Feb 17, 2006, 11:18 PM // 23:18
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#1
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Krytan Explorer
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offering boon prot vs. mantra boon prot/heal
Personally, i have had much more success with the latter, as you never seem to have enough energy with just offering. Mantra of recall also allows you to bring other energy skills like drain enchant and inspired hex. But still, most monks are using offering, why? is it really better, and if so what could i possibly be doing wrong?
This is the build i've tried using: OoB, boon, reversal, prot spirit, veil, ailment, hands, guardian
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Feb 18, 2006, 03:10 AM // 03:10
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#2
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Desert Nomad
Join Date: Aug 2005
Location: California, USA
Guild: Angel Sharks [AS] (RiP [KaiZ] T__T")
Profession: Mo/E
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i think its mainly preference. However, Oob seems to be FoTM for heal monks. I personally also use Mantra of Recall and Inspired Hex.
I-Hex is fun, cause with any heal down time, i can spread around some hexing! LOLz..
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Feb 18, 2006, 03:24 AM // 03:24
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#3
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Banned
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A few things to note
-if this is CA or TA, the 10% health loss translates in about 2.5-3 energy, substracting that from OoB makes it less energy efficient then MoR.
In Heroes Ascent or GvG, OoB would more likely be healed by something like heal party, would be around 1 energy cost translated. With one energy cost OoB is 0.67/sec while MoR is 0.65/sec.
So if you agree that there is an energy loss greater then 1, MoR is often the better pick energy wise.
-OoB is fast an qucik energy when you need ir, MoR is a constant stream of energy as you tend to use it even when you don't need energy, just for the sake of maintaining. Also, if you don't recast OoB IMMEDIATLY after it's up you loose out on a lot of energy/sec.
-As a warrior, I save my final thurst for when the monk uses OoB, 10% health loss is small, but can be significant in a spike.
-OoB works well with fast recharge, MoR only when you use CoP.
-MoR doesn't work well with +enchantment duration mods.
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Feb 18, 2006, 11:10 AM // 11:10
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#4
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Site Contributor
Join Date: Sep 2005
Location: 38°16′ N 140°52′ E
Profession: Mo/Me
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Quote:
Originally Posted by Nessaja
-MoR doesn't work well with +enchantment duration mods.
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This is the problem that I have using MoR with my Yakslapper while playing a Divine Boon protection build (RoF, Guardian, the standard enchantment stuff). CoP would be wonderful to remove MoR if I could somehow fit it in. /Me also allows you to play around with Distortion (and like you mentioned, Inspired Hex)...
I use OoB because I have an offhand that cuts the recharge time of the skill and because I can't quite get things just right with the Mesmer secondary just yet.
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Feb 18, 2006, 07:55 PM // 19:55
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#5
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Academy Page
Join Date: Jul 2005
Profession: Mo/A
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Another downside of MoR is that the moment you die and get rezed you're in big trouble. Unlike Oob which costs 5 energy and can get you up to 20+ energy in a sec, MoR costs 10 energy =o I mean it shouldn't be a problem if your team can survive a couple of seconds without you but if you need quick energy once you're rezed to keep your team up you'll have a harsh time with MoR. Using MoR opens up the whole inspiration line though which has lots of emergency energy gain skills.
OoB has a -10% health penalty. I've died a thousand times because of that penalty. Imagine being ganged by two axe warriors where your health is constantly being spiked and you need energy but you know if you stop for a second to cast oob you're dead anyway. That sucks. Also the blood line doesn't have much to offer.
Agains energy denying mesmers MoR totally owns Oob, just keep your energy hiden with the typical offhand trick and make sure MoR is up and you'll have your energy above 30 all the time.
Basically both skills has their Pros and Cons, it is really up to the monk which skill they feel more comfortable with.
Personally, I like MoR more because I got tired of Oob and being Mo/N # 23423423434
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Feb 18, 2006, 08:05 PM // 20:05
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#6
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Lion's Arch Merchant
Join Date: Jul 2005
Profession: R/Mo
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Also dont forget Distortion is a key spell you can use if you go down the MoR route, as shown by LuM agaisnt WM. Even though they lost, they needed all the warrior hate they could get.
Last edited by M3lk0r; Feb 18, 2006 at 09:56 PM // 21:56..
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Feb 18, 2006, 09:41 PM // 21:41
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#7
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Lion's Arch Merchant
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I prefer OoB over MoR, simply because in GvG if theres an e-denial mes usually they remove all enchantments. In that case it just seems MoR becomes somewhat less efficent. Sure you still get the energy when MoR ends, but then the mesmer will just drain that too. Now just throw in how often you get hexed with arcane conundrum and then try to cast MoR. There are some good interupt mesmers out there that can catch the 1 sec cast time of MoR, with OoB there is a very small chance that it will ever be interupted. I do agree that MoR is slightly more efficent than OoB, However I prefer OoB simply because it can work better under certain conditions.
