Monk Energy Management Comparison
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Originally Posted by yuna of spira

Quote: Originally Posted by yuna of spira As others have said, the CoP/MoR combo is very very good for monks who have something like wenslauss faith or something that can give a fast recharge, as well as against hexing groups. Shame's biggest enemy is the MoR/CoP combo. There are many other situations in which hexing is easily taken care of with this combo (dont forget, CoP gives 60hp as heal and only has 1/4 cast). In most cases, Shame is just as easily dealt with by Divine Boon/CoP than with MoR+Boon/CoP. It's such a disabling hex that if you're going against a monk disabling spike team, it's necessary to CoP it off, and having the extra hex removal with CoP isn't usually an issue. CoP actually gives a 70-84 point heal (13-16 Divine Favor) per enchantment lost. Against hex stacking teams without energy denial, though, I would definitely prefer Mantra of Recall. That being said, I have not seen a hex stacking team in quite some time, and most of them bring energy denial. The metagame is 2 wars, 2 surge/burn doms, 2-3 monk, 1-2 utility characters/flagger (usually E/Mo or N/Mo), or some derivation of a spike build, with various other builds thrown in for good measure. Hex overload builds a very uncommon in the current metagame, mainly because energy denial is so common.
Quote: Originally Posted by yuna of spira Another reason as others have said is that it does not require a second job of monks to play a little offense. With ED, you must get into range of someone who has energy...that means those 2 warriors beating on you are not options, so for most monks most of the time you must move up into range, which takes time, distracts the monk from monking duties, and puts the monk more in harms way of aggro. 8 energy denial every 25 secs is NOT a form of energy denial.....it is a nuisance IF the person in range is low on energy in the first place. Personally I think a monk should feel he/she is free to retreat backward and force the mesmer to aggro forward so that your team can take advantage of overextenders....your monks should not be the ones coming to them....a good kiting monk can evade some of a mesmers drains while forcing a mesmer to overcommit. There are just so many inconvenient things you are forcing a monk to do by running forward for a ED. I addressed this in the initial post about one of the disadvantages of ED & Drain Enchantment. In most cases, a short burst of forward positioning as a monk isn't an issue. Also, if positioning is an issue, those two Warriors beating on you are actually very prime targets for EDrain. Very few times have I EDrained warriors in our backline and had them come up dry (when I say "dry," I mean less than 8 energy stolen). Draining the warriors of energy instead of their Mesmers or Monks will usually accomplish less for your team, but it certainly makes it easier for your monks to gain their energy back in a game where positioning is very tight. If overextension is so prohibitive for your setting, then Warriors definitely are great. The overextension issue is less of a problem than it's made out to be in the current metagame.
Quote: Originally Posted by yuna of spira
I understand that it is a big problem for MoR if they die and get rezzed, how do they get energy back right away? I personally switch to the +15en -1regen offhand item as soon as I am rezzed....slap on MoR, and do my thing. Once MoR is about to end and is flashing, I switch back to normal, drop max en, and get my 23 en while I was able to keep up heals with -1 regen cuz i still had 20 en even after casting MoR....plus, if they kill your enchantment early, then you get it back sooner than expected and youre on your way.
The problem with dying isn't so bad of a problem for me with focus swapping. The bigger problem is using MoR effectively in an energy denial metagame. You don't control when you garner the benefit of MoR against an energy denial mesmer. When you're in the swing of battle against an energy denial team, MoR is much more fragile. When you're low on energy and waiting on MoR to expire for the energy boost, the energy denial teams will be able to keep you at 0 energy if they really want. If you focus swap up to +E/-Regen sets to cast while you're waiting on the energy from MoR, the mesmer will punish you for doing so by draining you even more when you're swapped up. When MoR is about to expire (and good edenial dom mesmers will know when both monks' MoR is about to expire), they can lay on the energy denial hard because they'll know you can't hide the energy. Plus, if they really want to when you're sitting at 0 energy and MoR is up, they can shatter/drain MoR and then throw energy denial at you that way. Or, when you're sitting at full energy, they can shatter MoR so that you gain nothing. They don't have to know when MoR is about to expire, but they do anyway. The options are limitless.
Energy Drain is less susceptible to this because of the fact that you have more control over when you use it. You control when you get the energy gain from it, which means that if you're sitting at full energy, you don't run the chance of your energy management netting you zero net gain. Also, since it's not an enchantment, the dom mesmer can't trigger it at will and unleash his energy denial on you to screw you over. Also, you don't have to swap up to your +E/-Regen sets as much because you don't have to gimp yourself of 10e while you wait for it to return to you. It's just much more flexible than MoR in the current metagame where dual surge/burn mesmers are extremely popular.
Energy Drain is less susceptible to this because of the fact that you have more control over when you use it. You control when you get the energy gain from it, which means that if you're sitting at full energy, you don't run the chance of your energy management netting you zero net gain. Also, since it's not an enchantment, the dom mesmer can't trigger it at will and unleash his energy denial on you to screw you over. Also, you don't have to swap up to your +E/-Regen sets as much because you don't have to gimp yourself of 10e while you wait for it to return to you. It's just much more flexible than MoR in the current metagame where dual surge/burn mesmers are extremely popular.
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Originally Posted by yuna of spira
Its a great idea to put things in perspective of the advantages and disadvantages of each in numbers, but realistically you cant use those numbers to get an end-all result to support one way or another.
No, but you can get a good idea how much that you've got to gain from taking on drawbacks of one skill versus another in different settings. The more you know. Quote:
If someone was playing PvE, yes.
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