To Mend or not to Mend?
Yen-lo-wang
I play a lot on my Mo/Me, and when he's set for a healer (usually in missions and PvP, I tend to use him as a smiter/healer in PvE) I tend to throw a Mending on the group's tank or someone else who tends to get smacked around. However, oftentimes when I do this, the receiver starts complaining that I've done it. Why is that? I've got 9 Healing on him when set up that way, so it's +3 health regen as long as I'm alive or not in desperate need of another pip of mana regen, and easier for me because that's a little less concentration I need to put on that person. I know Dwayna's Favor (I think that's the name, it's the one that heals every time the enchanted attacks or casts) is often considered better, but it only lasts so long and I often find myself needing that repeated drain of ten energy for another Breeze or Conjure Illusion on an opponent who needs a little DoT.
Any ideas?
Any ideas?
Eonwe
Mending is bad. The only purpose it serves is if you want to sprint from one area to the next. Other than that, it's terrible.
The Ages
I Would Advise against it, The extra healing you can do with the extra pip of Regen outweights the Value of Mending in most Situations. Will also add that Better enchantments are availible that is better use of that mana Pip. Devine Boon is an Example it doubles the effects of your healing spells for only two more nrg per cast. (All Monk Spells to be exact) Its a good spell when you first get it but it loss' its value quickly.
theclam
Mending is weaker than Healing Breeze and Vigorous Spirit and more expensive over the long term. It's only good for running or specific builds.
Terminal
I'll second that.
Mending is terrible and serves absolutely no use in PvE except for running. In PvP it's even more useless.
If you really want a slap-on-and-forget-for-a-few spell, use healing seed.
In PvE i never use anything except glyph of lesser energy, reversal of fortune and heal other. Everything else is just 'backup' stuff in protection.
Mending messes up target prioritisation as far as energy attention goes like anything. IMO it's a bad idea. IT will act as a subsitute for optimal healing at best (which can be dealt with another skill) and will severely undermine your ability to give attention to those who really need it in a given combat situation at the worst case.
I'd say chuck it.
Mending is terrible and serves absolutely no use in PvE except for running. In PvP it's even more useless.
If you really want a slap-on-and-forget-for-a-few spell, use healing seed.
In PvE i never use anything except glyph of lesser energy, reversal of fortune and heal other. Everything else is just 'backup' stuff in protection.
Mending messes up target prioritisation as far as energy attention goes like anything. IMO it's a bad idea. IT will act as a subsitute for optimal healing at best (which can be dealt with another skill) and will severely undermine your ability to give attention to those who really need it in a given combat situation at the worst case.
I'd say chuck it.
d4nowar
Some people get pissed at mending if you are in a mesmer/necro heavy zone. If that happens then you could just be throwing extra damage on them.
Yen-lo-wang
Hmmm, OK so I guess my idea of it's usefulness officially stands corrected...
Do you guys think, however, that it is still useful for self-use on a tanking W/Mo, or are Vig. Spirit and the like still better?
That's actually been one of my biggest annoyances with my W/Mo in areas like Shiverpeak that are Mesmer and Necro heavy, is always getting Mending (and other temporary enchantments for that matter) Shattered and Stripped and getting slapped for a bunch of damage...
Do you guys think, however, that it is still useful for self-use on a tanking W/Mo, or are Vig. Spirit and the like still better?
Quote:
Originally Posted by d4nowar
Some people get pissed at mending if you are in a mesmer/necro heavy zone. If that happens then you could just be throwing extra damage on them.
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Aaaaagh
Mending is still good if your a w/mo, not fighting necro/mes mobs and are basically lazy. If you dont feel like casting a spell every 30 seconds, slap up mending. Or, use them both at the same time to help relieve your healer. Its pretty good for farming, but since the nukes hit, all the farmland is charred.
In reality, its a playstyle question for a w/mo. Its a no-no for any monk heal primary though.
In reality, its a playstyle question for a w/mo. Its a no-no for any monk heal primary though.
Borealis
I never, ever equip mending.
