Feb 21, 2006, 06:54 AM // 06:54
|
#1
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
New to PvP; my 1st Ranger and Monk builds
I’ve been fiddling with builds for the last few days in Random Arenas. While I have yet to hit a ten in a row, I’m starting to feel confident in their use. I wanted to share them with the gurus to see if they could offer any additional advice/help while I stumble my way into PvP. While I have no delusions that any of this is new, I’m hoping fresh prospective will lend solutions to some of the problems I’ve found:
1st is a Ranger/Mesmer shutdown build.
Blackout is the core, set to 6 seconds
Dodge to get me to my target; with its lower energy requirement and faster recharge, I prefer it over other ranger run skills for PvP. Also useful when I need a quick get away.
Crippling Shot keeps my target in the area so I don’t have to chase them all over the place.
Apply Poison for added damage while we’re both down due to Blackout.
Distracting Shot for part 2 of shutdown
Throw Dirt for self protection. Since I’m mostly chasing monks and mesmers, I tend to become a prime target for tanks. Found it works well when there are multiple tanks on me at the same time
Power Leak for energy regen; while Power Drain is better in terms of mana, Leak is Dom, same as Blackout.
Res.
Basic strategy is I go after high priority targets, letting the rest of the group take out someone else. If there is one, I go for the monk first; Apply Poison and fire Crippling Shot. Follow with Dodge to get to him, then Blackout at my first chance. Pound with Poisoned arrows while we’re both down. Since Blackout is at 6 seconds for my target, I come out 1 second early. That’s enough time to reapply Crippling with VCrip Shot before his skills recharge. 3 times in 4, my target immediately uses a spam skill (Reversal of Fortune, Mend Ailment) so I time my second shot, Distracting Shot to lock that one down for ten seconds. This is most often followed by a second spell, which I try to hit with Power Leak to regen my mana. By then, Blackout should be recharged and ready to be reapplied. If I’m in a good group, they have killed the second monk or the mesmer by the time the second Blackout ends and I have time to reapply Apply Poison to my arrows or Dodge if I’m getting the crud knocked out of me.
Possible substitutes are Echo for Crippling Shot, and work in Pin Down. I’ve tried using Troll Unguent for self healing, but that just causes problems due to long cast time and short up time.
Major weaknesses I’ve found: Blackout affects us both, making it difficult to Throw Dirt when I need to. Also means that Res is disabled, which has caused problems in Random Arenas. No self heal. Groups don’t always follow my advice, attempting to spam damage on my target while its shutdown instead of moving to actual threats.
2nd Build is a Boon Prot build.
Protective Spirit prevents heavy nukes and the often severe damage from warriors with Final thrust.
Mend Ailment
Reversal of Fortune. I tend to spam this more than Mend Ailment, But I’m starting to notice, especially against Ranger/mesmers, that Mend Ailment becomes a Word of Healing X2 when used, so I’m thinking of setting it into my spam slot.
Offering of Blood for mana regen. I’ve attempted using Peace and Harmony, but it gets stripped. I’ve also tried a few mesmer skills that target enemies, interrupting or stripping enchantments to gain mana. While these are more powerful since they do 2 things (interrupt/strip and regen mana) they also require me to pay more close attention to my opponents and what they are casting. Most times, I find myself in a reactionary position; the sudden change to offensive caster
Balthazar’s Spirit for tank agro. Since I seem to be #1 on the “hit that -----!” parade, throwing up Balthazar’s as they move in usually ensures I have enough mana to survive and continue spamming skills. While I’ve substituted this with Contemplation of Purity, CoP rarely gets used; mend ailment being a more effective heal when I have several conditions on.
Holy Veil as soon as someone is hexed. I cast and drop as quick as I can. Is this what other monks use it for, or am I doing something wrong? I’ve considered using smite hex instead. The recharge time is only 5 seconds more, but cast is faster with less chance of interrupt.
Divine Boon for healing with each cast.
Res signet. While I’ve tried Monk regenerating resurrections, I end up spending all my time (and mana) on 1 dead person instead of the other 3 living ones.
