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Old Feb 07, 2006, 01:07 AM // 01:07   #41
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Mantra of Recall & Channeling & Inspired Hex & Contemplation of Purity > You
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Old Feb 07, 2006, 01:18 AM // 01:18   #42
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Quote:
Originally Posted by Dodo The Extinct
From my vast experience in CA....Mantra of Recall

- More Energy
- Quick Cast time
- Easy to manage
- Does not need many points in inspiration
- Decent Recharge

It is overall better than OoB. Unless u have a bonder.
At 9 blood OoB nets 10e, MoR nets 12e. One comes every 21 seconds, one comes every 15.25. You can see the ignorance of your first statement. How can you state quick recharge and cast time when OoB has beats it in both catagorys? All in all of your points OoB beats out MoR, except number 3, which is personal preferance.
[EDIT] silicon said it first, my bad

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MoR then CoP you get your energy at the moment.
And lose 5 of the energy MoR nets you?

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Mantra of Recall & Channeling & Inspired Hex & Contemplation of Purity > You
Have to re-boon, lose all protection that has just been given to you from your prot-monk, and loseing both 5 energy from MoR and having to put channeling back on>you
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Old Feb 07, 2006, 02:11 AM // 02:11   #43
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I don't have much experience with OOB as I just caped it, but it doesn't seem wise loose an elite skill just for OOB..

I personally use Essence Bond, I put it on a warrior, I generally do one warrior agro builds where the warrior takes all the attacks... I blow up with energy, more then I even need to keep the team healed, just for fun sometimes I just spam Healing Breese over and over and over and over and over again just so people think I have unlimited energy (this would obviously not be in a cirital situation of course, but for fun).

I guess different areas require different setups, different team builds also require different setups... like I said I generally run a one warrior agro build.. but if I ran something different I guess I would try OOB... but essence bond I think is way under used by people.. I rarely see monks using it, I almost always have full energy when I throw it on the warrior..
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Old Feb 07, 2006, 03:33 AM // 03:33   #44
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Quote:
Originally Posted by Linsys
I don't have much experience with OOB as I just caped it, but it doesn't seem wise loose an elite skill just for OOB..

I personally use Essence Bond, I put it on a warrior, I generally do one warrior agro builds where the warrior takes all the attacks... I blow up with energy, more then I even need to keep the team healed, just for fun sometimes I just spam Healing Breese over and over and over and over and over again just so people think I have unlimited energy (this would obviously not be in a cirital situation of course, but for fun).

I guess different areas require different setups, different team builds also require different setups... like I said I generally run a one warrior agro build.. but if I ran something different I guess I would try OOB... but essence bond I think is way under used by people.. I rarely see monks using it, I almost always have full energy when I throw it on the warrior..
In PvE, you don't really need any energy management at all... just use 5 energy skills.
In PvP, warrior can't hold agro.... heh
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Old Feb 07, 2006, 03:34 AM // 03:34   #45
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Quote:
At 9 blood OoB nets 10e, MoR nets 12e. One comes every 21 seconds, one comes every 15.25. You can see the ignorance of your first statement. How can you state quick recharge and cast time when OoB has beats it in both catagorys? All in all of your points OoB beats out MoR, except number 3, which is personal preferance.
[EDIT] silicon said it first, my bad
Simply because I said the positives of MoR, does not mean I was comparing it directly. I do think that 20 seconds is a decent recharge, and I do think that 1 second is a good cast time. You must take everything into consideration. Not just the stuff that MoR wins at.

And, you do get more energy out of it. Lets say you put in the same amount of points you put in blood, into inspiration instead. You would get more energy, from it alone. And, please keep in mind that nobody is telling u to re-boon, or use CoP to get it directly in the first place. Also, remember the health boost. Another positive is that you can have MoR on you, when it is recharging. So, theoretically, you could use 2 MoR around the same time. That is good

You cannot say OoB is better than Mantra in CA. Simply because it has a quicker cast time and a shorter recharge does not mean it is better.
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Old Feb 07, 2006, 03:39 AM // 03:39   #46
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Quote:
Originally Posted by Dodo The Extinct
You cannot say OoB is better than Mantra in CA. Simply because it has a quicker cast time and a shorter recharge does not mean it is better.
It does.
The only reason why there are some good players who use MoR is Distortion (gg ranger spike). OoB just wins in everything else.
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Old Feb 07, 2006, 08:32 AM // 08:32   #47
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Quote:
Originally Posted by Dodo The Extinct
You cannot say OoB is better than Mantra in CA. Simply because it has a quicker cast time and a shorter recharge does not mean it is better.
No, because it has a quicker cast and shorter recharge does not mean it's better (although those traits are good advantages). OoB is better than Mantra because it gives you more energy over time, period. Now, there are some factors that place more weight on MoR, namely the ability to carry distortion/iHex/Drain Enchantment/Channeling with it, and the ability to get more out of CoP. That's what you whould be arguing about when you make a case for MoR over OoB....
Not the fact that it gives you more energy in one go, because that's irrelevant in almost all circumstances.
Not because it has a decent cast time, because compared to OoB, it does not have a decent recharge-and I don't see the point of NOT comparing the two.
Not because it's "easy to manage." Because relatively, it's hell to manage.

