Nov 10, 2005, 07:57 AM // 07:57
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#41
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Lion's Arch Merchant
Join Date: Jun 2005
Location: doa
Profession: Mo/
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i generally monk for UW pugs because i find it the most challenging =), then FOW if i can't find a uw group, sometimes SF.
UW is the most fun because it can also be the most chaotic - when wars aggro poorly or for some unknown reason flee from the big, scary black aaxtes and run past the monks (that's always funny to see!), casters get to close to smites and make a big mess whlie aggroing 6 colds while running away, getting mobbed by mesmers on the chaos planes, or wars and casters just standing around in meteor showers. FOW can be fun when all hell breaks loose and the berserkers chase the casters round and round haha.
in any case, order is only important when things go wrong or get tough and prolonged. otherwise in mose cases casters won't even need much healing and all your efforts should be directed at the tankers.
that said, here's my general order:
1. me me me me me! how can i heal or res if i'm .. dead?
- even more important if i'm the only heal monk and other is prot. i run 'sprint' so it's always easy for me to shake aggro in pve, which means less healing needed for myself
2. any important ghostlies, etc, that other monks often forget about
3. other monks
- even a bad monk for support is better than none
4. tanks (warriors, rangers, casters)
- this should generally be the war, but in the cases where aggro is lost and aaxtes or smites are running a rout, then it becomes anyone who has the presence of mind (or sometimes stupidity hah) to stand still and take aggro. prot spirit + seed or breeze is usually enough to keep them standing (i don't cast seed until i've determined they won't run, which sometimes involves shouting "stop running!"). another enchant throw on top if there are mes/nec around, and ess bond to keep me supplied w/ plenty of energy. if they are smart enough to not move, then nukers can generally take out the aggro'd enemy.
oh yes, as soon as a war 'tank' turns tail and runs, he loses any healing priority =) there's nothing worse than wasted prot spirits and seeds!
- elem/monk/necro 'tanks' will get higher priority than war/ranger 'tanks' because war/ranger armor and stances can mitigate much of the damage.
- but if wars are very bad at mitigating dmg they will still be a higher heal priority because they are often the ones keeping the majority of the mobs of the casters. another factor is that wars are more likely to just stand there whereas casters are so used to running that often prot spirit or seed is just wasted energy as the mob has aggro'd on a different teammate w/o prot.
- rangers make very good back up tanks if you can convince them to stand still. mob interrupts will also not render them useless.
5. any dmg dealing caster w/ lower dp, more likely to carry a res, has proven to be a good dmg dealer and survivor in the past. also if their secondary is not /r or /mo (and therefore less likely able to heal themselves)
6. any dmg dealing caster w/ /r or /mo who carries self-heals.
7. any support casters
8. any pets, only if i have spare energy and no teammates are in critical condition
- there are exceptions however which is when players actually bring pets to uw. the mobs just love them. this keeps aggro off the sometimes horrible warriors, so i will prot and heal the pet as it tanks 3 bulls hehe
hmm, that was long. i hope it wasn't too boring.
generally those are my priorities in cases of - "aaxtes on the loose!", "smite terror plus suicide via sig of judgement", "mesmers unleashed", "berserkers terrorizing monks with chaos axes they don't drop" and of course all of our favorite: "misbehaving warriors"
of course if things are going bad, i'm out of backup energy (w/ my -1 regen, +30 e ankh), and we're out numbered 3:1 vs air spiker mobs, i power up sprint and enjoy the slaughter from afar
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