Basic strategy is using Boon as my main healing power to control damage while using Prot spells to reduce the amount of damage actually received. Depending on team make up and the opposition, I alternate Mend Ailment and Reversal of Fortune, casting Protective Spirit semi-regularly to reduce high attack damage, mostly on members under heavy attack by multiple opponents. When focus shifts to me, I cast Balthazar’s Spirit and twist both spam skills until I either break far enough away, the team kills them, or they give up…or I die.
Substitutions I’ve found useful:
Guardian for heavy tank fights. I don’t use it very much and am considering swapping it for Balthazar’s Spirit
Contemplation of Purity; as explained above
Substitutions I’m considering:
Dwayna’s Kiss for Divine Boon’s effectiveness or Balthazar’s Spirit. While this lowers the healing effectiveness of each cast, it gives me two spammable nuke heals thanks to the high condition and hex casting endemic in PvP.
Spell Breaker for though, due to its high energy requirements and longer down time, this is a last resort cast.
Divine Intervention for Balthazar’s Spirit. Lower cost and considerably faster cast make this appealing, but I fear enchant strips would render this useless due to its long reload time.
Divine Spirit for Offering of Blood. Would allow for longer spam cycles at less mana without dropping Boon, but once its gone, it’s gone.
Major weaknesses I’ve found: mana regen is an issue with any boon build, but using a monk’s Divine Favor as the primary means by which to heal players is like applying a Band-Aid to an arterial hemorrhage. When considering the multiple sources of damage player’s face (and all too often attempt to tank through), it’s little wonder that I am often the only main profession monk in both teams. Add to that, the lower armor of the monk class coupled with the oppositions shear joy at tearing into them with mana degen, hexes and conditions makes just staying alive a challenge, forget about being useful sometimes. Applying runes will increase the effectiveness of these skills for my team, but the cost is lower HP for the prime target of every (decent) opposing team I have yet encountered. I’ve also been in several groups that were upset to the point of map zoning when they found I had no offensive capability. As an avid PvE player, the thought of a monk smiter is never something I considered seriously. Others professions do damage; I keep them alive while they do it. Most times I do a good job of it. Others times I just--flat out with no excuses--can’t.
|
|
|
Feb 21, 2006, 07:35 AM // 07:35
|
#2
|
Lion's Arch Merchant
|
I don't see how you can step into random arenas as a monk without guardian on your bar. Considering all the warriors, that pretty much becomes your favorite skill ever. A pretty standard boon prot is something along the lines of:
Reversal of Fortune
Mend Ailment
Guardian
Protective Spirit
Contemplation of Purity
Offering of Blood {E}
Divine Boon
Holy Veil
although often signet of devotion sees use in there as well, sometimes shielding hands as well. This works very well against the often seen team makeup of something like random arenas (or gvg for that matter). The fact that its a pretty standardized build basically means that time and time again, it just does the job well. The only thing that you start to have trouble with is mass hex degen, because RoF won't trigger any healing, and boon prot does not do as much healing as healing prayers would.
|
|
|
Feb 21, 2006, 09:47 AM // 09:47
|
#3
|
Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
|
New to PvP yet your already on the way to being a good monk, nice.
All you need to do now is to take guardian as this is damage avoidance which means you can heal less, also warriors take longer to build up adrenaline for their spikes.
|
|
|
Feb 21, 2006, 01:35 PM // 13:35
|
#4
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
Came on this morning, decided to check and see if anyone had responded. Yup. Two people…
Guardian!?? Why is Guardian so blasted important!! With all the castors out there, surely someone would have said “Naw, builds fine, break out that SB and give it a whirl.” But no, both people are singing Guardians praises. Well, they can’t know what their talking about; I’ll play my ranger and experiment.
Long story short, I didn’t. I logged my monk instead and farmed a bit. But that got boring after the second shell run, so I found myself back in Battle Isles, running around the Random Arena, my mouse pointer hovering over the Enter Mission tab. I hit “K” instead.
“Guardian. What could it hurt? Tried it once and it didn’t help much, but it didn’t really hurt anything either…”
Balthazar’s Spirit out, Guardian in. And just to prove those guru guys wrong, I’ll put it in my spam slot and cast it like gangbusters.
*cough*Excuse me. Coughed up another feather. Eating crow will do that.*cough*
Anyway…I play 1 game. Not bad. Poor team and another smite monk telling everyone how he can’t do damage unless they stand still. I shrug through a few easy battles and we get pounded by a ward ele with Mesmer support and another monk for backup. Their tank died quick; our tank (actually a R/W so not much of one) ran around the map until they cornered him.
