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Old Sep 28, 2006, 07:23 AM // 07:23   #41
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Quote:
Originally Posted by sinican
Personally I dont care how any of you monks act...
You monks? Bad and selfish players usually are playing more than one class. I've been in groups with the same people under different alts and noticed the responses I get. The point is, as soon as we play a different role in the party we start getting an attitude, and at a certain point it becomes "us against them" within the group.

The psychological aspect is important as a monk. When the first player dies, the morale starts to drop, and all the bad thoughts start creeping in. "Oh no, not another horrible pick-up group. The monks suck, warrior's over aggro, and the casters are tanking." People start going into generalization mode. At a certain point, most of the monks have been in so many different types of groups that the outcome becomes predictable.

I used to run ToPK groups (non-BP) over and over for awhile. Could see from group chat, from people not paying attention to aggro bubbles, and from skill combinations which groups would make it. Some of these groups had outright horribble team builds that I just accepted blind invites too. Gave advice to take caster shutdown, and ended up with a bunch of blind warriors standing in meteor showers. Many, many groups accumulated 60% dp from some of the worst players taking on several tricky caster groups at a time, and letting the Grasp of Insanity pop ups run through the casters forcing a full retreat. It took 2 hours to get to the first chest, which some groups seemed satisfied with. Other players would quit after a few deaths. Some groups were carried through to the 4th level by monking (and they would inevitably wipe at the start of it) and someone surviving to use Rebirth over and over. At a certain point, I only monked for these groups to give players a familiarity with the area so that I could actually complete runs. Trust me, theres a reason why Barrage-Pet took over down there.

At some point during the game, most of the players have to realize that they aren't as good as they can be, and they have to start making an effort to start improving. Yes, it's a game, but monks shouldn't have to babysit so the worst players can get through it. I've done the thing where I let the one horrible player die multiple times instead of trying my hardest to keep him alive (left Mhenlo dead once and didn't rez him). But I always rez people after the battle. It felt appropriate because the group breezed throught the mission, and people are only capable of insight after mistakes are realized.

Alot of times I ask a sarcastic question like "Did you forget to upgrade your armor?", and I get a response "I'm trying to save money by keeping my Shing Jea ". Or warn warriors about using Frenzy, and then BOOM boss Afflicted explosion. Times like that I clicked "Dead Warrior is using Frenzy" shortly after his death. I click on your skillbar all mission long from healing, if you want to take my advice as being an insult, then you should understand that I'm only showing you that you were wrong. On my other characters, I've seen more monks unfairly blamed for stupid mistakes. And I've also seen the monks who see themselves as gods immune to criticism, saying that only the tank must take damage. I bet these people are one and the same.

Originally, my monk was my favorite character. Until I realized how little control I had over everything. Just heal, keep people alive, and have no control over aggro or damage. Target calls and retreats get ignored, and get energy pings (as the only monk still alive) mockingly returned to you as everyone else dies. My monk has repeated missions far more times than my other characters because of outright stupid team strategies like killing the boss first and letting the other mobs (healers included) survive the whole fight. And these missions are always dramatic failures: on last bosses, missing faction's bonuses by seconds, or team wipes after spending hours... Anyone who's ever monked long-term has earned the right to vent, so at least they won't take it out on their next group.
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Old Sep 28, 2006, 07:32 AM // 07:32   #42
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Well creating my monk I at the same time gave the monk vow; To always heal the wounded and cure the infected, whenever and wherever.

If I believe a person isn't playing the game efficiently enough, I'll just explain it to him via. the chat and hope he understands. Usually he'll understand and actually be grateful for the hint, and play accordingly. At other times, he might be playing according to his special build, in which case it is all a misunderstanding. And again at other times he won't listen for whatever reason. But that doesn't mean I'll *punish* him by not healing him.

I dunno, being a monk I just feel a responsibility to heal everyone to the best of my abilities, regardless of how they're acting.
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Old Sep 28, 2006, 07:38 AM // 07:38   #43
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Originally Posted by Trvth Jvstice
I play my monk more than any of my other characters and I have NEVER purposely let someone die. If a ranger or caster stays in mele range too much I ask them to stay back. If a warrior is overaggroing I let him know.

I don't heal the offending team member at the expense of other players , but that's not the same as "letting" them die. If it's within a monks ability to save a player from dying without jeapordizing the team, and he doesn't, then he isn't a real monk.

