Monk Energy Management Comparison
glountz
I would be interesting if MoR was a maintained enchant, with reduced starting cost or recharge than it has now to compensate the loss of one energy pip.
As a maintained enchant, you could remove it simply by clicking on it, thus gaining its energy when you need it and not when it ends naturally or by enchantment removal, without using CoP tricks which had side effect (like destroying the other enchant you may need to keep up).
As a maintained enchant, you could remove it simply by clicking on it, thus gaining its energy when you need it and not when it ends naturally or by enchantment removal, without using CoP tricks which had side effect (like destroying the other enchant you may need to keep up).
ghostof
Energy Drain, Power Drain, Breeze, Prot Spirit, Boon, Orison of Healing, Mend Ailment, Inspired Hex (GvG) Purity (4vs4)
You help e-denial while maintaining your energy I like using healing hands an find power drain and inspired hex to be enough for 4vs4 with wammo's in the arena's. You loose assisting in e-denial but you gain some much needed automatic healing plus an enchantment to strip with purity as it wears off for full health heal with boon/removing hexs.
Hex removal should not be a monks role in 4vs4. That is other professions for arena's. Its hard enough healing, running and keeping hexes off yourselve. Let the warrior(s) do it himself with a wammo smiter or a w/me or bring a mesmer.
Worked well for me. PD has the quick interrupt. I also used Ether Lord some. At 12 Inspire its +/- 3 along with a ED is fun e-denial. Once I ran down to 5 energy I would hit lord on them and ed them once I got the 5 back.
ED's downfall is often finding a good target. As you need energy your target likely does as well because your healing there attacks. Thus stealing energy is harder then the PD which is an automatic 25 on interruption at 12. Also finding targets casting spells is easier then trying to figure out there energy.
You help e-denial while maintaining your energy I like using healing hands an find power drain and inspired hex to be enough for 4vs4 with wammo's in the arena's. You loose assisting in e-denial but you gain some much needed automatic healing plus an enchantment to strip with purity as it wears off for full health heal with boon/removing hexs.
Hex removal should not be a monks role in 4vs4. That is other professions for arena's. Its hard enough healing, running and keeping hexes off yourselve. Let the warrior(s) do it himself with a wammo smiter or a w/me or bring a mesmer.
Worked well for me. PD has the quick interrupt. I also used Ether Lord some. At 12 Inspire its +/- 3 along with a ED is fun e-denial. Once I ran down to 5 energy I would hit lord on them and ed them once I got the 5 back.
ED's downfall is often finding a good target. As you need energy your target likely does as well because your healing there attacks. Thus stealing energy is harder then the PD which is an automatic 25 on interruption at 12. Also finding targets casting spells is easier then trying to figure out there energy.
Ensign
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Originally Posted by Fenix
frees up a slot on the other guys, but it still isn't sufficient for the most part.
Quote: Originally Posted by Fenix It would only ever be run in a 3 monk team, in which all 3 monks will be within spell casting distance of each other, in other words, in HoH. But if the other two monks bring a non-elite energy management skill (completely destroying my point about freeing up you secondary, but still) they still have a free elite slot. Well those other two monks could potentially use an efficiency elite (Word of Healing / Restore Conditions) and do fairly well. They'd probably still want to ride Channeling though. But yeah, having two monks constantly nearby to maintain P&H on, that's how this skill will see use if it ever does.
Quote: Originally Posted by Fenix (This is question is NOT rhetorical) You don't think that having a few quick refreshing party wide enchantments would protect it? (or wouldn't be worth it?) It's more the 'wouldn't be worth it' part. Peace and Harmony is really slow working. It really has to stay up for over a minute to be worth the investment of energy, time, and the slot. Any enchantment you put on top of it is likely to be much shorter in duration, require a significantly higher investment of energy, and realistically that enchantment is going to be a whole lot more important than the Peace and Harmony.
The only thing that's even close to a reasonable cover on its own is Vigorous Spirit, and that's going to eat up half of the returns of the skill. You can cover P&H with a maintained enchantment but that doesn't even pay for the maintenence, pluse recast costs (you'd have to recast the cover every time to put it back on top of P&H).
The only sort of covers that would be relevant are flashing Orders of Pain and Dark Furies, but from experience getting anything close to 100% uptime on either of those is not terribly practical. You'd certainly need to be getting a lot of benefit out of those offensively to justify the costs.
In fact the few occasions in the past where Peace and Harmony has come up in the past has been as a chaff enchantment, as something cheap and long lasting that can gunk up enchantment removal and protect more important enchantments. Of course that use gets destroyed by the hideous recharge.
Quote: Originally Posted by Fenix The fragile part is what I was saying, and if by 300% uptime you mean 3 people having it on for the entire duration, then thats what I'm saying as well. Right, I want it to stick on 3 people consistently before I'd want to use it, in a vacuum. If I could force it onto two monks with a guy who didn't need to net energy, though, I'd consider it.
Quote: Originally Posted by Fenix If by grief build you just mean a team that goes in and hopes the other team will leave because they don't die Well, Hall of Heroes. You don't have to kill anything there. It's the lamest map in the entire game.
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Again, I think that even the way it is now, a decent 3 monk backline can be made in which PnH is a good choice for one of the characters. It wont be the best build out there, and it will be very specific, but it will be good, and for the one guy there wont be a better elite skill to choose.
I don't think that's possible right now because the recharge kills it. The one place where I can see wanting it is on a Life Bonder. You already manage your energy with Blessed Signet, you have high Divine Favor, and you really don't need your elite, so you could be Peace and Harmony man to toss that on the other two monks in a 3-backline. But again enchantment removal smashes it because of that nasty recharge. At 15s recharge it's be kinda attractive though because you wouldn't be outright hosed by a single Drain Enchantment.
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The drain enchantment/hex power drain is very nice but doesn't provide the energy that P&H puts out consistantly.
No, drain enchantment provides more. Please, please, please don't be ignorant and read. "Energy Pips: 1.172545281". That is .32 pips more than P&H.
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Team Arenas and Competition Arena is not the only context we're referring to these skills in. The monk doesn't and shouldn't 'always be beaten on', and regardless, with established numbers provided by wheel, there's a way to refer to how 'useless' it is. 1.71 pips - or .86 pips more than Peace and Harmony, with no virtually chance of interruption and no chance of stripping.
Originally Posted by SilasTheGreat
Word of Healing > All energy management elites (besides ether prodigy)
Word of Healing *is* an energy management elite. I think it's pretty strong in a warrior and domination-mesmer environment, where it's efficiency and strength against edenial is really key, but in other environments active emanagement is stronger because those let you power out more Infuse Healths or Heal Parties. Quote:
Go ahead, try and run a boon prot with P&H. At 25 energy gained after a minute and a half, it's about as bad of a choice you can make for a boon prot.
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MoC is constantly striped just as P&H is. The only real difference is that when MoC is striped it can make the whole spell useless, as people general strip in the first 20 secounds of a fight.
How does that make it useless? 20 seconds later, you cast it again. Peace and Harmony? Wait 10 more seconds... Quote:
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