A discussion, LoD and WoH
BLOODGOAT
Let's keep flaming out of this. Just post why you like/dislike either skill and elaborate on the reason why.
[skill]Word of Healing[/skill]
As much as some people would hate me for it, I have to say that this is my favorite Monk elite next to something like, oh, Spellbreaker (even though they are used in completely different instances). While others prefer LoD for it's low energy cost, party-wide heal, I don't find it to be particularly beneficial to my play style.
When I play PvE, I wait until my party members (or heroes) are below 60% health and I spike-heal them. I, in my experience, notice that monster damage is largely concentrated amongst two or three single targets of the entire team. When these members begin getting spiked to below 50% health, Word of Healing (in conjunction with Holy Haste and Divine Boon) can take any one of my party members from 30-40% health to 90-100% health in an instant. Now while LoD is an (extremely) efficient party-wide heal, and I won't deny that for a second, it seems to only be useful (to me, at least) in massive party-spike situations, which when playing Prophecies (my main campaign of choice) is not exactly something that comes up every other mob. Maybe in the later missions, Hell's Precipice with the Sparks and their massive AoE output, but otherwise WoH seems to be the main heal in my arsenal.
I do everything with the exact same skill bar, the exact same hero setup, and the exact same henchmen. I always use WoH and I've encountered very little trouble. I always support myself with MoW running a BiP build, so I almost never run out of energy (Divine Boon ) and can constantly spike-heal my party. Sure, there are times when even a .5s WoH can't negate the effects of a BiP spam, especially when MoW is the monster's target of choice, and he does die, but he's the only one who dies, and those deaths are few and far between.
This is of course speaking out of experience with WoH only.
The other day I attempted to run a slightly modified version of my current healing build except for the fact I swapped WoH for LoD and attempted to do any of my usual boss runs (for skill capping) and it just didn't cut it. If anything, it felt like it required more team maintenance because I was either waiting for my party members to drop to less than 80% health before I'd cast it, unintentionally cast it while they were above 80% health and waste my energy out of sheer habit (not that it's really a problem, but it certainly wastes more energy than I'd like in conjunction with Divine Boon), or just spam my other healing skills because they honestly seemed much more effective. Obviously LoD is somewhat tailored to specific builds, but as a spike-healer that relies on my allies being under a certain portion of health for maximum efficiency, it just doesn't really have a solid place on my skill-bar.
What are your thoughts on the two?
[skill]Word of Healing[/skill]
As much as some people would hate me for it, I have to say that this is my favorite Monk elite next to something like, oh, Spellbreaker (even though they are used in completely different instances). While others prefer LoD for it's low energy cost, party-wide heal, I don't find it to be particularly beneficial to my play style.
When I play PvE, I wait until my party members (or heroes) are below 60% health and I spike-heal them. I, in my experience, notice that monster damage is largely concentrated amongst two or three single targets of the entire team. When these members begin getting spiked to below 50% health, Word of Healing (in conjunction with Holy Haste and Divine Boon) can take any one of my party members from 30-40% health to 90-100% health in an instant. Now while LoD is an (extremely) efficient party-wide heal, and I won't deny that for a second, it seems to only be useful (to me, at least) in massive party-spike situations, which when playing Prophecies (my main campaign of choice) is not exactly something that comes up every other mob. Maybe in the later missions, Hell's Precipice with the Sparks and their massive AoE output, but otherwise WoH seems to be the main heal in my arsenal.
I do everything with the exact same skill bar, the exact same hero setup, and the exact same henchmen. I always use WoH and I've encountered very little trouble. I always support myself with MoW running a BiP build, so I almost never run out of energy (Divine Boon ) and can constantly spike-heal my party. Sure, there are times when even a .5s WoH can't negate the effects of a BiP spam, especially when MoW is the monster's target of choice, and he does die, but he's the only one who dies, and those deaths are few and far between.
This is of course speaking out of experience with WoH only.
