Hello guild warriors
I've played 4 characters through the grind. Of all, I love my monk the most. I am probably best with my monk. I enjoy being the group healer. I'd consider myself to be a good group-healer.
The following commentary is primarily directed at the 12-year-olds that constitute the predominant segment of GW players. I don't mind healing the W/Mo with mending because I love playing my monk (did I mention that already?). Anyways, here's my beef. An overwhelming majority of players seem to believe that having 2 monks is essential in order to play the later missions and fiss/uw. Well I say bollucks!
My build is fairly good. I use ascetic armor with the collector healing ankh, which gives me an energy of 65 (also level 16 healing/13 divine). Combined with word of healing, even when my party is being ganked by fissure mobs, I still find it is more than managable to keep everyone alive and fighting. So what's with the 2-monk need? Heck, the above example doesn't even take into account secondary monks.
I will even go as far as saying that having the second monk actually reduces the effectiveness of a party. Having a blood necro with well of power, or a minionater, or a shutdown mesmer, is infinitely more beneficial than having a second healer. So to all those noobs that play GW (that MUST have 4 W/mo, 2 E/mo, and 2 Monks on every team), stop being dumbarses! The game is NOT hard. Drop that second monk! Get that necro or mesmer or ranger that everyone ignores! You'll be much more successful!
Peace.
Be more friendly in your future posts or they will just be deleted.
The Myth of the 'Two-Monks'
2 pages • Page 1
M
Well, in a party of eight, I can at least understand why they want it. But a few days ago when I was helping a guildmate at Elona Reach, the group meant we should get another healer. Argh, I'm healing a full henchmen party well enough to succeed there, why should we need another healer in a party of 6 human players who are way better in dishing out damage? Especially with 6 members another monk greatly reduces your damage potential and therefore makes the second monk a bit more useful (less damage = more damage received = more healing needed
).
K
There have been countless threads exactly like this one. If you want to voice your opinions about this use those threads, and quit wasting everyones time with the same old bs that gets posted every week.
Also, it is probably not the best idea to try and get your point across by calling people names. You are acting exactly like a 12 year old punk, and really discrediting any point you even remotely tried to get across.....
Removed reference to deleted material.
Also, it is probably not the best idea to try and get your point across by calling people names. You are acting exactly like a 12 year old punk, and really discrediting any point you even remotely tried to get across.....
Removed reference to deleted material.
S
Why do you aim this at 12 year olds i am 13 and i aint no dumbass fair enough i aint the smartest kid in the world but y blame this on 12 year olds.I understand that alot of 12 year olds play and such but come on quit whining and start playing who cares if there are 2 monks or 8 tbh it doesnt make a donkeys difference.
n
Two monks are definitely not needed. Actually, after I started playing a Mesmer, I discovered that interrupting and disabling enemies are sometimes much more effective than healing. If they cannot attack you, then you don't need healing. Casting shatter hex or smite hex on a conjure phantasm is virtually the same as casting healing breeze in terms of the amount of damage that gets negated/healed (sure they can cast phantasm again, but i'll shatter it again, and each time I shatter I do well over 100 damage to all enemies that the warrior is tanking, now I am preventing damage AND doing as much as an Elementalist). Also, warriors who use more stances or other more defensive builds (such as a W/Mo using protection or a W/Mo who removes conditions/hexes that are cast on him) can afford to have one less monk and an extra Elementalist or something to pick up on the damage. In fact, a highly defensive warrior, an elementalist, and a monk (along with the rest of the party) is probably much more efficient in terms of damage output and the ability to survive than an offensive warrior and two monks healing him.
