Who should carry the rez
morimoto
i think that monks should always carry rebirth to pull ppl out of tight situations or to rescue the party should everyone else die.
since rebirth drains all your energy, the monk should never rez a person during a battle, other party members should carry a rez signet or other rez spell.
in battle, the monk should not rez a fallen member because it will prevent them from healing thus increasing the chances that another party member will fall.
party members other than the monk should take care of resurecting ppl during battle....assuming that it is safe enuff.
what do you all think of this?
since rebirth drains all your energy, the monk should never rez a person during a battle, other party members should carry a rez signet or other rez spell.
in battle, the monk should not rez a fallen member because it will prevent them from healing thus increasing the chances that another party member will fall.
party members other than the monk should take care of resurecting ppl during battle....assuming that it is safe enuff.
what do you all think of this?
Carinae
Quote:
Originally Posted by morimoto
since rebirth drains all your energy, the monk should never rez a person during a battle, other party members should carry a rez signet or other rez spell.
|
olly123
but who should carry vengeance? cos in the pug groups i get no one wants to but yes i agree with u there, but u get a lot of groups goign on about there dead when thay died 5 secs ago, then balme the monk for not rezsign them straight away. but what i find enoying is a person who says my build is too good i dont need res and i ahve no room for it, EVERY build i mean EVERY buiold should have a res of one sort
Arkantos
PvE - Monks should bring rebirth. Everyone else, a rez.
PvP - Everyone but monks should bring a rez.
PvP - Everyone but monks should bring a rez.
Skuld
In 6 vs 6 at least one monk should take signet, IMO, otherwise not enough signets >_<
EDIT: Assuming you don't have an E/Mo or Me/Mo
EDIT: Assuming you don't have an E/Mo or Me/Mo
Jessyi
In PvE, I don't bring a res as a monk because I don't plan on letting people die. The eighth slot would be better put to use adding something useful like hex/condition removal, e-management, or another heal or prot spell. If 5 party members bring res sigs and more than 5 people die, either one of two things are happening: either I'm failing hardcore (not likely) or my teammates don't understand that tanking hundreds of points of damage over a span of a few seconds, waiting until 6/8ths of the party is dead to retreat (if they do at all) isn't a wise tactic.
I've monked for teams that played this badly before, and on occasion I've been the only one left alive because I had enough sense to realize that things are about to get bad, fast. To the casual observer it might appear that the team has failed because I neglected to bring a res, but in reality the team failed far before then.
Ideally, it would be best if 5 or 6 members of your PvE team brought res sigs (probably even less because there's always bosses to recharge them). Also ideally your damage dealers would actually be effective enough at dealing damage to kill monster mobs before your monks get overwhelmed, although they shouldn't because IDEALLY your monks will be good enough to hold up for a long time. Pretty much every suggestion from there just goes down hill.
I don't bring a res because when I'm cajoled into PvE I try to play for an ideal situation, however if you feel you'd be better served bringing resses on your PvE monks to avoid blame when your idiot team goes and hari-kari's itself in a swarm of 20 monsters.......well, suit yourself.
-Jessyi
I've monked for teams that played this badly before, and on occasion I've been the only one left alive because I had enough sense to realize that things are about to get bad, fast. To the casual observer it might appear that the team has failed because I neglected to bring a res, but in reality the team failed far before then.
Ideally, it would be best if 5 or 6 members of your PvE team brought res sigs (probably even less because there's always bosses to recharge them). Also ideally your damage dealers would actually be effective enough at dealing damage to kill monster mobs before your monks get overwhelmed, although they shouldn't because IDEALLY your monks will be good enough to hold up for a long time. Pretty much every suggestion from there just goes down hill.
I don't bring a res because when I'm cajoled into PvE I try to play for an ideal situation, however if you feel you'd be better served bringing resses on your PvE monks to avoid blame when your idiot team goes and hari-kari's itself in a swarm of 20 monsters.......well, suit yourself.
