May 17, 2006, 03:38 AM // 03:38
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#1
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Guide: condition and hex removal
One of the most important things about monking (especially in pvp) is knowning when and how to remove the various conditions and hexes from allies. I'll go over in sections what skills to use, how to identify things in the party window, and how to correctly and efficiently remove things from party members and yourself.
Skills
Conditions:
Mend condition - 5 energy, 3/4 second cast, 2 second recharge
pros-
Fast cast, low cot, fast recharge, heals ally.
Permanently removes the condition.
cons-
cannot be used on self.
slightly longer cast time than others (still not easily interuptable)
only removes one condition
Great for single monk teams, highly recommended.
Mend ailment - 5 energy, 3/4 second cast, 5 second recharge
pros-
Fast cast, low cost, heals ally.
Permanently removes condition.
Can be cast on self
cons-
Longer recharge than mend condition
only removes one condition
Recommended only as secondary condition removal. Long recharge makes it inefficient.
Draw conditions - 5 energy, 1/4 second cast, 2 second recharge
pros-
Fast cast, low cost, fast recharge
Removes ALL conditions from target ally.
cons-
Conditions are NOT removed. They are transfered to the caster
no heal (except possible divine favor bonus)
Recommended for non-monk caster, to remove blindness and crippled from melee party members.
Martyr (elite) - 5 energy, 1 second cast time, 10 second recharge
pros-
removes all conditions from all party members.
low cost
cons-
elite
1 second cast time (not a big deal)
10 second recharge
transfers conditions to caster
recommended only for 8v8, on an offensive caster.
Restore Condition (elite) - 5 energy, 3/4 second cast, 2 second recharge
pros-
removes all conditions from target
huge heal for conditions removed
conditions permanently removed.
cons-
elite
cannot be cast on self
recommended in 8v8 for active protection monk with adequate non-elite energy management.
Other condition removals can be found here
Hexes:
There are a ton of hex removals, so instead of me listing them, click here to see them all.
Ok, now that you know how you can remove conditions and hexes, let's discuss how to identify them based on what you see on your party window, and what to do based on what you know.
There's 4 different effects that a HP bar in the party window can have.
1: pink arrow (pointing down) with no discoloration
This means that the ally is suffering from a non-degen condition (ie. blind, weakness, dazed.) These are top-priority conditions, because they generally severely hinder that ally's damage output. If blind is on a warrior for instance, he misses 90% of his attacks, and does nearly no damage. Remove these as fast as possible.
2: pink arrow (pointing down) with discoloration (pink or green)
This means that the ally is suffering from a degen condition (ie. bleeding, disease, poison.) These conditions are less important, because they generally don't cause harm to the ally's performance. Remove them at your convenience, because the longer they're left on, the more healing you're going to have to do. Communication between teammates is important here, because sometimes a non-degen condition may be stacked with a degen one, making the party window appear like there's only one condition (for instance, if he's blind and poisoned, he appears only poisoned.)
3: purple arrow (pointing down) with no discoloration
This means the ally is suffering from a non-degen hex (such as backfire, spiteful spirit, diversion.) These hexes are generally very mean, and need to be removed as soon as possible, with top priority. They're more important even than non-degen conditions, however unfortunately, hex removal is much harder to come by.
4: purple arrow (pointing down) with purple discoloration
This is very similar to the degen conditions, because when suffering from them the ally will have negative hp regen (ie suffering, conjure phantasm.) But again team communication is important, because some hexes have degen along with other effects (ie migraine.) In general, treat these with less priority than non-degen hexes, but still remove them as quickly as possible.
How much hex and condition removal do you need? This really depends on your team, and no answer is completely correct. If you're fighting 4v4, it's likely that the monk will be the only player with hex removal, in which case I recommend 2 or 3 hex removals (holy veil, inspired hex) and one quick condition removal (usually mend condition.) In 8v8, you'll usually have several players bring hex and condition removal, and what you bring will all depend on what build you're running. for an 8 person group, I recommend at least 4 hex removals, more if possible. There should be at least 2 condition removals, usually restore condition or martyr, and one non-elite such as mend condition or draw.
