Joined a PUG the other day for the mission that leads to Sanctum Clay, Riverside Province. Just before entering I spammed my build:
Life Sheath
Guardian
Aegis
Protective Spirit
Rebirth
Reversal of Fortune
Draw Conditions
Divine Boon
Maybe not the best build, but it represents what I have having not completed the game, but taken a run to Droknar's Forge and a stop in Kaening in order to be able to cap something elite and have good armor.
The Elementalist in the group replied with 'Heal would have been better'.
Is a healing monk ever a better choice? Variations on the above build have gotten me from Ascalon to Riverside fairly well, with a lot of PUGs since the Shiverpeaks.
And I -know- Divine Boon is not in favor anymore, but without access to ZB I find it still very effective - better than my Healer hero can keep up with. Once I do get ZB I plan to put it where Divine Boon is and swap out Life Sheath for a Hex Removal spell such as Convert Hexes or Remove Hex.
Healing would have been better?
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Nod. Will look at your skill suggestions when I get home.
The comment came at the gate of the mission, so before I had a chance to prove how good or bad I was.
I think I do a good job, but that's outside of this one, as this was sort of a 'pre-mission' critique of the very idea of having a Prot monk.
I forget my exact attributes, but they are maxed into Prot and Divine only, with 1 minor rune for each, and this character has not yet ascended so doesn't yet have those last 30 attribute points that my Nightfall monk got just for reaching level 20 in one piece.
The comment came at the gate of the mission, so before I had a chance to prove how good or bad I was.

I think I do a good job, but that's outside of this one, as this was sort of a 'pre-mission' critique of the very idea of having a Prot monk.
I forget my exact attributes, but they are maxed into Prot and Divine only, with 1 minor rune for each, and this character has not yet ascended so doesn't yet have those last 30 attribute points that my Nightfall monk got just for reaching level 20 in one piece.

Yes. Often I'm either the only monk, or somebody brings along a hench monk and a second monk - seems PUGs end up as 1 or 2 all too often and not the magic two.
This was in fact my second try at this mission. First run out, the party leader invited another monk as well, and then promptly added a third monk in the form of the local henchy monk - Alesia.
Shortly into that ran, with the other three all being WaMo's, they charge the entire mob of NPCs after the gate, rather than one tower at a time. We're in a fight of some 20-30... the second monk hasn't cast a single heal or prot the entire mission, and she goes down then rage quits, then party leader quits, and next thing I know everyone has quit save for me, one WaMo, and Alesia...
Mind you, even with a mob that size, I was able to keep the one WaMo up, but we couldn't make an impact and I mostly kept him up by spamming rebirth because he kept running away from me and back into the thick rather than edges of the mob...
Second run, I was the sole monk, and thankfully we only had one warrior and no dervishes - so no wammo-style play. That said, I was way 'off my game' - I kept everyone else alive the whole mission, but went down twice myself...
Only the second time I've gone down during a PUG mission on this character. That left me wondering if the Elementalist had a point and the content is just going to start getting too rough for my build, or if it was just me being 'off' that night, or if it really did need a second monk.
This was in fact my second try at this mission. First run out, the party leader invited another monk as well, and then promptly added a third monk in the form of the local henchy monk - Alesia.
Shortly into that ran, with the other three all being WaMo's, they charge the entire mob of NPCs after the gate, rather than one tower at a time. We're in a fight of some 20-30... the second monk hasn't cast a single heal or prot the entire mission, and she goes down then rage quits, then party leader quits, and next thing I know everyone has quit save for me, one WaMo, and Alesia...
Mind you, even with a mob that size, I was able to keep the one WaMo up, but we couldn't make an impact and I mostly kept him up by spamming rebirth because he kept running away from me and back into the thick rather than edges of the mob...

Second run, I was the sole monk, and thankfully we only had one warrior and no dervishes - so no wammo-style play. That said, I was way 'off my game' - I kept everyone else alive the whole mission, but went down twice myself...
Only the second time I've gone down during a PUG mission on this character. That left me wondering if the Elementalist had a point and the content is just going to start getting too rough for my build, or if it was just me being 'off' that night, or if it really did need a second monk.Quote:
Originally Posted by arcady
Mind you, even with a mob that size, I was able to keep the one WaMo up, but we couldn't make an impact and I mostly kept him up by spamming rebirth because he kept running away from me and back into the thick rather than edges of the mob...
Just let a necro or something bring rebirth. You shouldn't be rezzing mid battle, and it's better off that you carry GoLE or something to maintain your energy.
Just let a necro or something bring rebirth. You shouldn't be rezzing mid battle, and it's better off that you carry GoLE or something to maintain your energy.C
I'm going to go out on a limb and say something that's going to be massively unpopular:
Yes, for NM Riverside Province, heal would have been better.
