Energy Management Suggestions, for a PvP monk?
TomD22
I have a fairly standard PvP monk. I have mainly heal and divine, but am wondering about the third thing to put some points into. Not prot, because my guild likes to have a dedicated prot monk, with boon running. Energy management is what i'm after with the rest of my AP.
I tried the mesmer route, with them in inspiration. Channelling just didn;t work, i think maybe because hiding at the back of the group means there aren't enough enemies near. Energy tap was too slow, and not enough energy. I can't think of anything in the necro or elem lines that could help my energy, but i don't know warriors and rangers that well. Would either of them have anything to offer?
If you have a heal monk, tell me pls, what do you do for energy management?
(i was managing just fine by using P&H, until i finally got around to unlocking word of healing)
Thanks,
I tried the mesmer route, with them in inspiration. Channelling just didn;t work, i think maybe because hiding at the back of the group means there aren't enough enemies near. Energy tap was too slow, and not enough energy. I can't think of anything in the necro or elem lines that could help my energy, but i don't know warriors and rangers that well. Would either of them have anything to offer?
If you have a heal monk, tell me pls, what do you do for energy management?
(i was managing just fine by using P&H, until i finally got around to unlocking word of healing)
Thanks,
JYX
Inspired Hex. Drain Enchant. Mantra of Recall. Offering of Blood.
TomD22
OK, thanks. *goes to skill library area of site*
Entropius
Channeling is also amazing.
There are some E/Mo's who use Ether Prodigy, too. You might look into one of those, but be warned that they play completely differently than what you're probably used to.
If you're really a ninja, Power Drain.
Check out Mantra of Recall + Contemplation of Purity.
There are some E/Mo's who use Ether Prodigy, too. You might look into one of those, but be warned that they play completely differently than what you're probably used to.
If you're really a ninja, Power Drain.
Check out Mantra of Recall + Contemplation of Purity.
Siliconwafer
Common Energy Management skills:
Energy Drain {E}
Mantra of Recall {E} + Contemplation of Purity to set it off
Channeling
Drain Enchantment
Inspired Hex
Offering of Blood {E}
Eith the exception of OOB, they're all Mesmer inspiration skills.
Try them out, and see what works for you. If you don't like Channeling because you're always at the back, don't use it. If you don't like tabbing through the enemy to find an enchanted target, don't yse Drain Enchantment. If you don't use Contemplation of Purity then you might like to run EDrain. I usually run Drain Enchantment + Inspired Hex because I use WOH as an elite.
However, if the other healer is running WOH, I might swap it out for EDrain, drop Drain Enchantment, and use something else.
Also try focus swapping, too. It's a technique that allows you to make the most of your energy. A thread about it is around here somewhere, so I won't go into further detail.
Energy Drain {E}
Mantra of Recall {E} + Contemplation of Purity to set it off
Channeling
Drain Enchantment
Inspired Hex
Offering of Blood {E}
Eith the exception of OOB, they're all Mesmer inspiration skills.
Try them out, and see what works for you. If you don't like Channeling because you're always at the back, don't use it. If you don't like tabbing through the enemy to find an enchanted target, don't yse Drain Enchantment. If you don't use Contemplation of Purity then you might like to run EDrain. I usually run Drain Enchantment + Inspired Hex because I use WOH as an elite.
However, if the other healer is running WOH, I might swap it out for EDrain, drop Drain Enchantment, and use something else.
Also try focus swapping, too. It's a technique that allows you to make the most of your energy. A thread about it is around here somewhere, so I won't go into further detail.
JYX
Energy drain gives you 1.1 pips of energy. Thats really really bad. Offering of Blood gives you twice as much. I explained in greater detail here:
http://www.guildwarsguru.com/forum/s...9&postcount=93
http://www.guildwarsguru.com/forum/s...9&postcount=93
carnivore
ermm i think just being smart with your heals is the best energy management. word of healing, along with 2 more spam heals works nicely. your only 10 energy spell being seed. or you could use peace and harmony, with heal other, or even divine boon
other than that the mesmer line or OoB sounds fine. inspired hex can be pretty useful
other than that the mesmer line or OoB sounds fine. inspired hex can be pretty useful
Red Locust
Stay away from mantra of recall + Contemplation of purity combo. CoP is sometimes good for other purposes, but mantra of recall is a bad energy management elite. The energy return after using those two skills is very poor. You also need a 15e. initial investment in order to get the return, which might not be available at all times.
