Well, energy management is one of the most important things for a monk in long, drawn-out matches (which most of PvP is turning into), so I'm curious as to what other people use for getting back their energy as effectively as possible.
Whenever I'm running my protection monk with lots of enchantment maintaining, blessed signet is what I usually use to get my energy back up. Else, I'll usually use Offering of blood (as necro) or Energy tap (as mesmer) to get that needed boost. Anybody else got any particular tactics that work well to keep you recharged?
Energy management for a monk
Red Locust
rii
Enchantments such as balthazars spirit are really effective. Also essece bond. 1 energy per hit doesnt sound like much but in comparison to normal regen, 1 person hitting you once per second is the eqiuvalent of 3 pips... and as a monk theres usually more than one person hitting you -.-..... If you can divert attention, then obviously essence bond instead.
JYX
Erm. You could try out a bond chain...life bond on everyone then balthazar's aura on yourself. Essence bond dosen't work anymore...so erm...thats no go. I'm struggling to get my head round the different bond combinations and which one might be the most efficient/least circumstantial. One thing though...the target that's getting focused on is obviously going to get the lovin of a lot of enchant removal, in this circumstance, meaning the chain is most likely to be broken when you need it most. This is why I'm a bit put off by the whole bond chain idea. Worth noting though...if you play arena...it rocks the house ^^;
Offering of Blood is a nice one yes. Blood is power from one of your necro allies is also a very sweet deal. Energy Tap is crap...takes too long to cast and you don't get much energy out of it, if you're using a mesmer then the skill you want is Channeling. If you happen to be a primary E healer (not unheard of) you might want Ether Prodigy. If you're a secondary ranger protector (useful for some rituals) then you might consider draw conditions/melandru's resilience.
The most effective form of energy management a monk can have is to be cool with their heals -.-; I've seen too many monk farting out heals in the first 5 seconds of a fight with lightning pace...then declaring they're out of mana. Skills like Divine Boon and Word of Healing will save you massive amounts of energy...if used right...if not...energy problems follow.
Theres no in-game substitute for tactical awareness
Offering of Blood is a nice one yes. Blood is power from one of your necro allies is also a very sweet deal. Energy Tap is crap...takes too long to cast and you don't get much energy out of it, if you're using a mesmer then the skill you want is Channeling. If you happen to be a primary E healer (not unheard of) you might want Ether Prodigy. If you're a secondary ranger protector (useful for some rituals) then you might consider draw conditions/melandru's resilience.
The most effective form of energy management a monk can have is to be cool with their heals -.-; I've seen too many monk farting out heals in the first 5 seconds of a fight with lightning pace...then declaring they're out of mana. Skills like Divine Boon and Word of Healing will save you massive amounts of energy...if used right...if not...energy problems follow.
Theres no in-game substitute for tactical awareness
Red Locust
Like you said, enchantments, especially on monks, tend to get removed very quickly. If you're running a life bond/ balthazar's spirit, the worst thing mid-battle is to get balth's spirit removed and energy drained (I've had this done to me). I was actually thinking about the elite energy drain when I said energy tap, and energy drain is just as good, if not better than, offering of blood, in certain cases.
Channeling seems like a good idea, only I'm not quite sure how long its range is. I've looked at peace and harmony, but the 1 energy pip seems like a waste of an elite (with stuff like spellbreaker available). Whatever it may be, you always need some form of energy management. If the mesmers don't get you, the long battles eventually will.
Channeling seems like a good idea, only I'm not quite sure how long its range is. I've looked at peace and harmony, but the 1 energy pip seems like a waste of an elite (with stuff like spellbreaker available). Whatever it may be, you always need some form of energy management. If the mesmers don't get you, the long battles eventually will.
JYX
True energy drain is good in terms of getting the actual energy. But consider this, wouldn't using that elite for word of healing...a potentially massive and extremely cheap healing spell be better value for money?
The main problem with energy drain on a monk is that it forces that person for a brief moment to stop concentrating on pure healing...its difficult to pick out a good target in the middle of a fight, to me, thats not a risk I'm willing to take when dealing with healers...because then you can get into the business of moving around...casting...etc. Offering of blood is less based on circumstance and is a quick fire and forget spell you do when your allies seem mostly topped up.
Some people swear by peace and harmony...I do not understand these people. Channeling's area isn't particularly great...and the effects may seem like pot luck a lot of the time. But being a monk...you're likely to be around a few enemies -.-; and in the thick of battle where you can heal the greatest number of allies without having to run around. Incidently thats where the enemies all are. Even if it only affects 2 enemies...if we consider how many spells we're using...its worth it. Especially since again its very easy to use, lasts about 40 seconds...5 energy...quite fast casting...Alows you to keep on the business of healing.
...and yes...good mesmers are a pain...in the same way that a poor mesmer is hilarious
The main problem with energy drain on a monk is that it forces that person for a brief moment to stop concentrating on pure healing...its difficult to pick out a good target in the middle of a fight, to me, thats not a risk I'm willing to take when dealing with healers...because then you can get into the business of moving around...casting...etc. Offering of blood is less based on circumstance and is a quick fire and forget spell you do when your allies seem mostly topped up.
Some people swear by peace and harmony...I do not understand these people. Channeling's area isn't particularly great...and the effects may seem like pot luck a lot of the time. But being a monk...you're likely to be around a few enemies -.-; and in the thick of battle where you can heal the greatest number of allies without having to run around. Incidently thats where the enemies all are. Even if it only affects 2 enemies...if we consider how many spells we're using...its worth it. Especially since again its very easy to use, lasts about 40 seconds...5 energy...quite fast casting...Alows you to keep on the business of healing.
...and yes...good mesmers are a pain...in the same way that a poor mesmer is hilarious