07 Feb 2006 at 03:18 - 9
Quote:
Hell no. Maybe in PvE, but even then your time is usually better spent casting. PvP someone else should be doing it.
I disagree. I think that having a multi-res on a monk is a very good thing in CA.(not in organized teams) In CA, ressurecting people is a big deal, simply because 4 vs 4 is much better than 3 vs 4. If everybody uses res sigs, there is a limit to how many times people can be ressurected, but if you have a multi res (like vengance ), there is no limit to how many times you can ressurect people.
Ressurecting can easily change the course of the battle.
07 Feb 2006 at 03:29 - 10
Quote:
Originally Posted by Dodo The Extinct
I disagree. I think that having a multi-res on a monk is a very good thing in CA.(not in organized teams) In CA, ressurecting people is a big deal, simply because 4 vs 4 is much better than 3 vs 4. If everybody uses res sigs, there is a limit to how many times people can be ressurected, but if you have a multi res (like vengance  ), there is no limit to how many times you can ressurect people.
Ressurecting can easily change the course of the battle.
In CA... you can pick whatever build you like.
In GvG, the only hard res you should ever consider is Ressurect/Restore Life on mesmer primary.
Who cares about CA anyway?
07 Feb 2006 at 04:00 - 11
Mantra of Recall
10 Energy to cast
23 Energy gain (at 10 Inspiration Magic)
Recharge is 20 seconds
3 pips = 1 energy per second for a Boon Prot Monk. If your energy starts full at full, say 45, you cast Mantra of Recall, bringing your energy to 35. Your energy regens to 40 over 5 seconds, then you cast Guardian, Reversal, Mend Ailment, Reversal, Guardian over 10 seconds, you have 15 energy. You use Contemplation of Purity, bringing your energy down to 10, then up to 33. You cast Mantra of Recall again in 5 seconds after casting 2 skills, bringing you to 14 energy. You contemplate to get to 31 energy and can only cast 4 or 5 skills before reaching zero energy, with Mantra of Recall still recharging.
(forgot about Boon recasts, too lazy to go change it all)
Offering of Blood
5 Energy to cast
16 Energy gain (at 10 Blood Magic)
Recharge is 15 seconds
Your energy starts full at full, 45. You cast Guardian, Reversal, Mend Ailment, Reversal, Guardian over 10 seconds, you have 20 energy. Contemplation of Purity, then recast Divine Boon over 3 seconds. You are at 11 energy. You wait two seconds, cast Offering of Blood, and you have 27 energy. You continue through the match and win a flawless victory.
This may not be all correct but i think that OoB is better to use for energy management on a Boon Prot.
07 Feb 2006 at 05:46 - 12
When getting in the thick of things I would use Victory is Mine for energy and any conditions on yourself.Savio is right though it is not the Monks jop to Res it is the Warriors jop to bring a hard res.
07 Feb 2006 at 08:45 - 13
Hmmm...Unless you're running a specific condition build, ViM is pretty unreliable, and it's only when the enemy have a stack of conditions where it really shines. Even with a condition build, monks have to often move up to get energy, which can be risky as well.
07 Feb 2006 at 11:15 - 14
Quote:
Originally Posted by Senator Tom
Mantra of Recall
Offering of Blood
5 Energy to cast
16 Energy gain (at 10 Blood Magic)
Recharge is 15 seconds
Your energy starts full at full, 45. You cast Guardian, Reversal, Mend Ailment, Reversal, Guardian over 10 seconds, you have 20 energy. Contemplation of Purity, then recast Divine Boon over 3 seconds. You are at 11 energy. You wait two seconds, cast Offering of Blood, and you have 27 energy..
You suddenly get spiked by an elementalist and a mesmer who knew you were using OoB and you're dead.
Hey, that's a different ending!
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
07 Feb 2006 at 11:54 - 15
Quote:
Originally Posted by Nessaja
You suddenly get spiked by an elementalist and a mesmer who knew you were using OoB and you're dead.