E-drain (and e-tap) is also a poor choice. Edrain's energy denial is now minimal, its recharge time is twice that of offering of blood, even its cast time is interruptible.
Channeling is good at times, but those times are few and far between. In order to get the benefit out of that skill, you have to stay within proximity of enemies. As a monk, you always want to distance yourself from your enemies as much as possible, so trying to take advantage of channeling can be very dangerous.
The way I usually play a standard monk, if I don't need a monk elite, I'll take offering of blood and sometimes signet of devotion for energy management. If I do need a particular elite, I'll go mesmer secondary for drain enchantment and inspired hex.
E-drain (and e-tap) is also a poor choice. Edrain's energy denial is now minimal, its recharge time is twice that of offering of blood, even its cast time is interruptible.
Channeling is good at times, but those times are few and far between. In order to get the benefit out of that skill, you have to stay within proximity of enemies. As a monk, you always want to distance yourself from your enemies as much as possible, so trying to take advantage of channeling can be very dangerous.
The way I usually play a standard monk, if I don't need a monk elite, I'll take offering of blood and sometimes signet of devotion for energy management. If I do need a particular elite, I'll go mesmer secondary for drain enchantment and inspired hex.
octaviancmb
Mo/El with Glyph of Renewal {E} and Divine Spirit if you're using low energy heals on your bar. You won't even have to put points into a secondary profession to use the combo.
cmb
cmb
Schorny
Quote:
Originally Posted by octaviancmb
Mo/El with Glyph of Renewal {E} and Divine Spirit if you're using low energy heals on your bar. You won't even have to put points into a secondary profession to use the combo.
But you need very high divine favor
I don't like the Renewal build. It works, no doubts there - but it is so easy to mess it up. If you weren't able to cast divine spirit in time, you have to pay 15 energy to set up that combo. 15 energy is a huge investment. And 10 energy if you set it up on time. Isn't too good either.
As long as you are not disturbed it is a superior energy management - but if you get disturbed, for example you get interrupted, drained, ... then you are in big troubles.
I don't like the Renewal build. It works, no doubts there - but it is so easy to mess it up. If you weren't able to cast divine spirit in time, you have to pay 15 energy to set up that combo. 15 energy is a huge investment. And 10 energy if you set it up on time. Isn't too good either.
As long as you are not disturbed it is a superior energy management - but if you get disturbed, for example you get interrupted, drained, ... then you are in big troubles.
Rico Carridan
I've used offering of blood on my monk/N for ages. It's, IMHO, one of the best energy management spells in the game. Even with divine boon, I was normally able to keep things going without too much trouble, in both pvp and pve. Use mainly orison, dwanya's kiss, and healing touch for self heals. Then, add something like mend ailment/holy veil, maybe a heal other for emergencies, and you're good to go.
Rico
Rico
Kabale
^ Very true. I never felt comfortable with the Glyph+divine spirit.
The only other energy source is Melandru's Resilience which is nice if you use it with draw conditions (then again, it's very dependant on what the other team is running, but works excellent against trapper teams).
The only other energy source is Melandru's Resilience which is nice if you use it with draw conditions (then again, it's very dependant on what the other team is running, but works excellent against trapper teams).
Finch
ive always liked Peace and Harmony...
Schorny
Quote:
Originally Posted by Finch
ive always liked Peace and Harmony...
But PaH gives you only 1 pipe regen...
Compare it to other elites and you'll see how poor this is
only advantage is: you don't need to put points in your secondary - but on the other hand - PaH can get stripped easily...
Compare it to other elites and you'll see how poor this is
only advantage is: you don't need to put points in your secondary - but on the other hand - PaH can get stripped easily...
Yukito Kunisaki
If you want the ultimate in E. Management for a Monk to wield, you HAVE to look into Inspiration Magic line. It's just TOOOO good in terms of usefulness and efficiency. The other staple energy managers have a few catches to them...
Mo/W - Bonetti's. High adrenaline and only works when melee hits you, NOT arrows/ranged magic.
Mo/N - Blood Offering. Losing hp in the middle of a fight is one hell of a drawback to consider.