Ok, now the hard stuff, how to remove hexes and conditions from yourself! For this section I'll give specific strategies for 4v4 play using a boon prot, but the general strategy works for all monk builds.
The most important thing to do with conditions and hexes on yourself is identify them. This is such a huge step, and once you're able to do it you'll be a much better monk. There are a few hexes and conditions you need to know immediately just by their icons.
For sure, you need to be able to recognize the following when you have them on you (ideally you'll know all of them, as stated by a few posters, but these are major ones that monks see a lot) :
dazed - contemplation off immediately, do not try casting long casts, they'll get interupted every time.
deep wound - lowers HP, remove as quick as possible to avoid death :P
Backfire - try to use CoP, but it's safe to use inspired/veil as long as you're at high hp and not under pressure (or if you have Prot spirit or shelter up)
shame - never cast any spells that target ally. to remove (if you have no enchants) cast Boon and then CoP (since boon isn't a 'targetted' spell)
diversion - avoid casting through at all costs. you can remove another hex with inspired hex if you have diversion on you. it will divert the hex you stole, and only for 20 seconds. You can't remove diversion in this way though, as it ends when the skill is cast, much like you can't remove wastrels worry with inspired hex.
malaise - negative energy regen, ends when your energy reaches zero. To remove, simply switch to your negative energy set, and switch back
wither - same as 'malaise'
mark of subversion - treat like shame, boon+cop.
migraine - do not cast long casts, including 1second hex removals. treat it like shame, boon+CoP will work.
arcane conundrum - same as migraine
mind wrack - remove at your convenience, usually spammed by edenial mesmers. if you're holding on your negative energy set (at 0 energy) it'll never trigger, even if he surge/burns you, so leave it on. if you think the mesmer is done for awhile, switch to your other set and remove it any way you can.
soul leech - treat like backfire, althought it's not as powerful
Keep in mind that all hexes have some purpose, so this is most definitely not a complete list of the ones you should know. These are the hexes you're likely to come accross on a regular basis on yourself when you're playing a monk. It does seem like a lot... that's because it is. Once you know them though it's not too hard, but knowing what to do with each of them is.
it's a start, more guide soon
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May 17, 2006, 05:28 AM // 05:28
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#2
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mmmmmmmm pie.
Join Date: Aug 2005
Location: Honolulu, Hawaii
Guild: Favorable Winds [Gust]
Profession: Mo/
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nice. I was thinking of addressing the topic but you're way more qualified than I am (and it saves me the time from writing it)
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May 17, 2006, 06:08 AM // 06:08
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#3
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Wilds Pathfinder
Join Date: Feb 2006
Location: USA
Profession: Mo/
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Nice, I personally like eather Mend Ailment or Restore condition for contion removeing. I use Mend ailment if I'm useing a protection build and still want to use a non- condition removal elite. I use Restore condition alot in PvP/GvG because theres alot of degen teams.
Brother Gilburt
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May 17, 2006, 06:54 AM // 06:54
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#4
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Jungle Guide
Join Date: Aug 2005
Location: Illinois, US
Guild: Heroes of Talia [HoT]
Profession: Mo/
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Mend Ailment does has a longer recharge, but remember that the healing bonus can be nice for using on a Draw/Martyr teammate. Not to mention that it can be used on yourself if necessary.
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May 17, 2006, 08:55 AM // 08:55
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#5
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Krytan Explorer
Join Date: Nov 2005
Location: Liverpool
Profession: Mo/
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Also there is a new skill called extinguish - which could be viable on an ether prodigy powered ele/mo.
Dont make a list of hexes that people need to be able to recognise. You will end up naming half the hexes in the game.
My Two Cents.
Sam
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May 17, 2006, 01:40 PM // 13:40
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#6
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Yeah... mentioning everything people need to know would be everything in the game. Being able to spam tab through 8 people and know exactly what all of them are doing by the icons is one of the most invaluable skills anyone can have. Dont forgot Cop11
Nice guide.