The other day I attempted to run a slightly modified version of my current healing build except for the fact I swapped WoH for LoD and attempted to do any of my usual boss runs (for skill capping) and it just didn't cut it. If anything, it felt like it required more team maintenance because I was either waiting for my party members to drop to less than 80% health before I'd cast it, unintentionally cast it while they were above 80% health and waste my energy out of sheer habit (not that it's really a problem, but it certainly wastes more energy than I'd like in conjunction with Divine Boon), or just spam my other healing skills because they honestly seemed much more effective. Obviously LoD is somewhat tailored to specific builds, but as a spike-healer that relies on my allies being under a certain portion of health for maximum efficiency, it just doesn't really have a solid place on my skill-bar.
What are your thoughts on the two?
Simath
Since when do Mo/W have BiP? Did I miss something in the last update?
If you prot there will be no need for a "spike-heal". Although I'm not even sure wtf a "spike-heal" is. Do you say "3, 2, 1 heal!" on vent?
If you prot there will be no need for a "spike-heal". Although I'm not even sure wtf a "spike-heal" is. Do you say "3, 2, 1 heal!" on vent?
Faer
I noticed you mentioned LoD being good versus a party-wide spike, or something. LoD is anti-pressure. Conditions, hexes, random environmental health degeneration, enemy players pushing multiple red bars down with constant melee trains... Pressure. Not spikes.
WoH is "okay", when it comes to PvE. It's not the most efficient thing you could be using, but it's not the most retarded thing either. Still not as good as the LoD/SoD Monk team. Quote:
Originally Posted by Simath
WoH is "okay", when it comes to PvE. It's not the most efficient thing you could be using, but it's not the most retarded thing either. Still not as good as the LoD/SoD Monk team. Quote:
Since when do Mo/W have BiP? Did I miss something in the last update?
If you prot there will be no need for a "spike-heal". Although I'm not even sure wtf a "spike-heal" is. Do you say "3, 2, 1 heal!" on vent? MoW = Master of Whispers.
"Spike-Heal"... Generally just means a big heal. Like WoH on a target below 50% HP, or something similar. It's a weird term, and I don't think it's really widely used.
If you prot there will be no need for a "spike-heal". Although I'm not even sure wtf a "spike-heal" is. Do you say "3, 2, 1 heal!" on vent? MoW = Master of Whispers.
"Spike-Heal"... Generally just means a big heal. Like WoH on a target below 50% HP, or something similar. It's a weird term, and I don't think it's really widely used.
Simath
Quote:
Originally Posted by Faer
MoW = Master of Whispers.
"Spike-Heal"... Generally just means a big heal. Like WoH on a target below 50% HP, or something similar. It's a weird term, and I don't think it's really widely used. Thanks for clearing that up. Now I can go be a pro at PvE.
"Spike-Heal"... Generally just means a big heal. Like WoH on a target below 50% HP, or something similar. It's a weird term, and I don't think it's really widely used. Thanks for clearing that up. Now I can go be a pro at PvE.
Age
I wouldn't use WoH on a spike that is at 50%health I would use infuse and LoD wouldn't do good on it either.I Like both of them for various reason LoD is good on a Hybrid and WoH can be used on Hybrid or just straight good healing in PvE.It use to be good in HA not to sure anymore I remember seeing Sno using it.
Winterclaw
If you play a healing monk your 3 real options are probably WoH, LoD, or HBo. In other words, if you don't have NF and want to go healing, bring WoH. You might be able to get away with blessed light if you have a big heal and some energy management.
Coloneh
I like LoD alot. the way i see it if you run LoD you have a great self heal so you can bring infuse, which does the job of WoH, only better. plus you get a spamable, cheap heal party. why bring WoH?
Sab
An LoD hybrid covers everything. Party-wide damage is cleaned up with LoD, single target damage is handled by Prot Spirit/SoA. WoH can only cover the latter unless you bring Heal Party. But if you're doing that, you might as well just use LoD.