Back to Depot. So far so what? Lets go again…but not talk about it because we had one of those darn afk folks. Took a screenshot asking them to help; I’ll send it to Anet later; they claim to take that semi-seriously. Survived longer than I thought we would, but I don’t know why and we still died so…
Back to the Depot. Good group this time. Whoa; great group this time. Another Mo/N, a spike Ranger and…I’m guessing an IWAY Ranger because he was R/W and used a sword. The Mo/N throws Bond on us both followed by another hard enchant (not going to go too deep, it turned out to be a good build and I don’t want to give away her shtick). Oh. Great. No mana from the second monk; this is going to suck.
But it didn’t. In fact, it rocked. Both Rangers had pets and we easily out-damaged the opposing teams most of the time. Dropping Guardian on top of the other monks Bond meant that-–even when melee attacks DID hit--they only did half damage. Keeping Protective Spirit on too meant they had to remove Guardian first--then Spirit too!--before they could finally get to the hard enchantments.
I started spamming Guardian more. “Rangers call Blind and Crip so I know when to spam Mend instead of nuke heal; otherwise, I’ma prot the world!” Someone getting nuked, Drop RoF on em until the mana burns out. But always—ALWAYS—Guardian for the soft heals.
Hexes get nasty with a mesmer, an alt mesmer and an alt necro. The only hex remover is my Holy Veil, so we have to grit through it.
Our other monk has a tendency to over extend a little, and the IWAY ranger barrels into groups like he’s wearing Platemail. Sometimes, I get take a drop—still figuring out what I’m doing wrong—and no amount of “exploiting” (ie using other characters as a shield against those ever-persistent warriors is enough, even with Guardian. Still, half our fights end Flawless.
At 8 wins our IWAY ranger has to get ready for school. We get another Ranger; this one a shutdown similar to the build described above.
Things get very hairy indeed on match #10 when 3 warriors punch through our team like paper dolls, but Guardian saves the group after I’m ressed, holding off Boon until I have it reapplied to the Rangers and myself, followed by my sig to the other monk. Once their Restore Life Warrior is down for good, quickly followed by a Mesmer/monk healer (hmm…) the other two Warriors commence running around the zone, trying for all to delay the end. By now I’m starting to think that running around the arena until the opposing team gets annoyed and /mapzones is an excepted strategy. If it is, it needs rethinking…especially with two trap-laying-Crip-shot-shooting rangers on the other side
We lost mission 11. Outdamaged despite a good bridge trap strategy; the enclosed area proved too tight for me to avoid the pair of (honsetly) excellent warriors who ran me through the paces like a thoroughbred before the hat race. The shutdown ranger left the group and the 3 remaining--those who had stood through all 10 together--stayed. We talked about each others builds, complemented play styles, and (for my part) were reluntant to leave what had proven such a great group.
In the end, crow never tasted so good.
***This may sound like gloating over my first 10 win run through Random Arena. It’s not. It’s about why certain skills work well together in certain areas. In PvE, Guardian is a prot spam footnote, better relegated to young builds before you finally get Aegis. In PvP its murder. Dropping it—and re-applying it as the soft “spam” heal—on top of Protective Spirit makes for that one extra enchantment the opposition HAS to remove before their uber nukes can get at the heart of your teams HP. If they can’t get rid of both then even a ranger can tank--and tank well--against the onslaught of heavy hits in PvP arena. RoF may last for 8 seconds but, if it does, it’s either been cast on the wrong person or the opposition isn't prioritizing. It lasts until someone gets hit and all too often only prevents that piddling 9 to 12 damage from a staff attack. Guardian lasts for 5 seconds or until removed. It does two things: block that pesky tank and nerf that enchant removal time and again.***Thanks for the advice...more to come
Last edited by Minus Sign; Feb 21, 2006 at 01:41 PM // 13:41..
|
|
|
Feb 21, 2006, 05:34 PM // 17:34
|
#5
|
Forge Runner
|
CoP is your best friend when it comes to self condition/hex removal. waht you do is when you see 2 or more hexes/conditions on you, cast guardian on yourself. If it's vital that you remove the hexes/conditions fast, then jsut hit CoP. If not, then let guardian run for about 3-4 sec, then hit CoP. Also, CoP is awesome vs. sever/gash and eviscerate/axe rake wars. Once you see the first condition pop up, hit CoP as fast as you can. If you get it right, then they'll waste the other attack.