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May 17, 2006, 01:43 PM // 13:43
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#7
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Ascalonian Squire
Join Date: Apr 2006
Guild: IWAY
Profession: W/
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Quote:
dazed
deep wound
Backfire
shame
diversion
malaise
wither
mark of subversion
migraine
arcane conundrum
mind wrack
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N 1, but I miss the nastiest one: Distortion
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May 17, 2006, 01:55 PM // 13:55
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#8
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Lion's Arch Merchant
Join Date: Apr 2006
Location: The Netherlands
Guild: Lightning Strikes Twice
Profession: Mo/
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Quote:
Originally Posted by Kebap
N 1, but I miss the nastiest one: Distortion
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euh.. distortion is the self-protector of the mesmer, and its an enchant...
Anyway: IMO mend ailment is still the skill to go for: if the 3 seconds longer recharge is a problem (meaning you are contineously removing conditions) you should have brought matyr or all your other healers are locked.
Mend ailment is a massive spike heal with condition stackers around, and therefore my all time favorite... still.
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May 17, 2006, 02:14 PM // 14:14
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#9
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Belgium
Guild: Dynasty Warriors [DW]
Profession: A/W
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Distortion is a stance...
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May 17, 2006, 03:18 PM // 15:18
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#10
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Wilds Pathfinder
Join Date: Feb 2006
Profession: Mo/
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To be added to your list:
Soul Leech {E} (Personal favorite of mine)
Scourge Healing (if the monk is under pressure and needs to heal self, this can negate his healing efforts)
Defile Flesh (though I never use, this certainly can impair self healing for the monk)
Note: I always cover the hexes I throw on ppl. So for example I might hit a caster with Soul Leech, PB (quick cast)/followed by a third hex (maybe life siphon).
So if I get 3 hexes in place on a boon prot monk who wants to use contemplation of purity to remove them, he will have to have 3 enchants to match. So Divine boon/Holy Veil/Mantra of recall -- and then pull the trigger CoP, and you should be clear of the hexes. Which is another reason why I prefer Mantra of Recall to Drain Enchantments as a monk.
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May 17, 2006, 04:04 PM // 16:04
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#11
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Frost Gate Guardian
Join Date: Jan 2006
Location: Seattle
Guild: Force of Arms [FoA]
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Anyone here experiment with the elite skill Blessed Light yet? I've been using it lately on my active prot, and it's not so bad:
Blessed Light: Heal target ally for 10...94 health and remove one condition and one hex.
10 energy, 1 second cast, 7 sec recharge
Energy cost and recharge look a bit frightening at first, but the package your receiving is decent. I still bring along mend ailment (for spamming), but I don't really need C.o.p. anymore...
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May 17, 2006, 06:46 PM // 18:46
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#12
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Frost Gate Guardian
Join Date: Jan 2006
Profession: Mo/Me
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Quote:
Originally Posted by ender6
So if I get 3 hexes in place on a boon prot monk who wants to use contemplation of purity to remove them, he will have to have 3 enchants to match. So Divine boon/Holy Veil/Mantra of recall -- and then pull the trigger CoP, and you should be clear of the hexes. Which is another reason why I prefer Mantra of Recall to Drain Enchantments as a monk.
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Actually you only need boon and holy veil to CoP off 3 hexes.
If you've got any real nasty hexes, you'll never get off a cover more than once vs a decent CoP monk. The second you get off a cast and cover he'll know what to expect and CoP it before you even think of covering it the next time. If CoP is recharging you can just watch the incoming hex and cast inspired/veil half way through the cast time so that it removes the second the hex lands on you.
Last edited by Jestah; May 17, 2006 at 06:50 PM // 18:50..
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May 17, 2006, 07:20 PM // 19:20
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#13
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Wilds Pathfinder
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Few things I'd say:
1)In a three monk system, martyr does just fine on a monk. Generally in a 3 monk system you want your monk taking care of most of your removals (hexes and conditions).
2)In a two monk system, your monks will generally will need help with some of the removals (normally hex removal). I am a fan of about 3-4 hex removals in the current metagame, so this requires at least one removel on a mez.