Mo/R - Melandru's Resilence. Need to be hexed/conditioned to hell for it to be of any real energy use
Mo/E - The giant energy managers for Ele are stored in Energy Storage. No can do if you're monk primary and their glyphs, though stat-less, need giant heal/prot style skills for them to be effective. No point making a 15 e. skill cost 20 less e. or something...
and now...
Mo/Me - E. Drain! Although it got 'nerfed' the result was that it GAVE back more energy than it stole previously. It's insp. based so you can pump stats to it. You've also got Channeling, which works if you're surrounded [which happens in pvp, you ARE a monk after all running alongside teammates I hope] Inspired anything. Awesome for both energy management and cheap to boot. Drain Enchantment works, but it's a rather offensive spell and you need to keep a sharp eye out for enemy enchants. Not good since it NEEDS an enemy enchanted for it to work. Energy Tap, VERY slow, must be REALLLYY careful when using it, especially since everyone WILL target your butt...
Mo/Me with E. Drain is probably the best E. Manager you'll get...
edit** if you're wondering how your stats will work out, two options...
10+1+1 main [healing / protection]
9+1 Divine Favor
7+1 secondary [healing / protection]
10 Inspiration
You'll be more robust but not as uber-leet/powerful
OR THE SUPER FOCUSED MONK
12+1+3 Healing/Protection Prayers [pick your role and stick to it]
8+1 Divine Favor
10 Inspiration
I'm going to bet that more people will hop on the 2nd build using a Staff with Hale + HP suffixes or something combined with Sup. Vigor to cancel out the -75 hp from the Sup. Healing/Protection rune...
Mo/W - Bonetti's. High adrenaline and only works when melee hits you, NOT arrows/ranged magic.
Mo/N - Blood Offering. Losing hp in the middle of a fight is one hell of a drawback to consider.
Mo/R - Melandru's Resilence. Need to be hexed/conditioned to hell for it to be of any real energy use
Mo/E - The giant energy managers for Ele are stored in Energy Storage. No can do if you're monk primary and their glyphs, though stat-less, need giant heal/prot style skills for them to be effective. No point making a 15 e. skill cost 20 less e. or something...
and now...
Mo/Me - E. Drain! Although it got 'nerfed' the result was that it GAVE back more energy than it stole previously. It's insp. based so you can pump stats to it. You've also got Channeling, which works if you're surrounded [which happens in pvp, you ARE a monk after all running alongside teammates I hope] Inspired anything. Awesome for both energy management and cheap to boot. Drain Enchantment works, but it's a rather offensive spell and you need to keep a sharp eye out for enemy enchants. Not good since it NEEDS an enemy enchanted for it to work. Energy Tap, VERY slow, must be REALLLYY careful when using it, especially since everyone WILL target your butt...
Mo/Me with E. Drain is probably the best E. Manager you'll get...
edit** if you're wondering how your stats will work out, two options...
10+1+1 main [healing / protection]
9+1 Divine Favor
7+1 secondary [healing / protection]
10 Inspiration
You'll be more robust but not as uber-leet/powerful
OR THE SUPER FOCUSED MONK
12+1+3 Healing/Protection Prayers [pick your role and stick to it]
8+1 Divine Favor
10 Inspiration
I'm going to bet that more people will hop on the 2nd build using a Staff with Hale + HP suffixes or something combined with Sup. Vigor to cancel out the -75 hp from the Sup. Healing/Protection rune...
tafy69
Quote:
Originally Posted by Yukito Kunisaki
If you want the ultimate in E. Management for a Monk to wield, you HAVE to look into Inspiration Magic line. It's just TOOOO good in terms of usefulness and efficiency. The other staple energy managers have a few catches to them...
Mo/W - Bonetti's. High adrenaline and only works when melee hits you, NOT arrows/ranged magic.
Mo/N - Blood Offering. Losing hp in the middle of a fight is one hell of a drawback to consider.
Mo/R - Melandru's Resilence. Need to be hexed/conditioned to hell for it to be of any real energy use
Mo/E - The giant energy managers for Ele are stored in Energy Storage. No can do if you're monk primary and their glyphs, though stat-less, need giant heal/prot style skills for them to be effective. No point making a 15 e. skill cost 20 less e. or something...
and now...