Div
Pretty much what everyone else said about LoD being great for partywide degen and damage. One big thing about WoH is that it requires the target to be < 50% health to be significantly more effective than something like...glimmer (which btw is already outclassed). With 2-3 monks/healers in the group, it's really hard to control that. It's a great skill if you have someone dedicated to giving you energy regen, but the effective heal per energy spent is much lower than LoD, which means you'll need to spam that along with other heals a lot more.
Plus, the first thing I do to stop bars from spiking down too much and having to mass heal it up is PS. That way, damage is very controlled and the healing from LoD becomes much more beneficial.
Plus, the first thing I do to stop bars from spiking down too much and having to mass heal it up is PS. That way, damage is very controlled and the healing from LoD becomes much more beneficial.
MrSlayer
Quote:
Originally Posted by Simath
Thanks for clearing that up. Now I can go be a pro at PvE.
I believe he asked to keep flaming out. Flaming usually comes from PvP elitist players who think they are god. If you're just going to act like a jerk, I'm pretty sure your opinion in this thread isn't needed.
As for the topic...
I used to love to run with WoH. I was a huge heal-fan at one point, and the huge "spike heal" it provides can be awesome, especially if you run it with Holy Haste.
But...I am now more inclined towards LoD. It's the same energy cost and provides it's healing at a higher health level than WoH's bonus heal, meaning you can pretty much spam it (carefully) for cheap party-heals.
As for the topic...
I used to love to run with WoH. I was a huge heal-fan at one point, and the huge "spike heal" it provides can be awesome, especially if you run it with Holy Haste.
But...I am now more inclined towards LoD. It's the same energy cost and provides it's healing at a higher health level than WoH's bonus heal, meaning you can pretty much spam it (carefully) for cheap party-heals.
moko
Quote:
Originally Posted by MrSlayer
I believe he asked to keep flaming out. Flaming usually comes from PvP elitist players who think they are god. If you're just going to act like a jerk, I'm pretty sure your opinion in this thread isn't needed.
and your accusation against the PvP part of the community wasn't flaming now? seriously, both sides flame, there's no difference, it's like Luxon and Kurzick, everyone thinks there's a difference when there's not really. and i don't think his comment was intended to flame any PvE player, just a bad joke that came across wrong like so many on here that cause fights (esp vs the two "sides" which has been brought up so often -_-)
on the topic with LoD vs WoH, if you manage to use WoH properly, as a "spike heal" as you call it, you are doing it wrong. generally, with the good protection options you have now, and the existance of both these skills
[skill]Zealous Benediction[/skill]
[skill]Gift of Health[/skill]
WoH has more or less lots it's purpose. you can prevent lots of damage in the first part, and these 2 power heals are more effective than WoH right now to clear up the rest of the damage that comes through.
plus there's always the big disadvantage that you cannot use WoH on yourself.
ninjaedit: there's also more AoE now, even in PvE, same with condition pressures, which make LoD king.
on the topic with LoD vs WoH, if you manage to use WoH properly, as a "spike heal" as you call it, you are doing it wrong. generally, with the good protection options you have now, and the existance of both these skills
[skill]Zealous Benediction[/skill]
[skill]Gift of Health[/skill]
WoH has more or less lots it's purpose. you can prevent lots of damage in the first part, and these 2 power heals are more effective than WoH right now to clear up the rest of the damage that comes through.
plus there's always the big disadvantage that you cannot use WoH on yourself.
ninjaedit: there's also more AoE now, even in PvE, same with condition pressures, which make LoD king.
Darkpower Alchemist
LoD+DB= No No. I don't believe the use of boon is condusive with spamming anything. Boon is cool in some builds, but the energy sink involved is serious. Not even LoD will look great in a boon build.