-Jessyi
Stemnin
I just hate being rebirthed by a wammo as a monk and he expects me to heal him right away :\ disabled skills for 10 seconds ftl, unless he uses MoP.. :\
Tozen
Personally, I think that if half of your team has a rez in PvE you should probably be ok. (Most of my best builds lose a lot of power if a rez is put in, so I only put one in if absolutely needed)
In PvP I think it varies depending upon the team build, but I'm of the belief that all of the team members should have a rez sig. (Possible exception being a monk)
In PvP I think it varies depending upon the team build, but I'm of the belief that all of the team members should have a rez sig. (Possible exception being a monk)
Jetdoc
Quote:
Originally Posted by Arkantos
PvE - Monks should bring rebirth. Everyone else, a rez.
PvP - Everyone but monks should bring a rez. |
Led Wolf
When playing my ranger or warrior, I always have sprint or storm chaser, so I can easily get away if things go bad. I would say that 90% of the time i am the last person alive because i know when to retreat (maybe because i monk in gvg 99% of the time). I always carry rebirth on my warrior and ranger because they are more likely to outlive casters in a heated battle.
morimoto
in pve i dont think the monk should rez ppl in a battle. that should be left to others.
the 8 seconds or so it takes a monk to rez could cause others in the party to die. if that monk used rebirth he/she will also be limited for several seconds after the rez too.
the 8 seconds or so it takes a monk to rez could cause others in the party to die. if that monk used rebirth he/she will also be limited for several seconds after the rez too.
KamikazeChicken
Group discussions over common sense are fun.
Hephaestus Ram
Boy!... I hate to get into this again, so I won't.
But just to keep it from getting too one sided, I'll chime in.
I never carry a rez on any of my characters in PvE except
for my monk, no reason why anyone should die, and if
someone slips up, the monk should be able to handle it.
But just to keep it from getting too one sided, I'll chime in.
I never carry a rez on any of my characters in PvE except
for my monk, no reason why anyone should die, and if
someone slips up, the monk should be able to handle it.
SpeedyKQ
Quote:
Originally Posted by Jessyi
I've monked for teams that played this badly before, and on occasion I've been the only one left alive because I had enough sense to realize that things are about to get bad, fast. To the casual observer it might appear that the team has failed because I neglected to bring a res, but in reality the team failed far before then.
|
Looks like the failure is mutual to me.
seut
PVE
on monk:
-in areas like FOW & UW where you can run away most times and ninja res later: rebirth
-in missions i personally prefer 2x20% faster cast chance on res chant (in certain situations i even battle res)
-in some extreme situations like DNKP i carry a sig
non-monks:
-Flesh of my Flesh is fine, if the caster announces it and the monk is prepared to heal up the subjects fast
-in UW/FOW same as above rebirth has it uses
-everything else sig (and pls use it before the last boss is going down)
on monk:
-in areas like FOW & UW where you can run away most times and ninja res later: rebirth
-in missions i personally prefer 2x20% faster cast chance on res chant (in certain situations i even battle res)
-in some extreme situations like DNKP i carry a sig
non-monks:
-Flesh of my Flesh is fine, if the caster announces it and the monk is prepared to heal up the subjects fast
-in UW/FOW same as above rebirth has it uses
-everything else sig (and pls use it before the last boss is going down)
CHUIU
PvE
Everyone with a res signet for battle resing key members (like tanks and monks), monks with Rebirth (only to be used in between battles).
PvP
4v4
Everyone brings a res signet, monks bring nothing.
6v6
Everyone brings a res signet, if there are 3 monks, one to two of them should bring a signet depending on whether or not all 3 are directed toward healing or only 1 or 2 of them are directed toward healing.
8v8
Everyone brings a res signet, possibility of a Fast Cast Mesmer with Naomi (depends on the build, really), monks shouldn't bring any res unless they are damage.
It becomes obvious that Resurrection Signet is the awesomest skill ever.