I have never been more outraged in this game than when playing a SS Nec, I accidentally went into aggro range of some giants in THK right after a monk called "my energy is 15 out of 45."

The giants did giant stomp and knocked me down and started attacking me. My health was steadily dropping and I was waiting to be bailed out when I got a whisper, "just making a point" from the monk. Then I died.

I didn't see the monk call his energy and that was the only time I had made a mistake in the mission. The monk had the energy to save me, he was simply being an ass withholding his all powerful omnipotent healz. I lived or died at his hand.

I had monked THK hundreds of times, (my fav mission) so I knew the mission really well, so for some jackass monk to purposely let me die really set me off.

If you're a monk, and you can keep your team alive, do so. Otherwise you're just being an arrogant ass.
In triage, doctors are often faced with the same question. If I try to save this patient, these two will die while I work on him. I may even be able to save him, but doing so will exhaust the resources (plasma, equipment time and staff) to save five more. Who do I choose? Five lives I can save or one life that seems bent on ending itself?

And so have you. You've had to make these calls too if you monk PuG missions as much as you claim. Over and over again, when people in this thread admit "I let them die" they say so adding "I do what I can for my team".

But you're lumping them--and me--with some jerk you met in a THK mission; someone who had the time to PM you, but not the inclination to heal.

But letting someone die is not the same as killing them. This is something people need to realise about monking.

Back to the triage example: They're already dying.

@all: read Trvth Jvstice's post carefully. Both his example monk and his views are models of how NOT to think in a game like this.

Guild Wars is a game based on comabt. People die in combat and sometimes there's nothing you can do about it. Maybe they're stupid. You can't fix that. Maybe they're inexpierienced. You can teach, but can't play for them. Maybe it was your fault. Live learn and move on. But don't let death get to you. The second you do, you kill someone else.

Thats the pshycology of good monking folks.

Last edited by Minus Sign; Sep 28, 2006 at 07:50 AM // 07:50..
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Old Sep 28, 2006, 07:44 AM // 07:44   #44
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I'm going to allow myself the liberty to say that when you start punishing people by not healing them, you pretty much have the upper hand. What I mean is, you're not really having problems healing the team if you have the time to watch what each and every one of the team is doing and heal/punish them accordingly.

If you're in a tense situation, yes, you must of course make the decision to save as many as possible of the team. But if you're as far as the "punish" phase, I refuse to believe you're not able to heal the so called offender and keep the rest of the team alive as well.
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Old Sep 28, 2006, 07:55 AM // 07:55   #45
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Quote:
Originally Posted by Jessyi
Essentially, when forced, bribed, coerced or bored into PvE missions I monk like this:

I try to heal and protect everyone to the best of my ability, but I play it like PvP. I trust people to react to the damage they're taking and either they do or they don't. If they don't, too bad, they die. If they do, good for them, and they'll get their heals just as soon as I get around to it. That's what's "great" about PvE. Your enemies are in no hurry to kill/pressure/shut you down. They don't stick to targets or co-ordinate any sort of strategy. All you have to do as a non-monk player is take a few steps back and you'll be fine. Of course, if you're not big on self-preservation then you may or may not die (depending on how lucky you are/how much God likes you). It's none of my concern, really. What's the worst that can happen? You fail? At over 2700 hours, the 35 minutes wasted isn't a big concern to me.

However, if it's really important that we succeed (ie. I'm doing a mission that I desire never to repeat) then it's best to a) know what you're doing and b) inform your team of the best strategy. If you act like you know your ass from a hole in the ground, I find that 95% of the time people will listen and follow you. It's quite easy to be vocal; just a few keystrokes can save you a lot of outrage.

Overall, I'm not in this game to teach people a lesson. Either they "get it" or they don't, not that it matters because the chance that I'll ever play with them again is too minuscule to be statistically relevant. Besides, if I really want something done right, I won't pug to begin with. GG.

-Jessyi
You just don't get it do you? As a monk, you're not natural leader of the group. you should be too busy watching the red bars and the mini map to be leading. Just shush and heal. If a caster is getting in melee too much, let him know, but be polite. If a warrior is aggro-ing to much, let him know, but be polite.

And don't play a pug as if it is a PvP game. You will be playing with people that have never been in that mission before and other than their skill bar they will have no idea about where to go or what to do.