BLOODGOAT
Quote:
Originally Posted by Mokone
plus there's always the big disadvantage that you cannot use WoH on yourself.
ninjaedit: there's also more AoE now, even in PvE, same with condition pressures, which make LoD king. I just touch myself
As well as the condition pressure, that's word Words of Comfort is for. Actually looking at my healing build, it seems to be pretty solid even without the party-wide heal everyone so demands (even though I've honestly never needed it). Healing Touch self-heal, Dwayna's Kiss hex/enchantment heal, Words of Comfort condition heal, and whenever necessary (after a large sacrifice such as a couple BiPs) WoH for my dubiously-dubbed "spike-heal" >_>
moko
Quote:
Originally Posted by BLOODGOAT
I just touch myself
As well as the condition pressure, that's word Words of Comfort is for. Actually looking at my healing build, it seems to be pretty solid even without the party-wide heal everyone so demands (even though I've honestly never needed it). Healing Touch self-heal, Dwayna's Kiss hex/enchantment heal, Words of Comfort condition heal, and whenever necessary (after a large sacrifice such as a couple BiPs) WoH for my dubiously-dubbed "spike-heal" >_> ..and you could just put all of that into LoD and do the same or a better job with more space for hybrid.
yes, if you are going with a full healing build, WoH is surely better, but hybrid/LoD beats it.
also spamming countless 5E heals on your whole party that is degening from hexes and conditions instead of spamming LoD seems kind of weak. :P
(<3 touching, lol )
As well as the condition pressure, that's word Words of Comfort is for. Actually looking at my healing build, it seems to be pretty solid even without the party-wide heal everyone so demands (even though I've honestly never needed it). Healing Touch self-heal, Dwayna's Kiss hex/enchantment heal, Words of Comfort condition heal, and whenever necessary (after a large sacrifice such as a couple BiPs) WoH for my dubiously-dubbed "spike-heal" >_> ..and you could just put all of that into LoD and do the same or a better job with more space for hybrid.
yes, if you are going with a full healing build, WoH is surely better, but hybrid/LoD beats it.
also spamming countless 5E heals on your whole party that is degening from hexes and conditions instead of spamming LoD seems kind of weak. :P
(<3 touching, lol )
Tab
Seriously. Why take WoH and a load of non elite heals when you can do it all so much better with LoD?
Chthon
Just do the math.
Assume 16 Healing. LoD is 85 per member under 80% for 5e (not counting the DF since it goes to you only, whether you need it or not); WoH is 212 + your DF bonus for 5e if, used properly. If four or more of your party are routinely under 80%, LoD always gives you more bang for your buck. Conversely, if damage is routinely focused on two or fewer party members, WoH is better. Which spell is better if three party members are routinely under 80% depends on your DF: At 13 DF, LoD heals for 1 more HP than WoH; At 14 DF and above, WoH heals for more.
To recap that:
4+ party members routinely under 80% --> LoD
3 party members routinely under 80% and 13- DF --> LOD
3 party members routinely under 80% and 14+ DF --> WoH
2- party members routinely under 80% --> WoH
[edit:
The above is at 16 healing. If you're running 13 healing (either because it's PvP or you're one of those people who think that you shouldn't run superior runes since they're now just so hideously unfashionable), the result is the same, except that you get the same healing form either spell at 10 DF. So:
For 13 Healing:
4+ party members routinely under 80% --> LoD
3 party members routinely under 80% and 9- DF --> LOD
3 party members routinely under 80% and 10 DF --> Either
3 party members routinely under 80% and 11+ DF --> WoH
2- party members routinely under 80% --> WoH
end of edit]
So, know your opponents (AoE? Mass conditions? Single-target spikes?), know your team's tactics (Do they strictly hold aggro on tanks, loosely do a frontline/backline thing, or simply rush the whole team headlong into aggro like noobs (or "duality" players)?), and then choose the appropriate skill for the situation at hand.
(Glad you didn't ask about Healer's Boon, since that math's a bunch trickier and I'm not sure I want to attempt it....)
