The monk conspiration!

Guizzy

Guizzy

Frost Gate Guardian

Join Date: Aug 2005

Quebec

Me/E

This controversial post will most likely attract the flames of many conservative members of the Guild Wars community, but I will go ahead and reveal the terrible conspiration, led by Wa/Mo (which I affectionnately call Whammos) and Mo/--.

I will explain it quite simply in one sentence...

NO, WE DO NOT NEED 2 MONKS OR 2 TANKS!

Some will call this heresy, but I'd ask you to think about this. If we replaced the monk with an air ele spiker or a interrupt mesmer, or a curse necro, or an interrupt ranger, what would happen? Maybe the creature that was intended to score the damage that would have to be healed will die before it became a problem. Maybe the extremely damaging spell that the mob is about to cast would be interrupted by that extra ranger or mesmer before it took off.

All in all, the extra damage/utility of an added damage dealer, or an interrupter, or a snarer, a trapper or a curser is as good an addition to a team as a second monk.

Hell, you could probably do without one at all if your team is half competent.

The same goes for Warriors. Especially Whammos. "But we need to control aggro!". Bullshiat. A good Water Elementalist (and other snarers) can snare incoming enemies. And a mostly offensive group would have no problems killing them before controlling their aggro even becomes a problem.

NO class is needed twice. It's a lie spread by monks and warriors that like being the only focus of a group. Warriors espcially. They enjoy having 2 monks because it makes them feel invincible. Well guess what? Your invincibility takes up 3 slots in our party, 3 slots that could be doing damage to the enemy.

And while we're on the subject, I'd like to talk about monks. It's kind of a taboo, but... Most of you suck. Really, really badly. You don't hear it very often because most people are afraid to lose their precious monk. But they rarely even bother to manage their mana, they often heal non priority targets, run away at the first sign of trouble (dooming the rest of the team, which has become dependant on them to a quick death). It's not because you are healing us rather than doing damage that you don't need to be as good at it than we are at our jobs.

The general rule is that you will find the better players at higher level playing Necros, Rangers and Mesmers, because only the most persistent and dedicated players will go through the chore of finding the elusive groups that will accept them.

PS: I'm not saying monks and warriors are useless, only that it's a lie that they are more needed than ANY other class.

Theus

Jungle Guide

Join Date: May 2005

W/Mo

Are you talking about, PvE or PvP..or both?

Aetherfox

Academy Page

Join Date: Jul 2005

Mo/R

depends what the scenario is. most missions in the game are ridiculously easy with a full group - running a suboptimal group config and winning with it is hardly cause for celebration. yes you can win dunes of despair with 8 air elementalists... yay we didn't use a warrior or monk.. so???

try running the mission with only 4 players. then you realise that you can't kill the enemy as fast as before, you need a tank (warrior) and you need heals (monk) to keep up. lesson : more challenging circumstances force you to make use of resources more efficiently. less challenging circumstances allows downright inferior strategies to flourish.

yes this game is deliberately easy : good, it encourages innovation and creativity in forming teams. yes we don't need either monks or warriors to win missions, perfectly true. but don't kid yourself - the "optimal" party configuration for any mission will usually include a few monks and at least one tank. try farming sorrows furnace with a 3/4 man group and i am pretty sure that you will have at least 1 warrior and at least 1 monk, and that no other class can fill their role. well maybe an e/mo healer and a r/w tank could work as well...

and choosing the lesser of two evils -> a bad interrupter ranger / mesmer being 1 second slow will not stop the enemy damage or spells, while a bad monk will still heal 1 second after you take the damage, but still in enough time before you die, and a bad warrior will still strike the enemy for damage and tank for you.

i play my monk and love it, both in pvp and pve. yes most monks suck big time. i know, because i heal alongside them. sometimes in a party with 2 monks the other one leaves : i tell the group not to worry because he wasn't doing anything useful, and we proceeded to clean up sorrows furnace without casualties with me being at almost full energy the whole time.

Ollj

Ollj

Jungle Guide

Join Date: May 2005

ballanched team for the win.
therefore no primary class more than twice and every primary class at least once.

Savio

Savio

Teenager with attitude

Join Date: Jul 2005

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Theus
Are you talking about, PvE or PvP..or both? PvE probably, unless the "creature" and "aggro" he talks about are the Ghostly Hero.

Who said you need more than one Warrior? PUGs? I usually am a Warrior, and when I form my groups I demand no other tanks unless a friend is with me. I control aggro just fine.

And who said you need more than one Monk? I prefer having two just because I don't bother to bring a self-heal anymore, although without two monks I will. Most casters with Monk secondary can heal decently enough for PvE anyway. And up until the final missions Monks really aren't needed as self-heals can carry you through.

Balanced team? Eh. I did Thunderhead Keep once with 3 Rangers, 2 Warriors, a Mesmer, and 2 Monks, one of which was nuking for some odd reason.

If you're having problems with PUGs, make the group yourself and do some form of interviewing. There's a thread somewhere about it but I have class in 20 minutes, and it's about 15 minutes away. And the weather sucks right now

Guizzy

Guizzy

Frost Gate Guardian

Join Date: Aug 2005

Quebec

Me/E

I'm talking about both PvE and PvP.

The interrupt example is flawed, because a monk healing 1 second too late might mean your death as well.