Everyone with a res signet for battle resing key members (like tanks and monks), monks with Rebirth (only to be used in between battles).
PvP
4v4
Everyone brings a res signet, monks bring nothing.
6v6
Everyone brings a res signet, if there are 3 monks, one to two of them should bring a signet depending on whether or not all 3 are directed toward healing or only 1 or 2 of them are directed toward healing.
8v8
Everyone brings a res signet, possibility of a Fast Cast Mesmer with Naomi (depends on the build, really), monks shouldn't bring any res unless they are damage.
It becomes obvious that Resurrection Signet is the awesomest skill ever.
vinegrower
I only take rez to UW/FoW unless specifically asked to bring it. If I'm the last one alive then the group is really screwing up and we need to start over. (usually everyone dies, or the monk escapes and can res everyone)
I'd rather use that slot for a skill that can deal damage (or scatter)
I'd rather use that slot for a skill that can deal damage (or scatter)
Fluffyx
Depends on what role I am playing, usually if I can fit it in I bring a hard rez. Sometimes its really not needed in most areas you shouldn't have a wipe that hard. But hey it can happen so some people bring it just to be safe. If you're playing a monk and don't know when to back out when you start seeing people drop fast then please get some common sense.
PvE ^
PvE ^
Ridiculed
I reckon a monk/rit should fill its skill bar up with every single res skill it can-
Vengeance
Rebirth
Ressurect
Res chant
Flesh of my flesh
Dwayna's thingy res
Res spirit
Unyielding aura
It will be known as...the ORGINALLYNAMEDMONKTHATRESSESALOT build.
Vengeance
Rebirth
Ressurect
Res chant
Flesh of my flesh
Dwayna's thingy res
Res spirit
Unyielding aura
It will be known as...the ORGINALLYNAMEDMONKTHATRESSESALOT build.
crimsonfilms
Rebirth for monks sucks. It is a horrible philosophy on PvE.
You have 1 or 2 monks for heals and you have 6 for offense. And you expect the monk to bring res??
The monk has to bring 2-3 spammable healing skills, 1 con removal, 1 hex removal, 1-2 protection skill and 1-2 energy management and
Seriously - there is no offensive skill more important than res. So tell your W/Mo, your E/Mo or your N/Mo MM (who already has points in heals) to bring the hard res.
Rebirth on monks is as bad Mending on a W/Mo.
And if a W/Mo brings Mending and complains monks don't have Rebirth - tell him press F12 and uninstall!
And if your monk is the last one to survive and you are depending on hard res - that is because 7 other people did not know basic things like kiting and retreating. You don't take damage until you die or ignore monk's energy.
It kills me when I see an people only retreat when 5 people are already dead. These are the same people waiting for Rebirth.
And why would put hard res on the easiest and lowest armored target?
You have 1 or 2 monks for heals and you have 6 for offense. And you expect the monk to bring res??
The monk has to bring 2-3 spammable healing skills, 1 con removal, 1 hex removal, 1-2 protection skill and 1-2 energy management and
Seriously - there is no offensive skill more important than res. So tell your W/Mo, your E/Mo or your N/Mo MM (who already has points in heals) to bring the hard res.
Rebirth on monks is as bad Mending on a W/Mo.
And if a W/Mo brings Mending and complains monks don't have Rebirth - tell him press F12 and uninstall!
And if your monk is the last one to survive and you are depending on hard res - that is because 7 other people did not know basic things like kiting and retreating. You don't take damage until you die or ignore monk's energy.
It kills me when I see an people only retreat when 5 people are already dead. These are the same people waiting for Rebirth.
And why would put hard res on the easiest and lowest armored target?
Gorebrex
Only a VERY few times I forgot to bring a rez, due to soloing for items to merch, and forgetting to put it back. ALL my characters take rez, W?N has sig, N/Mo, E/Mo, and Mo/Me take restore life. As to why put rez on loewest armored target? Because theyre supposed to be in the back, fighting classes(usually warriors) in front "holding the line". Heres a couple quotes from one of my favorite people "......If equally matched you may engage him. If weaker numerically, be capable of withdrawing. And if in all respects unequal, be capable of eluding him, for a small force is but booty for one more powerful."