Assume 16 Healing. LoD is 85 per member under 80% for 5e (not counting the DF since it goes to you only, whether you need it or not); WoH is 212 + your DF bonus for 5e if, used properly. If four or more of your party are routinely under 80%, LoD always gives you more bang for your buck. Conversely, if damage is routinely focused on two or fewer party members, WoH is better. Which spell is better if three party members are routinely under 80% depends on your DF: At 13 DF, LoD heals for 1 more HP than WoH; At 14 DF and above, WoH heals for more.
To recap that:
4+ party members routinely under 80% --> LoD
3 party members routinely under 80% and 13- DF --> LOD
3 party members routinely under 80% and 14+ DF --> WoH
2- party members routinely under 80% --> WoH
[edit:
The above is at 16 healing. If you're running 13 healing (either because it's PvP or you're one of those people who think that you shouldn't run superior runes since they're now just so hideously unfashionable), the result is the same, except that you get the same healing form either spell at 10 DF. So:
For 13 Healing:
4+ party members routinely under 80% --> LoD
3 party members routinely under 80% and 9- DF --> LOD
3 party members routinely under 80% and 10 DF --> Either
3 party members routinely under 80% and 11+ DF --> WoH
2- party members routinely under 80% --> WoH
end of edit]
So, know your opponents (AoE? Mass conditions? Single-target spikes?), know your team's tactics (Do they strictly hold aggro on tanks, loosely do a frontline/backline thing, or simply rush the whole team headlong into aggro like noobs (or "duality" players)?), and then choose the appropriate skill for the situation at hand.
(Glad you didn't ask about Healer's Boon, since that math's a bunch trickier and I'm not sure I want to attempt it....)
Winterclaw
Monks are one of those classes which should avoid Sup runes. You don't want your healers with low HP in PvP or PvE (mobs go after those with lower max health first). If you take a sup rune, then you should have vital boon on yourself at all times.
Batou of Nine
LoD is simply THE best party-wide pressure relief skill out there...
Like Coloneh said, an LoD heal/prot hybrid build covers all ground. For example, in HA and GvG you see WoH a LOT less, and LoD hybrids a LOT more. 2 LoD hybrids working together just gets better, one takes condition removal utility, other takes hex removal utility...
In PvE, just about the same applies, still the best party-wide pressure relief because of its spammability. Admittedly, not a great heal PER character, but its spammability more then makes up for that.
All in All, only time i take WoH anymore is in areas i know dont have as much AoE dmg, and in PvP, never.
cheers
Like Coloneh said, an LoD heal/prot hybrid build covers all ground. For example, in HA and GvG you see WoH a LOT less, and LoD hybrids a LOT more. 2 LoD hybrids working together just gets better, one takes condition removal utility, other takes hex removal utility...
In PvE, just about the same applies, still the best party-wide pressure relief because of its spammability. Admittedly, not a great heal PER character, but its spammability more then makes up for that.
All in All, only time i take WoH anymore is in areas i know dont have as much AoE dmg, and in PvP, never.
cheers
Chthon
Quote:
Originally Posted by Winterclaw
Monks are one of those classes which should avoid Sup runes. You don't want your healers with low HP in PvP or PvE (mobs go after those with lower max health first). If you take a sup rune, then you should have vital boon on yourself at all times.
Sigh...
This has been gone over to death in the thread dedicated to discussing sup runes. There is a reasonable argument for not using sup runes. Not convincing, mind you, at least not to me, but reasonable. What you posted isn't it.