I'm all for balanced groups, and that means that no class is required more than once. Period. I've seen lone healers keep 8 players alive quite often, because enemies were quickly dispatched. And as for choosing the lesser of two evils, good monks are hard to come by, as the good ones are already taken. Good rangers, mesmers and necros, on the other hand, are plentiful. They are always picked last. Just try it: say "Group looking for ranger" (or necro, or mesmer). You'll get tons of answers. Try them, most will be much better players than the average monk, and you'll find the game going quite smoothly.

And for PvP, no a "couple" of healers is not needed either. Think about the damage THEIR healer would have trouble dealing with if you took an additional ranger. Think about the shutdown a mesmer could do on him. Think about the curses their monks would be trying to keep up with if you tried a necro. An extra hand doing damage or causing disruption can be worth much, much more than just "more" monks. Best group I played with were mixed groups. Most did not have 2 warriors, and some did not have 2 monks. When you have one of every class, then you can get 2 monks if that's your fancy. But keep in mind that it's NEVER a necessity. You can always get 2 rangers, 2 necros, 2 eles, 2 mesmers.

I usually make my own PUGs, but I always have trouble making a good group because of the misconceptions this conspiration is spreading. When I manage to get diverse group, I always get people asking stuff like: "Ditch the ranger, get a third monk! We need three monks for this mission!", or "Get another tank!". Even many good players believe this, it's so infuriating.

Aetherfox, I've done missons with less than full groups. And it's easy too, with adequate partners. Even without monks and tanks. You CAN kill enemies quickly, if you don't take 2 of your slots for suboptimal damage-dealers. Also, the so-called "optimal" setup you're talking about is exactly what I'm up against. It's a goddamn dogma! No even bothers trying to argue it, while there is plenty to argue against it. Why get a tank when the enemy can be slowed to a point it's no longer able to get in melee range? Why heal when you can kill the enemy or interrupt him before he deals that damage?

Try 4vs4 PvP. Best group I've played there was: me (Fast Casting Water Ele), a Ranger, a Necro and a IW Mesmer. No monk. No secondary healer. Anyone getting in our path was dispatched so quickly it never was a problem. I slowed warriors before they treathened the ranger and necro, the IW ran to them and kicked the hell outta them. Necro, Ranger and I jumped right on their spellcasters, regardless of monks. With called and concerted attacks, we could manage to kill anyone in less than 5 seconds regardless of the efforts of monks. Enemy rangers were usually left last, because of their relative sturdiness and slightly lower damage output. I've also had good groups with monks and tanks, but never as good as the preceding group. Lesson? Even with only 4 person, monks and warriors are not necessarly a given.

Now, for tombs group, I do not argue a monk is needed. But EVERY class is needed there. And you have enough slots to get them all. 2 monks, however, is usually seen as necessary, which it is not. I've rarely been far in the Tombs (mostly because I play with PUGs, thanks to my guild not being very keen on PvP), but group that went the furthest had one monk, two warriors, two rangers, one mesmer, me (back then, I was Inspiration / Earth) and one necro.

The holy MEW (Monk - Elementalist - Warrior) trinity will fall one day!

One and Two

One and Two

Jungle Guide

Join Date: Aug 2005

You need to chillllllllllllllllllllllllllllllllll~~~~~

I play a monk, and I get groups through thunderhead keep, being the only monk
People acted if I was god....lol

as for energy management, STOP aggroing when i tell you "I have 1 out of 50 energy!"

Quote:
Originally Posted by Guizzy
Even many good players believe this, it's so infuriating.
You haven't played with good players.

Quote:
Originally Posted by Guizzy
Now, for tombs group, I do not argue a monk is needed. But EVERY class is needed there. And you have enough slots to get them all. 2 monks, however, is usually seen as necessary, which it is not. I've rarely been far in the Tombs (mostly because I play with PUGs, thanks to my guild not being very keen on PvP), but group that went the furthest had one monk, two warriors, two rangers, one mesmer, me (back then, I was Inspiration / Earth) and one necro. Youre a newb to tombs. You practically admit it right there. So dont make any generalizations about it.

Anyway, I'm probably done for PvE, but seriously, get some sleep.

QuixotesGhost

QuixotesGhost

Krytan Explorer

Join Date: Jun 2005

The biggest problem is that most PvE players don't understand any sort of damage mitigation beyond "Tank, Heal, or Kill Them First."

Aetherfox

Academy Page

Join Date: Jul 2005

Mo/R

Guizzy : a bunch of skilled players, as you mentioned yourself, can complete a mission with the build you mentioned. or rather, complete any mission with any build you give them. this proves nothing.

i realise of course that it is difficult for me to prove that having a warrior and a monk is the optimal team for playing missions, but i shall attempt to later anyway.

i play tombs a fair bit as well as team arenas. in tombs i have run groups that run 3 monks as standard and regularly win and hold halls. i have run iway groups that run 0 monks as standard and win halls. pvp is different because your optimal setup will depend on the opponents you are facing, so i guess we shall restrict this discussion to pve.

as for your argument in pvp (which i shall cover here for completeness sake) -> this game, and indeed almost all games, are designed such that healing and hex removal are stronger than damage and hexes in general. consider word of healing, practically instant cast and potentially heals almost 200hp for 5 mana -> what damage source can match that for 5 mana... and if you run life barrier or bonds, the massively reduced damage that you provide your team far outweighs the damage you could do being an additional damage dealer.

healing is more efficient than damage, which is why healers will always be needed in an optimal party. of course you can't win if you have all healers, which is why you need a balance, and in a 8 man party balance is usually found with 2 or 3 healers.