Eonwe
Quote:
Originally Posted by Aaaaagh
Mending is still good if your a w/mo, not fighting necro/mes mobs and are basically lazy. If you dont feel like casting a spell every 30 seconds, slap up mending. Or, use them both at the same time to help relieve your healer. Its pretty good for farming, but since the nukes hit, all the farmland is charred.
In reality, its a playstyle question for a w/mo. Its a no-no for any monk heal primary though. |
Aaaaagh
Quote:
Originally Posted by Eonwe
No, it's still bad if you're a wa/mo.
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Can you tell us why you think its bad? I did say it was a playstyle question, which I do believe. The most you can say is you think its bad for you, not that its bad in general.
Fact is, alot of people run mending. The best reason to run it is because you dont have to worry about casting. Its not the most effective, but frankly for pve in this game, you dont usually need to be that effective. It's usually not hard enough that you need to bring your A game, so your B- game with mending works just fine.
Mending works well because you are always being healed, in combat, out of combat. You can run along and not worry about your health much. Yes, if you dont use it you can cast more often, and get a greater overall benefit.
There are alot of situations where mending works well, espeically if a monk is running lifebond.
Im not a big mending fan, I wouldnt use it myself unless I was running through areas...which is another great use for it btw. But, I felt the need to counter your well thought out argument.
theclam
Let's run some numbers:
At lvl12, Mending heals 6hp/s, while draining 0.33e/s.
At lvl12, Healing Breeze heals 16hp/s, while using 1e/s.
At lvl12, Vigorous Spirit heals 11hp/action, while using 0.16e/s.
If you're attacking with any weapon besides some bows, then Vigorous Spirit will heal faster than Mending, assuming you cast no other spells. It lasts long enough so that you only have to cast it once or twice per battle. You can also easily cast it on an ally. So, if you're engaged in combat, Vigorous Spirit is superior in almost every single other way.
Healing Breeze is slightly less mana efficient than Mending. However, it can easily be cast on other players, and you only need to spend energy on it when you need it. One of the major downsides of Mending is that you'll be wasting energy on it even if you're not taking any damage.
Vigorous Spirit - About As Powerful, Much Cheaper, More Versatile
Healing Breeze - Much More Powerful, About As Efficient, More Versatile
Like I said, the only reason why you'd want Mending is for a special build, or if you're running.
At lvl12, Mending heals 6hp/s, while draining 0.33e/s.
At lvl12, Healing Breeze heals 16hp/s, while using 1e/s.
At lvl12, Vigorous Spirit heals 11hp/action, while using 0.16e/s.
If you're attacking with any weapon besides some bows, then Vigorous Spirit will heal faster than Mending, assuming you cast no other spells. It lasts long enough so that you only have to cast it once or twice per battle. You can also easily cast it on an ally. So, if you're engaged in combat, Vigorous Spirit is superior in almost every single other way.
Healing Breeze is slightly less mana efficient than Mending. However, it can easily be cast on other players, and you only need to spend energy on it when you need it. One of the major downsides of Mending is that you'll be wasting energy on it even if you're not taking any damage.
Vigorous Spirit - About As Powerful, Much Cheaper, More Versatile
Healing Breeze - Much More Powerful, About As Efficient, More Versatile
Like I said, the only reason why you'd want Mending is for a special build, or if you're running.
Eonwe
Quote:
Originally Posted by Aaaaagh
Good argument....
Can you tell us why you think its bad? I did say it was a playstyle question, which I do believe. The most you can say is you think its bad for you, not that its bad in general. Fact is, alot of people run mending. The best reason to run it is because you dont have to worry about casting. Its not the most effective, but frankly for pve in this game, you dont usually need to be that effective. It's usually not hard enough that you need to bring your A game, so your B- game with mending works just fine. Mending works well because you are always being healed, in combat, out of combat. You can run along and not worry about your health much. Yes, if you dont use it you can cast more often, and get a greater overall benefit. There are alot of situations where mending works well, espeically if a monk is running lifebond. Im not a big mending fan, I wouldnt use it myself unless I was running through areas...which is another great use for it btw. But, I felt the need to counter your well thought out argument. |
I'll tell you why, it's quite simple really. Sacrificing one pip of energy regen for 3 pips of health regen at max is laughable at best.
john little
actually, it works quite well with E/Mo's set up for healing builds, especially if you are using a NPC healing hench, as they always get targeted first. It's also good when there is a NPC that needs to be kept alive (Thunderhead Keep in particular). So I'd say it has it's uses, but only if you've got that pip of regen to spare.