"In all fighting, the direct method may be used for joining battle, but indirect methods will be needed in order to secure victory. In battle, there are not more than two methods of attack - the direct and the indirect; yet these two in combination give rise to an endless series of maneuvers. The direct and the indirect lead on to each other in turn. It is like moving in a circle - you never come to an end. Who can exhaust the possibilities of their combination?"
This is one of the best ones - "Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards... Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing. Therefore, just as water retains no constant shape, so in warfare there are no constant conditions. He who can modify his tactics in relation to his opponent and thereby succeed in winning, may be called a heaven-born captain."
"In all fighting, the direct method may be used for joining battle, but indirect methods will be needed in order to secure victory. In battle, there are not more than two methods of attack - the direct and the indirect; yet these two in combination give rise to an endless series of maneuvers. The direct and the indirect lead on to each other in turn. It is like moving in a circle - you never come to an end. Who can exhaust the possibilities of their combination?"
This is one of the best ones - "Military tactics are like unto water; for water in its natural course runs away from high places and hastens downwards... Water shapes its course according to the nature of the ground over which it flows; the soldier works out his victory in relation to the foe whom he is facing. Therefore, just as water retains no constant shape, so in warfare there are no constant conditions. He who can modify his tactics in relation to his opponent and thereby succeed in winning, may be called a heaven-born captain."
Aera Lure
Depends for me on a few things but generally speaking in PvE: res sigs on warriors and others for emergency battle res, one or two casters if possible with a hard res/rebirth and no res on the monks. If there are two+ monks and one can fit rebirth, ok, but usually all 8 slots are needed for dedicated healing and energy management, condition removal etc and only the extreme cases should a monk bring a res. Imho.
crimsonfilms
I miss the point of the quotes in regards to the points you have raised. I don't think any of the quotes have any relationship to the current discussion. I may be wrong.
And so is the rest of the caster line. Monks healing range is only as big as your offensive caster. So unless your offensive caster is attacking something beyond your tank, positional wise, they are not better than monks. Even if the offensive characters are more forward (aka midlined), if you have to wait until the midline is dead to retreat, then really there is something wrong with battle philosophy that goes along with Monk + Rebirth.
Like I said in the other thread - it is flawed battle tactics that justifies Rebirth on monks. If you stop the using flawed battle PvE tactics, you will see that Rebirth on monks is also flawed.
Disclaimer = this is 6 or 8 men builds - not farming missions.
Quote:
Because theyre supposed to be in the back, fighting classes(usually warriors) in front |
Like I said in the other thread - it is flawed battle tactics that justifies Rebirth on monks. If you stop the using flawed battle PvE tactics, you will see that Rebirth on monks is also flawed.
Disclaimer = this is 6 or 8 men builds - not farming missions.
Ork Pride
we should have a mini-skill slot just for the ressurect signet
dansamy
In general, my philosophy is to not carry a res on most of my monk builds. I regularly boon prot in PvE and there just isn't room. I do carry a res in most missions and end-game area like UW/FoW/Deep/Urgoz.
Who should carry res?
Everyone except the monks.
*/Mo should have at least 2 copies of rebirth and one copy of vengence.
Mo/*, only if they have room and/or it's an area like Urgoz/UW/etc., vengence.
*/* (not monk primary or secondary) Res sig, flesh of my flesh or lively was naomi (for rit primary/secondary)
And if the PuG I am in looks particularly stupid, I bring Unyielding Aura. It's the best aggro management tool out there.
Who should carry res?
Everyone except the monks.
*/Mo should have at least 2 copies of rebirth and one copy of vengence.
Mo/*, only if they have room and/or it's an area like Urgoz/UW/etc., vengence.