Quote:
Why get a tank when the enemy can be slowed to a point it's no longer able to get in melee range? Why heal when you can kill the enemy or interrupt him before he deals that damage? what you are trying to get across here i think is that it is more efficient to counter the enemy rather than using brute force method to kill them (out damage their healing, and outheal their damage is what current dogma states).

this is true, and congratulations on trying to play the game the samrt way. unfortunately, we don't have the luxury of lugging along every single counter in the book. only 8 skills, remember. especially so when teams attempt to farm sorrows with only 3 members. your so called "counters" like snares and interrupts, will be only useful some of the time, whereas almost every situation can be solved with the careful application of brute force.

so you bring snares and interrupts... oh no the rangers in sorrows are level 24, do huge damage, interrupt our spells with savage shot, cause bleeding with melandrus arrows which we can't remove since we don't need a monk. let me clarify. a monks secondary can heal and remove conditions and hexes. the question is, if you clearly need heals and condition / hex removal, is running a secondary monk more efficient or primary monk more efficient for this purpose? if you don't need hex removals and mend conditions and healing i would like to see how long your group holds up under bleeding, phantasm, crippling anguish and life siphon.. all long duration degens. and hey, mesmers don't count as real hex removal since their recycle time on their removals are roughly twice as long as the ones monks carry.

you bring interrupts... and oh good you interrupt 2 hydras from casting meteor shower. congratulations unfortunately the other 4 hydras cast their meteor shower just fine because you didn't have 6 interrupters on your team... oops your snares lie useless in your skill bar...

you could run a team with a nice total of 8 hex removals but there are some monster mobs that don't use hexes. same for enchantment removal. same for anti warrior snares.

---

a w/mo can certainly setup to do huge damage even as a primary tank. you could, for example, run 11 smiting, and ask the friendly monk to run bond and balthazars spirit on you while you aggro all the enemies. then switch on balthazars aura, symbol of wrath, shield of judgement.. soak up lots of energy, cyclone axe, switch on bonettis, recycle your spells. i highly doubt you can do any better than that at dealing out and receiving damage. say you send in a ranger into that situation with mesmer backup, it's not going to look pretty.

---

Iraqalypse Now

Lion's Arch Merchant

Join Date: Jun 2005

Seattle, Wa

Nuclear Babies

E/Mo

monks can do a lot more than simply apply healing per second to party members... they can actually reduce or eliminate the damage they take as well through the magic of enchantments... I healing seed the guy with all the aggro on him... now he gets healed by a rediculous amount that increases when more enemies attack him!!! gg

If mesmers are generally proactive counters, then monks are reactive ones. In many situations, it is better to run reactive counters than proactive ones. Like in HoH, it is lots more efficient to put a spellbreaker on the ghostly hero than to try and shut down enemy casters, and in tombs in general, spellbreaker is more efficient at protecting your smiters from diversion spam/enchant destruction than a mesmer would be.

Even with good monks, a newb team in PvE will still likely fail... and although monk's are essential per se, they are much more efficent at countering damage than many other classes (healing seed again as an example).

QuixotesGhost

QuixotesGhost

Krytan Explorer

Join Date: Jun 2005

Quote:
Originally Posted by Iraqalypse Now

If mesmers are generally proactive counters, then monks are reactive ones. In many situations, it is better to run reactive counters than proactive ones. Like in HoH, it is lots more efficient to put a spellbreaker on the ghostly hero than to try and shut down enemy casters, and in tombs in general, spellbreaker is more efficient at protecting your smiters from diversion spam/enchant destruction than a mesmer would be. Commenting on PvE, in my opinion it's far better to run a mix of both then trying to load up on reactive. I've had more success with groups that run 2 monks and a mesmer than those that run 3 monks.

Resourses get wasted becuase they step all over each others toes. Plus it's generally better to deal with spike damage proactivly than reactivly. The whole point is to kill a target before you can react. 3 monks can't react any faster than one.

One and Two

One and Two

Jungle Guide

Join Date: Aug 2005

Please don't talk about PvP, OP. You're blissfully unaware of FotM even, it seems.

PvE...most newbs need the damn monks. Ah...reality shock, no?

Guizzy

Guizzy

Frost Gate Guardian

Join Date: Aug 2005

Quebec

Me/E

I am aware of FotM, but I don't consider it in my argument because it's merely a fad that will dissappear with the next nerf round, and is irrelevant for such. But 2-3 monks, 2-3 tanks and "get an ele or one of the 3 looser classes for the two last slots" groups never go out of style, and it's exactly what I'm up against.

Groups such as the ones I am suggesting once were FotM; spiker groups. But they quickly went out of style. Some time ago, air eles were everywhere. Nowadays; they are getting rarer (while water eles are getting more popular). Not because they were inefficient, but because it was easy to predict. A good group that mixes curses, poison, spike damage, AoEs, knockdown skills, enchants stripping and brute-force warriors, but uses it for damage on a single target will see that target go down faster than you can imagine, be it a warrior supported by 3 monks.


As for being proactive rather than reactive, I consider it's a great thing. Of course healing is more powerful than damage; but the effect of swift and efficient damage shuts down the need for being reactive, while constantly healing will still require you to kill the enemy somehow. And nukers can exceed the healing capacity of a monk quite quickly when used intelligently.