Eonwe
Quote:
Originally Posted by john little
actually, it works quite well with E/Mo's set up for healing builds, especially if you are using a NPC healing hench, as they always get targeted first. It's also good when there is a NPC that needs to be kept alive (Thunderhead Keep in particular). So I'd say it has it's uses, but only if you've got that pip of regen to spare.
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Balrad Baptiste
It is interesting to read yor points on meding. I have been using it to negate a vampiric sword, and together with Vigorous spirit i am usually pretty self-sufficient when it come to healing. My build does really only shine when i couple it with warriors endurance. A skill that lets me meet all of my mana needs. So I find it pretty usable in this situation. But I admit, I havent been taking this skill combo to the tombs very much.
LathalDraugr
Quote:
Originally Posted by Eonwe
I'll tell you why, it's quite simple really. Sacrificing one pip of energy regen for 3 pips of health regen at max is laughable at best.
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Draconias
Quote:
Originally Posted by Eonwe
Sacrificing one pip of energy regen for 3 pips of health regen at max is laughable at best.
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At 13+ Healing Prayers, Mending gives 4 pips of health regen.
Watchful Spirit, a Divine Favor spell, gives 2 pips of regen and a heal when you end the enchantment.
Essence Bond, a neutral spell, or Balthazaar's Spirit, a Smiting spell, both give you significant amounts of mana (and adrenaline) when you are hit.
Protective Bond, a Protection spell, prevents you from receiving more than 5% damage at once.
Holy Wrath, a Smiting spell, and Retribution, a Smiting spell, deal significant damage back to the opponents.
Now, try layering these spells in combinations and you get a very powerful tank. This works best when you have multiple players, so you can increase the strength of the spells. Have your Tank Monk slap on Mending and Watchful Spirit, have a second Monk slap a Balthazaar's Spirit and Protective Bond on the Monk Tank, and, if you feel like it, have a Warrior (with all Adrenal skills) slap Holy Wrath and Retribution on your Monk Tank.
You now have a Monk Tank with 6 hp regen, a "fall back" heal on himself, can only receive 5% dmg (which is quickly regenerated), gains 3+ mana every single time he is hit (so the 2 pips of energy degen don't hurt), and deals 99% of the damage back to enemies-- not to mention his attacking. Have another Monk in the group bring Dwayna's Kiss, and you're unbeatable (DK heals 60 HP + 20 for every enchantment, so the Monk Tank is healed 210+ for only 5 mana).
Mending works very well in Tank combos, but the problem with these combos is that you may happen upon an unpleasant swarm of Necros and Mesmers, ready to rip you apart-- so just bring Contemplation of Purity to throw off all the Enchantments, heal yourself for any disenchants you suffered already, and remove any Hexes or Conditions they may have put on you.
Put simply, the people who think Mending sucks are just too boring and uncreative to make it great. Especially the Mending + Protective Bond pair will keep your local Tank completely healed.
Eonwe
Quote:
Originally Posted by Draconias
First of all, get a Minor Rune of Healing Prayers, you penny pincher.