*/* (not monk primary or secondary) Res sig, flesh of my flesh or lively was naomi (for rit primary/secondary)
And if the PuG I am in looks particularly stupid, I bring Unyielding Aura. It's the best aggro management tool out there.
ss1986v2
in pvp i can understand not bringing a rez for the monk. you need every slot you got to anicipate all of the different things you will encounter. but in pve, id say you can monk most of the game with only 4-5 skill usually. you know before hand what the area is gonna contain. you know wether or not you are going to need heavy condition or hex removal, wether energy is going to be an issue, or if you should or should not be using enchants. why bring a skill to cover every monking scenario in the game if ya rly not gonna face many of them. and heck, there are usually two monks, making it much easier to cover your bases, ie: one prot with condition removal and a heal with hex removal.
and if you dont like the idea of two monks planning out their skill bars together, why not use a build like this to cover your bases:
healing enchant - sead, vig
prot enchant - RoF, PS
spot heal - orison, heal other, dwayna kiss, WoH
another spot heal - see above
condition removal - Mend Ailment
hex removal - remove hex, inspired, smite
energy management - power drain, MoR
rez - rebirth, chant, whatever
doesnt this cover all the bases?
in the standard two monk line, if your team is any good at all, the monk is usually standing around waiting to heal the guy holding the agro. this should be the game plan for most all pve situations:
tank grabs agro. tank holds agro.
when safe, casters move in to cast/heal.
after the nukes/ss/whatever are done, mob is now dead.
rinse and repeat.
and if one of the monks happens to be a bonder or if there is a rit lord in the group, like maybe in FoW for example, the other monk is gonna be sitting around waiting to drop his Orison and then sit back and wait some more. so why not bring a spare rez incase something goes wrong?
and if you dont like the idea of two monks planning out their skill bars together, why not use a build like this to cover your bases:
healing enchant - sead, vig
prot enchant - RoF, PS
spot heal - orison, heal other, dwayna kiss, WoH
another spot heal - see above
condition removal - Mend Ailment
hex removal - remove hex, inspired, smite
energy management - power drain, MoR
rez - rebirth, chant, whatever
doesnt this cover all the bases?
in the standard two monk line, if your team is any good at all, the monk is usually standing around waiting to heal the guy holding the agro. this should be the game plan for most all pve situations:
tank grabs agro. tank holds agro.
when safe, casters move in to cast/heal.
after the nukes/ss/whatever are done, mob is now dead.
rinse and repeat.
and if one of the monks happens to be a bonder or if there is a rit lord in the group, like maybe in FoW for example, the other monk is gonna be sitting around waiting to drop his Orison and then sit back and wait some more. so why not bring a spare rez incase something goes wrong?
saphir
I think the question who should carry rez isn't as important as "how the the person w/ a rez play?"
too often I've been in groups where the people carrying rebirth are lying dead on the ground in aggro range of the remaining mobs. Or the only ones who lived don't have a res sig or only have resurrect w/ no pts in it.
I mean, if you have rebirth, why didn't you run when you started dying?? Or if you have res, why did you run away and stand and watch everyone else die?? What do you think you'd do if you lived at everyone else's expense if you don't have a res?
I generally always carry rebirth on my monk in PVE, it's just a habit for frequenting uw/fow/elites most of the time. Really, the rest of pve is not too hard so use a slot on rebirth, especially with wipe-happy pugs.
Also I've always carried rez on all my chars in pve just because I'm the type of player that pays extra attention to the overall health and capabilities of the party. If things start looking hairy, I reposition and back off a bit and retarget just in case the front lines start going down, and focus more on minimizing damage to myself if the monks are having severe issues. And I know when to run, so I know I'm most likely to live in an event of a party wipe, thus I always carry a res on my chars. I don't have a warrior or assassin so I'm not quite sure what I would do in that case.