Also, learn how to pre-cast holy veil... If you see a team with mesmer and such, make sure to cast it on yourself before teh fighting begins. If they have an anti-melee mesmer/necro, precast it on your melee characters. Also, holy veil is great fuel for CoP. Say that you have boon, guardian, and holy veil on yourself. Hit CoP. That turns into a huge self-heal, 4 hexes removed, and 3 conditions removed. Bang, lifesaver...
Last edited by TheOneMephisto; Feb 21, 2006 at 05:38 PM // 17:38..
|
|
|
Feb 23, 2006, 05:16 AM // 05:16
|
#6
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
I met a new friend today and her name is Mantra of Recall. It’s a mesmer Elite enchant spell (cast 10) that does nothing for you! Until it ends, then it gives you energy. Reasons why I love it in PvP: enchant strips only HELP me with this on top. The worst that happens is I get my 19 energy earlier, best thing is, when I’m running low and this is a recent cast, I let the enemy condition and hex away, then drop CoP to regen myself. Most times I’m at or near full energy when I do this, and the oppositions just wasted a bunch of mana in the bargain. The arguments in favor of OoB is cost (10 mana as opposed to 5.) and time (it’s a 20 second cast instead of 15). All in all, it’s a good trade in most situations, but if I die reapplying it and boon makes for a headache and most times (by the time I’m ressed), the rest of the group needs boon spam heals more than I need mantra. In long, drawn out fights with heavy degen players, mantra becomes a burden if you aren't very careful.
And Mantra of Recall isn’t the only 10 mana spell I’m worrying over. Protective Spirit is sometimes as much a blessing as it is a curse. While I’m starting to get the feel for it as my anti-nuke, keeping it applied to the group gets me into mana trouble time and again. But not keeping it on the group gives me serious headaches when there’s more than 1 heavy blaster on the other side of the line. When I can I let tanks and Rangers/high armor Necros do without, since their double strength armor sees them through much of the damage anyway, but in heavy castor groups, the one without Prot Spirit invariably dies…unless they kick butt together and clean the other side first. Either way, mana sometimes gets the better of me and I find myself waiting 5 seconds to cast 1 precious spell.
Current Monk Build
13 Prot
15 Divine
6 Inspiration
Mantra of Recall for mana regen
Guardian because crow tastes sooo good
Mend Ailment I tend to reserve until I need to spam heal or there are at least 2 conditions on my ally. That way, I get the benefit of boon, high Divine Favor and Mend Ailment all in 1.
Protective Spirit is my anti-nuke. Rarely cast unless there is a hard ele on the other side.
Contemplation of Purity as self nuke heal and status restoration. Coupled with Mantra, many mesmer/condition applying builds are sent back to the drawing board 2 times in 3
Holy Veil
Boon
Res sig
I made it to nine of ten wins in Random Arena with this build, a Necro, Memer and Ranger. 8 of the nine were flawless victories. We lost when 2 of the 4 had to leave and our replacements proved sub-par in Scored Kills fighting. Almost made a comeback, but it was too little too late by the time we reorganized and we lost 4 to 5.
I’m not playing my ranger as much, opting instead for a W/E build that I’ll post once I work out the kinks (there are a few and I find myself swapping to W/Mo for remove condition with a Hammer KD build I’m also tinkering with.)
Otherwise, this thread is starting to turn into "Journal of a young Monk in PvP".
|
|
|
Feb 23, 2006, 11:31 AM // 11:31
|
#7
|
Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
|
Personally for arena atleast, holy veil isnt too usefull
You prob dont know what hex they have on them and if you did it is probably covered with 1 or 2 hexes.