Quote:
But calling them out like that is, dare I say, provocative, at best... Good luck playing the game with no monk support.
Never suggested I'd play without a monk when there are 8 slots. Only said that 2 monks is never a necessity, and that the second slot could be just as well used by other classes.
just as well. Not as a "build" group. Not as a special group to give myself more of a challenge. But these groups simply work. They work much better than groups with 2 tanks and 3 healers (who take an insane time at doing missions, because their crappy damage output is not large enough).

Quote: you bring interrupts... and oh good you interrupt 2 hydras from casting meteor shower. congratulations unfortunately the other 4 hydras cast their meteor shower just fine because you didn't have 6 interrupters on your team... oops your snares lie useless in your skill bar...
Quote:
Or taking on small mobs of no more then 3 at a time... Regardless of if I am farming or not; I always hit enemies in the groups they come in. If you consistantly aggro more than one group; then you've got some crazy Leeroy Jenkins running around, and you should boot him. If you are attacked by 6 hydras, you've got a problem that is far beyond not having enough healers. Enemies come as individual groups; kill them as such. And I've farmed with groups of 3 (one monk but no tank. Well, we were 4 and we had a tank, but he quickly left). That's an atypical group. And it worked out quite well.
Quote:
what you are trying to get across here i think is that it is more efficient to counter the enemy rather than using brute force method to kill them (out damage their healing, and outheal their damage is what current dogma states). No, it's not what I'm trying to get across here. I'm all for brute-force (in PvE, anyways)! But what I'm saying is that brute force does not require any more tanks and healers than it requires necros, rangers and mesmers. A NPC monk won't stop casting if you backfire on him, so that's great damage. A ranger can do some wicked damage with that bow of his. And what about necros running putrid explosions in the middle of enemy groups? Isn't that quite some amazing brute force? And elementalists! Fire and air are ridiculously high damage, earth has these wicked powerful AoEs (and Obsidian Flame!) and Water has many AoEs that can prep the enemy for more free shots. And some warriors that are geared towards damage and knockdown make for some great damage; and that helps much more than throwing another "meat-shield" into the melee. Heck, even smiters are welcome!

I know that I don't get far in the tombs, but as I said; I can only play with PUGs, and the best ones I found were atypical groups. Must be meaning something, don't you think?

Ollj

Ollj

Jungle Guide

Join Date: May 2005

You always need 3 monks for the simple reason that they have a strong union.
If you have only 1 monks in your team they will just let you die on purpose, and NOT because one monks may not be enough, so you better bring a monk mate in the team, too.

easy as that

kawaii_bat

kawaii_bat

Lion's Arch Merchant

Join Date: Sep 2005

Canada, Gatineau

None

Mo/R

The bestess best team i have *EVER* ever had the pleasure of being in was comprised of:

2xW, 1xMo, N, 2xE, R, and a Me.

I mean think about it:
2 warriors,
1 Prot-monk/R (me )
a battery/minion Necromancer,
a fire Elementalist
a healing elementalist (E/Mo with like 97 energy!)
a interupting Ranger
and a backfire Mesmer

Instant [email protected]! We owned the place like you could not have beleived your eyes! I should have filmed the thing.

bling blang blong

no healing monsters, no spells, no monsters getting past tanks.
All in all the tanks really tanked, the nuker really nuked the interupters just stopped everything and I protected the bejesus out of the tanks while the E/Mo topped it off and healed the rest while occasionally nuking.


Really a group should have 1 of each proffession with them. It adds to the variety of situations they can face. Whenever a party member dies in there, another can easilly take his/her place until the end of the battle.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

I'm truely impressed by these teams that can get by 8v8 using just one monk. Seriously. They must have been Godly skilled in order to withstand punishment from teams doing energy denial and interruption and hex lockdowns and wild condition spreading and... Well the list goes on...

To do that using only ONE monk with just 8 skill slots is uncanny... Wow...

Either that or the teams you fought against must really, really REALLLYYY SUUUUCCCKKK!!!

If you had a team with one highly skilled monk vs. a team with 2 monks of equal skill level as the one monk [using more diverse skills], then the team with at LEAST two monks should win...

My assumption here is that you fought teams of complete and utter morons who don't know how to coordinate an advanced assault on a team's backbone... [their monk...]

Guizzy

Guizzy

Frost Gate Guardian

Join Date: Aug 2005

Quebec

Me/E

That's exactly the point! In such groups, healing is NOT the backbone. Thus the time they waste trying to get at the lone monk is time the damage-dealers have to utterly destroy the enemy one by one, regardless of class or priority.

Because that's what is usually boils down to; target priority. A typical priority list is, unless I'm mistaken, as such: incoming mesmers, healer/protector, remaining mesmers, eles (air/fire being even more pressing, water being slightly less, then earth), necros, rangers, smiters, warriors. But with a damage dealing group, you don't need to hit priority targets. Your damage is so high in such a short amount of time, that you can kill tanks as soon as they get in range, keeping your characters out of their ranged spellcasters. If you try to wander in, then yes, you are going to be raped, because the damage will spread out across all of the soft juicy targets you are, and the monk won't be able to heal everyone. But if you keep it focused in a spearhead assault. PRESTO; you kill each of them in a succession.

What I'm talking about, here, is a barrage of pain (isn't there a necro spell like that?!?) even a buffed warrior can't get past (and with water eles slowing them; it's even more painful)

audioaxes

Jungle Guide

Join Date: May 2005

ofcourse you "can" win with countless combinations of teams with skilled players but it goes without saying that taking 2-3 monks with you is the easiest and most fail proof way to go about it. Can you blame anyone for wanting the sure-fire 2 monks, 2 tanks, and a nuker as the core of their team?

