Energy Management
Evilsod
Quote:
Originally Posted by Lurid
On hero Monks they tend to work well with Healer's Boon in my experience, from what i've been seeing from mine they don't use Protection Prayers well. They like to spam RoF on targets to heal them via a DF bonus, as oppose to the actual effect of the spell. Thus running out of energy much more quickly, even with active energy management. However this could just be my moronic heroes, I don't know.
Bullshit... Heros are complete retards with Healers Boon. They use Heal Other to counter 40 damage normally... now instead they just use a 5e spell to heal for 100 more than you actually needed.
I tend to run Ether Signet at 9 Inspiration on my heros. They do occasionally miss it though, but thats usually Olias' fault for putting BR on them.
The other 1 i've done on my healer is bring Divine Spirit too. Gives him nice spammable heals for a short time and doubles as a booster for Deny Hexes.
I tend to run Ether Signet at 9 Inspiration on my heros. They do occasionally miss it though, but thats usually Olias' fault for putting BR on them.
The other 1 i've done on my healer is bring Divine Spirit too. Gives him nice spammable heals for a short time and doubles as a booster for Deny Hexes.
Lurid
Don't give them 10e heals to spam, and they won't spam them.
I haven't had any issues with them using spells to heal considerably more than needed, seems to me as though mine heal when appropriate.
I haven't had any issues with them using spells to heal considerably more than needed, seems to me as though mine heal when appropriate.
nardhelain
[skill]Leader's Zeal[/skill]
For full hero/hench teams, I like to give my monks Leader's Zeal. At Motivation: 6, it gives a net 5 energy every 12 seconds, and the heroes use it like clockwork. I prefer this to the inspiration line because they can use it without targeting and drawing the attention of a foe. Since heroes/henches tend to clump a lot, this skill returns the max energy most of the time. If my team has human players on it, however, I set the heroes to Mo/Me and use Leech Signet and maybe Inspired Hex. Human players tend to spread out more, which makes Leader's Zeal less effective. As an added bonus, heroes are positively ruthless interrupters, which makes Leech Signet excellent both for combat support and energy management.
For full hero/hench teams, I like to give my monks Leader's Zeal. At Motivation: 6, it gives a net 5 energy every 12 seconds, and the heroes use it like clockwork. I prefer this to the inspiration line because they can use it without targeting and drawing the attention of a foe. Since heroes/henches tend to clump a lot, this skill returns the max energy most of the time. If my team has human players on it, however, I set the heroes to Mo/Me and use Leech Signet and maybe Inspired Hex. Human players tend to spread out more, which makes Leader's Zeal less effective. As an added bonus, heroes are positively ruthless interrupters, which makes Leech Signet excellent both for combat support and energy management.