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Old Jun 29, 2009, 01:55 AM // 01:55   #1
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Default I suck at WOH monk..

I really need help i suck at healing my party...
Any tips or help will be apreciated!
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Old Jun 29, 2009, 02:22 AM // 02:22   #2
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make it so the numpad selects a certain party member
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Old Jun 29, 2009, 02:25 AM // 02:25   #3
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Make your party window bigger.
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Old Jun 29, 2009, 02:30 AM // 02:30   #4
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There was a thread not too long ago that had tips/advice for new monks.
It's not the greatest thread ever but there is some good advice in it =P
It might help a bit so here it is ^^;
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Old Jun 29, 2009, 03:13 AM // 03:13   #5
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This is probably best healing strategy in general. Go do AB, turn off your party monitor, and heal just by looking at screen not party status.
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Old Jun 29, 2009, 03:43 AM // 03:43   #6
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Don't overheal
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Old Jun 29, 2009, 03:54 AM // 03:54   #7
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Quote:
Originally Posted by s t e e View Post
This is probably best healing strategy in general. Go do AB, turn off your party monitor, and heal just by looking at screen not party status.
this made me LOL, what about thoes whammos tanking and everything is atking them, and we hape poor jimmy on his ele getting raped by a ranger LOOOL
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Old Jun 29, 2009, 04:17 AM // 04:17   #8
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Originally Posted by ooo rift ooo View Post
this made me lol, what about thoes whammos tanking and everything is atking them, and we hape poor jimmy on his ele getting raped by a ranger loool
loooooooooooooooooooooooooool!!!
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Old Jun 29, 2009, 04:25 AM // 04:25   #9
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The point of going to AB and turning off party is to NOT red bar and actually watch the game.

what is the point, that is a tip for pvp

its not like you have to prot in pve
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Old Jun 29, 2009, 05:02 AM // 05:02   #10
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RA or FA is more productive for turning the party window off and healing.
If you fail doing it in RA, who cares, and in FA there's a lot of NPC's you need to click on so it's better practice.
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Old Jun 29, 2009, 05:12 AM // 05:12   #11
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Quote:
Originally Posted by OoO Rift OoO View Post
this made me LOL, what about thoes whammos tanking and everything is atking them, and we hape poor jimmy on his ele getting raped by a ranger LOOOL
stee knows what he's talking about because he's an experienced monk, so am I. and my alliance has also produced NUMEROUS threads as these, and I've been following them for years now, and work perfectly. The point of turning it off is to watch the field and not the bar, being aware of surroundings is more effective.
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Old Jun 29, 2009, 05:36 AM // 05:36   #12
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Part of your problem is likely your bar. I'll assume you are using the PvX bar, which although useful in the hands of a seasoned player, is probably unwieldy for you.

For one thing, the meta no longer favors hexes, and as such you don't need two hex removals most of the time. You are better off taking other skills to help against non hexways. Since you're probably new, try dropping Holy Veil, and replace Spotless Mind with Cure Hex if you have trouble dealing with hexes on you.

This leaves you with three skill slots, since the rest of the PvX bar is solid. I bring Signet of Rejuvenation, since it helps with energy management and can be cast through hexes such as Backfire without problem. For your last two skills, you should dedicate at least one to self-defense, such as Bonetti's Defense. This can easily save you from a spike, and further help with energy management. Shield Bash is another good choice, just make sure you are using it properly to interrupt chains rather than lone attacks. This can be absolutely devastating to an Assassin chain or Warrior based spike.

For your last skill slot, bring either Vigorous Spirit or another self-defense skill. Vigorous Spirit allows your team to continue working in their roles without worrying about degen or minor pressure, and ends up saving you a lot of energy. For other self-defense skills, bring something that compliments your other self-defense skill without replicating it. For example, Shield Bash works to shut down chains, so you would bring Bonetti's Defense or Disciplined Stance to counter spikes and safeguard yourself for casting key spells such as Guardian.