Given that set of monster's numbers, damage ranges, and AI response to what sounds like typical PUG aggro tactics, it's both easier and more energy efficient to just heal the damage rather than trying to prevent it. What you get out of prot is a function of how much damage (and in what number of what sized packages) your foes throw at it. Below a certain point, low foe damage leads to returns on prot that are so low you'd be better off healing. (Extreme-case example to illustrate the point: The devourers outside Ascalon City hit your lvl 20 with end-game armor for 0-2 damage per hit. That means RoF -- super-revered skill of the prot pantheon that it is -- is going to prevent 0-2 damage, and heal for 0-2 + DF bonus. You'd be better off spending your 5e on orison.) The damage output in NM Riverside Province is definitely waaaay below the point where prot performs as well as heal. A lot of people seem not to want to hear it, but the damage output in most of the rest of PvE is below that point too.
Now, please stand back and watch as I get flamed by a bunch of idiots who insist that "prot ALWAYS >>>> heal" because "the best PvE builds are based off PvP builds" and "lolz don't you know that 11 prot, 9 heal, 7 dagger mastery is the meta? Noob!" and therefore I should "qq uninstall now qq noob!"
Yes, for NM Riverside Province, heal would have been better.
Given that set of monster's numbers, damage ranges, and AI response to what sounds like typical PUG aggro tactics, it's both easier and more energy efficient to just heal the damage rather than trying to prevent it. What you get out of prot is a function of how much damage (and in what number of what sized packages) your foes throw at it. Below a certain point, low foe damage leads to returns on prot that are so low you'd be better off healing. (Extreme-case example to illustrate the point: The devourers outside Ascalon City hit your lvl 20 with end-game armor for 0-2 damage per hit. That means RoF -- super-revered skill of the prot pantheon that it is -- is going to prevent 0-2 damage, and heal for 0-2 + DF bonus. You'd be better off spending your 5e on orison.) The damage output in NM Riverside Province is definitely waaaay below the point where prot performs as well as heal. A lot of people seem not to want to hear it, but the damage output in most of the rest of PvE is below that point too.
Now, please stand back and watch as I get flamed by a bunch of idiots who insist that "prot ALWAYS >>>> heal" because "the best PvE builds are based off PvP builds" and "lolz don't you know that 11 prot, 9 heal, 7 dagger mastery is the meta? Noob!" and therefore I should "qq uninstall now qq noob!"
e
B
Quote:
Originally Posted by holymasamune
Just let a necro or something bring rebirth. You shouldn't be rezzing mid battle, and it's better off that you carry GoLE or something to maintain your energy.
When there's a warrior in the party, everything is mid battle.
Seriously...
I would leave aggro, be all nice and safe with my fuzzy little teddy bear, rez this guy with Rebirth so that he was also out of Aggro, and it's like he's a doll with a 'pull my string' cord in his back... He just runs right in, at almost zero health, and grabs up the mob again...
And I can't recall ever meeting a warrior player that didn't play that way. Well, maybe -one-, but that one warrior is in my guild over in WoW. So that's a grand total of one warrior in all three online game I play that I've met that doesn't play 'Wammo-style'.
When there's a warrior in the party, you are always in mid battle, unless the warrior is dead, or he's so outnumbered by other classes that somebody's managed to hold onto that string in his back.
Seriously...
I would leave aggro, be all nice and safe with my fuzzy little teddy bear, rez this guy with Rebirth so that he was also out of Aggro, and it's like he's a doll with a 'pull my string' cord in his back... He just runs right in, at almost zero health, and grabs up the mob again...
And I can't recall ever meeting a warrior player that didn't play that way. Well, maybe -one-, but that one warrior is in my guild over in WoW. So that's a grand total of one warrior in all three online game I play that I've met that doesn't play 'Wammo-style'.
When there's a warrior in the party, you are always in mid battle, unless the warrior is dead, or he's so outnumbered by other classes that somebody's managed to hold onto that string in his back.
I guess that goes both ways. In a PUG, if you don't bring a rez, these guys cause a wipe, but if you do bring a rez, they cause a nuisance.
Mostly I enjoy PUGs, and I'm used to the nuisance from doing a lot of PUGing in both this and WoW. As long as the warriors are a minority, they can't cause things to go too poorly - but I do find that PUGs without any tank do better than ones with a tank, even if the tank is a dervish rather than a warrior. Likewise in WoW, if the 'tank' there is a class thank 'alt-tanks' like a Paladin or a Druid, the PUG will do better than if it is a warrior or, worst of all, a hunter with pet.
