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Old Jul 30, 2005, 02:06 PM // 14:06   #1
Desert Nomad
 
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Default Monking in Arena vs Monking in HoH (monking teamwork)

In the past, Ive been a hardcore arena monk, mainly cus my guild was too small to field a full HoH team. We did awesome in arena, and recently have grown enough so we can field a full team. Anyways, arena monking is probably alot different than HoH monking, so Id just like to get some tips from experienced HoH players.

When you are the only monk on your team, like in arena, you must take a very self-sufficient set of moves. Usually, you are responsible for anti-hex, anti-condition, anti-damage, everything. That usually means taking both heal and prot. Though you can do everything, it comes at the price of longetivity.

In HoH, Im pretty sure you only need/want either heal or prot, since the other monks on your team can cover the rest. I notice most HoH builds use 3 monks. What knids of monks are these? Im guessing you need at least one guy focused entirely healing, and one guy for prot stuff like mend ailments and protective spirit. The last one... more healing?

I also see alot of complaints about Natures Renewal, so Im guessing the monks should all stray away from enchantments? Monking in HoH cant be THAT much dfferent than arena (in fact, I expect it to easier, since Ill have 3 times as many monks compared to only double the amount of enemies) But any help would be great.

Last edited by Neo-LD; Jul 30, 2005 at 02:11 PM // 14:11..
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Old Jul 30, 2005, 03:19 PM // 15:19   #2
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hi , most people run 2 healers / 1 prot.
enchants are useless currently except for heal seed and quickies like prot spirit, reversal etc.
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Old Jul 30, 2005, 03:26 PM // 15:26   #3
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Sorry, sorta a newbie to monking but.... Neo isnt that avatar from warcraft three for the demon form of one of the night-elf heroes?
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Old Jul 30, 2005, 04:34 PM // 16:34   #4
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You'll also have double the damage to deal with, when in Tombs or GvG. And with spikers, you can easily lose member of your party in seconds. And if there are mesmer/anti-caster-rangers in other teams, you'll lose services of 1 or more monks in the fight.

1 prot, 2 heal. Thats the common monk-strategy in tombs/gvg.
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Old Jul 30, 2005, 05:31 PM // 17:31   #5
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1 prot heal, yup thats right, because it works. I play prot monk, and there are a few skills you must have your prot monk bring:

1. Protective Spirit: Nullifies those nasty spike groups, and prevents tons of damage otherwise through backfire or the sort.

2. Aegis: Not really a neccessity, but most teams are grateful you brought it as to either a) cover your enchants or b) block some attacks. 15 energy really is alot though, once you have tapped into your energy pool until you hit 0, you have to wait for it to recharge and cast it right when it does.

3. Mend Ailment: For those trying to stack conditions on someone, ailment would help more than mend conditions once you are low on energy.

Optional things include: remove hex, blessed aura (I bring this one + 20% enchant mod = 50% longer enchants), and spellbreaker.
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