I don't know much about necros and rangers because I haven't played them yet, but I'm sure that they have many skills that are well worth it like the Mesmer has. My theory on why people insist on having two monks is that there are too many people who play the game poorly. I hate it when Warriors try to be the main source of damage. A good Warrior generally cannot choose which monster he wants to fight. Of course everybody wants to kill the enemy healer quickly, but a warrior who tries to do it will expose his entire party to the enemy, a good warrior will try to block the enemy monster from reaching the casters (since the warrior will most likely be hitting other highly armored warriors, it's probably more efficient to just make a defensive build). You may get the enemy caster as an offensive warrior, but you may also lose your own caster and stacking up those -15% death penalties is not a good way to win a mission (winning the mission is not about winning one fight it's winning ALL the fights in the entire mission). People are too used to the notion of each individual trying to do as much direct damage as possible without regard for the teammates that are taking damage (or sometimes without regard of how much damage that they are taking themselves, leaving that responsibility to the monk). Because of this style of play people overlook characters like Mesmers. I find that my Mesmer can prevent alot of damage and deal alot of damage indirectly. Think about how much damage the Mesmer indirectly deals when she disables the enemy healer immediately when the battle starts (if the enemy is prevented from healing 100hp, that's essentially the same as doing 100 damage). Also, when a Mesmer places Empathy on 3 different targets, making them take 26 damage whenever they attack, that adds up to alot more damage than most other characters can do. People need to stop being so ignorant about the Mesmer, Rangers, and Necros.
I don't know much about necros and rangers because I haven't played them yet, but I'm sure that they have many skills that are well worth it like the Mesmer has. My theory on why people insist on having two monks is that there are too many people who play the game poorly. I hate it when Warriors try to be the main source of damage. A good Warrior generally cannot choose which monster he wants to fight. Of course everybody wants to kill the enemy healer quickly, but a warrior who tries to do it will expose his entire party to the enemy, a good warrior will try to block the enemy monster from reaching the casters (since the warrior will most likely be hitting other highly armored warriors, it's probably more efficient to just make a defensive build). You may get the enemy caster as an offensive warrior, but you may also lose your own caster and stacking up those -15% death penalties is not a good way to win a mission (winning the mission is not about winning one fight it's winning ALL the fights in the entire mission). People are too used to the notion of each individual trying to do as much direct damage as possible without regard for the teammates that are taking damage (or sometimes without regard of how much damage that they are taking themselves, leaving that responsibility to the monk). Because of this style of play people overlook characters like Mesmers. I find that my Mesmer can prevent alot of damage and deal alot of damage indirectly. Think about how much damage the Mesmer indirectly deals when she disables the enemy healer immediately when the battle starts (if the enemy is prevented from healing 100hp, that's essentially the same as doing 100 damage). Also, when a Mesmer places Empathy on 3 different targets, making them take 26 damage whenever they attack, that adds up to alot more damage than most other characters can do. People need to stop being so ignorant about the Mesmer, Rangers, and Necros.
Thank you for reinforcing my point so gracefully noblepaladin.
Sorry if I offended anyone. My sarcasm boils over whenever I post on a forum.
Anyways, my basic point was that a good party should not be taking enough dmg to warrant 2 primary healers in the first place. Even a scrappy PUG shouldn't have a problem, so long as the group leader only accepts people that are useful (ie, get that shutdown mesmer when he advertises! Don't get a 5th warrior, etc).
Sorry if I offended anyone. My sarcasm boils over whenever I post on a forum.
Anyways, my basic point was that a good party should not be taking enough dmg to warrant 2 primary healers in the first place. Even a scrappy PUG shouldn't have a problem, so long as the group leader only accepts people that are useful (ie, get that shutdown mesmer when he advertises! Don't get a 5th warrior, etc).
M
D
Quote:
| My theory on why people insist on having two monks is that there are too many people who play the game poorly. |
Quote:
| Casting shatter hex or smite hex on a conjure phantasm is virtually the same as casting healing breeze in terms of the amount of damage that gets negated/healed (sure they can cast phantasm again, but i'll shatter it again, and each time I shatter I do well over 100 damage to all enemies that the warrior is tanking, now I am preventing damage AND doing as much as an Elementalist). |
Ele: "Man, I'm such an Uber nuker."
Group: "Yeah man, I've never seen someone kill those guys so quick, you're 1337, what's your fire at?"
Ele: "15 man"
Me: ...