Arturo02

Arturo02

Wilds Pathfinder

Join Date: Jul 2005

See that third planet from the sun?

Sacred Forge Knights

R/Me

conspiration, bestess...

it's more gooder!!

kawaii_bat

kawaii_bat

Lion's Arch Merchant

Join Date: Sep 2005

Canada, Gatineau

None

Mo/R

Quote:
Originally Posted by Yukito Kunisaki
I'm truely impressed by these teams that can get by 8v8 using just one monk. Seriously.

To do that using only ONE monk with just 8 skill slots is uncanny... Wow...

Either that or the teams you fought against must really, really REALLLYYY SUUUUCCCKKK!!! Actually this would be PvE. Many assume in PvE a perfect 8/8 team is 4xW , 2xMo, 2xE But really one of each really is nice.

I never said it was PvP lol

Guizzy

Guizzy

Frost Gate Guardian

Join Date: Aug 2005

Quebec

Me/E

Sorry for the broken english; but it's not my primary language.

You got it right, kawai; most people have this idea that only warriors, monks and (to an extent) elementalists are needed. Watch that group try to topple a boss monk in SF. Now replace a warrior by a mesmer or a water ele (which do not count as an ele much; considering the "OMG, u water? W4+er suxX! tahke f1r3|||" I get from the average whammo) with maelström. A good trapper can solo many things. A good death necro (they're not very popular right now, because their aggro is a little wild), but in the right situation, they can tank an army by themselves.

No, it does not "go without saying" that 2-3 monks is the easiest or most fool-proof way of doing it. In many PvE, these groups fail because they can't kill the enemy before another group wanders into aggro range. They gear up for long fights. Think about Thunderhead Keep... When that Perfected Armor comes up to you, do you really want to waste all that time trying to kill him while monks are healing you? No, you need it down quick, because other groups are still coming in and might kill the king.

As for having "only" one monk in PvP, no one is giving good arguments why two monks is a necessity. Read my previous post: the slot that is not used by a second monk is not wasted! The character in its stead could be a well necro, could be a spiker ele. Could be a wicked mesmer that'll take away one enemy monk in 5 seconds. Could be a knockdown warrior that'll keep enemies from even being in sight of your monk. Could be a cripple ranger that'll slow enemies warriors so well they won't be a problem for anyone.

The person in that spot is extra strength. When you compare 1 monk groups to 2 monk groups, everyone seem to assume they both have the same firepower (or subtle power if that's your thing). They do not; that extra firepower could be worth much more than an extra monk.

Bear in mind that I never said this was all definitive. It's full of "coulds", "mights" and "seems". I am not trying to prove 2 monks is worse. I'm trying to prove it's highly debatable. Considering the intelligent debate taking place here, I'd say I succeeded. I don't expect people never to use two monks. But to have them realise that when they systematically quit a group because they don't have two monks, they might be quitting the next FotM.

Rico Carridan

Krytan Explorer

Join Date: Aug 2005

Eternal Comrades

E/Mo

Just to comment quickly. I play mostly monk and elementalist, and am fairly proficient at both. I've dabbled in other classes as well, with varying success. As a monk, what I will say is that in PvE, a single good monk should be able to heal and keep the party condition free without too much trouble, as long as everyone has some clue what they're doing. That is, IF the monk has a proper energy management skill. A lot of monks don't, and that's why they get into trouble. Some areas (dragon's lair pops to mind) are much better to do with two monks, but it still isn't absolutely necessary. Similarly with tanks, I like having at least one on my team, but I can keep a tank ranger alive just as well as a warrior, or heck, even a death necro can cover the tanking equivalent in PvE. PvE can be played pretty much any way you want, and virtually any group can be successful if they know what they're doing.

On the other hand, PvP is a lot different. The big difference is that monsters will typically attack the first target to aggro them. Real people will target your monks and mesmers first, and the rules change. Monks don't have very efficient self-heals, and you can't bring enough skills to effectively protect/heal yourself, heal your party, mend conditions or remove hexes, and manage your energy. So you bring another monk along, preferably one with a skillset that will compliment your primary monk's. A protector and healer, is, in my experience, *much* more effective than two pure healers.

Rico

Aetherfox

Academy Page

Join Date: Jul 2005

Mo/R

haha don't beat up on guizzy's english, it's not my primary either =p

haha guizzy you're absolutely right about the problem with thunderhead... the major roadbump is the mursaat boss, and you want to be able to output as much damage into him as possible, which means bringing along as few monks as you can. but the boss drops pretty fast anyway - the monk boss just needs to be diversioned, while the others can be killed by disrupting choping their heal ability.

Quote:
As for having "only" one monk in PvP, no one is giving good arguments why two monks is a necessity. i did already say something about this earlier : a 3 monk defense is the most solid defense, and it works great. but there's no reason why any number of monks builds will fail to work. i'm willing to bet that any rank<100 guild could win halls with anything from an 8 monk to 0 monk setup if they wanted to. people have already done it with 8 warriors - with 8 necromancers - anything is possible in pvp.

one reason perhaps, is that tombs is a very much defense oriented game. as the altar holder you will have 2 teams attacking you at once and so you need to be a very defensively focused team : against an enemy outnumbering you 2 to 1... if you wanna live longer... you gotta beef up the defense, coz beefing up your offense just ensures you inflict perhaps 1 or 2 more casualties on the enemy team before going down hard.