At 13+ Healing Prayers, Mending gives 4 pips of health regen. Watchful Spirit, a Divine Favor spell, gives 2 pips of regen and a heal when you end the enchantment. Essence Bond, a neutral spell, or Balthazaar's Spirit, a Smiting spell, both give you significant amounts of mana (and adrenaline) when you are hit. Protective Bond, a Protection spell, prevents you from receiving more than 5% damage at once. Holy Wrath, a Smiting spell, and Retribution, a Smiting spell, deal significant damage back to the opponents. Now, try layering these spells in combinations and you get a very powerful tank. This works best when you have multiple players, so you can increase the strength of the spells. Have your Tank Monk slap on Mending and Watchful Spirit, have a second Monk slap a Balthazaar's Spirit and Protective Bond on the Monk Tank, and, if you feel like it, have a Warrior (with all Adrenal skills) slap Holy Wrath and Retribution on your Monk Tank. You now have a Monk Tank with 6 hp regen, a "fall back" heal on himself, can only receive 5% dmg (which is quickly regenerated), gains 3+ mana every single time he is hit (so the 2 pips of energy degen don't hurt), and deals 99% of the damage back to enemies-- not to mention his attacking. Have another Monk in the group bring Dwayna's Kiss, and you're unbeatable (DK heals 60 HP + 20 for every enchantment, so the Monk Tank is healed 210+ for only 5 mana). Mending works very well in Tank combos, but the problem with these combos is that you may happen upon an unpleasant swarm of Necros and Mesmers, ready to rip you apart-- so just bring Contemplation of Purity to throw off all the Enchantments, heal yourself for any disenchants you suffered already, and remove any Hexes or Conditions they may have put on you. Put simply, the people who think Mending sucks are just too boring and uncreative to make it great. Especially the Mending + Protective Bond pair will keep your local Tank completely healed. |
About the silly build you posted. You have a "monk tank" casting mending and..... watchful spirit on himself, ok. Then you have a second monk casting protective bond and balth's spirit on the "monk tank". On top of that you have a third guy (a warrior?) casting retribution and holy wrath on the "monk tank."
I will explain to you why this will not work, and where you're wrong.
Depending on how much the monk casting prot bond has in protection, he will probably be losing 2-3 energy each time your "monk tank" gets hit. He is also already only running on 2 pips of energy regen, with no energy management. Once his energy reaches zero (and it will very quickly if that monk is indeed tanking), protective bond will end.
Another thing, forget about your warrior having ANY energy at all if he is casting holy wrath and retribution on the "monk tank". So the whole "dealing 99% of damage back to the enemies" will last for about the first 2-3 hits, that's it. Not to mention that you'll only be dealing 34 max dmg back when both holy wrath and retribution are up.
You also mentioned that the "monk tank" will be getting 3+ mana every time he gets hit? Wrong. He will be getting 1 mana every time he gets hits since he only has balth's spirit on him.
I guess the simple question is, where do you think you're getting all this energy from ?
iwbs
mending is good for war/mo, why?
1. Some stance used by wars like bonetti, battle rage, defensive, wary etc ends if you use a skill.
2. You dun have to cast (once and for all) in order to heal urself and thus you can focus on attack.
3. Some items' mod are based on enchantment, like +x%dmg while enchanted, or +X hp/ -X dmg while enchanted.
1. Some stance used by wars like bonetti, battle rage, defensive, wary etc ends if you use a skill.
2. You dun have to cast (once and for all) in order to heal urself and thus you can focus on attack.
3. Some items' mod are based on enchantment, like +x%dmg while enchanted, or +X hp/ -X dmg while enchanted.
john little
Quote:
Originally Posted by Eonwe
E/Mo's set up for healing only is also a very, very bad idea due to the fact that you're not getting the benefit from divine favor.
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Aura of Restoration with a high value in energy storage also means you'll need fewer self heals than an equivalent monk, and so can carry more 'target other ally' heals.
The difference between a E/Mo set up for farming and a decent healing build is only a couple of AP, and the effectiveness is pretty good.
*obviously using mending negates the regen advantage, but that in itself confers benefits.
Eonwe
Quote:
Originally Posted by john little
in most circumstances, yes i'd agree. But if there aren't any monks around and you really don't want to have to wait 20mins for a (usually smiting) monk to appear, a E/Mo can more than hold their own. While divine healing is a big negative to a healing E/Mo the extra energy (and increased regen) goes quite a way to making up for it*. The elemental armour also means you are not targeted as much as a monk by NPC's (or players in PvP), and the more expensive heals like heal party are much more viable with such an energy reserve.
Aura of Restoration with a high value in energy storage also means you'll need fewer self heals than an equivalent monk, and so can carry more 'target other ally' heals. The difference between a E/Mo set up for farming and a decent healing build is only a couple of AP, and the effectiveness is pretty good. *obviously using mending negates the regen advantage, but that in itself confers benefits. |
Monks and elementalists have the same amount of base energy regeneration (4 pips).
