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Originally Posted by Chev of Hardass
I cast these "enchantments" in PvE and they stay active untill it is dispelled/ I die/ (we go into a town)????
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Both Mending and Live Vicariously are maintained enchantments.
If you look at the description of the skill, you will see they cost 10 energy to cast, and then have another -1 next to them.
The -1 means it's a maintained enchantment, and while the enchantment is still going, you will recover energy more slowly. Your energy regeneration is commonly referred to as "pips of regen" or "arrows of regen."
Monks, Necromancers, Elementalists, and Mesmers all have 4 pips of regen.
Rangers have 3 pips of regen.
Warriors have 2 pips of regen.
Each pip of energy gives you 1 energy every 3 seconds. Losing a pip to a maintained enchantment means that a caster goes from 4 to 3 pips, a ranger from 3 to 2, and a warrior from 2 to 1.
To simplify the math a little, one pip of energy will give you 10 energy over the course of 30 seconds. Energy is the lifeblood of a monk, and if you try to maintain too many enchantments you wont be regaining enough energy to use effectively to do your job.
Mending is bad because it heals only 240 health max over 30 seconds, yet continues to cost you energy even when it's not healing you at all. That means you'll have less energy when you're in a crisis situation- and as a monk your job is to deal with crises and make sure they don't result in your team dying.
*Edit*
Playing a Warrior Monk is nothing like playing a Monk primary. Additonally, as Nash pointed out, playing in the Arena is nothing like the rest of the game.
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Originally Posted by Los Andros
on paper you can say that there are more cost effective skills than mending
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That's exactly what I said and what I will continue to say. The healing prayers line has a bunch of skills that are more effective than mending, and as a monk, every last drop of my energy matters. If I only have to spend 5 energy to keep someone alive with 1 word of healing, instead of spending 20 to have mending on them for 30 seconds, that means I've saved 15 energy that I can spend to save someone else's butt.
If I have more energy, I can heal more damage.
If I can heal more damage, my team has a better chance of winning.
Let me put it this way:
If a target comes under focus fire, you want a spell that will heal a lot of damage, FAST. Mending works slowly.
If I can keep a target that's under fire alive using mending, then he was never in any danger to begin with, and I don't worry about those situations. In the real crunch, when someone is taking hundreds of points of damage over the course of a few seconds, 240 health spread out over thirty seconds does zip. That's when I want to bust out a skill that's actually valuable and save someone's ass. But you can continue to run Mending on a healing monk if you like. Just realize that you're going to be less effective, in your own words.