Last edited by Siliconwafer; Feb 07, 2006 at 08:35 AM // 08:35..
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Old Feb 07, 2006, 08:45 PM // 20:45   #48
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Well, lets do a little experiment. On average, the OoB monk puts 10 points in Blood. That gives you 11 energy (counting the cost of using OoB) BUT, if you count the fact that you sacced some of your health in the process, and that you have to heal yourself. Thats another 5 energy. So normally, it would give you 6 energy, unless you had a healing signet, or a signet of devotion.

Now, if you put 10 points into inspiration. Then u wait MoR out and get 21 energy when it ends. Now, even if you cancel MoR with CoP, and re boon, you still get 11 mana. (which is equal to OoB). BUT, you also get a nice health boost, and hexes and conditions removed off of you. OoB does not do that.
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Old Feb 07, 2006, 09:25 PM // 21:25   #49
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Then u wait MoR out and get 21 energy when it ends. Now, even if you cancel MoR with CoP, and re boon, you still get 11 mana.
Because 21 minus 20 equals 11! Of course. My bad dude.

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you sacced some of your health in the process, and that you have to heal yourself.
Yeah, because in most matches you're pretty much left alone, and wouldn't have healed yourself anyway

Quote:
Another positive is that you can have MoR on you, when it is recharging. So, theoretically, you could use 2 MoR around the same time. That is good
Wha?

Last edited by DieInBasra; Feb 07, 2006 at 09:29 PM // 21:29..
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Old Feb 07, 2006, 09:52 PM // 21:52   #50
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Quote:
Originally Posted by Dodo The Extinct
BUT, if you count the fact that you sacced some of your health in the process, and that you have to heal yourself. Thats another 5 energy.

why do people keep saying that. it's 10%. it's nothing.

why would you have to heal yourself after that?

DieinBasra is right, the only reason for a heal there is because you're taking damage anyway.
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Old Feb 07, 2006, 10:15 PM // 22:15   #51
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I`m speculating....thats why
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Old Apr 15, 2006, 07:23 PM // 19:23   #52
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for all of you who keep talking about OOB, it has been NERFED and now costs you 20% health instead of 10%...
20% health isnt "nothing" and kinda makes it unusable if you're targetted, and monks are a high priority target in PvP(while in PvE it's rather random, but you could be the target)
so yeah, OOB+healing touch/orison(healer monk) or OOB+RoF(protection monk) could work but at the cost of 5 extra energy and the risk of dying(if you're the target of a spike)
MoR however isnt too much better as the mesmer(there will most likely be at least 1 of those) controls when you will gain the benefit of it and can therefore drain/steal/use it some other way. or you can remove that enchantment from yourself via CoP(hopefuly not interrupted and before you get drained) but than you spend the same 5 energy, while getting free a free hex+condition removal and self heal. however it also removes all your other enchantments which will cost you(or another monk) more energy to recast on you.
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Old Apr 15, 2006, 10:19 PM // 22:19   #53
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Quote:
Originally Posted by zling
for all of you who keep talking about OOB, it has been NERFED and now costs you 20% health instead of 10%...
20% health isnt "nothing" and kinda makes it unusable if you're targetted, and monks are a high priority target in PvP(while in PvE it's rather random, but you could be the target)
so yeah, OOB+healing touch/orison(healer monk) or OOB+RoF(protection monk) could work but at the cost of 5 extra energy and the risk of dying(if you're the target of a spike)
MoR however isnt too much better as the mesmer(there will most likely be at least 1 of those) controls when you will gain the benefit of it and can therefore drain/steal/use it some other way. or you can remove that enchantment from yourself via CoP(hopefuly not interrupted and before you get drained) but than you spend the same 5 energy, while getting free a free hex+condition removal and self heal. however it also removes all your other enchantments which will cost you(or another monk) more energy to recast on you.
Check the post dates. Their posts were made when OoB was only 10%. Thread necromancy FTL.
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