03 Oct 2005 at 06:38 - 29
Knivez, I don't really see your point here. Whether or not 16 Divine Favor is something desirable on a normal monk is totally irrelevant to the discussion. 16DF works particularly well with this build because it lengthens divine spirit's duration (17s.) and gets the most use out of the 5e. healing spells which you will be spamming.
If you're saying that being able to fit up to 11 spells within those 17s. and have them all cost 1e. is not even worth the time, then let's look at your alternative you propose: Mantra of Recall.
MoR costs you 15e. (because running it without contemplation just doesn't work) and gives you a less than 25e. return. That's less than 10e. net gain, plus a hex/condition removal or two. Not too great.
Now take into account the fact that you're removing all enchantments on yourself, and that the contemplation of purity heal and removal will often either be a waste (if you're not getting attacked) or not be an option (if you're getting attacked and have protective enchantments on yourself). Things aren't looking so good now.
Now let's look at DS. 17s. of reduced energy costs. Provided you spam spells throughout its duration, you could fit in around 11 spells, or a ~44e. gain, all for a 15e. startup cost. It's also quite easy to notice pauses in combat where it's safe to spend a couple of seconds setting yourself up (especially when you have 2 other monks covering for you). Now there's always the problem of enchantment removal, but a few cover enchants should take care of all but the strongest enchant strips (which incidentally recharge a lot slower or cost a lot more than this combo).
Compare this to Offering of blood, which gives you ~12 unconditional energy every 15s. Divine spirit is definitely comparable.
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I always wonder what to do with my empty slots, then I realize I still have the inspiration line to delve into.
Then you're doing something wrong. There's a reason monks don't take rez signets, and that's not because they don't match the blue on the rest of the bar. Monks have the least space on their skillbars; you pretty much always have a long list of things you wanted to take but couldn't. I'd gladly trade 3 conditional energy management skills for one conditonal energy management skill and 2 utility skills.
03 Oct 2005 at 06:52 - 30
Quote:
Originally Posted by Red Locust
MoR costs you 15e. (because running it without contemplation just doesn't work) and gives you a less than 25e. return. That's less than 10e. net gain, plus a hex/condition removal or two. Not too great.
Now take into account the fact that you're removing all enchantments on yourself, and that the contemplation of purity heal and removal will often either be a waste (if you're not getting attacked) or not be an option (if you're getting attacked and have protective enchantments on yourself). Things aren't looking so good now.
That's the old mantra. That spell was updated long ago, it's actually better now. You don't need Contemplation if you don't want it, you still net the energy whether you end it, it times out, or someone strips it.
03 Oct 2005 at 07:07 - 31
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Originally Posted by smurfhunter
and who said spam ether prodigy? hello? you really want to exhaust out a MONK, that has about 45 energy to start with? 
No. I said use an E/Mo with ether prodigy for healing. And you don't 'spam' it, you recast it every 25 seconds (at which point 8/10 of the exhaustion has worn off).
03 Oct 2005 at 10:19 - 32
Quote:
Originally Posted by Red Locust
Then you're doing something wrong. There's a reason monks don't take rez signets, and that's not because they don't match the blue on the rest of the bar. Monks have the least space on their skillbars; you pretty much always have a long list of things you wanted to take but couldn't. I'd gladly trade 3 conditional energy management skills for one conditonal energy management skill and 2 utility skills.
I totally agree, thats what I always say. My worst ennemi is not the warrior thats attacking me, but the full skillbar.
And actually, against a good mesmer, you're RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOd if you have DS. 15e to cast. 1/2 sec later: BANG! inspire enchant.
ok, you used glyph, so you can cast it again, again 15e away. BANG! 1/2 later: enchant removal.
Now you're left with like 10energy, no energy management skills, you will be able to cast like 2-3 spells and your team goes down like shit.
Now thats not a real good option, there better way against a good team. DS only works fine against noobs, as most of the "very good builds" as people like to call them, do.
03 Oct 2005 at 12:25 - 33
I tried this combo like 20 minutes after the update release, divine spirit looked so sexy with glyph of renewal. Yes it does sorta work but there are too many variables that can mess things up.
That being said I do think Glyph of renewal is stupidly powerful and theres lots of other skills that can be used to make it that much better.
One example is diversion and energy tap for a mesmer or even shame / power leak / anything like that. A double power leak is enough to drop any monk to zero.
Rangers getting you down? How about a glyphed aegis, or if your not in tombs maybe a glyphed swirling aura? thats 75% to block arrows and any magical projectiles (bye-bye lightning orb and stone daggers) and it lasts foreever when glyphed. It really is a very cool elite now. The ability to use any spell in the game every 15 seconds (plus casting time) is oh too sexy.
