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Old Mar 21, 2006, 01:06 AM // 01:06   #61
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In a word, no.

In detail, it depends on the overall composition of your group. A well-balanced group that brings wards, wells, interrupts, knows how to use hexes (not all of them have to deal damage to be effective), knows how to negate hexes and enchantments, interrupts (said again for emphasis), can easily get by with one Monk primary and a back-up N/Mo, E/Mo, or Me/Mo.

Playing a healer in this game is all too often like playing whack-a-mole. When only one or two people are taking enough damage to warrant healing, a N/Mo, E/Mo, or Me/Mo is more than capable of handling it, with 10-12 attribute. And still bringing something beyond just healing to the group.
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Old Mar 21, 2006, 01:08 AM // 01:08   #62
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Quote:
Originally Posted by Reverend Jekyll
Is it easier to find one to three people that can keep an entire team alive or an entire team that can all keep themselves alive?

Every class in the game has some form of damage reduction, damage mitigation or flat-out healing capabilities. Finding 8 people that can work together to eliminate the need for one monk is much harder than finding the one guy to keep you knuckleheads alive.
Quoted for truth.

This ^^ is the most intelligent thing i've read in this thread so far ... the advantage to having monks in your party is not that they are "necessary" for any successful party, but they are your safeguard ... your "buffer", if you will, from failure. Something goes horribly wrong and you begin to take an absurd amount of damage? Your heals/stances are being interrupted/de-stanced? These are the times when monks are your friends.

A highly-skilled and cooperative team can do almost anything with any mix of characters sans-monk.

A reasonably skilled team can do well with one monk

A mediocre team can finish a mission with 2 monks

etc, i'm sure you get the point.

I was in an absolutely AWFUL PUG in the Ring of Fire mish last night, and we had a 3 monks. 2 people ragequit before we got to the gate, and we're left with 2 W primaries and a R/E (who kept using apply poison, then barrage ... and would cast healing spring at random intervals and in mid-combat with no stance ... ) anyway ...

It was all the THREE of us could do to keep the THREE of them alive. That's a 1:1 healing ratio. THAT is a horrible pug. Our DPS was pathetic, it took upwards of 4-5 minutes to kill any of the Mursaat bosses.

Moral of the story? I did the same mission later with guildies (looking for some skill captures) with just me monking, and we pretty much rolled over the Mursaat like a freight train.

Experienced party > monks > idiots
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Old Mar 21, 2006, 01:34 AM // 01:34   #63
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Originally Posted by Arcanis the Omnipotent
I've been trying to bring along Ether Feast more often lately, I just hope factions gives Mesmers another self heal. Ours is currently probably the worst one.
Ether Feast is really bad, but Aura of Restoration is arguably worse. Kind of a close contest between the two, in a way.

Anyway, while monks are certainly helpful, I must agree that they aren't always necessary. I once was carrying healing stuff on my necro when doing Dragon's Lair. I think it was Orison, Breeze, and Other. Anyway, the monk we had with us either left or dropped. We were still able to complete the mission despite that, with my necro playing monk. Probably helped that I've had experience monking. Also, Well of Blood is very handy in some zones.
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Old Mar 21, 2006, 01:46 AM // 01:46   #64
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Primary Monking is my favorite profession.

That being said, it seems the same folks who insist on having monks 24/7 are the same people who think that having a monk on the team means they can run around recklessly and ignore their health. Of course, when they die they often blame the monk ...

As a primary monk I appreciate folks who can do some self-heals. That lets me help out with more Protection skills, etc.
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Old Mar 21, 2006, 01:58 AM // 01:58   #65
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Quote:
Originally Posted by Poison Ivy
FoW - Solo Warrior
UW - 4 man trapper team
uw- 2 man trap
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Old Mar 21, 2006, 02:14 AM // 02:14   #66
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Monk primary is only mandatory for one of two reasons:

1) You're a protector for the group. Being able to spam Reversal of Fortune is nothing compared to being able to spam Reversal of Fortune and being able to heal while doing it.

2) You are either the only monk or the only healer in the group, and you're in a difficult area that makes it exceedingly difficult for party members to keep themselves alive without any help of skills designed purely to keep people alive... and still continue. In this case, you need the runes to boost your attributes (even a little -- a little goes a long way).
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Old Mar 21, 2006, 03:32 AM // 03:32   #67
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People are asking the wrong questions here. First off PvE is easy enough to do with SOC and a dropped player (even "high level" areas). If you know what you are doing you can do most any area with any set of restrictions. If you want to prove this, post a contest with reasonable (but tough) restrictions and someone will have a video posted. (Ex: 8 Me/* no Mo secondaries clear major Underworld quests; silly but doable). Guild wars PvE has yet to test the limits of possiblity. So clearly, zero monk builds are feasible.

The more interesting question is: "Why do people tend to use monks over self healing?" As stated, monks are the best healers. If a team of 8 carried 2 self heals a peice you now have 25% of your bars devoted to defense. One monk totally devoted to damage control is 12.5% healing. I would guess that you'd really want a bar and a half devoted to defense in most pve areas (~19% defense). Not only can you get away with fewer total heals, you will be more efficient in both attacking and healing if you divide the labor.

PvP is a bit different because hiding healing and soloing are strategically important. I am hardpressed to find a location which benefits from a single party member soloing (one of the jungle missions with gem runners is much easier split party). Once you get above 3 or 4 man groups in PvE, it seems that a healer slot is just more efficient then 4+ trying to maintain health bars, hexes, conditions and damage.

