Oct 08, 2007, 12:36 AM // 00:36
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#61
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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Channeling in the right situation gives you great energy gains. However, it also requires you to have a poor position and spend a lot more energy on healing/prot than you normally would. Channeling has terrible energy gains if you have smart positioning or if the enemy team has smart positioning. Thing is, these days almost all HA teams have absolutely terrible position and movement. While your channeling monks are balled up you will take a lot more AoE, a lot more damaged from missed pre-prot, and a lot more damage that could have been mitigated via kiting. At times the massive gains from channeling will offset that (especially vs builds like thumpway.)
However, channeling is not even close to the only option. If a build has a few strong 10e skills GoLE is phenomenal energy management. One good spirit bond is worth a lot more than a bunch of spammed LoDs and infuses.
Well used stances can mitigate a massive amount of damage.
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Oct 08, 2007, 08:57 AM // 08:57
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#62
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Academy Page
Join Date: Apr 2007
Guild: none atm.. (formal [mini] guild)
Profession: W/E
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channeling is <33333
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Oct 09, 2007, 10:30 PM // 22:30
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#63
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Academy Page
Join Date: Jan 2007
Location: IL
Guild: ***i still don't know what our guild name means[rise]
Profession: Mo/
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channeling trains bad monks. Bad positioning, bad usage in skills, bad habits for spamming, bad everything. It can be removed easily. I can't help but laughing when I hear monks go "omg, channeling got stripped, OMG OMG ZOMG, I'm gonna die without energy". XD
You get the idea.
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Oct 10, 2007, 01:02 AM // 01:02
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#64
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Banned
Join Date: Feb 2006
Location: England
Guild: Leteci is [sexy]
Profession: Mo/
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In HA people are going to be around you simply because of the objectives anyway.
Wards train bad positioning? No, because you don't have to step in them all the time .
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Oct 10, 2007, 06:44 AM // 06:44
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#65
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Krytan Explorer
Join Date: Feb 2007
Location: Napa, CA
Guild: Inadequately Equipped [GeAr]
Profession: R/N
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Sure it's possible to handle pressure without channeling in HA most of the time. The thing is, I'd be willing to bet that with it, you'd still win more percentages of games, against super high pressure teams. Of course another reason why I like using it when I monk in HA, it because it just makes it easier in general. In GvG I run no emanagement at all, but in HA I'd rather increase my changes of being able to plow through teams with channeling rather than have close calls, or a loss or two and have to go back in again instead.
Especially in the current spiritway meta, channeling makes it just so much easier to reap the benefits of the skill and allows you to not waste the mental/physical effort of smarter playing.
Of course like I said, I only say this because I mostly play GvG, so I don't feel compelled to play super competitively in HA, I'd rather just make it as easy and pain-free as possible.
Last edited by I Angra I; Oct 10, 2007 at 06:47 AM // 06:47..
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Oct 10, 2007, 09:31 AM // 09:31
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#66
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Academy Page
Join Date: Apr 2007
Guild: none atm.. (formal [mini] guild)
Profession: W/E
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Quote:
Originally Posted by ksalanpang
channeling trains bad monks. Bad positioning, bad usage in skills, bad habits for spamming, bad everything. It can be removed easily. I can't help but laughing when I hear monks go "omg, channeling got stripped, OMG OMG ZOMG, I'm gonna die without energy". XD
You get the idea.
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hmm let me rephrase my self here . channeling <333 in ha only =) channeling might make give monks bad habit but remember this is ha discussion. you try keep ghostly hero up with 2 monk backline with both mo/e or mo/w. trust me you will run out of energy like no tomorrow. it is channeling that keeps them rejuvenated and keeping the ghostly hero alive longer. now gvg/ra/ta=totally dif story
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Oct 10, 2007, 06:21 PM // 18:21
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#68
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Academy Page
Join Date: Jan 2007
Location: IL
Guild: ***i still don't know what our guild name means[rise]
Profession: Mo/
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it's true when you're fighting in alter cap maps (3 way). It's like 8+1 vs 40 when your ghostly capped. For 1 vs 1 map, positioning would be crucial.
Again, nothing against channeling. Just that it gives you disavantage when use it not right.
<3 Hyori!!!
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Oct 16, 2007, 05:06 PM // 17:06
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#69
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Wilds Pathfinder
Join Date: Oct 2007
Location: Isle of the Nameless
Guild: Black Crescent [BC] / Stonebenders [sC] / The Rimmers [rR]
Profession: W/E
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Quote:
Originally Posted by idahoajr
people in guild wars generally dont like new ideas...
you dont have to have an active emangement skill like channeling to stand up to pressure. there are other ways of looking after energy, like careful preproting, not over healing etc.
this is one argument against channeling that someone pointed out to me:
channeling encourages monks to extend into range of all of the enemies to mop up their energy from channeling, but this then puts them in greater danger as monks are priority target most of the time, so they then spend extra energy healing themselves whilst the opposition can wail on em without overextending. in short: channeling makes you over extend
i know the high spike environment that ha is leads to very blurred combat lines compared to gvg, but the same principle still remains.
so in that respect, channeling is ftl
edit: no one skill is ever needed to win in guild wars...they might help but they arent needed
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I agree with what you say as to that monks are encouraged to over-extend while under channeling, however that was not the idea of channeling as emanagement, with all the high pressure builds such as sway, etc., channeling allows you to make the other team overextend into your backline while mopping up extra energy, this is why in GvG channeling is not as effective because people know not to overextend. Also, the reason I feel monks in HA today are failing is because they don't know how to deal with massive pressure that sway brings, they spam more as they come under heavier pressure, which is excatly what shouldn't happen. Here's a typical R3/Unranked HA monks mentallity, I know because I was R3 once and I know this is the feeling that they expierence when they come under fire: They are running legoway and the SoD notices that the opposing team, sway of course, is putting pressure on the midline before you can get a spike off, 2 main characters being targeted are the PD mesmer and a DA, you see that the PD is currently at about 420/580 HP while the DA is around 360/600 HP, you disregard the fact that the PD has 2 conditions (bleeding + dazed lets say) stacked on him and is under a melee train, and throw SoD on the DA, regardless of the fact he has about 100 armour while the Mesmer has around 75 max, depending on weapon set, this leads to the LoD having to infuse the PD, right after this you are hit with smoke trap and dazed, leaving you basically helpless while the LoD is hit with heavy melee pressure and dies because of your failure to recongize who to use SoD on...........
Spamming of skills and overprotting does way more harm than good, use your powerful prots only when needed.....
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