Mo/Me - E. Drain! Although it got 'nerfed' the result was that it GAVE back more energy than it stole previously. It's insp. based so you can pump stats to it. You've also got Channeling, which works if you're surrounded [which happens in pvp, you ARE a monk after all running alongside teammates I hope] Inspired anything. Awesome for both energy management and cheap to boot. Drain Enchantment works, but it's a rather offensive spell and you need to keep a sharp eye out for enemy enchants. Not good since it NEEDS an enemy enchanted for it to work. Energy Tap, VERY slow, must be REALLLYY careful when using it, especially since everyone WILL target your butt...
Mo/Me with E. Drain is probably the best E. Manager you'll get...
edit** if you're wondering how your stats will work out, two options...
10+1+1 main [healing / protection]
9+1 Divine Favor
7+1 secondary [healing / protection]
10 Inspiration
You'll be more robust but not as uber-leet/powerful
OR THE SUPER FOCUSED MONK
12+1+3 Healing/Protection Prayers [pick your role and stick to it]
8+1 Divine Favor
10 Inspiration
I'm going to bet that more people will hop on the 2nd build using a Staff with Hale + HP suffixes or something combined with Sup. Vigor to cancel out the -75 hp from the Sup. Healing/Protection rune... Correct me if Im wrong but Bonnetis does work vs Arrows
Mo/W - Bonetti's. High adrenaline and only works when melee hits you, NOT arrows/ranged magic.
Mo/N - Blood Offering. Losing hp in the middle of a fight is one hell of a drawback to consider.
Mo/R - Melandru's Resilence. Need to be hexed/conditioned to hell for it to be of any real energy use
Mo/E - The giant energy managers for Ele are stored in Energy Storage. No can do if you're monk primary and their glyphs, though stat-less, need giant heal/prot style skills for them to be effective. No point making a 15 e. skill cost 20 less e. or something...
and now...
Mo/Me - E. Drain! Although it got 'nerfed' the result was that it GAVE back more energy than it stole previously. It's insp. based so you can pump stats to it. You've also got Channeling, which works if you're surrounded [which happens in pvp, you ARE a monk after all running alongside teammates I hope] Inspired anything. Awesome for both energy management and cheap to boot. Drain Enchantment works, but it's a rather offensive spell and you need to keep a sharp eye out for enemy enchants. Not good since it NEEDS an enemy enchanted for it to work. Energy Tap, VERY slow, must be REALLLYY careful when using it, especially since everyone WILL target your butt...
Mo/Me with E. Drain is probably the best E. Manager you'll get...
edit** if you're wondering how your stats will work out, two options...
10+1+1 main [healing / protection]
9+1 Divine Favor
7+1 secondary [healing / protection]
10 Inspiration
You'll be more robust but not as uber-leet/powerful
OR THE SUPER FOCUSED MONK
12+1+3 Healing/Protection Prayers [pick your role and stick to it]
8+1 Divine Favor
10 Inspiration
I'm going to bet that more people will hop on the 2nd build using a Staff with Hale + HP suffixes or something combined with Sup. Vigor to cancel out the -75 hp from the Sup. Healing/Protection rune... Correct me if Im wrong but Bonnetis does work vs Arrows
twicky_kid
echo + blessed sig + lots of maintained enchaments
best energy i've seen yet.
best energy i've seen yet.
NatalieD
Quote:
Originally Posted by Yukito Kunisaki
Mo/Me - E. Drain! Although it got 'nerfed' the result was that it GAVE back more energy than it stole previously.
It gives slightly more energy per use, but the recharge is half again as long as it used to be. Big nerf.
octaviancmb
Quote:
Originally Posted by NatalieD
It gives slightly more energy per use, but the recharge is half again as long as it used to be. Big nerf.
Yes, the long recharge and cast time on Energy Drain makes it less than ideal on its own. Mo/Me also have access to Inspired Hex and Channeling, though. But then you're down three slots for energy management if you use all three.
Really I think it depends on what you're comfortable with and the situations you usually encounter. When I Monk I'm virtually always under attack, so the thought of *sacrificing* my health to get a bit of energy is less than ideal -- I'll take Mo/Me with Channeling any day over that (or heck, even Mo/W with Bonettis). Likewise, if I'm being left alone I would much prefer to be the Mo/El with Renewal and Spirit.