This should help immensely. Some generic tips for the bar:
  • Save WoH for targets under 50% health
  • Anticipate damage and pre-prot with Guardian - do not react
  • Use Patient Spirit as you would a prot, two seconds is a long time
  • Use Signet of Rejuvenation over other heals for coping with pressure
  • Save Dismiss Condition to remove only key conditions, such as Blind on physicals
  • Defensive stances can be activated at any time, even when knocked down, so use sparingly as they can save you from dying
  • Remember to swap weapon sets. Getting an extra second off Guardian can win you the match

Practice in RA before you GvG, you won't learn much about positioning or tactics, but you will learn to manage your energy and be efficient.
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Old Jun 29, 2009, 10:19 AM // 10:19   #13
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Infuse, word, patient and sig of rejuv are red bar skills; their only purpose is making red bars go up. Look at red bars when using them. Having tiny red bars means you're more likely to use word or infuse when it isnt useful.

Patient outheals word at >50%, it also seemingly lasts 3s with +20% enchant. You could use it to effectively prot (heal midspike/cover guardian), but dont overdo it.

Unless the other team is fleeing, try to stay behind your mid- and frontline.
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Old Jun 29, 2009, 12:33 PM // 12:33   #14
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uhm infuse on redbar, you must be kidding me
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Old Jun 29, 2009, 01:12 PM // 13:12   #15
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Quote:
Originally Posted by Grand Theft Ecto View Post
Patient outheals word at >50%, it also seemingly lasts 3s with +20% enchant. You could use it to effectively prot (heal midspike/cover guardian), but dont overdo it.
Patient lasts exactly three seconds with 20% enchanting, this is a known bug/anomaly. It has great utility this way, since you can use it in more situations than most other heals.

Quote:
Originally Posted by Crom Bocca View Post
uhm infuse on redbar, you must be kidding me
I assumed from the OPs post that he is new to playing a healer in PvP. Infuse certainly is potent, and irreplaceable when dealing with spikes, but trying to use it while new to the rest of the bar is worse than not having it at all. Carelessly tossing around Infuses wastes tons of energy, 15 in total if you WoH yourself after. It's important to learn energy management first. This is why most monk players have trouble in PUGs, the PvX builds are good for advanced players, but hopeless for new ones.
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Old Jun 29, 2009, 05:03 PM // 17:03   #16
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Quote:
Originally Posted by Ariena Najea View Post
I assumed from the OPs post that he is new to playing a healer in PvP. Infuse certainly is potent, and irreplaceable when dealing with spikes, but trying to use it while new to the rest of the bar is worse than not having it at all. Carelessly tossing around Infuses wastes tons of energy, 15 in total if you WoH yourself after. It's important to learn energy management first. This is why most monk players have trouble in PUGs, the PvX builds are good for advanced players, but hopeless for new ones.
Well obviously good bars are better with better players, but you keep saying that these good bars should not be run by inexperienced players. With a standard WoH bar, what changes would you make to it that you think would make the bar better suited to be run by someone with little GvG experience monking?
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Old Jun 29, 2009, 05:07 PM // 17:07   #17
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Quote:
Originally Posted by Ariena Najea View Post
Patient lasts exactly three seconds with 20% enchanting, this is a known bug/anomaly. It has great utility this way, since you can use it in more situations than most other heals.
Don't be dumb, switch out of your enchant set to cast patient.


Quote:
Originally Posted by Ariena Najea View Post
I assumed from the OPs post that he is new to playing a healer in PvP. Infuse certainly is potent, and irreplaceable when dealing with spikes, but trying to use it while new to the rest of the bar is worse than not having it at all. Carelessly tossing around Infuses wastes tons of energy, 15 in total if you WoH yourself after. It's important to learn energy management first. This is why most monk players have trouble in PUGs, the PvX builds are good for advanced players, but hopeless for new ones.
Basically what this guy said. OP needs to learn to heal before taking infuse. If he takes infuse while first trying to learn to heal he'll never truly figure out what kind of damage needs to be infused, making him terrible at e-management in the long run. Once he fails to save a few people after getting omegaspiked, he'll figure out that he's probably going to have to infuse that when he is carrying infuse.
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Old Jun 29, 2009, 05:20 PM // 17:20   #18
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Originally Posted by Jonas The Keen View Post
Well obviously good bars are better with better players, but you keep saying that these good bars should not be run by inexperienced players. With a standard WoH bar, what changes would you make to it that you think would make the bar better suited to be run by someone with little GvG experience monking?
The bar in itself is not complicated, and only Holy Veil and Infuse are particularly problematic to new players. If you can't get the rest of the bar with a little practice, you probably should not be GvG Monking. My suggestions I posted before are oriented towards newer players. If you want to make as few changes as possible, then swap Holy Veil for Cure Hex and Infuse for another defensive skill. This is if you are using this PvX bar.

