Energy Management problems
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The best way to manage energy as a monk is to manage your skills. As a healer I only carry 1x10 energy heal, 2x5 energy heals and signet of rejuvenation. The 10 energy heal is only used to catch a spike. A prot monk has no reason to ever run out energy, unless he is a bonder. Even then there is skills that offset that nicely.
If you are running out of energy due to energy-denial of enemies, just carry two weapon sets. One low energy that should always be your equipped set (sword and shield for me), and a high energy set (+5 nrg and +12 nrg offhand).
If you are running out of energy due to energy-denial of enemies, just carry two weapon sets. One low energy that should always be your equipped set (sword and shield for me), and a high energy set (+5 nrg and +12 nrg offhand).
personally, i pack Healer's Boon {e}, have the ranger hero Jin bring succor to offset boon's 1 pip en loss, and Heal party/glyph of lesser en. the synergy for this combo is a bit overkill, but it works. oh yeah, and among spammable skills, theres a huge difference between 5 and 10 en skills..(i dont run ZB for that reason, cant exactly tell hero/henchies to not heal a target below half health)
rest is what random said, pack some low-en heals and get some weapons sets of higher/lower energy levels
rest is what random said, pack some low-en heals and get some weapons sets of higher/lower energy levels
The best emgt skill is "Common Sense" {E}. You will rarely, if ever, need active emgt on your bar for PvE.
- Someone who is not under attack doesn't need to be healed unless they are in danger of dying in one or two random hits.
- Use efficient skills. Do not bring Orison. Do not bring Healing Breeze.
- In most cases, prot >> heal. SoA on the tanks, Prot Spirit/Spirit Bond on the squishies.
- If the battle drags on for so long that you are running out of energy, your team should retreat. In most PvE areas, this is an indication that your team does not have enough damage.
- In a single-tank team, consider bringing essence bond to throw on her for essentially limitless energy. This assumes that your party is smart enough to make aggro management useful.
- Although edenial can be made less effective through weapon swapping, it is better to not make yourself a target in the first place. You would rather your 80+ energy elementalists got esurged instead of you.
- Someone who is not under attack doesn't need to be healed unless they are in danger of dying in one or two random hits.
- Use efficient skills. Do not bring Orison. Do not bring Healing Breeze.
- In most cases, prot >> heal. SoA on the tanks, Prot Spirit/Spirit Bond on the squishies.
- If the battle drags on for so long that you are running out of energy, your team should retreat. In most PvE areas, this is an indication that your team does not have enough damage.
- In a single-tank team, consider bringing essence bond to throw on her for essentially limitless energy. This assumes that your party is smart enough to make aggro management useful.
- Although edenial can be made less effective through weapon swapping, it is better to not make yourself a target in the first place. You would rather your 80+ energy elementalists got esurged instead of you.
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definitely a good idea to try and pack a sig heal (devotion, rejuvenation). it may not seem worthwhile at first because of the activation time & unimpressive heal but the more that you use it the better it will become.
aside from that... don't heal unless you need to. careful on going overboard with this concept though as i have in my early learning stages (and sometimes while bored as hell) let a squishy slip due to a shift in aggro by being *too* lax on my healing :x
aside from that... don't heal unless you need to. careful on going overboard with this concept though as i have in my early learning stages (and sometimes while bored as hell) let a squishy slip due to a shift in aggro by being *too* lax on my healing :x
Quote:
Originally Posted by dudeimoncoke
try casting only when you need to. For instance, if the guy is down to half health you might wanna cast something on him. If he only lost like 50 health, healing him is not a priority.
When would you heal them then at 40% 20% hmm at 50% is the time they need to be healed or they will eventually die and yes it will be the Monks fault if that happens to be your major damge dealer. I am not saying Eles here I mean the Warrior at 50% in less than say 2 sec. they could be dead so it is best to keep them healed up so they don't have to.That is your jop and it helps you out what is blocking you from that mob up a head.
Those who said E-Tap although bad isn't really all that bad if you look at the differences in E-Tap and E-Drain they description is basicly the same except that E-Tap is 3 sec casting time and E-Drain is 1 sec casting time and E-Drain has had a little nerf to it.
When it really comes down to energy mangagement that is really up to you what foci you have?How many pips of regen do you have swap foci for a staff the less energy is sometime the best say around 45 as it won't take that long to regen.Don't forget about Devine Spirit.
Those who said E-Tap although bad isn't really all that bad if you look at the differences in E-Tap and E-Drain they description is basicly the same except that E-Tap is 3 sec casting time and E-Drain is 1 sec casting time and E-Drain has had a little nerf to it.
When it really comes down to energy mangagement that is really up to you what foci you have?How many pips of regen do you have swap foci for a staff the less energy is sometime the best say around 45 as it won't take that long to regen.Don't forget about Devine Spirit.
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ive been using leaders zeal (paragon) abit, its ok but dependant on having a few peeps close to you, or u loose energy 
glyph of lesser energy and heal party work well together
energy tap is pants. often it takes so long to cast often the target dies and uve love 5 energy. yay. net gain is pants too, ull gain 3-5-7 energy, about one orison of healing, or word of healing worth, every 25 or 28 seconds (inc cast time)
signet of devotion heals for 14 to 83 (at 13 its 89) every 5 seconds +2sec cast (7 seconds).
thats 5, or 4 signets of devotion to a reasonable e tap + heal spell combo, the only way e tap is in practise better is if your spaming light of deliverance only.
the other skill thats caught my eye is http://gw.gamewikis.org/wiki/Signet_of_Lost_Souls
thats 3 energy gain and 30health with a 1~sec of casting time, yes its conditional, but :/
im curently running
14 or 16 on healing prayers
13 divine
3 on motivation/whatever
leaders zeal (or optional other e management skill)
Signet of Rejuvenation
orison, words of comfort, dwyanas or whatever
Signet of Devotion
blessed light / light of deliverance
heal party
healing breeze
res chant or res of choice
healing breeze is pretty nice for dervishes, as they tend to take damage,
plus its a nice utility heal, if used right. earlier i used it while recovering from a near wipe, cast on self as a cover incase things turn bad mid res

