Healer's Boon, Heal Party and LoD updates
Xx_Sorin_xX
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Originally Posted by Bankai
To those who don't understand the power of Glimmer:
The power of Glimmer lies in its ability to change depending on what you need. Need an infuse? Use glimmer. Need an orison? Use glimmer. Need a heal other? Use glimmer twice. Its 1/4 cast time and 1 recharge make it very versatile. However, the 1 recharge also adds some interesting possibilites: what if you and your opponent's team are both on the verge of breaking? With a heal that recharges slow, you're forced to take deaths. With Glimmer, you can just switch to a high energy-set, and go mental with glimmer for 5 seconds. Sure, you'll lose a lot of energy, but your team won't die- and what's more important, a partywhipe or energy? since when did the new update of glimmer = infuse? glimmer heals for like a ~1/3 of infuse, unless your an idiot running around w/ 400 life on a monk. even then its still not the same. dwanya's kiss >>>> glimmer still.
The power of Glimmer lies in its ability to change depending on what you need. Need an infuse? Use glimmer. Need an orison? Use glimmer. Need a heal other? Use glimmer twice. Its 1/4 cast time and 1 recharge make it very versatile. However, the 1 recharge also adds some interesting possibilites: what if you and your opponent's team are both on the verge of breaking? With a heal that recharges slow, you're forced to take deaths. With Glimmer, you can just switch to a high energy-set, and go mental with glimmer for 5 seconds. Sure, you'll lose a lot of energy, but your team won't die- and what's more important, a partywhipe or energy? since when did the new update of glimmer = infuse? glimmer heals for like a ~1/3 of infuse, unless your an idiot running around w/ 400 life on a monk. even then its still not the same. dwanya's kiss >>>> glimmer still.
Mark Nevermiss
The reason I quoted Abaddon's Gate mission, Burst Cancel, wasnt because its a challenging mission. I H/H it 11 times for master reward.
I mentioned it as a situation where you cannot prot all party members and where LoD fails to keep up.
I mentioned that I rarely used LoD and then only with Arcane Echo so that I can cast it more often.
I have been testing in Slaver's Exile in PUG's where balling up the enemies and taking them out all at once doesnt always happen according to plan. Since there are one prot/bond monk and one healer monk in these groups LoD didnt work well for me, even before the nerf.
Btw having your casters spread out when they start to nuke rarely works.
The stacking of HB with HP, on the other hand is quite the life saver. Combined with GoLE, you heal 8x140+ for 5 energy with 1 second cast time[thx to HB] and 2 sec recharge= perfect anti party wipe. HB + Kiss one the heavily enchanted/hexed tank can heal for over 1k HP.
The bond prot monk will not be gaining energy once the tank loses the aggro, so he/she cannot be effectively protting people unless he releases enchants and then you can only prot one/two people fast enough.
I mentioned it as a situation where you cannot prot all party members and where LoD fails to keep up.
I mentioned that I rarely used LoD and then only with Arcane Echo so that I can cast it more often.
I have been testing in Slaver's Exile in PUG's where balling up the enemies and taking them out all at once doesnt always happen according to plan. Since there are one prot/bond monk and one healer monk in these groups LoD didnt work well for me, even before the nerf.
Btw having your casters spread out when they start to nuke rarely works.
The stacking of HB with HP, on the other hand is quite the life saver. Combined with GoLE, you heal 8x140+ for 5 energy with 1 second cast time[thx to HB] and 2 sec recharge= perfect anti party wipe. HB + Kiss one the heavily enchanted/hexed tank can heal for over 1k HP.
The bond prot monk will not be gaining energy once the tank loses the aggro, so he/she cannot be effectively protting people unless he releases enchants and then you can only prot one/two people fast enough.