I guess if you're really, really tired of waiting, and have the attribute refunds to do it it may be worth it. Oh yea, btw, heal party is bad. The amount it heals for and the energy cost make it a skill you want to stay away from =\ .
john little
they do? *goes off grumbling about useless monks that can't afford using up one pip of regen casting piddly little spells like orison when i'm casting my ass of with stuff like meteor shower*
rotor
Hmmm ... 1 pip of regen is important when you consider you have about ~40-50 energy (at level 20) and have to heal 4-7 chars. Or some monks pants take away 1 pip so some monks might allready have 3 pips instead of 4.
dansamy
I have gone specced out for healing as an El/Mo many times. Usually, the party's monk primary ends up standing around scratching their @$$ waiting on their energy to regen while I'm still spamming out heals with my pool of 80+ energy. Sometimes, if we're lucky, we might have a necro who knows how to use his skills and send some energy the casters' way. Usually not. In some of the later areas where you need a couple of monks and Mhenlo and Lina just aint cutting it, try out an El/Mo. No she doesn't have the advantage of DF, but she'll sure help out.
Kishin
There are better things to do with your energy than Mending. As Eonwe put it, 1 pip of energy regen is not a fair trade for it, and if you're a Monk and planning on running long term enchantments on folks, at least cast a better one than that, or conserve your regen for healing.
As for War/Mos, most of them would probably get a lot more mileage out of investing in Smiting Prayers and maintaining Strength of Honor, rather than Mending.
As for War/Mos, most of them would probably get a lot more mileage out of investing in Smiting Prayers and maintaining Strength of Honor, rather than Mending.
Chev of Hardass
Try running a Zealous Sword/Axe, Mending and Vigorous Spirit. It seems like I have less energy issuses with that setup than I do playing a non enchantment based build, and the combonation of those two skills will keep your health well into the good zone. The bleeding/poison buff is essencial in some ares of Tyria too. Then you have 4 skills left, after you install Restore Life and Mend Ailment (both are primary Warrior/Mo skills). I tend to bring Battle Rage for an Elite and one adrenaline based skill. The other two are Energy based attacks. I always have an attack ready and I tend to not die, with a minimal of healing help.
Balthatzars Spirit Would be great if everyone (MOBs included) didn't target the monks first.
Smiting is fine for a W/Mo in PvP, but in Pve a warrior is only there to soak damage and keep the MOBs from the healers. Healers depend on W/Mos to not need extensive heals, so keep that in mind.
Ohh, and don't bother with mending for a Monk primary, unless you have a Necro that asks for it, so they can sacrifice blood and give your monks energy with Blood Ritual, or BiP. As a Necro, Mending can mean the differance between keeping enchantments like Blood Ritual and Blood is Power up. And making a N/Mo makes no sense, since a Necro with 4 pips has problems with energy regen maintaining Blood RItual on two or more players.
Balthatzars Spirit Would be great if everyone (MOBs included) didn't target the monks first.
Smiting is fine for a W/Mo in PvP, but in Pve a warrior is only there to soak damage and keep the MOBs from the healers. Healers depend on W/Mos to not need extensive heals, so keep that in mind.
Ohh, and don't bother with mending for a Monk primary, unless you have a Necro that asks for it, so they can sacrifice blood and give your monks energy with Blood Ritual, or BiP. As a Necro, Mending can mean the differance between keeping enchantments like Blood Ritual and Blood is Power up. And making a N/Mo makes no sense, since a Necro with 4 pips has problems with energy regen maintaining Blood RItual on two or more players.
BigTru
Mending is bad even for Tanks to use on themselves. If you must have a maintained enchantment for healing, Live Vicariously is superior so long as you are atleast attacking every now and then and as long as you aren't blinded. Great for PvE. In PvP, I doubt both's usefulness.
Aziz
i fully agree with the IQ guy, mending is USELESS
but when you say that heal party is useless for its health/mana cost, my guild sometimes runs it to counter EoE/disease(if we dont have a drawbot healer or a tainted flesh necro)
but when you say that heal party is useless for its health/mana cost, my guild sometimes runs it to counter EoE/disease(if we dont have a drawbot healer or a tainted flesh necro)
Gilg Amesh
It all depends on your build guys. Just like everything else in this game its all on how you use it with the rest of your skill set. I'm a W/mo and I live by mending. I play with 105 hp, so mending becomes very effective at that health. Don't just immediately trash a skill just because it doesnt suit YOUR build. It suits mine just fine.