Your teeny little job is to keep your teammates alive. That's what you've been training to right? If someone makes a mistake, tell them. Don't let them die. Purposely letting someone die is anti-monking not monking.

Of course if a foolish pug member runs off to an area where you would die trying to save him then allow him to suicide. Remember, when a player suicides, it has nothing to do with you.

Don't ever jeopardize,your team or yourself for one player, but by gosh, if you can keep that idiot alive without risking yourself or your team, heal him.
Monks should be forced to take an oath before assuming the role: "I shall heal my teammate if I can, when I can"
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Old Sep 28, 2006, 07:57 AM // 07:57   #46
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Quote:
Originally Posted by Malangyar
I'm going to allow myself the liberty to say that when you start punishing people by not healing them, you pretty much have the upper hand. What I mean is, you're not really having problems healing the team if you have the time to watch what each and every one of the team is doing and heal/punish them accordingly.

If you're in a tense situation, yes, you must of course make the decision to save as many as possible of the team. But if you're as far as the "punish" phase, I refuse to believe you're not able to heal the so called offender and keep the rest of the team alive as well.
It's not about telling the person you can't do something when you actually can. It's about teaching the person indirectly how to play. You can't play if you're dead on the floor. All you can do is bitch about how bad the monk is.

However I do agree that if a monk can heal well enough to punish the person and make such judgement calls mid battle, it proves they're a good monk. The next monk that person being punished gets may not be so good and may just stare at red bars.
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Old Sep 28, 2006, 07:58 AM // 07:58   #47
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Quote:
Originally Posted by Trvth Jvstice
You just don't get it do you? As a monk, you're not natural leader of the group. you should be too busy watching the red bars and the mini map to be leading. Just shush and heal. If a caster is getting in melee too much, let him know, but be polite. If a warrior is aggro-ing to much, let him know, but be polite.

And don't play a pug as if it is a PvP game. You will be playing with people that have never been in that mission before and other than their skill bar they will have no idea about where to go or what to do.

Your teeny little job is to keep your teammates alive. That's what you've been training to right? If someone makes a mistake, tell them. Don't let them die. Purposely letting someone die is anti-monking not monking.

Of course if a foolish pug member runs off to an area where you would die trying to save him then allow him to suicide. Remember, when a player suicides, it has nothing to do with you.

Don't ever jeopardize,your team or yourself for one player, but by gosh, if you can keep that idiot alive without risking yourself or your team, heal him.
Monks should be forced to take an oath before assuming the role: "I shall heal my teammate if I can, when I can"
Exactly my point.
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Old Sep 28, 2006, 08:27 AM // 08:27   #48
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Quote:
Originally Posted by Minus Sign
In triage, doctors are often faced with the same question. If I try to save this patient, these two will die while I work on him. I may even be able to save him, but doing so will exhaust the resources (plasma, equipment time and staff) to save five more. Who do I choose? Five lives I can save or one life that seems bent on ending itself?

And so have you. You've had to make these calls too if you monk PuG missions as much as you claim. Over and over again, when people in this thread admit "I let them die" they say so adding "I do what I can for my team".

But you're lumping them--and me--with some jerk you met in a THK mission; someone who had the time to PM you, but not the inclination to heal.

But letting someone die is not the same as killing them. This is something people need to realise about monking.

Back to the triage example: They're already dying.

@all: read Trvth Jvstice's post carefully. Both his example monk and his views are models of how NOT to think in a game like this.

Guild Wars is a game based on comabt. People die in combat and sometimes there's nothing you can do about it. Maybe they're stupid. You can't fix that. Maybe they're inexpierienced. You can teach, but can't play for them. Maybe it was your fault. Live learn and move on. But don't let death get to you. The second you do, you kill someone else.

Thats the pshycology of good monking folks.
Wrong. Logically it has to be better to attempt to keep your team alive rather than allow some of them to die when they could have been saved. That's common sense. This is no War or Combat zone. It's just playing a little game among (hopefully) friends.

I'm a professional firefighter/EMT, and I work in a hospital ER. I've made mass casualty incidents. Don't compare them to a game ok? thx.