Quote:
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Don't be dumb, switch out of your enchant set to cast patient.
For most uses of Patient, you should certainly be out of your enchanting set. The uses for which it is beneficial to have the three second delay mostly apply when you have abundant energy. My favorite use of the three second Patient is for Warriors using Frenzy. I'll put it on when they call it, and if someone gets wise to take advantage of that, I won't need to be as concerned. If the Warrior takes ~100-150 damage, it is almost all healed and he doesn't need to worry about being spiked down by the rest of the team. This is a rather stupid tactic if you are low on energy, but effective if you are nearly full and are pressuring the other team.[/quote]

Quote:
Originally Posted by Michael805 View Post
Basically what this guy said. OP needs to learn to heal before taking infuse. If he takes infuse while first trying to learn to heal he'll never truly figure out what kind of damage needs to be infused, making him terrible at e-management in the long run. Once he fails to save a few people after getting omegaspiked, he'll figure out that he's probably going to have to infuse that when he is carrying infuse.
Part of this is simply having enough experience in the current meta to recognize what builds spike in what manners, so that you can predict the spike and Infuse in time. Generally, if you see the damage and start thinking about maybe Infusing or maybe not, your ally will be dead by the time you have contemplated the maybe spike. Carrying Infuse without understanding this simply wastes a slot on your bar, and doesn't facilitate learning its proper use. Also, energy management is the most common problem I see among new Monks, especially in PvP, and Infuse makes it worse. No recharge means it is too readily available for irresponsible use, and the high energy cost will quickly drain your reserves.
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Old Jul 03, 2009, 11:07 PM // 23:07   #19
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Quote:
Originally Posted by Ariena Najea View Post
The bar in itself is not complicated, and only Holy Veil and Infuse are particularly problematic to new players. If you can't get the rest of the bar with a little practice, you probably should not be GvG Monking. My suggestions I posted before are oriented towards newer players. If you want to make as few changes as possible, then swap Holy Veil for Cure Hex and Infuse for another defensive skill. This is if you are using this PvX bar.


For most uses of Patient, you should certainly be out of your enchanting set. The uses for which it is beneficial to have the three second delay mostly apply when you have abundant energy. My favorite use of the three second Patient is for Warriors using Frenzy. I'll put it on when they call it, and if someone gets wise to take advantage of that, I won't need to be as concerned. If the Warrior takes ~100-150 damage, it is almost all healed and he doesn't need to worry about being spiked down by the rest of the team. This is a rather stupid tactic if you are low on energy, but effective if you are nearly full and are pressuring the other team.


Part of this is simply having enough experience in the current meta to recognize what builds spike in what manners, so that you can predict the spike and Infuse in time. Generally, if you see the damage and start thinking about maybe Infusing or maybe not, your ally will be dead by the time you have contemplated the maybe spike. Carrying Infuse without understanding this simply wastes a slot on your bar, and doesn't facilitate learning its proper use. Also, energy management is the most common problem I see among new Monks, especially in PvP, and Infuse makes it worse. No recharge means it is too readily available for irresponsible use, and the high energy cost will quickly drain your reserves.
lol

So because Infuse has such a low recharge, it's bad to bring?

I'm pretty sure any skill would become better with a lower non-negative recharge, with the exception of those that rely on recharging skills (Enraged Lunge, for example).
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Old Jul 04, 2009, 12:40 AM // 00:40   #20
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I really disagree with the attitude of "you're not ready to run the big boy's bar" and much more favor the school of hard knocks. I've seen several people propose such things to new players, including telling a warrior to not bring frenzy. Learning to ride with training wheels doesn't teach you to ride, it teaches you to ride with training wheels. Someone with the attitude to examine their playstyle and adjust accordingly is going to do so without training wheels, might as well get rid of them from the get-go.
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