You could drop that for a drain enchant as not many ppl take enchant strips in arenas, helps your energy too
|
|
|
Feb 23, 2006, 02:14 PM // 14:14
|
#8
|
Frost Gate Guardian
Join Date: May 2005
Location: USA
Guild: The Illuminati [Illu]
Profession: Mo/
|
Quote:
Originally Posted by Minus Sign
Current Monk Build
13 Prot
15 Divine
6 Inspiration
|
I would suggest dropping some of the points in Protection Prayers to put into Inspiration. I run this attribute setup with MoR (Mantra of Recall):
Divine Favor: 11+3+1
Protection Prayers: 10+1
Inspiration Magic: 10
This will boost MoR's energy gain up to 23. Also, make sure you don't use an enchanting upgrade or you will slow down your gains.
|
|
|
Feb 23, 2006, 08:32 PM // 20:32
|
#9
|
Re:tired
Join Date: Nov 2005
Profession: W/
|
Quote:
Originally Posted by SaintGreg
I don't see how you can step into random arenas as a monk without guardian on your bar. Considering all the warriors, that pretty much becomes your favorite skill ever. A pretty standard boon prot is something along the lines of:
Reversal of Fortune
Mend Ailment
Guardian
Protective Spirit
Contemplation of Purity
Offering of Blood {E}
Divine Boon
Holy Veil
although often signet of devotion sees use in there as well, sometimes shielding hands as well. This works very well against the often seen team makeup of something like random arenas (or gvg for that matter). The fact that its a pretty standardized build basically means that time and time again, it just does the job well. The only thing that you start to have trouble with is mass hex degen, because RoF won't trigger any healing, and boon prot does not do as much healing as healing prayers would.
|
Quoted for truth. Try this build out, spend some time getting used to it. You will soon find that it's dissapointing to get runs of anything less than 20. Even with the quality of other players in RA.
16 Divine
9 Prot
10 Blood
|
|
|
Feb 24, 2006, 01:11 AM // 01:11
|
#10
|
Academy Page
Join Date: Sep 2005
Guild: XoO
Profession: Me/E
|
They're not wrong. As I said elsewhere, boonprot in arena is like bringing an uzi to a knife fight. Don't forget to pack your +blood recharge items for even more energy from offering of blood. As for armour, I tend to go for judge's shirt and pants (there's a ton of physical damage in arenas from all the warriors and rangers) and tattoos for hands and feet.
IMHO, the core boonprot build is this:
Reversal of Fortune
Mend Ailment
Guardian
Offering of Blood {E}
Divine Boon
Then pick 3 of:
Holy Veil
Signet of Devotion
Protective Spirit
Contemplation of Purity
Shielding Hands
Resurrection Signet
according to personal taste. I tend to take the two signets and CoP, but YMMV. Also note that OoB is better than Mantra of Recall even when you have CoP, it's just that good.
|
|
|
Feb 24, 2006, 01:52 AM // 01:52
|
#11
|
Forge Runner
|
Quote:
Originally Posted by Clamatius
Also note that OoB is better than Mantra of Recall even when you have CoP, it's just that good.
|
Mantra of Recall is actually slightly better if you know that the other team has mass conditions/hexes, but you don't know that in RA.
Also, I have to say that, personally, I strongly believe that monks should not bring a res sig, just because of the fact that you should be busy keeping your team alive, and if you fail then that usually means that you don't have that 3 sec to go and res someone. I find it better just to take another healing/prot spell that will make it easier to keep my team alive.
|
|
|
Feb 24, 2006, 04:09 AM // 04:09
|
#12
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
Against my better judgment, I went into HoH today, gathering up a PUG for some 8v8 to test out my build and start learning the differences of 8v8 versus 4v4 play. I knew I wasn’t ready, but after playing, I’ve also come to believe I’ve learned all I can from Faction Farming.
IWAY smacked our butts time and again, and there was little I or the other 3 monks on the team could do about it. While I’m starting to think I’d be more useful without my res sig, everyone else feels exactly the same way, and I was only 1 of three people who had sig equipped (we had a fourth res, a Mesmer who brought Resurrect).