The perfect energy management, of course, is a Blood Necromancer teammate.
cmb
Really I think it depends on what you're comfortable with and the situations you usually encounter. When I Monk I'm virtually always under attack, so the thought of *sacrificing* my health to get a bit of energy is less than ideal -- I'll take Mo/Me with Channeling any day over that (or heck, even Mo/W with Bonettis). Likewise, if I'm being left alone I would much prefer to be the Mo/El with Renewal and Spirit.
The perfect energy management, of course, is a Blood Necromancer teammate.
cmb
AtomicMew
i wouldnt be so quick to discount mo/e. Especially for a prot. monk. Glyph of lesser energy is 10 energy every 30 seconds (= 1 pip), so the timing works perfectly with aegis. And its also unlinked, so you can focus in monk stats.
Then you can get divine spirit for 16-17 seconds. Even without renewal, assuming you cast once every 3 seconds, you'd gain 20~ energy every 60 seconds, which is another 1 pip.
And don't forget, the best energy management is simply taking stronger, more efficient spells - which is why things like martyr and SoR are so popular.
Then you can get divine spirit for 16-17 seconds. Even without renewal, assuming you cast once every 3 seconds, you'd gain 20~ energy every 60 seconds, which is another 1 pip.
And don't forget, the best energy management is simply taking stronger, more efficient spells - which is why things like martyr and SoR are so popular.
Neo-LD
hoh or gvg id go inspiration cus of the huge variety of spells and specifically channeling cus there are so many people around.
jesh
Quote:
Originally Posted by Red Locust
Stay away from mantra of recall + Contemplation of purity combo. CoP is sometimes good for other purposes, but mantra of recall is a bad energy management elite. The energy return after using those two skills is very poor. You also need a 15e. initial investment in order to get the return, which might not be available at all times.
E-drain (and e-tap) is also a poor choice. Edrain's energy denial is now minimal, its recharge time is twice that of offering of blood, even its cast time is interruptible.
Channeling is good at times, but those times are few and far between. In order to get the benefit out of that skill, you have to stay within proximity of enemies. As a monk, you always want to distance yourself from your enemies as much as possible, so trying to take advantage of channeling can be very dangerous.
The way I usually play a standard monk, if I don't need a monk elite, I'll take offering of blood and sometimes signet of devotion for energy management. If I do need a particular elite, I'll go mesmer secondary for drain enchantment and inspired hex. OoB is well and good, but you seem to have forgotten you're thinking of OLD DATA. The new mantra of recall is much better, and once you get used to it, you don't need to bring contemplation. That combined with inspired hex beats out Oob.
E-drain (and e-tap) is also a poor choice. Edrain's energy denial is now minimal, its recharge time is twice that of offering of blood, even its cast time is interruptible.
Channeling is good at times, but those times are few and far between. In order to get the benefit out of that skill, you have to stay within proximity of enemies. As a monk, you always want to distance yourself from your enemies as much as possible, so trying to take advantage of channeling can be very dangerous.
The way I usually play a standard monk, if I don't need a monk elite, I'll take offering of blood and sometimes signet of devotion for energy management. If I do need a particular elite, I'll go mesmer secondary for drain enchantment and inspired hex. OoB is well and good, but you seem to have forgotten you're thinking of OLD DATA. The new mantra of recall is much better, and once you get used to it, you don't need to bring contemplation. That combined with inspired hex beats out Oob.
Red Locust
Quote:
Originally Posted by jesh
OoB is well and good, but you seem to have forgotten you're thinking of OLD DATA. The new mantra of recall is much better, and once you get used to it, you don't need to bring contemplation. That combined with inspired hex beats out Oob.
What Mantra of recall are you talking about? Because the one I'm talking about gives ~23e. at 10 inspiration, meaning a net 13e. boost every 21s for 1.86 pips of energy. It also combines terribly with +%enchant mods, requires a 10e. initial cost, and it gives you the boost 20+s. later, which is just unacceptable. You can't predict 20s. in advance when you'll need the energy boost, and you certainly don't want a enchant strip to give you back that 23 energy before you have the room for it. So you run contemplation, which ends up giving you a total of 8e every 21s.
Compare to OoB; At 10 blood, a net 11e. boost every 15.25s for 2.16 pips of energy. That first sentence alone puts OoB ahead of mantra.
Then you factor in OoB's initial cost of only 5e, the fact that you get the boost instantly, in 0.25s, and OoB just flat out wins. Even with inspired hex, OoB will still be ahead, and it only takes 1 slot.