Hey, that's a different ending!
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
Lol, I'd like to see that one in action.
That strategy is very nice on paper but impossible (note that I don't include almost, it's just impossible... unless you are a total newb at monking) to execute on a fairly good monk.
Good monk always knows when he is a target.
07 Feb 2006 at 16:10 - 16
Quote:
Originally Posted by Nessaja
You suddenly get spiked by an elementalist and a mesmer who knew you were using OoB and you're dead.
Hey, that's a different ending!
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
wow.
if you're not going to play a build with OoB in it you should at least do the math. at 10% health sacrifice we're talking about less than 50 health. some warriors do that with one swing. that sacrifice is the least of your worries and it's so insignificant you won't EVER think about it. let alone worry about it.
spiked during your 1/4 second cast time OoB? thats an ignorant thing to say.
i agree with Savio. monks don't need to bring res.
in pvp the monk has more important things to do than res. especially if someone is down. in pve res is for wammos, ranger/monks, ele/monks on and on. they all bring rebirth. if they all die it's because you as the monk are already dead. you heal or you protect and you don't stop.
dodo, draken's build is a prot monk. he has nothing in heal. why would he bring healing touch.
watch out for the energysappers
07 Feb 2006 at 21:48 - 17
All-in-one? I see the one but where's the all? As has been said, a boon prot monk isn't a heal monk. If it was, healing would be irrelevant. If you want an all-in-one monk, try this build:
http://www.guildwarsguru.com/forum/s...d.php?t=118265
07 Feb 2006 at 21:56 - 18
Quote:
Originally Posted by Beat_Go_Stick
07 Feb 2006 at 22:20 - 19
Quote:
Originally Posted by holden
this is a whole different deal. but i'm sure most of these guys would say spreading your attributes across heal and prot is bad form. you'll be ok at both but not great at either.
It may look like that but give it a try the next time you are feeling like monking  I seriously doubt you'll be disappointed with the results.
Most of these guys might say 'bad form' but, I'll tell ya, the boon turns just ok heals into very nice ones. Everyone knows that if you boon heal, you end up overhealing half the time, right? Well I figured why not use Divine Favor instead to allow the two catagories to both go 3/4 of the way instead of all the way?
This thread actually gave me an idea as to how I can deal with some of my energy issues
08 Feb 2006 at 00:48 - 20
Quote:
Originally Posted by Nessaja
I feel like people should substract 5 energy from OoB as you always have to heal yourself after using it, making it lesser enegry efficient then it actualy is.
do you cast reversal of fortune to heal you for like 100 after you sac 45 hp?
08 Feb 2006 at 00:56 - 21
I never heal after OoB, it's pointless. I always concentrate on others in the team. Both OoB and MoR have positives and negatives, but it depends on how you play. I prefer OoB, because I get the energy instantly.
08 Feb 2006 at 02:52 - 22
http://www.guildwarsguru.com/forum/s...t=the+CoP+monk
already posted.
08 Feb 2006 at 07:34 - 23
Whatever you do, DO NOT bring healing touch. your build is completely solid and the attribute points are fine.
usually I run 15 or 16 divine, and only 9 prot. additionally, I always take CoP because migraine can ruin veil. so in place of DS, I bring Sig of Dev or Prot Spirit.
08 Feb 2006 at 07:46 - 24
Quote:
Originally Posted by Sinjin
Whatever you do, DO NOT bring healing touch. your build is completely solid and the attribute points are fine.
usually I run 15 or 16 divine, and only 9 prot. additionally, I always take CoP because migraine can ruin veil. so in place of DS, I bring Sig of Dev or Prot Spirit.
Proper use of Holy Veil will completely own normally disabling hexes under normal conditions. CoP gives you the added ability to be able to handle multiple hexers getting on you with rough hexes. At any rate they're spending 2 hexing characters to take out one monk, which probably won't succede, so it's a very good tradeoff.
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