As for rebirth during battle, you can do it if you know what you're doing, if you've got aggro under control (not loose and whacking on all the casters), and if you can swap your focus, have an incoming source of energy and can cast something like seed or MOP on the aggro target so free yourself up for that rez. The only case I generally do this is if there's only 1 war alive and myself, possibly other casters w/o a hard rez. Otherwise, 99% of the time, plz don't rebirth during battle.
Actually, to be more exact, ideally the monks healing range is one person/target less than the offensive caster's. Because where as you only need to be close enough to heal the furthest member of your party (usually the warrior or tank), the offensive caster has to be 1 target closer than you as they have to target the nearest enemy. So yes, the monk should always be the furthest back. Only things further behind the monk would be spirits (and their casters), or bored-out-of-their-mind bond monks =)
But a caster is hardly ever only focusing on the frontline enemy, as mesmers may need to interrupt their backline monks/casters, eles may need to nuke their backline, and curse necros can't be casting SS on the same frontline target over and over.
too often I've been in groups where the people carrying rebirth are lying dead on the ground in aggro range of the remaining mobs. Or the only ones who lived don't have a res sig or only have resurrect w/ no pts in it.
I mean, if you have rebirth, why didn't you run when you started dying?? Or if you have res, why did you run away and stand and watch everyone else die?? What do you think you'd do if you lived at everyone else's expense if you don't have a res?
I generally always carry rebirth on my monk in PVE, it's just a habit for frequenting uw/fow/elites most of the time. Really, the rest of pve is not too hard so use a slot on rebirth, especially with wipe-happy pugs.
Also I've always carried rez on all my chars in pve just because I'm the type of player that pays extra attention to the overall health and capabilities of the party. If things start looking hairy, I reposition and back off a bit and retarget just in case the front lines start going down, and focus more on minimizing damage to myself if the monks are having severe issues. And I know when to run, so I know I'm most likely to live in an event of a party wipe, thus I always carry a res on my chars. I don't have a warrior or assassin so I'm not quite sure what I would do in that case.
As for rebirth during battle, you can do it if you know what you're doing, if you've got aggro under control (not loose and whacking on all the casters), and if you can swap your focus, have an incoming source of energy and can cast something like seed or MOP on the aggro target so free yourself up for that rez. The only case I generally do this is if there's only 1 war alive and myself, possibly other casters w/o a hard rez. Otherwise, 99% of the time, plz don't rebirth during battle.
Quote:
Originally Posted by crimsonfilms
And so is the rest of the caster line. Monks healing range is only as big as your offensive caster. So unless your offensive caster is attacking something beyond your tank, positional wise, they are not better than monks. Even if the offensive characters are more forward (aka midlined), if you have to wait until the midline is dead to retreat, then really there is something wrong with battle philosophy that goes along with Monk + Rebirth.
|
But a caster is hardly ever only focusing on the frontline enemy, as mesmers may need to interrupt their backline monks/casters, eles may need to nuke their backline, and curse necros can't be casting SS on the same frontline target over and over.
Sofonisba
Unless I am soloing, I take some sort of res no matter what: monk, /mo or not. Just habit.
I understand the arguments: "Well you were doing something wrong as a monk if you need to res anyone at any time," and "Well your team was doomed to noobness if someone with a res didn't stay alive." I understand them, but I do not agree.
I am a competent monk, I'd never call myself leet, but I can be relied upon, and I am frequently called upon to help guildies/alliance members. I manage my energy easily under normal battle conditions.
But I recognize that things happen ALL the time to perfectly good teams. A great tank can slip up and accidentally call the wrong target, a lag spike causes an ele to end up in mid-melee, whatever. One extra healing spell, and no res, in a crisis situation? Not gonna help. And one mistake (which might domino into more mistakes) should not make it destiny that our mission fail.
I always take a res. Always. It only depends on the mission/quest, and what my prof is, whether it's res chant, sig, or rebirth.
I understand the arguments: "Well you were doing something wrong as a monk if you need to res anyone at any time," and "Well your team was doomed to noobness if someone with a res didn't stay alive." I understand them, but I do not agree.