Arturo02

Arturo02

Wilds Pathfinder

Join Date: Jul 2005

See that third planet from the sun?

Sacred Forge Knights

R/Me

Quote:
Originally Posted by Aetherfox
haha don't beat up on guizzy's english, it's not my primary either =p I'm just goofing, you guys made good points. More betterer I might add. Hehe I couldn't resist.

Rusty Deth

Lion's Arch Merchant

Join Date: Jul 2005

Woodland Realm

Mo/N

Being a monk, I can see going with one monk...

I use both Protection and Healing when heading out. The protection helps tremendously on reducing healing casts. Also I make sure I got enough healing equiped in case of a sticky situation.

Not to forget Ward against Elements for the enemie nukers just in case a mesmer ain't around.

Funny story though. I did Ice Caves of Sorrow with a group. 2xWa 2xMo 2xEl N R. I thought I was going to be healing my butt off. But really I just used protection spells, no one died. And we went thru i with ease, and then it hit me.

We did so good cause everyone was doing their part on keeping themselves alive. the Wars used stances, the Ele's and R we always behind the party. And the N was blooding everything.

We really only needed one monk. Cause hell I felt I was there just for the ride and maybe shoudl have paid a runner fee to someone. lol

So yeah one monk is possible.

As for Tombs. Well I'm in poverty right now. So not much to do in there for me. lol

Amn_En_Tarsath

Ascalonian Squire

Join Date: Nov 2005

Multiple Monks are simply a safety net, nothing less, nothing more. Before you try to bash the Monks (and to a degree the warriors) you should really bash the rest of the team if they are in need of a second monk.
That mostly states one thing, they know nothing about the game and just accidently clicked their build together. Just try to convince someone to bring a selfheal. You are acting a play.. Don Quichote against the infamous Windmills.

But to give the devil his due, i've seen a LOT bad Rangers/Mesmers/Necromancers. Especially in the highlevel areas i'd say that 98% of them are total utter useless crap. Go go Chaos Storm! And no, that was just not only one of them... there is a whole army of Chaos Storm/Conjure Phantasm Mesmers. As well as CRAPPY Minionmasters who think that keeping the minions alive is 100 % the monks job.


Unless the morons learn to play the game, YOU should learn to treat the monks with respect. Neither of which will come and thus, the really good monks won't play with you. So as a final statement, just out of your own unfriendly and harsh tone and that huge hatred you feel towards these classes you are making sure that teams with you in them will need atleast that second monk.
Allways takes me wonder why people think that monk will join their team if they are advertising with "we need one RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing moron monk to complete this damned mission."
Funny isn't it? :P

Kwisatz_Haderach

Kwisatz_Haderach

Frost Gate Guardian

Join Date: Oct 2005

Personally, i agree with not needing as many warriors (if any), but i believe you need the extra monk just for the extra safety net.

From my experience in pve, one warrior can tie up most aggroe if that guy is smart and does have a trapper or a water elementalist helping him with slowing down the enemies. However in pvp and gvg some of the best builds i believe dont even need it warrior. Dont get me wrong I run a warrior myself and can either tank forever or throw out so much damage it makes elementalists cry, BUT i doubt most warriors know how to and can do so with reasonable guarentee. But the most important reason is very simple: NOONE GOES FOR THEM!!!! The only idiots who will attack someone running at you with around 100 armor are either noobs or those evil anti-warrior mesmers running around. This takes out the primary purpose of the warrior TANKING! So you waste a spot on a profession that thanks to human inteligence is TOTALY WORTHLESS! Dont get me wrong I love having all that armor and stuff but up against a good team your ignored till the end were you got a whole bunch of angry elementalists air spiking you, so give me a decent anything other than a typical warrior in pvp.

On the monk, I believe you need at least 2 if not 3 to run an effective build. Lets think about this elementalist A has junk armor but can spike for say 300 damage every 15 seconds (all estimates). Say a warrior runs up and starts hacking away at an average of 50 damage per second. The elementalist unloads and takes the warrior down to 200 health. Who is going to get ele through the 15 seconds? Why a monk! This shows the power of a monk allowing all the other professions to go past the potential of their typical health and thus being able to do more overall damage. This roughly means if you have a monk its like doubly or tripling the number of people on your team just because everyone lives longer so theydo more damage. However when your running around in a team of 8 people in tombs that is a whole lot of people to keep tract of, especially if you have a noob warrior running up behind you hacking you into 2. So what do you do? Get another monk to keep tract of the other half of the team.

Overall, due to the way the game is being played right now monks are invaluble and typical warriors are useless. Dont get me wrong there will always be that amazing warrior who can take the entire other team or a noob monk that does nothing but calling everyone on your team noobs and forgeting to heal them,BUT the typical warrior is useless and the typical monk is invaluble.

Csquirrelrun

Csquirrelrun

Ascalonian Squire

Join Date: Oct 2005

New Zealand

Me/

I have to agree that a good monk is a rare thing. My friend told me to make my first character a monk because everyone wants one in there group. So I read up on energy management and analysed the skills I had on offer. I can honestly say that so for almost every mission I have been in has gone without a major hitch. Often I was the only monk which I like just fine because in PvE, atleast in the beginning and middle, you seldom have more than 2 party members taking serious damage. When teamed with two monks I find that although it becomes hard for a party member to die a lot of energy is lost when both monks target and heal the same person. Of course this is mainly due to bad communication and tactics but when you've got fast casting spells that heal a large amount, Heal Other for e.g, no matter how well you communicate there will still be overcompensation.