This idea of avoiding aggro through foregoing two attribute points is wrong for three reasons: First, monsters look at hp, AL, proximity, and possibly several other factors (weapon type and class are frequently speculated to be included) when deciding what to attack. 75 extra hp is never going to make your monk look less tasty than a warrior or paragon, and it's only going to maybe make it look less tasty than the ele standing next to you if the ele is using a sup rune. Second, it's not like the monsters just decide to go away altogether if no one is wearing a sup rune. They're still going to come after someone, and that someone is still probably going to be you. The most you can hope to do by messing with your runes is shift the aggro from yourself to another squishy near you in the backline. Maybe there's some slight benefit from that (you can use "other ally spells," if someone dies it's not the monk), but not one that clearly outweighs the benefit of having 2 more attribute points to use in combating the damage. Heal your 60 AL self at rank 16 versus heal the 60 AL ele at rank 14 -- neither option is hugely superior to the other. Third, what the hell happened to intelligent positioning? Sheesh! At what point did PvE monks forget how to stay back from the initial contact, remain in the backline, and kite if something notices them? At what point did we get so bad at staying clear of aggro that we need to spend 2 attribute points to make up for the fact that we're so bad at it?
In sum: This idea of giving up your sup rune to avoid aggro is just plain wrong. (For a reasonable, if maybe not convincing, argument for not wearing a sup rune, see Ensign's posts about 75 hp providing a "safety buffer" or "margin of error" -- while bearing in mind that you probably do not play in the same zones he does.)
In any event, I included 2 sets of figures specifically to avoid having to justify doing the analysis only at 16 Healing Prayers. Sigh.
This has been gone over to death in the thread dedicated to discussing sup runes. There is a reasonable argument for not using sup runes. Not convincing, mind you, at least not to me, but reasonable. What you posted isn't it.
This idea of avoiding aggro through foregoing two attribute points is wrong for three reasons: First, monsters look at hp, AL, proximity, and possibly several other factors (weapon type and class are frequently speculated to be included) when deciding what to attack. 75 extra hp is never going to make your monk look less tasty than a warrior or paragon, and it's only going to maybe make it look less tasty than the ele standing next to you if the ele is using a sup rune. Second, it's not like the monsters just decide to go away altogether if no one is wearing a sup rune. They're still going to come after someone, and that someone is still probably going to be you. The most you can hope to do by messing with your runes is shift the aggro from yourself to another squishy near you in the backline. Maybe there's some slight benefit from that (you can use "other ally spells," if someone dies it's not the monk), but not one that clearly outweighs the benefit of having 2 more attribute points to use in combating the damage. Heal your 60 AL self at rank 16 versus heal the 60 AL ele at rank 14 -- neither option is hugely superior to the other. Third, what the hell happened to intelligent positioning? Sheesh! At what point did PvE monks forget how to stay back from the initial contact, remain in the backline, and kite if something notices them? At what point did we get so bad at staying clear of aggro that we need to spend 2 attribute points to make up for the fact that we're so bad at it?
In sum: This idea of giving up your sup rune to avoid aggro is just plain wrong. (For a reasonable, if maybe not convincing, argument for not wearing a sup rune, see Ensign's posts about 75 hp providing a "safety buffer" or "margin of error" -- while bearing in mind that you probably do not play in the same zones he does.)
In any event, I included 2 sets of figures specifically to avoid having to justify doing the analysis only at 16 Healing Prayers. Sigh.
Div
Quote:
Originally Posted by Chthon
Just do the math.
*bunch of numbers* Numbers are great, but it really doesn't mean much. Those calculations fail to take into account the fact that mhenlo is faster than you and LoD'ed before you could WoH the target, bringing his health up above 50% and wasting the WoH. Also, there is a much higher chance for WoH to overheal a target, meaning the extra health would be wasted and isn't an effective heal. LoD in general prevents overhealing by how it works, and is much less of a problem with heroes stealing your heal. Plus spamming LoD on 40/40 set is really fun and takes very little effort.
If you have a tank holding most of the aggro, then it's better to go with just a healing seed and it'll cover everything anyways. Generally in HM you want to prevent red bars from going down as much as possible, and use LoD to clean up the mess. Constantly getting spike damage up and down is not healthy for your team or your heart :P
*bunch of numbers* Numbers are great, but it really doesn't mean much. Those calculations fail to take into account the fact that mhenlo is faster than you and LoD'ed before you could WoH the target, bringing his health up above 50% and wasting the WoH. Also, there is a much higher chance for WoH to overheal a target, meaning the extra health would be wasted and isn't an effective heal. LoD in general prevents overhealing by how it works, and is much less of a problem with heroes stealing your heal. Plus spamming LoD on 40/40 set is really fun and takes very little effort.