The point is, when your team is in a pitched battle, and for example, an ele is getting hammered on by carvers, heal him then ask him to stay out of melee range if he doesn't still keep the team alive and if it's in your ability also keep the ele alive. Don't do as Minus Sign would and let the ele die even if he ccould have saved him.
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Old Sep 28, 2006, 08:48 AM // 08:48   #49
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Quote:
Originally Posted by Trvth Jvstice
You just don't get it do you? As a monk, you're not natural leader of the group. you should be too busy watching the red bars and the mini map to be leading. Just shush and heal.
And this is where I point out that you're not a good monk.

Quote:
Originally Posted by Trvth Jvstice
Don't ever jeopardize,your team or yourself for one player, but by gosh, if you can keep that idiot alive without risking yourself or your team, heal him.
Monks should be forced to take an oath before assuming the role: "I shall heal my teammate if I can, when I can"
Going by that, it should apply to Warriors "I shall keep aggro on me as much as possible and have a skill bar full of stances" or Elementalists: "I should only have arcane echo, echo, meteor shower on my bar" or Necromancers: "I should be either a battery, SS, or MM, because there are no other Necromancer skillls".
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Old Sep 28, 2006, 08:58 AM // 08:58   #50
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Originally Posted by Sekkira
Going by that, it should apply to Warriors "I shall keep aggro on me as much as possible and have a skill bar full of stances" or Elementalists: "I should only have arcane echo, echo, meteor shower on my bar" or Necromancers: "I should be either a battery, SS, or MM, because there are no other Necromancer skillls".
Come off it! You know just as well as everyone that this discussion applies to the traditional healer monks. Do we really need to cut it out in the Sierra Maestra? Stop avoiding the subject at hand.
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Old Sep 28, 2006, 09:08 AM // 09:08   #51
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Originally Posted by Malangyar
Come off it! You know just as well as everyone that this discussion applies to the traditional healer monks. Do we really need to cut it out in the Sierra Maestra? Stop avoiding the subject at hand.
Quote:
Originally Posted by Trvth Jvstice
Monks should be forced to take an oath before assuming the role: "I shall heal my teammate if I can, when I can"
Any questions?
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Old Sep 28, 2006, 09:11 AM // 09:11   #52
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Quote:
Originally Posted by Malangyar
I'm going to allow myself the liberty to say that when you start punishing people by not healing them, you pretty much have the upper hand. What I mean is, you're not really having problems healing the team if you have the time to watch what each and every one of the team is doing and heal/punish them accordingly.

If you're in a tense situation, yes, you must of course make the decision to save as many as possible of the team. But if you're as far as the "punish" phase, I refuse to believe you're not able to heal the so called offender and keep the rest of the team alive as well.
Actually, problems healing the team has more to do w/ skill recharge and energy regen. When you are overextended as a monk, and everyone on your team is taking heavy spike damage from hard hitting mobs, that's generally when you have to go into what you are calling the "punishing" phase.

As a monk you can't just stare at the party window hitting whatever keys to get those red bars back up. When I first started monking that's what I did as I was learning.. you get in a lot of trouble that way not paying attention to your own position, the position of the enemy (in case they start aggroing on you), or the positions of who you are healing. Energy and time as a monk is limited and if you cast a heal on player A who needs it less than another player B due to their positioning, in most high level areas there is a high chance that player B will be dead by the time you get around to casting on player B.

Seriously, when you are monking you have to pay attention to your own location, move if the enemy has gotten past the front line, kite if under attack. You have to know generally where the 2nd monk is (if they are at risk of danger), where your eles are, and definitely where your tank is. The last thing you want is to find out that when you go to cast a heal on a dying caster that you start running in another direction because they were out of cast range. The players who are positioned in higher risk zones will get extra attention so you can be quicker to heal or prot them from spikes and that will also dictate the type of heals you will use on them (eg. spike healing / prot / or just faster casting heals).

Monking is definitely not about just staring at the party window's red hp bars. That's how I started though when I first rolled a monk, and that was when I would often get in aggro trouble when the mobs targeted me, oh whoa.. what's the necro doing up there next to the tank? Guess I should have put a prot on him instead of orison.