<sigh>
-Diomedes
C
I'm not going to bother quoting you guys...
but I'll just say that the problem people usually
have with the 'other' classes is that a good mesmer
(or whatever) is usually hard to find... as hard or harder
than a good monk... I've been in PUGs that 2 monks couldnt keep alive no matter what... I've also been in a group where (in abaddons mouth) we had 1 monk... that quit after he capped a skill. Luckily.. the rest of the team had some sort of self heals... (troll unguent or other) and we actually beat the rest of the mursaat bosses, and the mission without him.
Too many people who play have only limited understanding of most of their skills.... and usually pick a combo that will allow them to do the most damage(in their mind), not necessarily what would be best for the team. I have yet to see a team coordinate their skills before a mission, unless I was on my necro, and another necro joined.. then I asked what they were running.. and tried to make sure I was doing something different.
As far as monks go however... I usually prefer having the healer and protector henchmen in my group.. they're much more reliable on a mission to mission basis.
but I'll just say that the problem people usually
have with the 'other' classes is that a good mesmer
(or whatever) is usually hard to find... as hard or harder
than a good monk... I've been in PUGs that 2 monks couldnt keep alive no matter what... I've also been in a group where (in abaddons mouth) we had 1 monk... that quit after he capped a skill. Luckily.. the rest of the team had some sort of self heals... (troll unguent or other) and we actually beat the rest of the mursaat bosses, and the mission without him.
Too many people who play have only limited understanding of most of their skills.... and usually pick a combo that will allow them to do the most damage(in their mind), not necessarily what would be best for the team. I have yet to see a team coordinate their skills before a mission, unless I was on my necro, and another necro joined.. then I asked what they were running.. and tried to make sure I was doing something different.
As far as monks go however... I usually prefer having the healer and protector henchmen in my group.. they're much more reliable on a mission to mission basis.
Your post tells me one thing...
You have been playing in too many (guild most likely) orginized groups.
For the rest of the masses, PUGs are a way of life and most of us are forced to make a decision at the inception of the group. That is A) Are there potential retards lurking behind those toons who warrent a backup/protect monk or B) Is there a potential retard behind that MONK that warrents a backup/protect monk.
Opinions are relative to your own personal experiance, they are kinda funny that way.
You have been playing in too many (guild most likely) orginized groups.
For the rest of the masses, PUGs are a way of life and most of us are forced to make a decision at the inception of the group. That is A) Are there potential retards lurking behind those toons who warrent a backup/protect monk or B) Is there a potential retard behind that MONK that warrents a backup/protect monk.
Opinions are relative to your own personal experiance, they are kinda funny that way.
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Originally Posted by Diomedes
Yes... but... when you're in a PUG, I'm not sure I trust everyone to do their job well enough to support only 1 monk, better safe than sorry IMO.
Funny story, I was in FoW with my mesmer using echo--> shatter hex for 148x2 damage. The mobs kept dropping like flies around the hexed warrior who was tanking when this happened: Ele: "Man, I'm such an Uber nuker." Group: "Yeah man, I've never seen someone kill those guys so quick, you're 1337, what's your fire at?" Ele: "15 man" Me: ... <sigh> -Diomedes |

Quote:
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Originally Posted by Diomedes
Funny story, I was in FoW with my mesmer using echo--> shatter hex for 148x2 damage. The mobs kept dropping like flies around the hexed warrior who was tanking when this happened:
Ele: "Man, I'm such an Uber nuker." Group: "Yeah man, I've never seen someone kill those guys so quick, you're 1337, what's your fire at?" Ele: "15 man" Me: ... <sigh> -Diomedes |
Some nutcase warrior: WOW MY SKILLS OWNS LÖOLS I NEVER DIE!!!!!!!!
Monk and mesmer: WOW WE WERE THE LEET NOTHING CAN STOP US CAUSE WE ARE PWNERS
I tend to avoid parties with 4 warriors, because to me that is not a balanced team. I like a balanced team, 3 warriors max. I like to see a little bit of everything.
