28 May 2006 at 05:14 - 60
1 - You never NEED two healers, it's just more convenient that way. There are numerous other builds that compliment a lone healers job and make it incredibly easier. Wards, Wells, Spirits, Nature Rituals, Shouts? Bueller? Anybody there?
2 - You don't NEED a specific skill/spell for energy management; the build I use runs 6 spells that all cost 5 energy, and a rez that costs 10. I have an empty spot on my skillbar, and have not found a single spell or skill to put in it yet (from either Prophecies or Factions) that improves the functionality of my build. I can't recall the last time I ran out of energy.
3 - Make your own build that you're comfortable using. I've never looked at a Monk build, and I've only been called a "noob monk" once. It was last week, when I switched my secondary to Assasin, equipped some daggers & attack skills, and went into RA with the intent of seeing if it pissed anyone off.
4 - As a new Monk, you shouldn't practice builds with Henchmen. Henchmen are not people, nor do they act/react as real players do. They are the worst possible way to test a build. If you're testing a new build, just make your group aware of it. If the build fails, restart and adjust accordingly. Eventually you'll find one that works, with people, rather than predictable and sloppy AI. Sure, some people may not have the patience to accept failure on the part of a Monk, but thems the breaks. Playing with real people, especially EXPERIENCED people, is not even remotely comparable to playing with henchies.
5 - If you have an empty space in your skill bar, as I do, then by all means take a pet.. but remember to keep it under control, and don't make it a priority to heal your pet over your teammates. If you die, your pet can't rez you, but your teammates can.
6 - FFS stay the hell out of the Tanks aggro circle. You, and everyone else (except the Tank, of course).
7 - Rangers are not the best class for pulling, nor should they ever actually have to pull with a bow if the Tank knows how to "tank". Please refer to #6. If these two simple rules are observed, you won't have to kite, run, hide, worry about excessive aggro, or waste energy healing someone who ultimately shouldn't need to be healed in the first place.
8 - If you're in the best position to call targets, then call them. Doesn't matter what your class is.
These rules all apply in a very general manner to every class. You don't need a MM and Nuker for every mission, or 2 monks, etc., and so on. There are so many primary/secondary class combinations that make such standard builds sub-par. One good healer does not require another healer to expend energy on the same group mates, performing the same task. In some instances, it does make it easier, but in most cases a Ritualist, Necro, Ele, or Protection Monk will perform much better than a second Healer.
The only thing I read in this thread that I can thoroughly agree with is the undesireable "gogogogogogo!" people. Impatience is the first sign of impending failure. I generally form my own groups (yep.. I'm a Monk that's not afraid of PUGS), and I'll warn once then kick a person if I feel their impatience could compromise the team.
P.S.
I'm not an Elitist. I don't believe my way is the only way to play. It works for me, and I'm not saying it'll work for everyone. No harm in putting it out there, though.