I regularly hold down ctrl, then alt every few sec while healing just to check the location of my party members and the enemy. As well as checking their position on the radar when healing them. I need to know if I'm going to have to sprint for that warrior, or why some ele seems to be offscreen taking damage. At least w/ the new party window, a player turns grey when they're way out of range.
One of the most important party members you should be aware of most of the time is the other monk as when the parties start wiping, that's who's going to be watching your back so you better know if they're at a high risk of dying or not.
And yes, there is plenty of time while healing to take this all in, I do it regularly in uw/fow even when I'm continuously spamming heals and prots on everyone.
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Old Sep 28, 2006, 09:12 AM // 09:12   #53
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Originally Posted by Sekkira
Any questions?
No, that's exactly what I was talking about in my former post.
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Old Sep 28, 2006, 09:49 AM // 09:49   #54
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Quote:
Originally Posted by Trvth Jvstice
The point is, when your team is in a pitched battle, and for example, an ele is getting hammered on by carvers, heal him then ask him to stay out of melee range if he doesn't still keep the team alive and if it's in your ability also keep the ele alive. Don't do as Minus Sign would and let the ele die even if he ccould have saved him.
Yes, but what Minus Sign is talking about is triage.

As heal monks we have to make judgement calls all the time unfortunately. Sure I wish there was an emergency 1 time use monk signet called "Heal Party + pets + important NPC's to 100%" w/ a 1/4 sec cast time, but since there isn't we have to decide who's more important when your energy is down to the wire, half your heals are recharging and you know from experience that the odds are against you of keeping everyone alive.


Let me give you some examples of scenarios I've encountered many times:

UW, right before the first reaper. 2 Warriors charge in at the terrorwebs, meteor showers start crashing down. But wait, that over eager ranger has followed 1/2 an aggro circle behind, and guess what.. that creates a chain of aggro straight to the casters. Terrorwebs start eagerly targeting your eles and necros who just love standing in pairs. A few synchronized fireball spikes and your party has collectively lost more than 60% of it's hp.
You're very low on energy now, having healed the warriors back up in the initial attack, and throwing prots and heals like no tomorrow on the spiked eles, necros and burning monk.

You can see the webs beginning to cast their second wave of meteor showers, the warriors are burning, and you start wishing your damn pug didn't kick out that interrupt mes while forming the party.

You know when the meteor shower starts falling it's going to get ugly. Your choice then becomes who are you going to save? Who's more important and more likely to help kill the enemy? Who's neccessary and who's expendable? Sure you could try to heal everyone and sap every last bit of energy you got, but you won't be able to bring them all to full hp, nor will you be able to protect everyone from the incoming ele spikes. Nor will you likely have time to save anyone once the fireballs and meteors start coming due to your lack of energy and recharging skills after all the heals.

Your best option then becomes keeping 1 ele alive instead of 2 (maybe the one w/ more hp left, or maybe the one who carries a self heal), possibly sacrificing the necro to keep the other monk up, or losing the ranger in order to keep one of the tanks who's carrying more armor buffs, or maybe he's even got an interrupt.


Or lets say your party was carrying enough firepower, and have taken out 1 web, and taken the other two to 50% hp. But that rit who was on fire retreated to far and aggro's the 2 aatxes that just happened to be patrolling at the top of the steps.

Now what? You're low on energy, the other monk is overextended. You start typing "get back" and pinging the radar furiously, but the rit goes down. The other terrorweb dies, and the aaxtes start killing off your eles and charging for the backlines.

You've regen'd a bit and you know you could heal the warrior and keep him alive, but he's so focused on killing the last web you know you're actually hoping he'll die before he finished the job. And what if the other monk keeps the warrior alive? You don't want that, and the monk isn't retreating, so you have decide whether not you want to keep the other monk alive. Because you know that if that last terrorweb dies, the reaper will spawn, and the aatxes will start tearing him apart. Your damage dealers are dead, and you're so drained on energy, it's unlikely that you would be able to keep the tank and reaper alive against the 2 bulls.

What happened in my case? well, the tank didn't die quick enough, the reaper spawned, and the two aatxes proceeded to rip our tattered party and mr reaper to shreds. hello TOA.


Maybe the last example is a bit extreme, but I can think of several similar situations, the Ghost in FOW, the King in thunderhead, in fact any NPC who ends up in the midst of bad aggro who is key to completing a mission or area ... as a monk you're going to have to decide who to save and who to sacrifice to keep from having to restart the mission.