1st off: Energy denial (ie where people place spells and hexes on you to reduce the energy you have, and “deny” you the ability to regen that energy once you lose it) is nasty to a monk. Several matches I found myself desperately trying to just get off one spell, forget about spam healing. To combat IWAY, our team decided that it would be a good idea for monks to bring Aegis and twist that spell overtop one another. The result was less than could have been hoped for. Often the fighters or “spikers” as they call themselves, would begin complaining when it was not cast (against non-IWAY) and I would have to pull well out of the group, drop boon (which effectively dropped me out of the game) and regen 15 mana to get Aegis back up. The result was usually 1 dead body on the ground by the time I got back into the fray and using res signet as an excuse to keep boon off a little longer while I regen more mana. By then, that mesmer that I had tried to kite saw me, ran over, and cast Blackout followed by more hexes than I could count (mostly E-denial and skill blockers)
Spikers had TeamSpeak, but I’m having trouble getting past my NAT firewall on the router (I’ll be submitting a question about it in the tech section after I compile all the info) so I can’t communicate with non-server ISPs through port-forwarding. When I told them this they said it was ok because I wasn’t a Spiker so TS wouldn’t be that big an issue anyway. I think it was. Healers need to coordinate with 1 another same as spikers, lest they all spam heal the same target and waste mana on 1 player.
IWAY, itself, we never beat. And there was a lot of it going around in there. The coupling of mana degen for non-warrior types and slow spell casting killed my usefulness until someone started attacking Spirits to drop the AoE effects. It was brutal, Aegis coupled with Guardian affording little more than a patch to the problem. And the IWAY teams had enough res sigs to keep their necro running long after they had demolished our team…which didn’t take long.
In all, I walked away with 1 fame =/ We beat our opposing party when we went to 4 way teams, but IWAY was there, lurking behind the door.
A large part of the problem (healing side) was me. Losing Veil dropped my 1 and ½ second hex response from 3 hexes off to 2 (boon and Aegis is not as good for hex removal as Veil and boon.
Personally, I think a long standing Blind spell and some slow attack skills would hurt IWAY more than Aegis helps us. But I’m still a newb so I didn’t voice that to the team.
Err007ed after the fourth match and decided it was God telling me to take a breather.
I agree about the res issue. 3 seconds for a lightly armored healer to stand still and do nothing in the middle of a fight is a long time. Spikers, please bring res in the future, I’ve probably got more important stuff to do.
In all, I think I learned a lesson: listen to the group, but don’t let them destroy your build. Next time I see a group that wants Aegis spasm, I’m going to drop boon prot altogether and come back with an all party cast build. Hopefully, this will let us keep two boon prots with full skills and a 3rd wheel healer/prot instead of 3 boon prots who are woefully less effective than they could be.
A note; While we lost, and lost bad, no one was rude. No noob insults or multi-spams of “REZ ME!!! Player001 is dead!” We weren’t successful, but we were polite about to each other. A good group.
Last edited by Minus Sign; Feb 24, 2006 at 04:12 AM // 04:12..
|
|
|
Feb 24, 2006, 06:39 AM // 06:39
|
#13
|
Lion's Arch Merchant
|
Boon prot is pretty amazing in team arenas, but pretty bad in HoH. As it is you run on the very ragged edge in terms of energy management. You don't do very much healing, and against the mass-everything you encounter in tombs a boon prot just isn't the right man for the job. Instead, you will probably want something more along the lines of a channeling monk. In team arenas, having a straight healing monk is more of a liability than anything, because he is much more vulnerable than a boon prot. In HoH a straight healing monk fits the bill quite well generally speaking.
|
|
|
Mar 04, 2006, 06:54 AM // 06:54
|
#14
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
I haven’t had much luck in HoH so I’ve been sticking to this Prot Boon build and RA/TA.
I gotta say, that nerf knocked me for a loop. I know the current sentiment is OoB is not a big deal in the great scheme of things, but for my newbie butt, it’s a rocker. I’m glad I’ve been focusing on Mantra of Recall as my regen or I’d really be in a fix. As it stands, I’ve been playing with both, trying to find ways to work different spells into the basic build, make it mine. I gotta say, necro alt is not looking good atm, and diversion is off my list =/
Worst hit ever was the recharge time of Mend Ailment. I even tried Mend Condition a few times, just to say I had (even went so far as to make a thread asking that they drop the “other party member” restriction in it. Even if they did, I’m not sure I want to take it. Mend was my nuke heal; I used to wait until a character was heavily loaded with conditions and drop that for a fast full life spam.). Not having that third self spam heal is a pain.
I guess everyone is busy rebuilding their prot boon after that patch nerfed 2 of its skills; when I figure out some substitutes, I’ll holler back.