But back to the topic here, I tried some monking last night with my Nightfall monk that does have ZB, and I kept failing until I put Divine Boon back in - ZB just doesn't fit with my style very well as its so heal focused rather than pre-prot focused. Its hard for me to remember when to use it.
The reason I keep guardian around, even with Aegis, is that Aegis runs out before it recharges, and at only 5 energy, I can spam Guardian as a gap filler whenever RoF is on a recharge cycle.
I've considered putting in Shield of Absorption instead, but that has a very slow recharge.
Mostly I enjoy PUGs, and I'm used to the nuisance from doing a lot of PUGing in both this and WoW. As long as the warriors are a minority, they can't cause things to go too poorly - but I do find that PUGs without any tank do better than ones with a tank, even if the tank is a dervish rather than a warrior. Likewise in WoW, if the 'tank' there is a class thank 'alt-tanks' like a Paladin or a Druid, the PUG will do better than if it is a warrior or, worst of all, a hunter with pet.
But back to the topic here, I tried some monking last night with my Nightfall monk that does have ZB, and I kept failing until I put Divine Boon back in - ZB just doesn't fit with my style very well as its so heal focused rather than pre-prot focused. Its hard for me to remember when to use it.
The reason I keep guardian around, even with Aegis, is that Aegis runs out before it recharges, and at only 5 energy, I can spam Guardian as a gap filler whenever RoF is on a recharge cycle.
I've considered putting in Shield of Absorption instead, but that has a very slow recharge.
T
Quote:
Originally Posted by Tarzanboy
You could always bring along the old Wammo shock collar, Vengeance, to "help" the hard chargers figure out that overaggro and dying sucks.
Cheers,
TB That works like wonders. I have almost stopped pugging anymore cept when I wanna just laugh my ass off at the sad builds.
Cheers,
TB That works like wonders. I have almost stopped pugging anymore cept when I wanna just laugh my ass off at the sad builds.
D
D
Quote:
Originally Posted by Desert Rose
Why noone suggests Signet of Rejuvenation? Nearly almost the teammates are attacking or casting, so you heal nearly as much as Gift of Health.
Or is the longer recast killing it? Well, he's running divine boon. If he ran 9 Healing(That's what I run when I run GoH), he'd get 96 + Divine Boon + DF bonus, whereas Sig would give 102 if the secondary condtion were met, with no DF or Boon bonus. True, it wouldnt cost any energy, but having energy doesn't mean anything if the teammate is dead. >_>
Or is the longer recast killing it? Well, he's running divine boon. If he ran 9 Healing(That's what I run when I run GoH), he'd get 96 + Divine Boon + DF bonus, whereas Sig would give 102 if the secondary condtion were met, with no DF or Boon bonus. True, it wouldnt cost any energy, but having energy doesn't mean anything if the teammate is dead. >_>
T
Quote:
Originally Posted by Desert Rose
Why noone suggests Signet of Rejuvenation? Nearly almost the teammates are attacking or casting, so you heal nearly as much as Gift of Health.
Or is the longer recast killing it? Four things kill Signet of Rejuvenation.
1. Signet of Rejuvenation lacks a divine favor bonus, making this a skill with equal effectiveness from a non-monk and a monk.
2. The conditions on half of the healing, so you figure 51 healing and at best 102 at 9 healing if they are met. Use it on the Rit who is dropping a spirit, an Ele as he is using Glyph of Lesser Energy, a Ranger as he rezes his pet or anyone using a signet, they get 51 health. Even without Divine Boon, at 9 Heal, with Gift of Health, you get 96 healing + 29 (if divine favor is at 9 as well) yielding 126 per cast.
3. The slower cast and long recast. 1 sec cast and 8 second refresh of SoR vs 3/4 cast and 5 refresh for GoH.
4. Gift of Health would disable the signet for 7 seconds.
Cheers,
TB
Or is the longer recast killing it? Four things kill Signet of Rejuvenation.
1. Signet of Rejuvenation lacks a divine favor bonus, making this a skill with equal effectiveness from a non-monk and a monk.
2. The conditions on half of the healing, so you figure 51 healing and at best 102 at 9 healing if they are met. Use it on the Rit who is dropping a spirit, an Ele as he is using Glyph of Lesser Energy, a Ranger as he rezes his pet or anyone using a signet, they get 51 health. Even without Divine Boon, at 9 Heal, with Gift of Health, you get 96 healing + 29 (if divine favor is at 9 as well) yielding 126 per cast.
3. The slower cast and long recast. 1 sec cast and 8 second refresh of SoR vs 3/4 cast and 5 refresh for GoH.
4. Gift of Health would disable the signet for 7 seconds.
Cheers,
TB