And as interesting as this discussion is, I'm glad I only have to make these decisions for a game. I can't imagine having to decide between critically injured patients who will get a doctor's and who will have to be sacrificed in real life. Fortunately there in GW there is no need to harden ourselves to these in game decisions because a monk will always have some form of resurrect

Last edited by saphir; Sep 28, 2006 at 09:52 AM // 09:52..
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Old Sep 28, 2006, 09:51 AM // 09:51   #55
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Most of the time I form my own group now. I ask some questions to see if the player has knowledge of the game and the strat we will use. If he's not up to the task imo (can be several reasons) I apologise and kick him from the team. I also choose players on their comunication skills. Players who will shout 'go go start the game' while we're still arranging stuff will be kicked instantly without an explenation. I ask if they all got time and bring those dam keys.

When I get in a group myself, I will start asking questions at a fast rate. I want to know if the group is capable, what the plan is etc. That doesn't mean they all have to share my preference of skills etc.

But occasionaly one slips through and wants to be a real jerk. At first I will try to fit him in my plan, see if I can keep the idiot alive, I find it kinda sport. Now if he's really becoming a problem, I will comunicate and tell him. I will still keep him alive without risking other team players. I don't want a single person to die on my watch. But if he does die a few times, I will see him as a total loss and play like if he left the game.

I also tend to control the party. If I see a whammo leeching or running at the back for no reason I will tell him to move and fight (team chat). An el that tanks like a sissy will hear it right away from me. Bad idea buddy, get in the back.

Anyway, there's defenitely something as the psychology of monking. We want to keep the team alive and get the goal and we will do anything within our powers to accomplish that, even if that means sacrificing the idiot.

Last edited by Gun Pierson; Sep 30, 2006 at 08:04 AM // 08:04..
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Old Sep 28, 2006, 10:00 AM // 10:00   #56
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I do similar things to the OP. If people continually stand in maelstroms (or similar) or play stupidly, they get less healing. Also, if they aggro too much, I don't tend to heal the person who aggrod. Most of the time the message gets across, but if not, I tell the player/s responsible that I will leave and find a better group if nothing changes. This works 99% of the time, as people generally don't want to lose a monk. If not, I just leave if the team are being really stupid.

There is no point wasting your time if the team aren't going to play well, you can't expect to aggro a full group and have the monk keep you alive regardless. I think with factions coming out, and most players playing an Assassin or Rit, monks are being more appreciated, and our demands are being met better, as there aren't too many monks around. I normally play with Henchmen or Guildies anyway, so I don't usually have too much of a problem with stupid players.
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Old Sep 28, 2006, 12:44 PM // 12:44   #57
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Quote:
Originally Posted by saphir
Yes, but what Minus Sign is talking about is triage.

As heal monks we have to make judgement calls all the time unfortunately. Sure I wish there was an emergency 1 time use monk signet called "Heal Party + pets + important NPC's to 100%" w/ a 1/4 sec cast time, but since there isn't we have to decide who's more important when your energy is down to the wire, half your heals are recharging and you know from experience that the odds are against you of keeping everyone alive.
Just nitpicking. Heal Party isn't a signet and doesn't heal Pets or NPC's.

Edit: Nvm, I read it wrong.


Quote:
Originally Posted by saphir
Let me give you some examples of scenarios I've encountered many times:

UW, right before the first reaper. 2 Warriors charge in at the terrorwebs, meteor showers start crashing down. But wait, that over eager ranger has followed 1/2 an aggro circle behind, and guess what.. that creates a chain of aggro straight to the casters. Terrorwebs start eagerly targeting your eles and necros who just love standing in pairs. A few synchronized fireball spikes and your party has collectively lost more than 60% of it's hp.
You're very low on energy now, having healed the warriors back up in the initial attack, and throwing prots and heals like no tomorrow on the spiked eles, necros and burning monk.

You can see the webs beginning to cast their second wave of meteor showers, the warriors are burning, and you start wishing your damn pug didn't kick out that interrupt mes while forming the party.

You know when the meteor shower starts falling it's going to get ugly. Your choice then becomes who are you going to save? Who's more important and more likely to help kill the enemy? Who's neccessary and who's expendable? Sure you could try to heal everyone and sap every last bit of energy you got, but you won't be able to bring them all to full hp, nor will you be able to protect everyone from the incoming ele spikes. Nor will you likely have time to save anyone once the fireballs and meteors start coming due to your lack of energy and recharging skills after all the heals.