Conclusion? When you're running an energy management elite, you run OoB, unless you have 3 empty slots with nothing to fill them, in which case you go mesmer and stack up on those inspiration skills. I've never had a problem with filling in monk skill slots (quite the opposite, in fact), so I usually go with OoB.
edit: about the health loss, it just takes a little time to figure out when to use it and when not to use it. If you're getting attack, don't use it...if you're not, use it. 40something damage means nothing when you're not being targetted. Heck, if you are being targetted, I don't think you're gonna spend a couple of seconds looking for a target to e-drain or drain enchant and doing so.
Compare to OoB; At 10 blood, a net 11e. boost every 15.25s for 2.16 pips of energy. That first sentence alone puts OoB ahead of mantra.
Then you factor in OoB's initial cost of only 5e, the fact that you get the boost instantly, in 0.25s, and OoB just flat out wins. Even with inspired hex, OoB will still be ahead, and it only takes 1 slot.
Conclusion? When you're running an energy management elite, you run OoB, unless you have 3 empty slots with nothing to fill them, in which case you go mesmer and stack up on those inspiration skills. I've never had a problem with filling in monk skill slots (quite the opposite, in fact), so I usually go with OoB.
edit: about the health loss, it just takes a little time to figure out when to use it and when not to use it. If you're getting attack, don't use it...if you're not, use it. 40something damage means nothing when you're not being targetted. Heck, if you are being targetted, I don't think you're gonna spend a couple of seconds looking for a target to e-drain or drain enchant and doing so.
damocles
Just run Inspired Hex and Channeling and the rest Heal or Prot skills works for me I am at a constant 35 energy..
Arcador
Some predicting skills can make essence bond and balthazar's spirit quite usefull, but sometimes you can just waste energy using them.
jesh
Quote:
Originally Posted by Red Locust
What Mantra of recall are you talking about? Because the one I'm talking about gives ~23e. at 10 inspiration, meaning a net 13e. boost every 21s for 1.86 pips of energy. It also combines terribly with +%enchant mods, requires a 10e. initial cost, and it gives you the boost 20+s. later, which is just unacceptable. You can't predict 20s. in advance when you'll need the energy boost, and you certainly don't want a enchant strip to give you back that 23 energy before you have the room for it. So you run contemplation, which ends up giving you a total of 8e every 21s.
Compare to OoB; At 10 blood, a net 11e. boost every 15.25s for 2.16 pips of energy. That first sentence alone puts OoB ahead of mantra.
Then you factor in OoB's initial cost of only 5e, the fact that you get the boost instantly, in 0.25s, and OoB just flat out wins. Even with inspired hex, OoB will still be ahead, and it only takes 1 slot.
Conclusion? When you're running an energy management elite, you run OoB, unless you have 3 empty slots with nothing to fill them, in which case you go mesmer and stack up on those inspiration skills. I've never had a problem with filling in monk skill slots (quite the opposite, in fact), so I usually go with OoB.
edit: about the health loss, it just takes a little time to figure out when to use it and when not to use it. If you're getting attack, don't use it...if you're not, use it. 40something damage means nothing when you're not being targetted. Heck, if you are being targetted, I don't think you're gonna spend a couple of seconds looking for a target to e-drain or drain enchant and doing so. Oob @ 10 blood = 16 energy at the cost of 5, 11 net energy, every 15 seconds. This comes out to .7333 energy per second.
Mantra of Recall @ 10 inspiration = 23 energy at the cost of 10, 13 net energy, every 20 seconds. This comes out to .65 energy per second.
Seems pretty obvious which one is better, right? Well OoB sacrifices hp.. and the mantra has a higher cost up front, and you have to wait for it. Now think about this: You're using inpiration. Unlike blood, you get channeling, inspired hex, drain enchant, power leak, god knows what else. I usually only take inspired hex. Now let's add that to the mix.
Inspired Hex @ 10 inspiration = 11 energy at the cost of 5, 6 net energy, ever 20 seconds. This comes out to .3 energy per second. Now add that to Mantra of Recall. You get .95 energy per second, and hex removal on top.
I realize that not every one can just pick up inspiration and be effective with it, because it does take some getting used to. Saying that an elite is ineffective when it isn't, however, is another matter. Going mesmer secondary also gives you hex breaker. You do your thing, and I'll do mine.