I am a competent monk, I'd never call myself leet, but I can be relied upon, and I am frequently called upon to help guildies/alliance members. I manage my energy easily under normal battle conditions.
But I recognize that things happen ALL the time to perfectly good teams. A great tank can slip up and accidentally call the wrong target, a lag spike causes an ele to end up in mid-melee, whatever. One extra healing spell, and no res, in a crisis situation? Not gonna help. And one mistake (which might domino into more mistakes) should not make it destiny that our mission fail.
I always take a res. Always. It only depends on the mission/quest, and what my prof is, whether it's res chant, sig, or rebirth.
Franco
Quote:
I just hate being rebirthed by a wammo as a monk and he expects me to heal him right away :\ disabled skills for 10 seconds ftl, unless he uses MoP.. :\ |
If the warrior ressurected you then you should be thankful not ungrateful, maybe next time he should just leave you dead
B Ephekt
I don't do pve much but when I do it's generally with friends who I know are good players, so I don't take a rez.
If I'm forced to PUG I will take Rebirth so the pubbies don't cry, and when I need to rez I switch to my negative energy set.
No, 4 sigs is enough in 6v6, especially considering that most people only ran 5 sigs in 8v8. Monk bars are even more cramped in 6v6 so they don't really have the place for a sig.
If I'm forced to PUG I will take Rebirth so the pubbies don't cry, and when I need to rez I switch to my negative energy set.
Quote:
Originally Posted by Skuld
In 6 vs 6 at least one monk should take signet, IMO, otherwise not enough signets >_<
|
Akhilleus
Quote:
Originally Posted by morimoto
since rebirth drains all your energy, the monk should never rez a person during a battle, other party members should carry a rez signet or other rez spell.
|
with the right items you can get -20 or more energy...which means after you switch back after rebirth, you'll immidiatly have 20+ energy to work with, allowing you to function.
Age
In PvE everyone should bring a res of some kind Monks should not use rebirth unless otherwise.In PvP everyone should bring signets except in HA and GvG Monks shouldn't have res at all.To Jessyi you may think you don't need a res being a good PvP player but if everyone in a PuG turn out dead in a Mission and you have no res it is time for you to die or /resign.I wouldn't be over confident if I were you as most who play Monk around here are just as good as you.
Tainek
In PvE The monk should always have Rebirth if there is two mo/* , if there is just one monk, he should not, and he should not have one in pvp
with a monk team you need
Heals (at least two/three spamables and a power heal, ala WoH)
Prot (Prot Spirit, RoF, ect)
Condition Removal (At least one spammable, extinguish in heavy areas)
Hex Removal (Have the prot monk take Expel Hex's)
Energy Management (Cant say i often need this in PvE , i often take channeling, and should i hit <5 energy and the battle is going badly, i cast channeling and run into the fray, from here i can cast as often as i like, it often saves a wipe, and no, it doesnt get me killed, kiting ftw )
So
Heal Monk
WoH
Wisper
Kiss
touch/Orison/open
Channeling
Heal Party
-Open-
Rebirth
8 Insp
11 Df
14 Heal
Prot Monk
RoF
Guardian
Remove Condition
Expel Hex
Channeling
Extinguish
-Open-
Rebirth
14 Prot
11 Df
8 Insp
Plenty of room for rebirth, and theres an open slot on each monk for utility or e-management, so with two monks, i dont understand people saying there isnt room
with a monk team you need
Heals (at least two/three spamables and a power heal, ala WoH)
Prot (Prot Spirit, RoF, ect)
Condition Removal (At least one spammable, extinguish in heavy areas)
Hex Removal (Have the prot monk take Expel Hex's)
Energy Management (Cant say i often need this in PvE , i often take channeling, and should i hit <5 energy and the battle is going badly, i cast channeling and run into the fray, from here i can cast as often as i like, it often saves a wipe, and no, it doesnt get me killed, kiting ftw )
So
Heal Monk
WoH
Wisper
Kiss
touch/Orison/open
Channeling
Heal Party
-Open-
Rebirth
8 Insp
11 Df
14 Heal
Prot Monk
RoF
Guardian
Remove Condition
Expel Hex
Channeling
Extinguish
-Open-
Rebirth
14 Prot
11 Df
8 Insp
Plenty of room for rebirth, and theres an open slot on each monk for utility or e-management, so with two monks, i dont understand people saying there isnt room
Gorebrex
The quotes maybe were a bit too long, but basically, be able to adjust tactics(flexible builds), be able to retreat(mobility), direct attack is the job of warriors, rangers, and eles mostly, the indirect is shutdown from mezs, healing from monks(keeping rest of team able to fight), and AoE spells/effects.