Burst Cancel
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Originally Posted by mr_stealth
Quote: SoA could help reduce the damage on ONE person(10s recharge), but would take several additional hits before it builds up enough reduction. Spirit Bond is pretty much the only prot skill that is of any use in that situation. Its great for someone standing in AoEs that are powerfull enough to trigger it. And its recharge is short enough that you can use it to save at least a couple people. The reason I mention both is because Spirit Bond is used against boss AoE, and SoA is used for normal AoE. Sandstorm does 29 per hit at 14, for instance. SoA is plenty enough for that.
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That is, of course, assuming that you are keeping PS on the entire midline. Keeping PS on 4 players would take 16 seconds and 40 energy to get everyone enchanted, and the 1st PS would be wearing off shortly after the 4th cast. I do this myself in some cases, but I have to choose who to keep protected because keeping PS on everyone is just too costly. IMO, dealing with that type of area is more suited for a bonder and a full heal monk.
(emphasis added) When you consider a hybrid monk and a healing monk, neither one is going to be able to save everyone in a heavy AoE situation. The healer has to pick a few people and brute-force heal. The hybrid has to prot a few and use LoD to move bars up. Both are non-optimal, and my answer to that is: you should never be in a situation where you're taking this kind of damage. If you're going to include a bonder, we're not really arguing the same thing anymore, are we? Who is really doing most of the work in that situation? Similarly, I could argue that if I took a paragon with Save Yourself! and TNTF I'd only need an LoD monk. Quote:
LoD didn't 'fail to keep up' in Abaddon's Gate. The only real source of damage in that mission was Words of Madness. Two-monk backline can handle that easily. And again, that's a really specialized situation that most people won't care about for more than 20 minutes in their entire Guild Wars life. If you need those kinds of examples to make a point, it's important to ask yourself how relevant your point really is.
HB+HP+GoLE isn't 5e, since the Glyph itself costs 5e. You'll also notice that you're using 3 skill slots to beat LoD, after LoD has been nerfed, when your original argument was: Quote:
With WoH on the bar, how many other skills could you bring? You are going to use WoH every time it comes up if you're not bad. Given that spells have 0.75s aftercasts, and most heals are in the 0.75~1s cast time range, how many other spells could you cast before you can hit the WoH win button again? How many of them are better than Kiss and RoF?
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Read above. If Spirit Bond isn't triggering, RoF and SoA suddenly become really good.
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They stick to their target until they aggro onto something significantly softer or at lower health. If you put a Warrior in first to aggro you know exactly where the initial aggro is going to be. It's obvious when they break aggro if you watch the screen. When they break aggro they're going to consistently go after low health soft targets, preferably ones in balls. You'll find out pretty early on who is going to take hits; if you're playing with henchies it's almost invariably going to be the hench Monk, failing that one of the other caster henchies. With a full hero or player team the same rules apply, and you can figure out who is getting targeted first pretty quickly. Look at where people are standing and remember who is most squishy.
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Gee, if only there was a way to tell who the monsters were attacking before the red bars started to move. If only there was an interface element where you could see where the monsters were and what they were doing...
Originally Posted by mr_stealth
or even running in closer and going after someone that was previously out of range
If only there was some way to see that happen as it was happening! Then you might be able to tell who they are chasing before they get there! Quote:
The damage that was being discussed was in the range near that 60hp break point, already making it a tough call whether its really about or below it. And with players having HP that can vary by a large amount, that bar is a rough guide at best.
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When they break aggro they're going to consistently go after low health soft targets, preferably ones in balls. | Look at where people are standing and remember who is most squishy. While they do often go after the person with lowest HP (they even seem to know who has the lowest max HP, something that you likely do not know), they may only use one skill before strangely deciding to change targets to someone with full HP and knock out 1/3-1/2 of it in a single hit. If it was truely consisten they would continue in their attempt to kill the player(s) they have already weakened instead of picking a new target will higher, or even full HP. Quote:
There's this thing called a front line and a very good reason why it is called a front line. Ideally in PvE that makes a grand total of one potential target in the beginning. In PvP it's a little more nuanced, but learning those little nuances is a part of learning to monk in PvP. Make your best guesses as to who's going to be attacked, and if you mess up you can still make a difference.
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