Now that I am playing other characters, such as mesmer and warrior etc I find myself repeating missions, bonuses and quests over and over. I end up waiting around for a monk that isn't afk to join our group only to realise that at level 13 they still have failed to realise that usually people would like them to heal rather than smite.

I'm not trying to make myself look better than all the other monks out there because there are plenty much better than me, but you have to wonder when your primary healer with 2 energy regen uses Heal Party 2 seconds after you have aggroed a small group and the only person below even 75% health is your tank. And then complains when you start attacking the next group because their energy has run out.

labsenpai

labsenpai

Lion's Arch Merchant

Join Date: Aug 2005

Mo/E

Quote:
Originally Posted by Guizzy
And while we're on the subject, I'd like to talk about monks. It's kind of a taboo, but... Most of you suck. Really, really badly. You don't hear it very often because most people are afraid to lose their precious monk.
Consider this: How many groups prefer to sacrifice that additional party slot for another monk, rather than a slot off their skill bars for a self-heal? Is that the fault of the monk? Monk #2 is a placebo for folks with lopsided builds, and an excuse not to utilize defensive skills/friendly buffing.

As for this "taboo"...show me a monk who doesn't swallow complaints like a sand worm eating noobs. For that matter, show me a player that wants an explanation as to how they died. We monks process a lot of crap, but nobody wants fertilizer for better tactics in return.

Yellow_lid

Yellow_lid

Frost Gate Guardian

Join Date: Jul 2005

Portland Or, USA

Swint Clan

N/R

IMHO You usually need 1 monk, 2 is overdone (not to mention double healing), and like has been said drops the damage output tremendously. If the group each does their part (which includes a measure of self preservation) then it doesn't really matter what the group is made up of (as long as they focus).

For Example: I run the Blood Necro through PvP, I am a Warriors WORST nightmare, I can litterally take them down in 10seconds if their healer isn't paying attention. However I'm INCREDIBLY suceptible to Mesmers, so when the group starts I ask the group not to focus on the W cause I can take him down, but I CAN'T take down the mesmer. Usually there isn't a monk in my TA PvP group because there is won't be any dmg dealers left on the opposing team, the W is dead, the Me is dead, Blood N (if present is the next to go).

I think people need to be a little less picky in their builds, it's a game! Try something new! If it doesn't work, OH WELL! Try comething else. Quote:
Originally Posted by Guizzy
All in all, the extra damage/utility of an added damage dealer, or an interrupter, or a snarer, a trapper or a curser is as good an addition to a team as a second monk.
I COMPLETELY AGREE WITH YOU!
Quote:
Originally Posted by Guizzy
PS: I'm not saying monks and warriors are useless, only that it's a lie that they are more needed than ANY other class. No one class is da-bomb. They all have their purpose in bringing the team to victory, they are all equally good, but "EVERYTHING IN MODERATION" isn't a bad idea.

VGJustice

VGJustice

Desert Nomad

Join Date: Jul 2005

Tyria, cappin' ur bosses

Boston Guild [BG]

R/W

to Guizzy, I actually know what you're talking about. You get these "so called" good players joining a PUG in PvE, and the first thing they scream out is "Get more X". Generally, these sub-par players will state "Get 2 monks and 2 Warrs or I leave". The reason? Well, they honestly believe that the rest of the team has absolutely no idea what they're doing, so they try to cover all their basses by overkilling with the healing. Either that, or they honestly believe that the game is impossible without said combination of players. I see this a lot in Sorrow's Furnace. Which isn't as hard as the Defend North Kryta quest, which I beat with only one healer, and with myself PB Trapping Healing Spring and being a Melee Ranger. The game is really and honestly not that hard, not ever. If you need more than one healer to keep you alive, you had better seriously re-think your stategy and your skills. You are doing something wrong.

The worst one I've ever seen was this twerp that joined my group as the fifth player. He immediatly demanded 3 monks (2 healers, 1 prot), 2 tanks, and 2 nukers or he'd quit. So I booted him. I just got this immediate feeling that he was going to doom us all.

Sephir Demange

Frost Gate Guardian

Join Date: Oct 2005

Paper Airplane Pilotz

Wooo, ok lets get a few things straightened out in this thread. First things first, this is a pvp area of the forums. Therefore I'll approach it as such. Lets look at tombs for the moment. There are death matches with or without a priest, there are alter caps, and then there are relic runs. Would 1 monk fair well when trying to keep both his team AND his ghost alive, while still facilitating the capturing of an alter with both guardian and spell breaker? I don't think so. And on a relic run, would 1 monk be able to be close enough to the teams main offensive point and still be able to reach and heal his relic runner? Also doubtful. And would one monk be able to keep a team alive against a 16 person gank that would undoubtedly happen if such a build ever took halls? Answer for yourselves. Also, as for the inclusion of another damage dealer in place of a monk, I've seen teams keep people alive against the onslaught of a perfect rainbow spike, do you really believe one or even two extra damage dealer will cripple a good 3 monk backline? If you are trying to invent a near monkless team it's already been done, and it's called IWAY. The point is valid for PvE, but then you really are just fighting a silly AI that is adapted only when necessary to screw up solo farming. In competetive PvP a strong balance of offense and defence will ALWAYS be necessary for reliable wins.

glenn_rolfe

glenn_rolfe

Lion's Arch Merchant

Join Date: Aug 2005

There are monkless builds like IWAY, trapper team that use non monk heals like IWAY and healing spring ball, but in the end they are useless in tombs and GvG with the strategies required.