Oh and I forgot to mention that glyphing Shielding hands is stupidly powerful in a two or more monk setting.
03 Oct 2005 at 12:31 - 34
shielding hands???
what are you saying. The only thing it works nicely for is anti-FOTM and anti-IWAY.
you cant really use shielding hands against air ele spikers.
Anyways, thats what they wanted, they made glyph now worth an elite. Use your brains to get a nice skill that you can just double. Thats the way they want you to use that new updated elite. Get some changes into the old lamer builds.
03 Oct 2005 at 12:47 - 35
I might be wrong, but I think that 16 divine favour adds 48 heal points to every spell cast, 96 added to healing touch. It also vastly powers up skills like divine healing to the mid/high 200 point mark on all nearby allies. That means for altars and other healing balls you are looking at a very, very powerful tool.
I'm not saying that this is necessarily the way to go, but you cant just dismiss it in such a closed minded fashion and hope to be taken too seriously.
03 Oct 2005 at 12:52 - 36
or just look at divine intervention, life saver Number °1° in HoH and GvG.
03 Oct 2005 at 15:06 - 37
just fyi, i used this in CA/TA somewhat. it wasnt 'godly', but it definetly had none of the problems knives was talking about. i seriously doubt knives ever used it because just to let you know what actually went wrong with this build (i did it on a prot), is that you rely on spamming stuff like rof to get your health back, and it doesnt work so well if you try to kite at the same time. also, strangely enough, you run out of energy because the glyph is 5 energy and DF is like 10 (or 15 i cant remember), and you notice your energy kind of slowly spiraling down. recasting it was never a problem. and if you somehow get drained, you feel like an idiot waiting for that 15 energy to recast the glyph + DF, and in alot of situation spamming all your skills wont save you from like 2 warriros and a mesmer. results were pretty mixed...
and i kind of agree, IMO if i had infinite energy without using a skill i would still want to squeeze 10 skills into there. i never have 'extra room'.
i still think ether prodigy is a short term energy management thing because it causes exhaustion. but i havent tried it post update so idk really.
oh and this is a bit off topic, but i noticed people still using echo on stuff like meteor shower. glyph of renewal would do the same thing, only a bit better. aaanyway its a little dumb because no one echoes meteor shower anymore, everyone seems to echo flameburst or something now. back on topic....
03 Oct 2005 at 15:40 - 38
IMHO shielding hands owns. And who in their right mind would go into any battle without protective spirit? It is a key spell to stopping may kinds of dmg.
All i gotta say is bring on the kindle ranger spikers I'll take my constant shileding hands anyday.
03 Oct 2005 at 18:40 - 39
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Originally Posted by smurfhunter
also, strangely enough, you run out of energy because the glyph is 5 energy and DF is like 10 (or 15 i cant remember), and you notice your energy kind of slowly spiraling down. ..
This is why it is nice to have 16 or 15 divin favor (if your very quick to refresh the combo) because you can cast divine spirit while you still have divine spirit on you.. so the combo costs 10 mana not 15. Using mostly 5 mana spells and refreshing the combo as soon as glyf is recharged you can chain cast non stop and your mana goes UP.
05 Oct 2005 at 02:34 - 40
Quote:
Originally Posted by smurfhunter
just fyi, i used this in CA/TA somewhat. it wasnt 'godly', but it definetly had none of the problems knives was talking about. i seriously doubt knives ever used it because just to let you know what actually went wrong with this build (i did it on a prot), is that you rely on spamming stuff like rof to get your health back, and it doesnt work so well if you try to kite at the same time. also, strangely enough, you run out of energy because the glyph is 5 energy and DF is like 10 (or 15 i cant remember), and you notice your energy kind of slowly spiraling down. recasting it was never a problem. and if you somehow get drained, you feel like an idiot waiting for that 15 energy to recast the glyph + DF, and in alot of situation spamming all your skills wont save you from like 2 warriros and a mesmer. results were pretty mixed...
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Funny that I mentioned that I recommended it for CA/4v4 arenas, but I said I was speaking in terms of 8v8.
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Then you're doing something wrong. There's a reason monks don't take rez signets, and that's not because they don't match the blue on the rest of the bar. Monks have the least space on their skillbars; you pretty much always have a long list of things you wanted to take but couldn't. I'd gladly trade 3 conditional energy management skills for one conditonal energy management skill and 2 utility skills.
As I said, on a heal monk. On a prot monk I know I don't have room for anything but mostly prot skills. On a heal monk you normally take:
Heal Touch
Orison
Heal Seed
Dwaynas Kiss
Heal Other/WoH
Signet of Devotion I tend to stay away from, and if I have 3 e management skills I know I will have energy when I need it.
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