If you have a tank holding most of the aggro, then it's better to go with just a healing seed and it'll cover everything anyways. Generally in HM you want to prevent red bars from going down as much as possible, and use LoD to clean up the mess. Constantly getting spike damage up and down is not healthy for your team or your heart :P
Coloneh
Quote:
Originally Posted by Chthon
Sigh...
This has been gone over to death in the thread dedicated to discussing sup runes. There is a reasonable argument for not using sup runes. bla bla bla bla bla.
In any event, I included 2 sets of figures specifically to avoid having to justify doing the analysis only at 16 Healing Prayers. Sigh. the argument against sup runes not being worth it is that there is almost no benefit. on orison for example you gain 6hp per heal for losing that 75 health. thats not a very good reason to me. that non getting aggro thing is just a bonus.
also. your figures are pointless. no smart player runs 16 healing, or 13 healing. hybrid is the meta. try re-doing that data at 11 or 12.
This has been gone over to death in the thread dedicated to discussing sup runes. There is a reasonable argument for not using sup runes. bla bla bla bla bla.
In any event, I included 2 sets of figures specifically to avoid having to justify doing the analysis only at 16 Healing Prayers. Sigh. the argument against sup runes not being worth it is that there is almost no benefit. on orison for example you gain 6hp per heal for losing that 75 health. thats not a very good reason to me. that non getting aggro thing is just a bonus.
also. your figures are pointless. no smart player runs 16 healing, or 13 healing. hybrid is the meta. try re-doing that data at 11 or 12.
Ensign
If you're not using Prot on your Monk, you're better off going N/Rt with a bunch of Restoration stuff. Healing Monks FTL.
Tab
If you aren't using Prot on your Monk, you're better off just uninstalling tbh.
Chthon
Quote:
Originally Posted by Coloneh
Quote: also. your figures are pointless. no smart player runs 16 healing, or 13 healing. hybrid is the meta. try re-doing that data at 11 or 12. 1. OP is clearly a PvE player, so the meta is irrelevant. Unless you really think hybrid is just superior for general PvE, in which case I disagree.
2. If you can't extrapolate what's going to happen at 11 and 12 from what happened at 13 and 16, that says something very unflattering about your reasoning abilities.
Quote:
I've always been the person who criticized prot/heal hybrids because I believe to effectively do your job, you should do only that job and not try to infuse all these other little things into it. I'm not going to run prot/heal when I could just PUG with another monk who's already running full prot, and run full heal myself.
Originally Posted by Ensign
If you're not using Prot on your Monk, you're better off going N/Rt with a bunch of Restoration stuff. Healing Monks FTL.
1. OP has a monk. A healing monk. And OP wants to know whether WoH or LoD is better. Neither "go prot" nor "use a necro" is a responsive reply.
2. Although it's a topic for another day and thread, I think you're wrong here, at least about the uselessness of heal. Utaku
Maybe OP can become better at the game and try to prot?
How bad is that? Edit: oh and explain again to my 640 hp survivor monk how the argument about not catching agro is bad, she doesn't get it... BLOODGOAT
Quote:
Originally Posted by Mokone
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Quote:
Quote:
you can disagree all you want, but you are wrong.
Originally Posted by ibreaktoilets
If you aren't using Prot on your Monk, you're better off just uninstalling tbh.
I really don't see a high demand for Prot in PvE because enemy monsters don't run strats and have hardly anything to be afraid of. I can't remember the last time an enemy assassin Death Charged my monk and ripped her apart with a Moebius combo, much unlike something like RA (where prot is much more beneficial to your team's success). But if I ever decide to play PvP, maybe I'll consider this little flame to be a tid-bit.
