 07:13 AM // 07:13
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#10
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Krytan Explorer
Join Date: May 2005
Location: aggro bubble
Guild: [RD];[FW];[GOTS];[baed];[kiSu]
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Just be selfish. In RA/FA/JQ and PuG AB I only bring Mending Touch. There's so many people who think it's perfectly fine to tank 3+ physical damage dealers. Trying to keep them up is a waste of energy. So I prefer to remove two conditions on myself.
Also if you happen to run /A secondary, Return and Mending Touch is a neat ninja move!
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Feb 05, 2010, 07:25 AM // 07:25
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#11
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Silence and Motion
Join Date: Jul 2006
Location: Buffalo NY
Guild: New Horizon [NH]
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Quote:
Originally Posted by Will Mason
Dismiss is pro... Mend touch is nice but generally not worth two skill slots.
If you have problems with DW then you're not using guardian/stances/kiting correctly.
I assume it gets covered with poison or bleeding from WS, in which case you need to either get obstructed from the ranger as much as possible or kite/shield bash the derv more effectively.
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Deep Wound is not just applied on Monks, but other members of the team. They probably (especially in RA) won't have their own defensive skills such as Shield Bash, Return, and are unlikely to kite. Deep Wound also isn't the only dangerous condition that is often applied in a stack. Cripple is popular as well, which really needs to be removed to prevent enemy melee from training your team.
As has been stated, Draw and Mending Touch is by far the most reliable setup. Personally I'd rather be able to reliably move DW and Cripple rather than having another stance or other defensive skill.
__________________
Currently active in GW1 as of February 2015!
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Feb 05, 2010, 07:51 AM // 07:51
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#12
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Wilds Pathfinder
Join Date: Jul 2008
Location: Sen'jin Village
Guild: The Infamous Cake Bandits [cake]
Profession: Mo/W
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Quote:
Originally Posted by Will Mason
Dismiss is pro... Mend touch is nice but generally not worth two skill slots.
If you have problems with DW then you're not using guardian/stances/kiting correctly.
I assume it gets covered with poison or bleeding from WS, in which case you need to either get obstructed from the ranger as much as possible or kite/shield bash the derv more effectively.
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You could Sbash the move ... or you could take Draw+Mtouch over shield bash, shield bash helps you, draw is useful in far more situations.
Also Mtouch is a pretty decent self heal.
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Feb 05, 2010, 08:38 AM // 08:38
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#13
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Forge Runner
Join Date: Feb 2007
Location: Las Vegas
Guild: Enraged Whiny Carebears [oR]
Profession: W/E
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dismiss if i'm running prot with survivor
just draw if i'm running heal with disciples
not many brave players on guru
draw and mending touch is just overkill and stupid, two slots for conditions really? hexes are always a much bigger threat than conditions, what a waste
Last edited by Gift3d; Feb 05, 2010 at 08:40 AM // 08:40..
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Feb 05, 2010, 03:14 PM // 15:14
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#14
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Krytan Explorer
Join Date: Aug 2008
Location: wisc
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i used to take dismiss in ra, but it did seem too cumbersome and slow. lately ive been running {bonettis, veil, dolyaks, cure hex, draw condi, patient, woh, m touch} i know not having guardian seems lame, but when half of your team doesnt kite/waits to kite till after they get a guardian, it just seems like wohing them is more energy efficient. also, without guardian you can run a little more favorable spread, 3 prot, 9 tactics, 9 divine, 14 healing. i feel bad when i have an ele/vor mesmer and i can hear/see them getting rupted though usually a prepatient + draw the dw is enough to catch most ra spikes with a woh to follow. if you see a mez, keep him targetted and keep checking back to see when an enchant strip is coming to cover veil with patient.
this is running the armor set of full disciples, minor heal rune on the head, sup vigor, then the rest vitaes. camp your shield set with a +5 armor onhand, and make sure to have the right +10vs xxx shield for each match. even if you draw daze, you should be able to tank it out with 106 armor+dolyaks if you need to+bonettis
Last edited by jaximus; Feb 05, 2010 at 03:28 PM // 15:28..
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Feb 05, 2010, 03:34 PM // 15:34
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#15
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Academy Page
Join Date: Oct 2005
Profession: R/E
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I don't worry much about deep wound on its own, so I just bring Dismiss. However, I *do* worry about deep wound during a spike, and also cripple and daze, especially when they are smart and cover daze, so lately I've been bringing Purge Conditions at the end of my bar. I use Dismiss for 90% of the stuff, and Purge for emergencies. It's also a good accessory when your other skills are still charging but someone's still getting spiked and condition spammed.
To be honest I'm sure adding a 2nd hex removal might be a better choice in a lot of cases (although I never do this). In RA I think it really depends on the day. There are days when everyone is going nuts with hexes, and other days where it's all about conditions.
Draw Conditions is great, but I tend to overuse it, and you can pull in some really undesirable stuff on accident. Mend Conditions ends up being mandatory a good chunk of the time. Plus it's no fun trying to remove daze with Mend Conditions
Last edited by J1000; Feb 05, 2010 at 04:07 PM // 16:07..
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Feb 05, 2010, 04:15 PM // 16:15
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#16
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Wilds Pathfinder
Join Date: May 2007
Guild: Kaons Banned Fecal Super Team [Ban]
Profession: Mo/A
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I always just run dismiss, and its hardly ever an issue unless you face some gimmick built around spamming that one or two conditions in which case it doesn't matter whether you run draw or dismiss.
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Feb 05, 2010, 06:20 PM // 18:20
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#17
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Condi removal is overrated. Prot is overrated:
patient
woh
cure
deny
vig spirit
divine spirit
bstance
bonettis
Gets nasty vs heavy condis with an ench strip necro or against a team that actually semi-spikes, but it's usually enough to beat anything.
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Feb 05, 2010, 07:01 PM // 19:01
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#18
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Academy Page
Join Date: Jul 2009
Guild: Dyslexic Tendencies [SpAz]
Profession: W/
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I can't imagine how your playing without Guardian, no prots is a total fail. Protting warriors is insanely easy in 4v4 and takes no skill whatsoever. As for deep wound, if it's covered just prot and tank it, or remove it if it's not .
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Feb 06, 2010, 01:37 AM // 01:37
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#19
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Krytan Explorer
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Quote:
Originally Posted by Div
Condi removal is overrated. Prot is overrated:
patient
woh
cure
deny
vig spirit
divine spirit
bstance
bonettis
Gets nasty vs heavy condis with an ench strip necro or against a team that actually semi-spikes, but it's usually enough to beat anything.
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Assuming that your teammates are good (warriors have sentinal insignia's, necros have tormentors and probably return, etc), that will probably work out well. But I always get assassins on my team that have like 500 health, and without guardian they die in like 3 hits. So basically without guardian you can't carry teams anymore
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Feb 06, 2010, 09:21 PM // 21:21
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#20
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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The good thing about RA is that they're in general terrible and only go for you or your mesmer. Even if they hit your mesmer, it's pretty easy to powerheal with the extra divine favor and divine spirit. Hitting you is the best thing you can hope for. It's enough to get you 10-20+ wins still.
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