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Old Aug 27, 2008, 04:45 PM // 16:45   #41
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Unless you micromanage GoLE I don't see how so many people believe it is such an awesome energy management skill on a monk. At worst that 5e skill is going to save you 5e every 30 secs when he casts two 5e spells afterrwards. At best, it's going to save you 15e every 30 seconds assuming your hero casts two 10e+ spells afterward. Signet of Rejuvenation alongside WoH for your heal skills is probably your best bet for non-micromanaged energy management on a monk.
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Old Aug 27, 2008, 04:56 PM // 16:56   #42
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just run pdrain with 8 in atts
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Old Aug 27, 2008, 08:31 PM // 20:31   #43
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Quote:
Originally Posted by Stupid Shizno
just run pdrain with 8 in atts
Sure that would bring a net energy gain of 12 which is still lower than GoLE savings of 15 for 0 attribute point. Plus additional advantage of:

1) I dont need to wait for a spell to be cast by my target. I am also not energy screwed if I am attacking a group of warriors or rangers.
2) I can set hero to passive for better kiting

Last edited by DarkSpirit; Aug 27, 2008 at 08:36 PM // 20:36..
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Old Aug 29, 2008, 07:54 AM // 07:54   #44
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All my monk heroes are set to "avoid". They do not have offensive energy management spells and, more importantly, they do not use wands. That said, enabling "defend" on monks wielding axes and swords would be a bad idea indeed.
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Old Aug 29, 2008, 03:38 PM // 15:38   #45
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Originally Posted by cataphract
That said, enabling "defend" on monks wielding axes and swords would be a bad idea indeed.
'would have', that would have been a bad idea if that didnt fix it a few updates ago so that a hero's skillbar determines where they engage in a fight rather than their weaponset.
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Old Oct 02, 2008, 02:54 PM // 14:54   #46
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Originally Posted by DarkSpirit View Post
Sure that would bring a net energy gain of 12 which is still lower than GoLE savings of 15 for 0 attribute point. Plus additional advantage of:

1) I dont need to wait for a spell to be cast by my target. I am also not energy screwed if I am attacking a group of warriors or rangers.
2) I can set hero to passive for better kiting
your retarted....gole saves 10x2 at atts 0. not 15x2.
gole is not reccomended on hero monks since they will spam it on recharge, and use WoH or guardian on GoLe, instead of SB or PS, netting you only 10e saved on 5x2 skills.

I run PD on my monk hero because a) its an interupt, which is sexy since hero reflexes are full of leetsauce.

its 12e every successful interupt.

and it also allows you to bring a mantra since your /me

learn how monking works before you QQ an already accepted energy management skill.
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Old Oct 02, 2008, 03:36 PM // 15:36   #47
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Originally Posted by Stupid Shizno View Post
your retarted....gole saves 10x2 at atts 0. not 15x2.
gole is not reccomended on hero monks since they will spam it on recharge, and use WoH or guardian on GoLe, instead of SB or PS, netting you only 10e saved on 5x2 skills.

I run PD on my monk hero because a) its an interupt, which is sexy since hero reflexes are full of leetsauce.

its 12e every successful interupt.

and it also allows you to bring a mantra since your /me

learn how monking works before you QQ an already accepted energy management skill.
10x2=20-5(the cost of GoLE)=15 that's how he's getting 15.

Which he's then comparing to your 12-5=7.

Just thought I'd sort that out.
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Old Oct 02, 2008, 11:24 PM // 23:24   #48
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Originally Posted by Musei Karasu View Post
10x2=20-5(the cost of GoLE)=15 that's how he's getting 15.

Which he's then comparing to your 12-5=7.

Just thought I'd sort that out.
Thank you. 12chars
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Old Oct 03, 2008, 03:38 PM // 15:38   #49
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Originally Posted by zwei2stein View Post
If you interrupt damage skill of foe it is directly equal to healing all damage is would cause. And you are gaining energy by doing so and noones healths drops so it is safer if there are multiple damage sources. If defensive skill is interupted it means that foes is going to die faster which means that it has less time to cause damage monk would have to deal with.
^This^

Yes, PD will return less net energy then GoLE (sometimes), but PD can also cancel out 100+ damage if it hits the right spell. Plus, if your hero decides to use GoLE in the middle of a battle, not only will they will be wasting more time spent not doing their job, they will be leaving themselves open for an enemy to interrupt them. Even if they get GoLE off, they will more then likely waste it on a couple of the 5e spells that should be filling your Monks bar anyway (in which case it only saves 5 energy, less then PD at any decent level of Insp).

Quote:
Originally Posted by upier
The AI considers PD as an interrupt rather then a way to manage energy.
Quote:
Originally Posted by Dark Spirit
With a 20s recharge, PDrain is more of an interrupt with some energy bonus, rather than a reliable energy management skill.
That is exactly the point of running PD; It is an interrupt with a bonus energy gain. The free, no-cost, reliable interrupt can very often swing the outcome of a fight in your favor. The extra energy truly is a bonus, especially when most good Monk bars require very little *true* energy management (a skill that manages energy and does nothing else).
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Old Oct 03, 2008, 04:13 PM // 16:13   #50
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Originally Posted by Striken7 View Post
That is exactly the point of running PD; It is an interrupt with a bonus energy gain. The free, no-cost, reliable interrupt can very often swing the outcome of a fight in your favor. The extra energy truly is a bonus, especially when most good Monk bars require very little *true* energy management (a skill that manages energy and does nothing else).
Even with PD as their opening move?
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Old Oct 03, 2008, 04:14 PM // 16:14   #51
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Quote:
Originally Posted by Striken7 View Post
That is exactly the point of running PD; It is an interrupt with a bonus energy gain. The free, no-cost, reliable interrupt can very often swing the outcome of a fight in your favor. The extra energy truly is a bonus, especially when most good Monk bars require very little *true* energy management (a skill that manages energy and does nothing else).
Let me make myself clear, I am not against using PD as an interrupt and I bring interrupts myself.

