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Old Aug 19, 2008, 05:25 PM // 17:25   #21
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Quote:
Originally Posted by Axel Zinfandel
if I ever run a monk hero, it'll be a Mo/Me with plenty of energy management from the Inspiration line.
looks like you gave your heros GOLE ...

UA is something that can be fun to run in NM but woh is still better
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Old Aug 19, 2008, 10:02 PM // 22:02   #22
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From Post No. 10

That is if you want to get Fancey about it.
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Old Aug 19, 2008, 11:33 PM // 23:33   #23
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Quote:
Originally Posted by Zodiak
A group I was in were laughting so hard at the sight of people dying and instantly poping back up again like clockwork just like whack-a-moles from the hero's use of Unyielding Aura.
this is the main problem with all HB/UA builds. there is no proper damage reduction. if you used damage reduction instead of trying to heal through a crapload of damage, maybe people wouldn't have been dying and having to be rezzed.

sure monks are the strongest healers in the game but their real strength is in preventing damage before it even happens. [[aegis], [[guardian], [[shield of abs], [[spirit bond], and, of course, [[protective spirit] all prevent a lot more damage than any HB/UA build can heal before the target dies. especially in HM. you regularly see people take hits of more than 150 damage especially from bosses. a couple of those on the first warrior to leeroy into the group and he's dead long before you can even cast [[patient spirit], much less wait on the 2 seconds it takes to actually activate. whereas a prot spirit pre-cast on that same warrior keeps him up until you can heal him.

as for the build in the OP, definitely need hex and condition remover which is there now. sure there are some conditions you can just push through, i.e. bleeding, poison, but others need to be gone almost immediately, i.e. blind off of physicals, daze off of casters, weakness off of anyone, and deep wound off of anyone since deep wound also reduces the amount that your target is healed for. that being said, i would still prefer damage prevention to party healing. it isn't very often that your whole party needs a 100+ point heal and if they do, then they need to spread out a bit and not stand in AoE.

Quote:
Originally Posted by itsvictor
You don't need dismiss or cure hex. Let me explain why they are barely needed, if not needed at all, in PvE. The truly harmful conditions like daze and blind are spammed so hard that removing them is not worth it since they are re-applied in seconds(if not immediately after). The same is with hex removal, those "nasty" degen hexes like conjure phantasm you can just heal through which is more cost effective than removing it to wait on recharge to remove it again, whereas hexes like migraine will be reapplied with ease and you won't be able to keep it off for long. Seeing how when the conditions/hexes matter, you can't keep them off, and when they don't and are just applying pressure(negligible amounts if i may add depending on the areas), there's no point in carrying. They are not a necessity on a monk and you can bring other useful spells in their place(moar redbar). Put the condition removal(pref. extinguish or foul feast imo) on a different character and hex removal is just a no-go in pve to me(convert hexes on a necro if you want).
EDIT: i just wanted to add a comment about this post. i disagree with most of it. sure conditions and hexes are spammed to no end in PvE. the problem with this statement is that the AI makes no designation as to who gets the daze and who gets the blind. if we were playing against real people, blind on a monk would never happen because it affects nothing. my point is you need condition and hex remover but you need to prioritize when you use it. if a caster is blinded or blurred, who cares don't remove it then. if it's a warrior, same thing. if he's dazed, leave it alone if he's blinded or blurred get rid of it. also i don't know if this quote is referring to NM or HM, but certain hexes in HM, need to come off immediately. namely, SS, MoP, migraine, just to name a few. even [[barbs] especially if you aren't using any damage reduction.

Last edited by joshuarodger; Aug 20, 2008 at 12:11 AM // 00:11..
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Old Aug 20, 2008, 01:57 AM // 01:57   #24
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UA, fun at start but not all what its cracked up to be.

I never use it H/H only in big PUGS in big areas. Where it becomes very useful to ress idiots across an entire distance.
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Old Aug 20, 2008, 09:48 PM // 21:48   #25
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Quote:
Originally Posted by High Moral
UA, fun at start but not all what its cracked up to be.

I never use it H/H only in big PUGS in big areas. Where it becomes very useful to ress idiots across an entire distance.
yea if you need a elite rez like UA its only cause

1. they suck
2. you suck
3. needed for a glitch or something
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Old Aug 21, 2008, 01:10 AM // 01:10   #26
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well as stated before, and I know all elitist know that to..

SHit happens...
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Old Aug 21, 2008, 03:53 AM // 03:53   #27
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"Shit happens" is a justification for exactly nothing. Good players aren't going to give up their elite slot to hedge against "shit happening". It would be similar to buying life insurance for 50% of your income.
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Old Aug 21, 2008, 10:10 AM // 10:10   #28
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Quote:
Originally Posted by JDRyder
yea if you need a elite rez like UA its only cause

1. they suck
2. you suck
3. needed for a glitch or something
I don't think it's the rez on Unyielding Aura that makes it appealing so much as the healing bonus, which if I recall correctly, is applied to DF and even protting.

Anyway, so besides playing builds simply for the run of it, UA isn't really that logical of an elite to use.

but I'm still not seeing why healing burst is good. The only defense I've seen towards it is that the combined healing is compared to WoH. I'm still failing to see though how 20 partywide health is useful. If you use it on recharge, it's equivalent to a +2 health regen.

and that's worse then mending.
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Old Aug 21, 2008, 11:45 AM // 11:45   #29
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Well its mending party wide... which means its near enough the same as -8 regen for a short time. Also it has pretty decent single target heal, and good recharge. Not saying its good, just this is why its pretty decent.

In a way its like maintaining Mending Refrain with no effort.
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Old Aug 21, 2008, 01:52 PM // 13:52   #30
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Don't be confused. Healing Burst is bad.
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Old Aug 21, 2008, 04:10 PM // 16:10   #31
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Quote:
Originally Posted by Luminarus
Well its mending party wide... which means its near enough the same as -8 regen for a short time. Also it has pretty decent single target heal, and good recharge. Not saying its good, just this is why its pretty decent.

In a way its like maintaining Mending Refrain with no effort.
What the hell are you talking about?

Shit happens is a stupid excuse, non-elitism is a stupid excuse, and non-cookie cutter is a stupid excuse.

We discovered last night that the skill has a niche role in an area like Urgoz, but that's pretty much it. If you're going to powerheal because you're a terrible monk otherwise, take Healer's Boon.

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Old Aug 21, 2008, 05:33 PM // 17:33   #32
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Quote:
Originally Posted by Axel Zinfandel
I don't think it's the rez on Unyielding Aura that makes it appealing so much as the healing bonus, which if I recall correctly, is applied to DF and even protting.

Anyway, so besides playing builds simply for the run of it, UA isn't really that logical of an elite to use.

but I'm still not seeing why healing burst is good. The only defense I've seen towards it is that the combined healing is compared to WoH. I'm still failing to see though how 20 partywide health is useful. If you use it on recharge, it's equivalent to a +2 health regen.

and that's worse then mending.
no, it does not apply to DF or prots

healing burst is ok in some areas where party healing is needed, Tam runs a LoD and a healing burst some times and its gud
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Old Aug 21, 2008, 06:01 PM // 18:01   #33
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Jesus... why would you use a +3 heal prayers... as a MONK. The one thats supposed to stay alive enought to heal the whole party, 500 health wont cut it. I run 630 health in PvE. Minor divine and minor heal.
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