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Feb 20, 2006, 02:40 PM // 14:40
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#8
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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OoB is a lot more flexible, even though it has the 10% sacrifice. Lower cost means it's easier to get off against edenial. Shorter cast time and recharge mean it's less vulnerable to interrupts. Isn't hindered by longer enchantment mods like MoR is. The biggest advantage, though, is that it allows you to get an energy boost precisely when you need to. With MoR, you either need to wait 20sec or use other skills like CoP to activate it, which makes it less efficient and more of a hassle. The only reason I'd take MoR over OoB is if I wanted to use other skills from the Inspiration line. However, my skillbar is usually pretty tight so I usually opt for OoB.
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Feb 22, 2006, 04:36 AM // 04:36
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#9
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Site Contributor
Join Date: Sep 2005
Location: 38°16′ N 140°52′ E
Profession: Mo/Me
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Well, I tried out using Mantra of Recall on my monk for boon protecting...I hate it. Distortion is handy (as shown by the monks of LuM) but energy simply feels "tighter." CoP to remove MoR takes up another slot (decreasing healing ability - or removal of the res sig). Inspired Hex for hex removal/energy recovery instead of Holy Veil...but it's not fast enough.
If you're being spiked, you're pretty much dead anyway regardless of a 10% health sacrifice.
I'm not sure that a boon/prot build is even the right way for me to go nowdays in Hero's Ascent, with all the teams that I keep running into that drop Nature's Renewal (no, PUGs do not understand why they need to kill it quickly). It's wonderful for most areas of PvE, however.
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Feb 23, 2006, 05:54 PM // 17:54
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#10
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Banned
Join Date: Oct 2005
Location: Cali!!!
Guild: cdxx/the420th.com
Profession: Mo/N
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Me2 agrred Oob is a very nice skill! Instant energy, when the shit hits the fan, b4 i cast it though i cast Rof on myself then Oob! Kinda helps with the 10% drop in hp.
My Prot monk:
15prot
13divine
10 blood
1.rof
2.guardian
3.prot sprit
4.aliment
5.boon
6.divine healing/divine sprit
7.oob
8.rebirth/Blood ritual
For PVE! Very Strong!!
Last edited by 4runner; Feb 23, 2006 at 05:58 PM // 17:58..
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Feb 23, 2006, 06:07 PM // 18:07
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#11
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Krytan Explorer
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Personally I prefer MoR an extra enchament to hide my boon under and the extra health gain and condition/hex removal with CoP. When I'm mesmering I find it easier to shut down OoB Boon/Prots then MoR boon/prots becuase against OoBs I can Drain the boon to slip in a hex, whereas against MoRs they have thier boon covered up so can still CoP it off.
Course you can cover with Holy Veil as well, but I perfer Inspired Hex for hex removal.
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Feb 23, 2006, 06:27 PM // 18:27
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#12
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There is no spoon.
Join Date: Jun 2005
Location: Netherlands
Profession: Mo/
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Offering of Blood:
+ You can choose when you gain the Energy, which is very importany, helping you to get your Energy up fast after getting Energy drained.
+ Can be cast when you just got ressurected, getting you into the battle at once, unlike Mantra, forcing you to wait another 10 or 20 seconds.
- Isn't an enchantment (doesn't cover Divine Boon).
- 10% Life sacrifice. Not too bad, but can be scary to use during battle, but most players are just scared, because 10% isn't that bad.
- Is a Necromancer skill. Necromancers don't have much to offer a Monk primary besides Offering of Blood.
Mantra of Recall:
+ Is an enchantment (covers Divine Boon).
+ Is a Mesmer skill. Mesmers have great anti-interuptions Mantras and Mesmers have more Energy management skills, which are needed in some builds.
- Can't give you Energy whenever you want unless using Complentation of Purity, which reduces the Energy by 5.
- Needs CoP while using it with a Faster Skill recharge mod, even though CoP is used in most builds, it still costs 5 extra Energy.
- Is rather useless while using a "Enchantments last X% longer" mod.
My opinion? Mantra of Recall in PvP. You're useless against interuption builds without an anti-interupt, and Necromancer simply doesn't give you an anti-interupt. In PvE, well.. I'd say OOB, since there aren't many interupts in PvE, and if there are, not much chance they hit you.
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