glyph of lesser energy and heal party work well together
energy tap is pants. often it takes so long to cast often the target dies and uve love 5 energy. yay. net gain is pants too, ull gain 3-5-7 energy, about one orison of healing, or word of healing worth, every 25 or 28 seconds (inc cast time)
signet of devotion heals for 14 to 83 (at 13 its 89) every 5 seconds +2sec cast (7 seconds).
thats 5, or 4 signets of devotion to a reasonable e tap + heal spell combo, the only way e tap is in practise better is if your spaming light of deliverance only.
the other skill thats caught my eye is http://gw.gamewikis.org/wiki/Signet_of_Lost_Souls
thats 3 energy gain and 30health with a 1~sec of casting time, yes its conditional, but :/
im curently running
14 or 16 on healing prayers
13 divine
3 on motivation/whatever
leaders zeal (or optional other e management skill)
Signet of Rejuvenation
orison, words of comfort, dwyanas or whatever
Signet of Devotion
blessed light / light of deliverance
heal party
healing breeze
res chant or res of choice
healing breeze is pretty nice for dervishes, as they tend to take damage,
plus its a nice utility heal, if used right. earlier i used it while recovering from a near wipe, cast on self as a cover incase things turn bad mid res

Quote:
Originally Posted by lazuli
personally, i pack Healer's Boon {e}, have the ranger hero Jin bring succor to offset boon's 1 pip en loss, and Heal party/glyph of lesser en. the synergy for this combo is a bit overkill, but it works. oh yeah, and among spammable skills, theres a huge difference between 5 and 10 en skills..(i dont run ZB for that reason, cant exactly tell hero/henchies to not heal a target below half health)
I love Healer's Boon...I now use it on my monk. Question is...if I gave it to heroes would they use it properly...or would I be much better giving DUnkoro Blessed Light / Light of Deliverance?
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Quote:
Originally Posted by pingu666
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Imo most important thing to do is heal right, think before acting...
Don't heal some1 if they have 100% health, don't heal if they have 80%, from 60-70% it starts to become effective. Use your energy efficient tho, if u have max energy it can be usefull to heal some1 who lost just 1 hp and regen before real damage is being dished out than that this person would die just of that one hit point.
Also use your skills effectively, if some1 has many hexes and/or enchantments it may be usefull to cast dwayna's kiss instead of heal other. U don't have to heal some1 for 200+ hp (with heal other or sumthing) if he only lost 100hp (say at 80%) Also sumthing as heal party, it heals bad, but it can be nice if ya heal multiple people (4+ or sumthing).
However, tho it can be smart to heal not to soon, to heal with signets or to not use heal party can be devastating in some cases, sometimes speed is nescesary.
I personally rarely use energy management skills. As a healer using strictly 5e-spells, bringing one or two healing signets (sig of rej for instance) I seem to manage to heal enough to keep a party alive, only being backed up by a prot monk...
As for energy management, don't underestimate the elites, offering of blood can be very nice as well
Don't heal some1 if they have 100% health, don't heal if they have 80%, from 60-70% it starts to become effective. Use your energy efficient tho, if u have max energy it can be usefull to heal some1 who lost just 1 hp and regen before real damage is being dished out than that this person would die just of that one hit point.
Also use your skills effectively, if some1 has many hexes and/or enchantments it may be usefull to cast dwayna's kiss instead of heal other. U don't have to heal some1 for 200+ hp (with heal other or sumthing) if he only lost 100hp (say at 80%) Also sumthing as heal party, it heals bad, but it can be nice if ya heal multiple people (4+ or sumthing).
However, tho it can be smart to heal not to soon, to heal with signets or to not use heal party can be devastating in some cases, sometimes speed is nescesary.
I personally rarely use energy management skills. As a healer using strictly 5e-spells, bringing one or two healing signets (sig of rej for instance) I seem to manage to heal enough to keep a party alive, only being backed up by a prot monk...
As for energy management, don't underestimate the elites, offering of blood can be very nice as well

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