30 Sep 2006 at 19:04 - 137
My overall awareness when I play seems very different when I am playing a monk and when I'm not playing a monk.
When playing a necro, I usually have no idea what the pug monks are doing, lthough I have a pretty good of their position (in case the enemy chasing them needs a hex). I'm usually much more focused on dishing out damage as fast as I can, how long my enchants are lasting, who I've cast SS on already and who I haven't, which mobs need which hexes (eg. +chance to miss attacks on squishies, vs interrupts on casters), and my location (am I relatively safe from aggro). Heals could come in and but I barely register or think about them unless I'm near death.
Playing a minion necro often means focusing on location of minions and beating out enemy necros at using the fresh corpses.
I'm still new to the warrior class but I've found it very easy to overextend myself in pvp. I generally have no clue at all what the monk is doing, and I may notice heals via the +number floating above my head but will have no idea what skills are being used unless I see enchants like breeze or rof.
With a ranger, I seem to focus on spreading degen, or interrupts. With my troll ungent and a stance I don't worry too much about what the monk is doing unless I bring throw dirt to protect them. But that's only aware of their position, not what they may be casting.
Playing mesmer, and being target number one for the AI, I tend to be very very aware of myself what danger I may be in.
But with all those classes it seems I only have a slight awareness of what the rest of the party may be doing. Like, oh there goes the ele, running from a pursuing grasper or something. Whew, good thing I'm not the target. And you go back to attacking or casting, or throwing out some degen/hex/snare to help the poor ele.
On the other hand, as a monk I may not know exactly what skills the enemy is using, but I am aware of mob position, team position and what skills they are using, who's being chased, who's running, who's not moving, who's getting interrupted, and of course my own position and relative safety.
In general monks will have a better awareness of overall party damage output, damage absorption, behavior and therefore know how much you as a monk can support. In a party with high and fast damage output, but with tanks that can't take much damage, you know you can push them a bit harder and take on the enemy more aggressively, since the faster they kill the less you have to heal. The danger is that when the party does get in trouble, it may go down very quickly - especially if you've been steamrolling through everything else.
Most often monks will be the first to call for a retreat during battle if things start going real bad - damage is coming in faster than you can outheal it. But the pug may think they are fine, and have a "let me just kill this one first.." mentality. At this point there will be a split in behavior depending on your monks and their analysis of the chances of party survival.. they may say, well, I can't support this party anymore, throw out a few last heals and then retreat, hoping for the rest of the party to follow. The party may start following once the heals stop coming, though often this is where the tank dies and may start screaming "wtf! heal me you stupid monks!"
The other choice a monk may make is to keep spamming those 5 point heals and prots until either half the party is dead and begins to retreat, or you experience a complete party wipe if the monk can't escape.
It's funny though, usually a lot of flak may come your way as a monk if one person dies, and the rest of the party retreats but is barely alive. But if you're the only monk or 2 monks left alive who have retreated, you hear "good job monks" .. especially in high end pve areas.
Too many pug players believe that their death was due directly to a failure of the monk, and that those in the party that survived as also due to the monk. Never thinking for a moment that maybe those other players brought their own heals and evasion and were a bit more careful when taking damage they couldn't handle.