I have no point really, so I'll get back to doing what I do best..........burning

ivanbrooking

Ascalonian Squire

Join Date: Nov 2005

South Shiverpeaks

W/Mo

cool debate...I only do PvE, and use mostly henchies. I find that the more varied the party the better it performs, although I usually take 2 Monks and 2 Warriors, and I'm a W/Mo (surprised?). Mind you, saying that, 4 of us completed the infusion run and mission the other day. Our party was me (w/mo) a r/e, mo and e/me. I had to tank like crazy and it took us ages to kill the beasties but we did it. It felt really good afterwards.

Thailii Monkey

Thailii Monkey

Lion's Arch Merchant

Join Date: Jun 2005

Manchester, UK

Mo/

Quote:
Originally Posted by VGJustice
I just got this immediate feeling that he was going to doom us all. I get that feeling everytime i see somone use healing brezze :l

Sephir Demange

Frost Gate Guardian

Join Date: Oct 2005

Paper Airplane Pilotz

It's funny, I never use healing breeze, but one of the most reliable monks I've ever met used it as a rule. And he was too good for people to complain about him using breeze. Again, he's the only one I've EVER seen get away with it in PvP.

Shen Xi

Shen Xi

Frost Gate Guardian

Join Date: Oct 2005

London, UK

Laziness Appreciation Society [LaZy]

Mo/

You're right on the pve side of thigns, you can do the whole thing with just hench if you really felt like ti.

However you are so very wrong when it comes to the pvp side of things as pointed out by Sephir Demange.

you admit you know nothing about tombs, so why argue with people who are a lot mroe expreince and got past more than the first 2 rounds?

you say what does it tell you when the furthest you got was with that oddball team you mentioned? what it means is that you came across other crappy PUGs and they sucked more than your team did, and/or you might have had a modicum of team work compared to their none.

*everytime a pve player posts claiming knowlege over pvp players about pvp it makes the baby jesus cry - don't do it people!*

Gwenhywar

Gwenhywar

Lion's Arch Merchant

Join Date: Jul 2005

Shameful Spirits [SsP]

Mo/

Quote:
Originally Posted by Guizzy
Now, for tombs group, I do not argue a monk is needed. But EVERY class is needed there. And you have enough slots to get them all. 2 monks, however, is usually seen as necessary, which it is not. I've rarely been far in the Tombs Was that an intentional flamebait, or just an attempt to make my hillarious signatures collection larger? ^^

What you said about PvE and monks is mostly right (most things not requiring monks, etc). But since you admitted yourself to have no clue about how things work in tombs, maybe you should refrain from issuing statements regarding monking there.

Although you'd certainly make Ian Boyd proud, no doubt about that!

JR

JR

Re:tired

Join Date: Nov 2005

W/

Talking PvE:

A single GOOD solo monk could do any mission if the players were half competant, because PvE is easy. It's just nice to run two just incase. As much as I enjoy getting to the last Mursaat boss on Thunderhead and having the only monk Err=7, I would rather avoid it if possible.

Talking PvP:

Over the last few months there *has* been a shift in the metagame. Originally from 4 monk teams, where attrition was key, then to the standard 3 monk backline, and now to a two monk backline with more focus on spike (in GvG at least). However, that last change to two monks is not because they are any worse, but because in a spike metagame there is very little pressure damage for monks to deal with. In tombs however, for a "balanced" group I would still not take less than three monks. Why? Because the amount of AoE around in tombs is pretty insane on altar maps, and keeping both your team and your Hero alive can be a tad difficult. A lot of top guilds have experimented with making single monk builds viable, but just found it did not work at all.

ANYWAY. To the original poster:

Your point is complete rubbish because you don't understand how the game works.

Lightning Orb:

Description:Lightning Orb flies towards target foe and strikes for 10-82 lightning damage if it hits. This Spell has 25% armor penetration.
Energy Cost: 15
Casting Time: 2 seconds
Recharge Time: 5 seconds


Heal Other:

Description: Heal target other ally for 35-151 Health.
Energy Cost: 10
Casting Time: 3/4 seconds
Recharge Time: 3 seconds


THAT is why you take monks, because quite simply, healing is more powerfull than damage. That is the way it is, the way it always has been, and the way it probobly always will be.

Joe L.

Lion's Arch Merchant

Join Date: Aug 2005

USA

R/

On the pve side, it is definitely correct. One monk is all that is needed. I play a monk as one of my characters, and I have had no problems with any of the missions, even ones my ranger suffered through. I spearhead the assembly of the groups I'm in, just so I can be clear on what needs to happen. Later on in the game, a mesmer is invaluable, because let's face it:most warriors stumble into [email protected] city when they run off into a group of mursaat. *note: I said most*. I thought it was rather humorous seeing the reaction in Thunderhead, when I, being the monk, and leader exressed desire for any dom mesmer. People were shocked, and had no prob telling me so. But when I got one, he clearly knew his purpose, and we got the job done on the first try. Also, I've even cleared Ring of Fire with hench.

Pvp however is an entirely different monster, and that argument will have to wait from me.