Aziz
and do you pvp with this build? a simple enchant removal and a few hits and your dead
Gilg Amesh
Couple monks with spellbreaker should help there, no? But I was talking mostly PvE here and basically just saying that mending has its uses. Particularly when I try to farm some higher lvl mobs solo.
Gilg Amesh
When any mob cant do more than 3 dmg per hit on me it is. And jeez, why so hostile, just giving my opinion. Also not hypothetical, I solo the hydras outside ember camp pretty frequently. Quite fun!
Keure
Well...you do advocate having monks burn their spellbreaker on a healing wa/mo to counter enchant removal. And you also make it sound like your very limited application of mending somehow makes it an OK skill despite its lack of utility and garbage efficiency in every other situation. I'm inclined to say that the hostility is warranted...
Gilg Amesh
Clearly you did not read what I said. In my case(which is mostly PvE) its effective. In every other situation it may very well be ineffective, but this thread is supposed to be about the pros and cons right?I'm saying at very low health, protective spirit and mending make a great combo. My opinion. What works for me might not work for you but I'm just telling the OP that I use it, and it keeps me alive. Why people are so quick to put others down throughout this forum is getting tiring...
Van the Warrior
for your first monk bring
Healing Touch/Orison
Heal Other
Heal Party
Healing Breeze
Healing Hands
Mend Condition
Rebirth
Quickening Zephyr
for your second monk bring
Healing Touch/Orison
Heal Other
Heal Party
Healing Breeze
Healing Hands
Mend condition
Rebirth
Energygizing Wind
one monk places 5 points in beast mastery for Energizing Wind the other will place 5 points into wilderness survival for Quickening Zephyr.
this is a good UW/FoW tool if u are in a bind and need to HEAVILY spam heals
Skill Descriptions
Energizing Wind - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all skills cost 15 energy less (minimum cost 10 energy) and skills recharge 25% slower than normal. This Spirit dies after 30-126 seconds.
Quickening Zephyr - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and require 30% more energy to cast. This Spirit dies after 30-126 seconds.
the scheme is lay down these 2 spirits as fast as possible have your warriors do their thing (walls lure etc) as they do their thing you have free run to spam healing without energy pinging every 10 seconds to let ur team know that ur hurting for juice by the time your spirit dies u would have been able to throw another one up and seeing as these only cost 5 energy its not a big deal i found this very helpfull and if ya dont like my choices of healing skills feel free to change em but keep the ranger skills if ya wanna try it out
if you are not sure about this and dont wanna waste 1 plat and such just go do some pve like mineral springs etc and try it out for yourselves
this will make your heal party cost 10 energy instead of 15, and having all your heals recharge 25% faster, so you spam them more, you can also spam Heal Other it costs 10 energy -10 from the spirits + 25% faster recharge = happy group wouldnt you say? also i recomend that you bring collectors 20/20 focus and a 20 rod, healing a must
now for your spells that cost 5 energy well that is healing touch and it is an emergency back up it will cost i think 7 energy to use but hey u wont need it your other monk buddy is there but you may never know
Healing Touch/Orison
Heal Other
Heal Party
Healing Breeze
Healing Hands
Mend Condition
Rebirth
Quickening Zephyr
for your second monk bring
Healing Touch/Orison
Heal Other
Heal Party
Healing Breeze
Healing Hands
Mend condition
Rebirth
Energygizing Wind
one monk places 5 points in beast mastery for Energizing Wind the other will place 5 points into wilderness survival for Quickening Zephyr.
this is a good UW/FoW tool if u are in a bind and need to HEAVILY spam heals
Skill Descriptions
Energizing Wind - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all skills cost 15 energy less (minimum cost 10 energy) and skills recharge 25% slower than normal. This Spirit dies after 30-126 seconds.