Your best option then becomes keeping 1 ele alive instead of 2 (maybe the one w/ more hp left, or maybe the one who carries a self heal), possibly sacrificing the necro to keep the other monk up, or losing the ranger in order to keep one of the tanks who's carrying more armor buffs, or maybe he's even got an interrupt.


Or lets say your party was carrying enough firepower, and have taken out 1 web, and taken the other two to 50% hp. But that rit who was on fire retreated to far and aggro's the 2 aatxes that just happened to be patrolling at the top of the steps.

Now what? You're low on energy, the other monk is overextended. You start typing "get back" and pinging the radar furiously, but the rit goes down. The other terrorweb dies, and the aaxtes start killing off your eles and charging for the backlines.

You've regen'd a bit and you know you could heal the warrior and keep him alive, but he's so focused on killing the last web you know you're actually hoping he'll die before he finished the job. And what if the other monk keeps the warrior alive? You don't want that, and the monk isn't retreating, so you have decide whether not you want to keep the other monk alive. Because you know that if that last terrorweb dies, the reaper will spawn, and the aatxes will start tearing him apart. Your damage dealers are dead, and you're so drained on energy, it's unlikely that you would be able to keep the tank and reaper alive against the 2 bulls.

What happened in my case? well, the tank didn't die quick enough, the reaper spawned, and the two aatxes proceeded to rip our tattered party and mr reaper to shreds. hello TOA.
Props to the awesome disaster scenario

I'd like to add that the Warrior finally killed off that Terrorweb, Reaper spawns and just before being attacked, takes the Unwanted Guests quest.

What do you do. What DO you do?

Quote:
Originally Posted by saphir
And as interesting as this discussion is, I'm glad I only have to make these decisions for a game. I can't imagine having to decide between critically injured patients who will get a doctor's and who will have to be sacrificed in real life. Fortunately there in GW there is no need to harden ourselves to these in game decisions because a monk will always have some form of resurrect
Well, no. The only res I carry as a Monk, that is if by 'Res' you mean 'Heal' or 'lifesaver', would probably be WoH. I prefer to use all 8 skills to keep the team alive. If those 8 skills aren't enough, I don't think the team is worth it.

Quote:
Originally Posted by talon
There is no point wasting your time if the team aren't going to play well, you can't expect to aggro a full group and have the monk keep you alive regardless. I think with factions coming out, and most players playing an Assassin or Rit, monks are being more appreciated, and our demands are being met better, as there aren't too many monks around. I normally play with Henchmen or Guildies anyway, so I don't usually have too much of a problem with stupid players.
The coming of Factions made me happy with my Monk and overall the player base. To play a Healer there is rather challenging. The missions overall introduce Healers to actual tactics and play, making them an overall better player. No aggro a tiny group, blow your energy in 10 seconds, wait for 5 minutes to recharge, then the next tiny group.

It is however a cop out when I see Healers REQUIRING a battery to keep their energy up. I like to rage at those Monks and tell off Necromancers advertising themselves as a battery because imo, a Necromancer is actually reducing themselves to that level. I put batteries on a low level as rather useless, gimping themselves from any form of their potential. As a Necromancer, I will kick any caster out of my team who suggests I put energy management skills on my bar for THEM.

In all seriousness, yes you should be a team player, you should try to do what is best for your team. However, you should also play a personal build that you enjoy, which helps the team and isn't detrimental to it. You should be shot if you require someone to change their own build and playstyle just because you want to play a certain way.

Last edited by Sekkira; Sep 28, 2006 at 12:50 PM // 12:50..
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Old Sep 28, 2006, 12:44 PM // 12:44   #58
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yup yup.... again this is why the Hench monks are better than half of you...

Tai wont be a bitch and not heal someone because she thinks she is some goddess and everyone else is a noob...
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Old Sep 28, 2006, 12:49 PM // 12:49   #59
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Originally Posted by sinican
yup yup.... again this is why the Hench monks are better than half of you...

Tai wont be a bitch and not heal someone because she thinks she is some goddess and everyone else is a noob...
I beg to differ.



RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO you Tai.
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Old Sep 28, 2006, 12:52 PM // 12:52   #60
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Quote:
Originally Posted by Sekkira
Just nitpicking. Heal Party isn't a signet and doesn't heal Pets or NPC's.
See, if Saphire had put commas into his post.. and you had read what he was saying.. it would appear that saphire would like there to be a 1 time use, emergency skill that did all of that.
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