Oh, and I'm not exactly asking which is better as there seems to be a misconception of this. I know for the energy cost and what it does, LoD overshadows WoH, bar-none. I was asking what everybody else prefers and why. I stated that I prefer WoH, but it doesn't necessarily mean I think LoD is a useless skill. Far from the fact. It is a great skill, but I can't seem to stress this enough... it just doesn't suit the PvE I do. When I play PvE I kill everything too fast for it to even bring more than 2-3 party members below 80% health Chthon
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Originally Posted by Utaku
oh and explain again to my 640 hp survivor monk how the argument about not catching agro is bad, she doesn't get it...
Reading comprehension is good.
"Not catching aggro" is not the same thing as "trading 2 att points for 75 hp in an ineffective attempt to not catch aggro." Not catching aggro is good. The notion that 75 extra hp helps you avoid aggro so well that it's worth giving up 2 attribute points is bad. The weight given to 75 hp on a 60AL target in the monsters' target selection process is negligible, especially compared to the effect of good positioning, and is hardly worth 2 attribute points. Moreover, it only works if you're the only person on your team doing it. If everyone else plays "smart" too, the aggro pattern ends up exactly the same. Tab
Good monks run minor runes.
Div
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Originally Posted by BLOODGOAT
Because in my experience, I can do it so much better with Word of Healing, as I have already stated. I really don't see a high demand for Prot in PvE because enemy monsters don't run strats and have hardly anything to be afraid of. I can't remember the last time an enemy assassin Death Charged my monk and ripped her apart with a Moebius combo, much unlike something like RA (where prot is much more beneficial to your team's success). But if I ever decide to play PvP, maybe I'll consider this little flame to be a tid-bit. Oh, and I'm not exactly asking which is better as there seems to be a misconception of this. I know for the energy cost and what it does, LoD overshadows WoH, bar-none. I was asking what everybody else prefers and why. I stated that I prefer WoH, but it doesn't necessarily mean I think LoD is a useless skill. Far from the fact. It is a great skill, but I can't seem to stress this enough... it just doesn't suit the PvE I do. When I play PvE I kill everything too fast for it to even bring more than 2-3 party members below 80% health There is basically no discussion left then. If you want to run a pure red bars heal monk and think it's good, by all means do. All the good players will stick to their LoD hybrid and not run inferior stuff. Div
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Originally Posted by Chthon
1. OP has a monk. A healing monk. And OP wants to know whether WoH or LoD is better. Neither "go prot" nor "use a necro" is a responsive reply.
2. Although it's a topic for another day and thread, I think you're wrong here, at least about the uselessness of heal. 1. It's like saying I have a smiting monk and asking why I don't heal my team enough. Answer? Because you're running something bad and you need to change it. In fact, the OP doesn't want to know which is better. 2. No, you're wrong. Anyone who knows what they're talking about knows the limitations of pure healing monks. In fact, pure restoration ritualists outclass healing monks based on effective heal/energy if you don't take into account LoD. Prot and reliable damage reduction is what distinguishes a monk from a ritualist in terms of backlining. Coloneh
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Originally Posted by Chthon
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Quote: Originally Posted by Chthon 1. OP has a monk. A healing monk. And OP wants to know whether WoH or LoD is better. Neither "go prot" nor "use a necro" is a responsive reply. they are good replys. and no one said "go necro". they said if he wants to run pure heal, hes better off going necro/rit.
Quote: Originally Posted by Chthon 2. Although it's a topic for another day and thread, I think you're wrong here, at least about the uselessness of heal. healing by itself is almost totally useless. if you can't understand that, then gg, go uninstall.
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Originally Posted by BLOODGOAT
I've always been the person who criticized prot/heal hybrids because I believe to effectively do your job, you should do only that job and not try to infuse all these other little things into it. I'm not going to run prot/heal when I could just PUG with another monk who's already running full prot, and run full heal myself.
Is this sarcasm? if it isnt, then i feel very bad for you. Quote:
I don't pug, son. Quote:
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