Well, actually, I have 1. I was already subbing Mantra of Recall for OoB and found it fairly smooth in terms of mana returns. I’m wondering if the Peace and harmony recharge time would make it worth carrying, so I’ll fiddle with it PvP. Did fine in PvE while I was ¾ manning the new green farm today so who knows? 30seconds still seems like a long time though, especially if I have to CoP to remove a bad stream of hex/conditions.
Last edited by Minus Sign; Mar 04, 2006 at 06:58 AM // 06:58..
|
|
|
Mar 04, 2006, 07:06 AM // 07:06
|
#15
|
Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
|
I belive theres a yellow arrow beside your partys teammates name being affected by conditions, why not just mend them than waiting for a blind or cripple call.
|
|
|
Mar 04, 2006, 07:57 AM // 07:57
|
#16
|
Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
|
Mend condition has always been superior to mend ailment, its unlikely that a person has 3 or more conditions stacked on them.
Edit: Superior in healing but Target other Ally meant Mend Ailment went on peoples bars.
Mend condition guarantees a 170+ heal if theres any condition on them.
So you either take both MA and MC or get someone in the party to take a draw conditions. You gota realise that a monk cant do everything, party members need to help you out a bit somehow.
Last edited by tafy69; Mar 04, 2006 at 08:01 AM // 08:01..
|
|
|
Mar 04, 2006, 08:37 AM // 08:37
|
#17
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
Quote:
I belive theres a yellow arrow beside your partys teammates name being affected by conditions, why not just mend them than waiting for a blind or cripple call.
|
its for energy managment. I can't keep castors alive if i worry too much about spamming conditions off, so I try to spam when they have several. Once the other team notices that i'm not removing them, the lay them on the castors and not on me. then I apply mend Ailment as a very powerful heal due to blind+crippled+deepwound. against heavy condition groups, tired of me CoPing their attacks away, its usually very effective and they don't realise what hit them. i've gotten 300HP+ heals with it (thats pretty rare).
Quote:
So you either take both MA and MC or get someone in the party to take a draw conditions. You gota realise that a monk cant do everything, party members need to help you out a bit somehow.
|
Thats contradictory to everything every group has said in HoH. 2 prot boons are supposed to be like 2 4 man teams: i handle the healing, everyone else does the damage. I've played in a 3 monk group, and that was pretty good (but still no TS due to NAT firewall; Linksys has serious port problems so i may need a new router...again.). I can do it for a while, but we eventually get spiked to death once I start losing P.Spirits on people (not enough mana control yet).
Last edited by Minus Sign; Mar 04, 2006 at 09:08 AM // 09:08..
|
|
|
Mar 04, 2006, 04:38 PM // 16:38
|
#18
|
Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
|
If you doing HA you want a 3 monk backline.
2 Healers 1 Pure Protter, they do handle all the healing and conditions
I was thinking GvG tho, as boon prot is GvG and arena only nearly
|
|
|
Mar 04, 2006, 04:53 PM // 16:53
|
#19
|
Banned
Join Date: Dec 2005
Location: Belgium
Guild: [ROSE]
Profession: A/
|
methinks you got most of your builds off observer mode....good thing you come here for more advice..coz most guys get the skills ok, but then mess up with attributes.;and even worse..they play it all wrong ( cripshot running bad flags etc. )
|
|
|
Mar 04, 2006, 05:43 PM // 17:43
|
#20
|
Jungle Guide
Join Date: Feb 2006
Profession: Mo/N
|
Quote:
Originally Posted by Yanman.be
methinks you got most of your builds off observer mode....good thing you come here for more advice..coz most guys get the skills ok, but then mess up with attributes.;and even worse..they play it all wrong ( cripshot running bad flags etc. )
|
I got the core of my monk build watching the tourney in Observer and asking questions from other people also watching (if you want to be the best, watch the best and learn). I got my offensive builds from getting the snot knocked out of me by something simular and wanting to give it a try.
I don't post my personal experiments (beyond Mantra of Recall) on here because most of them flub. When I get something that doesn't get me and the team killed, I'll toss it out too for all to critic.
My guild doesn't PvP, so Guild experience is out of the question. Do you earn fame from Guild battles as well, or is it just HoH?
|
|
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT. The time now is 12:25 AM // 00:25.
|