But if I need to bring energy management, I wouldn't rely on just PD as the one and only energy management skill. If your monk already has a more reliable energy management skill on his bar, rather than relying on that bonus energy from PD, then fine bring PD for the interrupt by all means if you fancy that.

PD energy bonus is small (at that level of inspiration) and the skill is highly conditional. If your monk is already running out of energy at that time, and he can't provide heals/prot, and the team is in trouble, he shouldn't be relying on PD. Your monk needs the energy immediately or more would die, not hope for a caster foe to cast a spell (if the casters are still alive then) before he can continue to do his job of saving the team.

Last edited by DarkSpirit; Oct 03, 2008 at 04:34 PM // 16:34..
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Old Oct 03, 2008, 06:01 PM // 18:01   #52
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Originally Posted by upier View Post
Even with PD as their opening move?
Think of it as hero-friendly version of preprot.

Instead of putting prot on target that is going to get hit they instead prevent that inital strike.

besides, if you force cast then some10e preports before battle some extra energy at begining of fight would be usefull.
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Old Oct 05, 2008, 09:02 AM // 09:02   #53
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Originally Posted by zwei2stein View Post
Think of it as hero-friendly version of preprot.

Instead of putting prot on target that is going to get hit they instead prevent that initial strike.

besides, if you force cast then some10e preports before battle some extra energy at beginning of fight would be useful.
I never thought of it that way really.
Still, my main concern would be:
Quote:
Originally Posted by DarkSpirit View Post
But if I need to bring energy management, I wouldn't rely on just PD as the one and only energy management skill. If your monk already has a more reliable energy management skill on his bar, rather than relying on that bonus energy from PD, then fine bring PD for the interrupt by all means if you fancy that.
next to the fact that the AI is unable to to distinguish skills that have a higher priority of needing to be interrupted. PDing something like Meteor, SF, MS is good - interrupting Flare or Daggers is a waste.
Combine that with the fact that the monk then actually engages into battle - I'd still steer away from it.

But the idea posted above on running Signet of Rejuvenation instead of GoLE is intriguing.
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Old Oct 07, 2008, 04:44 AM // 04:44   #54
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i agree with JDRYDER that he should know hte attributes and that all pvpers have better idea then pvers and that p-drain+waiste not want not is good skills for e-management
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Old Oct 09, 2008, 12:17 AM // 00:17   #55
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Originally Posted by GoodApollo1234 View Post
Hi, I wasn't sure where to put this thread, so I put it here. Sorry if I was wrong

Anyway.... Last night, my brother (who is primarily a PvP-er) and I were fighting from ToA to Sanctum Cay in HM for Sh*ts and giggles, and I noticed that whenever we aggro'd a mob, his monk heroes would run right in and start wanding the enemies. I told him he should probably set them to "avoid," but he said he had them set like that so they'd interrupt enemy spells with [Power Drain] as a means of energy management.

Personally, I thought this was kind of a dumb idea. It was by no means a deal breaker in that particular situation, but I'm still skeptical as to how it would work in more advanced areas.

I've always kept my healers (whether they be monks, or N/Rt's) on "avoid," and I've never had much trouble with energy management.

So, my question is: Am I the crazy one? Would you recommend doing this?
I used to run my monk heroes with a couple interrupts... they never did any suicide runs while on defend. Still monks have very little space on their bar as is and they usually didn't interrupt anything useful very often.
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Old Oct 09, 2008, 11:55 AM // 11:55   #56
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i only use interrupts when im in desperate need for mass interrupt in desperate places.
wanding is bad. hero monks dont kite.
and i agree to some extend pvp players have to know the skill and how to use it however
their tactics are less efficient in pve.
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Old Oct 09, 2008, 01:44 PM // 13:44   #57
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I can imagine though that people bring interrupts on their healers. There's only so much room to fit everything you need. My idea of a good build has defense, DPS and shutdown/disruption. Kinda hard to fit all of that in when there's only room for 3 heroes.
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Old Oct 09, 2008, 02:52 PM // 14:52   #58
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I can imagine though that people bring interrupts on their healers. There's only so much room to fit everything you need. My idea of a good build has defense, DPS and shutdown/disruption. Kinda hard to fit all of that in when there's only room for 3 heroes.
But if you can only bring 3 heroes - why waste the slots on healers?
The monk hench are bad - but other hench are probably worse. So you waste the hench slots on the best of the worst.
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Old Oct 09, 2008, 11:23 PM // 23:23   #59
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Normally I have Ogden running a 11+1+1 heal, 10 prot, 10+1 favor bar. Seven of his skills are 5 energy skills. Only Aegis (which I micro) is higher. He never runs into energy issues except in very drawn out fights, which are generally few and far between.

As for running Mo/Me with inspiration E-management, I wouldn't do it exclusively for Power Drain; I would do it (and have done it) if I'm also specing inspiration for another reason. Someone mentioned the mantra skills above. A friend of mine and I used mantras heavily in a recent outing to slaver's exile. Ranger hero brought Greater Conflagration and Winter, thus changing all physical and all elemental damage to cold damage. All caster members of the party (6 members) ran Mantra of Frost for combined defense and energy management. Because I was specing inspiration for the mantra anyway, I also put PDrain on his bar. It worked out pretty good.
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