But I agree alot with Sofonisba's post, things go wrong, you or a team member will get a lag spike, ect, and then you will have to adjust, thats all you can do.
But I agree alot with Sofonisba's post, things go wrong, you or a team member will get a lag spike, ect, and then you will have to adjust, thats all you can do.
Thallandor
PvE/quest missions:
combat rez is possible.
Monks: Res Chant.
Other classes excluding eles with monk sec, rebirth.
Other classes without monk sec, rez sig.
PvE UW/FoW/tombs/Elite missions:
combat rez is not advised.
Monks: Res Chant/rebirth-The Deep.
Other classes excluding eles with monk sec, rebirth.
Other classes without monk sec, rez sig.
combat rez is possible.
Monks: Res Chant.
Other classes excluding eles with monk sec, rebirth.
Other classes without monk sec, rez sig.
PvE UW/FoW/tombs/Elite missions:
combat rez is not advised.
Monks: Res Chant/rebirth-The Deep.
Other classes excluding eles with monk sec, rebirth.
Other classes without monk sec, rez sig.
Sekkira
(note: ideal pve formation)
A: Assassins or melee backline
B: Warriors or tanks of some kind
C: Rangers, Mesmers, Elementalists, Necromancers
D: Monks or Ritualists
As A, I'll bring a res because there's a likely chance I'll be in the mid line recharging when things drop. As a B I debate bringing a res due to making sure I'm the first to die. As C, I will definately always bring one to get those B's back up asap. As D, I will never bring one. When B goes down, C should get the hint and retreat, assuming there is still a sizable amount of enemies present.
If they all die, it's because I'm not stupid and retreated beyond healing range of which they didn't get the hint and stupidly died. I use my 8 skills to keep people alive and if that isn't good enough, the group isn't worth continuing on with.
Mr_eX
Quote:
Originally Posted by Arkantos
PvE - Monks should bring rebirth. Everyone else, a rez.
PvP - Everyone but monks should bring a rez. |
Sekkira
Quote:
Originally Posted by Mr_eX
Everybody who disagrees with this is wrong.
|
Jessyi
Quote:
Originally Posted by SpeedyKQ
Why is taking too much damage bad play, but bringing suboptimal skills not bad play? Lots of silly skillbars will work if you've got good teammates.
|
B) Bringing suboptimal skills is terrible play. I clearly don't consider res an optimal skill. I believe I explained as such.
Quote:
Originally Posted by SpeedyKQ
Looks like the failure is mutual to me.
|
Quote:
Originally Posted by crimsonfilms
Rebirth on monks is as bad Mending on a W/Mo.
And if a W/Mo brings Mending and complains monks don't have Rebirth - tell him press F12 and uninstall! And if your monk is the last one to survive and you are depending on hard res - that is because 7 other people did not know basic things like kiting and retreating. You don't take damage until you die or ignore monk's energy. It kills me when I see an people only retreat when 5 people are already dead. These are the same people waiting for Rebirth. |
ryanryanryan0310
EVERYONE needs REZ!!!!!
A "GREAT" built without rez isn't a "GREAT" built at all.
A "GREAT" built without rez isn't a "GREAT" built at all.