If you have two monks, they can work very well in tandem. I (a monk) was in a group with another monk, and we'd alternate casting Aegis, so when one was dying the other threw it up, which cuts down the cool down time for the spells. With another set of 8 skills it's also more effective... the other monk might have Heal Party, I would have Mend Condition, so if the team is getting slammed by a group that has Cripple, Poison, Bleeding, etc... I can spam Mend Condition while the other monk heals the party.
It all depends on your party combination.
If you have two monks, they can work very well in tandem. I (a monk) was in a group with another monk, and we'd alternate casting Aegis, so when one was dying the other threw it up, which cuts down the cool down time for the spells. With another set of 8 skills it's also more effective... the other monk might have Heal Party, I would have Mend Condition, so if the team is getting slammed by a group that has Cripple, Poison, Bleeding, etc... I can spam Mend Condition while the other monk heals the party.
It all depends on your party combination.
S
It's the usual BS you see on line. Healing Monks are there to a] negate routine battle damage, and b] cover up tactical errors. "Negating routine battle damage" is a term I choose for the action of figuring that the mobs will be dealing X amount of damage per second, and then subtract the self-healing I expect the other party members will be doing. From this, you can figure how many times you'll be hitting heal party, or spot healing individuals.
From that, you add about 100% to make up for mistakes, and ensure 400% more for spot heals. You can get how many healers you need from this. If you're out with a protection monk who, on average, reduces the damage by about 40%, and can still smite the hell out of stuff, then you're definately helping yourself out on all fronts.
If you're in a PUG with no coordination, then you don't know what kind of damage reduction these guys can do, then you're much better off assuming 0 damage negation, and overestimating the DPS your team will get. Sometimes that means grabbing an extra healer to save you re-doing whatever it is you're up to. If you can't do that, a couple of appropriate protection spells would greatly help out.
From that, you add about 100% to make up for mistakes, and ensure 400% more for spot heals. You can get how many healers you need from this. If you're out with a protection monk who, on average, reduces the damage by about 40%, and can still smite the hell out of stuff, then you're definately helping yourself out on all fronts.
If you're in a PUG with no coordination, then you don't know what kind of damage reduction these guys can do, then you're much better off assuming 0 damage negation, and overestimating the DPS your team will get. Sometimes that means grabbing an extra healer to save you re-doing whatever it is you're up to. If you can't do that, a couple of appropriate protection spells would greatly help out.
Quote:
| My build is fairly good. I use ascetic armor with the collector healing ankh, which gives me an energy of 65 (also level 16 healing/13 divine). Combined with word of healing, even when my party is being ganked by fissure mobs, I still find it is more than managable to keep everyone alive and fighting. So what's with the 2-monk need? Heck, the above example doesn't even take into account secondary monks. |
W
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Originally Posted by Shandoo Bilari
You have been playing in too many (guild most likely) orginized groups.
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The game has been out 3 months; do you not have a group of guildies or friends that have demonstated ability? Game with them. That is the true joy of the game, for me, is working together with people you enjoy gaming with. For the PUG unfriendly missions (Elona, Thunderhead, Fissure, Underworld) it makes those missions fun.
If you get in a group with guildies/friends you see the makeup of the party doesn't matter as much.
If you have a mission you are having trouble with please message me and we can set up a time to run it; I believe that my guildmates would be happy to help.
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Originally Posted by Wrane Latrobe
You have not been playing with enough.
The game has been out 3 months; do you not have a group of guildies or friends that have demonstated ability? Game with them. That is the true joy of the game, for me, is working together with people you enjoy gaming with. For the PUG unfriendly missions (Elona, Thunderhead, Fissure, Underworld) it makes those missions fun. If you get in a group with guildies/friends you see the makeup of the party doesn't matter as much. If you have a mission you are having trouble with please message me and we can set up a time to run it; I believe that my guildmates would be happy to help. |
everytime I work of the gaul to stomach the shitty cape guild-whatver-you-wanna-call-it has and join a guild, I find myself leaving the guild the first time I do a guild mission based entirely on the fact that they all sucked....
Y
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Originally Posted by Age
How or where did you get the ankh that gives you 65 energy as I would like something like this for my Monk not just for healing but smiting and protection?Thanks
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