Quote:
Originally Posted by Man With No Name
Why would I have Migrane on me :?
You place Holy Veil on yourself at the very start of the fight and then drop it off when something nasty lands ( which it will ). CoP only helps in removing hexes and conditions from yourself.
Holy Veil can take hexes off teammates and yourself -- there is more than 1 person playing on the team -- I need to keep them functioning too -- so I favour Holy Veil with Mend Ailment.
Worst case scenario:
Your Warrior has 50% slower attack speed, your ranger is blinded and your Necro has a Backfire on him -- it's OK though -- I can take off Hexes and Conditions from myself only :P
Run CoP in CA if you must. In TA I'd rather bring someone with an additional hex removal spell -- like Inspired Hex / Convert Hexes -- for when the going gets tough...
Also Holy Veil is a 1 second cast.
veil drains yet more energy from a monk whose tipping point is pacing and energy management. veil is shatterable and does not heal when you pull it off.
I am totally convinced that cop is totally superior. CoP's 1/4s cast time is 4x better than veil. CoP heals you for at least 85 if not 170 or more. CoP does not eat away your energy like veil does. it canot be shattered or drained, it cant be interupted (unless they are very lucky) and it does need to be active beforehand. Oh, and it can get rid of conditions too.
The only fault with cop is that it is self-applicable only. However, that is acceptable as long as you accept and understand that it is not the monk's job to keep the offensive gears moving. Monks are already matched agaisnt 3 if not 4 enemies, their entire focus should be on one thing, keeping the team alive. he should not jepoardize the survival of the team to keep defensive hees/conditions off of people. CoP plainly gives the monk the best chance to keep himself (and therefore the team, alive) If they do not attack you, cop is moot but you should be able to keep allies alive just as well since you have 120+ hp heals per spell.
Just to repeat, it is not the monk's job to keep the offensive gears moving in team arenas. His primary (and pretty much only) job is to keep the team alive Assuming a 3 offense 1 monk team, the 3 offensive players are responsible for
1) Dealing enough damage to kill enemies
2) Hindering the enemy team's ability to deal damage (could be interupt, defensive conditions, hexes, etc)
3) Counter the enemy's methods of #2 to keep their offensive machine moving.