3)Contemplation of Purity is an amazing skill which most warriors and monks should familarize themselves with. Removing hexes and conditions, cheaply and in large numbers is huge.
4)You really can't discuss hex removal without some discussion of Holy Veil and "pre-Veiling". Since over a long battle teams get fairly predictable as to who they are trying to shut down with hexes, it is both good energy management and very effective to preveil a target. This isn't really an advanced tactic, but it is a basic tactic for advanced players and requires a bit more game awareness to do well. With Air of enchantment, veil is your best option for removal.
5)Removal isn't going to beat a good hexer. Hex spam will overwhelm your team. Convert hex is really your only good option against a good hex team, but this is akin to taking "Shields up" to fight ranger spike... not very efficient. Understanding what your limitations are with the hexes you are facing allows you to play around them. Duration and effect are vital information for a good player.
6)Conditions can be defeated by removal and for this reason conditions aren't a top strategy. As a monk I'm always happy to see a condition team.
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May 17, 2006, 08:24 PM // 20:24
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#14
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Frost Gate Guardian
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Quote:
Originally Posted by Dr Ripley
Anyone here experiment with the elite skill Blessed Light yet? I've been using it lately on my active prot, and it's not so bad:
Blessed Light: Heal target ally for 10...94 health and remove one condition and one hex.
10 energy, 1 second cast, 7 sec recharge
Energy cost and recharge look a bit frightening at first, but the package your receiving is decent. I still bring along mend ailment (for spamming), but I don't really need C.o.p. anymore...
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Yes, Blessed Light is a decent elite spell. The information you listed is old. If you check in game, you will find it's 3/4 second cast, 5 second recharge.
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May 17, 2006, 11:14 PM // 23:14
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#15
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Frost Gate Guardian
Join Date: Jan 2006
Location: Seattle
Guild: Force of Arms [FoA]
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Goodtimes. My info was from the wiki site, but I'm always a fan of faster recharge and cast times...
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May 17, 2006, 11:21 PM // 23:21
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#16
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Banned
Join Date: Oct 2005
Location: Cali!!!
Guild: cdxx/the420th.com
Profession: Mo/N
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i always run:
mend aliment
mend condition
holyveil
cop
never leave my bar!
great guide for monks like me! Thanks dude much props!!
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May 18, 2006, 12:42 AM // 00:42
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#17
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Krytan Explorer
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I personally use mend ailment, almost never leaves my Monks skill bar.
only when doing some challanges where i know there will be lots of poison, etc will i switch my elite to Restore Condition (Elite). For example when doing Defend North Kryta Province.
I have experimented with Draw conditions or Maryr and Contemplation of Purity, using various sacrifible enchantments, with some good results
Holy veil and Contemplation of Purity is a nice cobo, to fast get rid of 1 hex on target ally (not to mention contemplations own removal effect on yourself, two hexes and one condition removed - if holy veil is on yourself) for a cost of 10 and two key strokes
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May 18, 2006, 01:15 AM // 01:15
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#18
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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I cleaned up the latter section a bit, Still not exactly what I had in mind when I started writing, but it gets the point accross for the most part.
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May 18, 2006, 04:52 AM // 04:52
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#19
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Krytan Explorer
Join Date: Mar 2006
Guild: The Medicine Cabinet [PILL]
Profession: E/
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Yeah, this is a nice thread. I'm the same as Roupe here: Mend Ailment hardly ever leaves my skill bar.
How about those new hexes from the Assassin class? While not the best use of their elite skill, Shadow Shroud and Shroud of Silence messed me up nice and good in RA.
The Ritualist hexes don't seem to bother me right now, but hey, you never know.
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May 18, 2006, 01:39 PM // 13:39
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#20
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Ascalonian Squire
Join Date: Apr 2006
Guild: IWAY
Profession: W/
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Quote:
Quote:
Originally Posted by Kebap
N 1, but I miss the nastiest one: Distortion
euh.. distortion is the self-protector of the mesmer, and its an enchant...
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rigt, sorry for my fault.
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