Quickening Zephyr - Nature Ritual
Create a level 1-8 Spirit. For creatures within its range, all skills recharge twice as fast as normal and require 30% more energy to cast. This Spirit dies after 30-126 seconds.
the scheme is lay down these 2 spirits as fast as possible have your warriors do their thing (walls lure etc) as they do their thing you have free run to spam healing without energy pinging every 10 seconds to let ur team know that ur hurting for juice by the time your spirit dies u would have been able to throw another one up and seeing as these only cost 5 energy its not a big deal i found this very helpfull and if ya dont like my choices of healing skills feel free to change em but keep the ranger skills if ya wanna try it out
if you are not sure about this and dont wanna waste 1 plat and such just go do some pve like mineral springs etc and try it out for yourselves
this will make your heal party cost 10 energy instead of 15, and having all your heals recharge 25% faster, so you spam them more, you can also spam Heal Other it costs 10 energy -10 from the spirits + 25% faster recharge = happy group wouldnt you say? also i recomend that you bring collectors 20/20 focus and a 20 rod, healing a must
now for your spells that cost 5 energy well that is healing touch and it is an emergency back up it will cost i think 7 energy to use but hey u wont need it your other monk buddy is there but you may never know
Red Locust
PvE usually involves short bursts of massive damage followed by periods of rest as you move on to another group. It's better for you to be able to heal a lot of damage over a short time with a monk primary rather than spam lots of low-heal spells as an ele, cause they might not be enough to save someone.
First off, Holy Wrath does not end when the caster's energy hits 0, it keeps going. Considering warriors are capable of running solely on adrenaline, it's not too bad.
Second, if this "monk tank" is using a superior prot rune (which he should if he's going with protective bond) he'll be losing 2 energy per hit. Assuming he ditches watchful spirit (which he should) and uses essence bond on himself, he'll be gaining/losing a total of 0 energy when he gets hit by an attack, and 1 energy when getting hit by a spell. Throw in blessed signet, channeling, and RoF/Guardian spamming, and you got a tank that ain't getting killed with anything other than a mass disenchant (lingering curse, rend, profane, etc).
Don't diss the monk tank if you don't know what he's capable of
Quote:
Originally Posted by Eonwe
First off I was talking about mending on a Wa/Mo, so it's impossible for him to have above 12 in healing.
About the silly build you posted. You have a "monk tank" casting mending and..... watchful spirit on himself, ok. Then you have a second monk casting protective bond and balth's spirit on the "monk tank". On top of that you have a third guy (a warrior?) casting retribution and holy wrath on the "monk tank." I will explain to you why this will not work, and where you're wrong. Depending on how much the monk casting prot bond has in protection, he will probably be losing 2-3 energy each time your "monk tank" gets hit. He is also already only running on 2 pips of energy regen, with no energy management. Once his energy reaches zero (and it will very quickly if that monk is indeed tanking), protective bond will end. Another thing, forget about your warrior having ANY energy at all if he is casting holy wrath and retribution on the "monk tank". So the whole "dealing 99% of damage back to the enemies" will last for about the first 2-3 hits, that's it. Not to mention that you'll only be dealing 34 max dmg back when both holy wrath and retribution are up. You also mentioned that the "monk tank" will be getting 3+ mana every time he gets hit? Wrong. He will be getting 1 mana every time he gets hits since he only has balth's spirit on him. I guess the simple question is, where do you think you're getting all this energy from ? |
Second, if this "monk tank" is using a superior prot rune (which he should if he's going with protective bond) he'll be losing 2 energy per hit. Assuming he ditches watchful spirit (which he should) and uses essence bond on himself, he'll be gaining/losing a total of 0 energy when he gets hit by an attack, and 1 energy when getting hit by a spell. Throw in blessed signet, channeling, and RoF/Guardian spamming, and you got a tank that ain't getting killed with anything other than a mass disenchant (lingering curse, rend, profane, etc).
Don't diss the monk tank if you don't know what he's capable of
Eonwe
Quote:
Originally Posted by Red Locust
PvE usually involves short bursts of massive damage followed by periods of rest as you move on to another group. It's better for you to be able to heal a lot of damage over a short time with a monk primary rather than spam lots of low-heal spells as an ele, cause they might not be enough to save someone.