-about the 20 second comment- That's about as smart as saying, "OMG OoB is a pos! You can never tell 15 seconds in advance when you'll need it! It might be recharging!"
Give me a break. 5 seconds more isn't a million times harder to predict. If you're getting your enchants broken all the time, then just cast when you need the energy, simple.
Compare to OoB; At 10 blood, a net 11e. boost every 15.25s for 2.16 pips of energy. That first sentence alone puts OoB ahead of mantra.
Then you factor in OoB's initial cost of only 5e, the fact that you get the boost instantly, in 0.25s, and OoB just flat out wins. Even with inspired hex, OoB will still be ahead, and it only takes 1 slot.
Conclusion? When you're running an energy management elite, you run OoB, unless you have 3 empty slots with nothing to fill them, in which case you go mesmer and stack up on those inspiration skills. I've never had a problem with filling in monk skill slots (quite the opposite, in fact), so I usually go with OoB.
edit: about the health loss, it just takes a little time to figure out when to use it and when not to use it. If you're getting attack, don't use it...if you're not, use it. 40something damage means nothing when you're not being targetted. Heck, if you are being targetted, I don't think you're gonna spend a couple of seconds looking for a target to e-drain or drain enchant and doing so. Oob @ 10 blood = 16 energy at the cost of 5, 11 net energy, every 15 seconds. This comes out to .7333 energy per second.
Mantra of Recall @ 10 inspiration = 23 energy at the cost of 10, 13 net energy, every 20 seconds. This comes out to .65 energy per second.
Seems pretty obvious which one is better, right? Well OoB sacrifices hp.. and the mantra has a higher cost up front, and you have to wait for it. Now think about this: You're using inpiration. Unlike blood, you get channeling, inspired hex, drain enchant, power leak, god knows what else. I usually only take inspired hex. Now let's add that to the mix.
Inspired Hex @ 10 inspiration = 11 energy at the cost of 5, 6 net energy, ever 20 seconds. This comes out to .3 energy per second. Now add that to Mantra of Recall. You get .95 energy per second, and hex removal on top.
I realize that not every one can just pick up inspiration and be effective with it, because it does take some getting used to. Saying that an elite is ineffective when it isn't, however, is another matter. Going mesmer secondary also gives you hex breaker. You do your thing, and I'll do mine.
-about the 20 second comment- That's about as smart as saying, "OMG OoB is a pos! You can never tell 15 seconds in advance when you'll need it! It might be recharging!"
Give me a break. 5 seconds more isn't a million times harder to predict. If you're getting your enchants broken all the time, then just cast when you need the energy, simple.
neoflame
The biggest reason I don't like MoR is that you have two choices when using it: you can choose to lock yourself down to waiting 20/22s after casting it before you gain any energy, or you can choose to use CoP and gimp your energy recovery anyway.
The difference between recharge and cast is that you can certainly wait to cast OoB until you need it, but you can't do that as effectively on MoR.
The difference between recharge and cast is that you can certainly wait to cast OoB until you need it, but you can't do that as effectively on MoR.
Signet of Humility
for energy management
use Channeling as ive seen and thinking
its effect is Ward Size
so yes its pretty good as a monk in pvp
use Channeling as ive seen and thinking
its effect is Ward Size
so yes its pretty good as a monk in pvp
smurfhunter
Quote:
Originally Posted by Signet of Humility
for energy management
use Channeling as ive seen and thinking
its effect is Ward Size
so yes its pretty good as a monk in pvp what ive started to like less and less about channeling is that alot of people use drain enchantment for energy management, and instead of tabbing through a list of people they just camp a monk using channeling. this is horribly annoying since you have to keep recasting it. and if you forget its like... crap im at 2 energy... do i put up channeling when im at 5 energy or do i save mr leroy whos getting owned...
use Channeling as ive seen and thinking
its effect is Ward Size
so yes its pretty good as a monk in pvp what ive started to like less and less about channeling is that alot of people use drain enchantment for energy management, and instead of tabbing through a list of people they just camp a monk using channeling. this is horribly annoying since you have to keep recasting it. and if you forget its like... crap im at 2 energy... do i put up channeling when im at 5 energy or do i save mr leroy whos getting owned...