EDIT: I personally find it insulting when I a monk in a PUG and some Whammo starts casting healing hands or rangers start troll ungenting with whirling defenses. I have 5 skills on my bar with are more efficient then troll or heal sig and I am well aware of your current health level.

Last edited by Thom; Mar 21, 2006 at 03:36 AM // 03:36..
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Old Mar 21, 2006, 04:06 AM // 04:06   #68
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Quote:
Originally Posted by Thom
EDIT: I personally find it insulting when I a monk in a PUG and some Whammo starts casting healing hands or rangers start troll ungenting with whirling defenses. I have 5 skills on my bar with are more efficient then troll or heal sig and I am well aware of your current health level.
While I understand where you're coming from, a warriors job is to keep aggro away from the casters, and that means (with bad pugs in mind) the need to sprint into enemy monsters and be temporarily out of the monks range, in which case, healing sig is a wonderful addition to the skill bar.

But I AM glad that monks like you exist, cause I'd much rather trust the monk on the team to heal me than having to look at my own health bar.

And my biggest thanks go to the monk who kept my mesmer up while I was tanking (our warrior dropped earlier) at Elona yesterday.
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Old Mar 21, 2006, 09:09 AM // 09:09   #69
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[QUOTE=Thom
EDIT: I personally find it insulting when I a monk in a PUG and some Whammo starts casting healing hands or rangers start troll ungenting with whirling defenses. I have 5 skills on my bar with are more efficient then troll or heal sig and I am well aware of your current health level.[/QUOTE]

You should be thanking them. People bring self heal to reduce pressure on a monk. If there are 8 players on a team and 2 monks, so each monk is responsible for roughly 4 players including themselves. If the mob broke aggro and is in your backline the soft casters will quickly eat up your limited energy. So the W and R self heals are taking pressure off you they are taking pressure off the whole team. (If the W has a full aggro and heal sigs it is because he is dumb and didn't read the skill description of heal sig).

As for primary monk, sure you can team farm or solo farm lots of things without monks, but divine favor may be the best primary attribute in the game.

Soul reaping: In theory you always have lots of energy, however, after 700 hours on a necro I would say that it isn't mind blowing. You often pump energy into a full bar or run dry waiting for a new corpse to appear. It is nice to have built in energy management, but it doesn't make your reserves endless (assuming you are not spirit spamming).

Strength: Sucks in practice, love the skills. Lots of good utility and power skills, not blowing me away.

Fast casting: Fun, friendly, and frenzied. However, it is good for keeping long casts managed, some spiking applications, and easier interrupts. It will not alone win any mission or GvG or allow you to last longer over time like divine favor.

Expertise: Great really. I love building in energy management, but it doesn't make you do more dps (except over very long time frames). Therefore, it is trumped by divine's heals per second (read on).

Energy storage: Overrated on all levels. Sure it lets you worry less about exhaustion, but what sane person would ever put this attribute over 12? Makes you wonder how good it is then...

Divine Favor: This is the best energy management skill in the game even trumping expertise. While it might not seem like a lot, it is the monks answer to opponents who try to overload on damage AND pressure them over time. It is both an immediate boost and acts as many free heals over time. Pressure offense is based around stretching this energy to its limit to win. The reason E/mo's spam heal party is because 8 players healed for 50 is 400 for 15 energy is efficient, but it doesn't mean that this can be the only healing on a team or it would be. Monks can effectively manage the health of a large group cheaply because divine favor adds a built in free heal on each cast. This more bang for the buck makes the divine favor powerful

Lets give a specific example:
Necro with 16 blood and 9 soul reaping versus a Monk with 16 healing and 9 divine (a low divine and a high heal, but you get the idea). Find ANY skill on the necro blood line that can beat the orison of healing in an energy used versus cost to cast. ONE. Can't? It is because of divine favor makes that mere 5 energy in this set up jump from 24.3 hp per sec to 34 hp per sec (heal/cast time +recharge). Heck, try an elite like life transfer. At a 22 second combined cast and recharge that -8 degen damage for 12 seconds comes to a pathetic 8.72 dps (192 damage isn't so great when the recharge is slow) while still at a higher energy cost. The necro runs out of energy first and soul reaping never comes into play, therefore pressure in not created effective

Ok ok, Necros aren't the paragon of dps, but ele's with air spike are loved for their punching power right? (I won't go into W because too many variables could be considered and when you stop comparing energy and cast times this gets into questionable ways to work the math out) Lightening orb into lightening strike into enervating charge is a popular combo (lets say 16 air even) and now you are making this more real to the game right? Now you are casting in a rotating cycle where you cast the three in a combo for over 4 seconds for a total of 212 damage making a fat 53 dps for 30 energy. Not bad since we aren't factoring in recharge and we are considering this a spike situation. Since this is a thread about if monk primaries are necessary lets compare a X/Mo 's ability to resist this and Mo/X's similar ability.

X/Mo maxs out his heal at 12 (whatever primary attribute at 9) and casts "heal other" once for 151. Not bad really for 10 energy, pretty close to the ele.

Mo/X with same amount of attribute points comes to 16 healing and divine 9 and casts heal other for a total of 219 healed. For ten energy a primary monk can beat a 30 energy ele spike and even if you factor in the ele starts with higher energy points, the monk will not die from this....ever. Sure the X/Mo could stand up ok, but he can't stand up like the primary could.

People are bitching in this forum and others about classes and love or hate because they play in pugs. My answer is stop. There is not one mission in the game you can't beat with hench (some can be frustrating with hench, but it can be done). Considering many guildwars players are friendly and since you already have something in common there is no reason not to be social and find people to play with who won't grief you because you did whatever.
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