First off, Holy Wrath does not end when the caster's energy hits 0, it keeps going. Considering warriors are capable of running solely on adrenaline, it's not too bad. Second, if this "monk tank" is using a superior prot rune (which he should if he's going with protective bond) he'll be losing 2 energy per hit. Assuming he ditches watchful spirit (which he should) and uses essence bond on himself, he'll be gaining/losing a total of 0 energy when he gets hit by an attack, and 1 energy when getting hit by a spell. Throw in blessed signet, channeling, and RoF/Guardian spamming, and you got a tank that ain't getting killed with anything other than a mass disenchant (lingering curse, rend, profane, etc). Don't diss the monk tank if you don't know what he's capable of |
You are correct about holy wrath though, my bad .
I know what a prot bond/essence bond/balth's spirit build with 5 superiors runes and some smiting thrown in is capable of however, if that's what you were implying. But certainly not something extremely stupid like what was posted before.
Lampshade
It only works sometimes for W/Mo.
Even then it still sucks cause you have to have all adrenal skills equpped cause you only have like 20 mana and 1 regen.
Even then it still sucks cause you have to have all adrenal skills equpped cause you only have like 20 mana and 1 regen.
Ensign
I'm not going to sit here and argue that Mending is inefficient, because that's just not true. Purely from an energy standpoint, Mending is pretty good - 8 health per second is 24 health per energy, well above the 20 health/energy gold standard and much more efficient than Orisons.
The problems with Mending are twofold - it is inflexible, and it is incredibly slow. Unlike Orisons, Words, and most other heals, Mending has to be cast on someone before the battle even begins if you want it to be beneficial at all, and if your mended target doesn't take heavy damage you're just wasting your energy, energy which would be better spent taking care of allies who need focused healing. But even if your target is taking heavy damage, Mending is unlikely to do much because it's so slow. 8 health per second is *nothing* on a target taking heavy damage - a bored caster is going to be dealing 5 damage per second just by wanding a Warrior, and anyone else is going to be blowing right past Mending as though it weren't there. Over the course of an entire minute, at 13 spec Mending won't even heal 500 hit points, while a combination of Words, Orisons, and other healing spells heal for that within seconds.
Mending is a skill that's very true to its name - best used to heal minor damage that you pick up, not as a tool against serious offenses. It's a great skill to use while running between areas, cleaning up the incidental fire you'll pick up from packs you stray too close to, and the healing really isn't that bad in the low level (pre-desert) areas, where you don't see an awful lot of heavy, focused damage. But once you get into harder areas of the game, or into PvP, Mending becomes a joke. Players die because the Monks get overloaded, or because you get spiked out while the heals are still being cast, and 6-8 health per second is not going to make a difference. Use it early on when you don't want to think in the easy areas of the game, but hang it up once the enemies become threatening.
Peace,
-CxE
The problems with Mending are twofold - it is inflexible, and it is incredibly slow. Unlike Orisons, Words, and most other heals, Mending has to be cast on someone before the battle even begins if you want it to be beneficial at all, and if your mended target doesn't take heavy damage you're just wasting your energy, energy which would be better spent taking care of allies who need focused healing. But even if your target is taking heavy damage, Mending is unlikely to do much because it's so slow. 8 health per second is *nothing* on a target taking heavy damage - a bored caster is going to be dealing 5 damage per second just by wanding a Warrior, and anyone else is going to be blowing right past Mending as though it weren't there. Over the course of an entire minute, at 13 spec Mending won't even heal 500 hit points, while a combination of Words, Orisons, and other healing spells heal for that within seconds.
Mending is a skill that's very true to its name - best used to heal minor damage that you pick up, not as a tool against serious offenses. It's a great skill to use while running between areas, cleaning up the incidental fire you'll pick up from packs you stray too close to, and the healing really isn't that bad in the low level (pre-desert) areas, where you don't see an awful lot of heavy, focused damage. But once you get into harder areas of the game, or into PvP, Mending becomes a joke. Players die because the Monks get overloaded, or because you get spiked out while the heals are still being cast, and 6-8 health per second is not going to make a difference. Use it early on when you don't want to think in the easy areas of the game, but hang it up once the enemies become threatening.
Peace,
-CxE