Signet of Humility
Quote:
Originally Posted by smurfhunter
what ive started to like less and less about channeling is that alot of people use drain enchantment for energy management, and instead of tabbing through a list of people they just camp a monk using channeling. this is horribly annoying since you have to keep recasting it. and if you forget its like... crap im at 2 energy... do i put up channeling when im at 5 energy or do i save mr leroy whos getting owned...
i seriously dont like drain enchant..
good peopel use channeling / inspired hex in tombs
and when im at 2 energy and when someones dieing thats why we have a prot dont we
still theres no point to hate channeling as its still 1 of the best energy management skills
good peopel use channeling / inspired hex in tombs
and when im at 2 energy and when someones dieing thats why we have a prot dont we
still theres no point to hate channeling as its still 1 of the best energy management skills
Patrograd
Channeling is good.
Its giving you back 1 energy for every cast for every foe within ward range. As a monk there is usually someone much closer than that, usually armed with an axe :-)
It has a cost of 5, and at just 8 inspiration thats 30 seconds worth.
Typically speaking a monk in the heat of battle will cast 20 times in that period, maybe more in some cases. Thats 15 nett energy gain every 30 seconds for each foe in range. It is rare for there to be less than one in tombs, less so in GvG perhaps. if you can skilfully position yourself (which is half the skill of a monk anyway) you can usually get three or four enemies in range. Cast way to your heart's content and save your elite spot for something monkish, there are plenty of good ones to choose from. if there isnt anyone in range during those lulls you get in GvG for instance, just dont put it on.
At 8 inspiration you are also getting a good return on inspired hex every 20 seconds and still have plenty of attrib points to put into healing, divine and/or protection as your build requires.
Its giving you back 1 energy for every cast for every foe within ward range. As a monk there is usually someone much closer than that, usually armed with an axe :-)
It has a cost of 5, and at just 8 inspiration thats 30 seconds worth.
Typically speaking a monk in the heat of battle will cast 20 times in that period, maybe more in some cases. Thats 15 nett energy gain every 30 seconds for each foe in range. It is rare for there to be less than one in tombs, less so in GvG perhaps. if you can skilfully position yourself (which is half the skill of a monk anyway) you can usually get three or four enemies in range. Cast way to your heart's content and save your elite spot for something monkish, there are plenty of good ones to choose from. if there isnt anyone in range during those lulls you get in GvG for instance, just dont put it on.
At 8 inspiration you are also getting a good return on inspired hex every 20 seconds and still have plenty of attrib points to put into healing, divine and/or protection as your build requires.
Dovi the Monk
Quote:
Originally Posted by twicky_kid
echo + blessed sig + lots of maintained enchaments
best energy i've seen yet. except for the fact that echo has a 30 second recharge, so you end up having 2 blessed signets for 20 seconds, and only 1 for 30 second, and then 2 for 20, 1 for 30, and so on. So just go with mantra of inscriptions.
best energy i've seen yet. except for the fact that echo has a 30 second recharge, so you end up having 2 blessed signets for 20 seconds, and only 1 for 30 second, and then 2 for 20, 1 for 30, and so on. So just go with mantra of inscriptions.
Shwitz
Mmmm, Mantra of Inscriptions... such a wonderful skill to combine with Blessed Signet... my PvE prot monk is hardly ever at a loss for energy using those two...
Kinda hard to run in higher level PvP though. Lots of enchantment stripping leads to my Blessed Signet netting me no energy when I use it
Kinda hard to run in higher level PvP though. Lots of enchantment stripping leads to my Blessed Signet netting me no energy when I use it
entropy
Bah run life bond and balthazars spirit. That is great energy. along with blessed sig I'm always at full.
Racthoh
I've gone both /me and /n on my monk. In PvP, I never got a chance to use EDrain before it hit that nerf. I always used Mantra of Recall simply because I could toss it up ahead of time, and go crazy with energy for the first 20 seconds of the fight. The last thing I wanted while taking heavy hits was to have to sacrifice more health to be able to heal myself again. With Mantra of Recall gaining back half my energy when I'm starting to running low it just seemed like a great choice.
I think using CoP and Mantra though is somewhat foolish if you don't have any hexes or conditions on you. Generally, when I didn't have any hexes or conditions on me my energy was always nice and high. Nothing quite like using CoP to not only net me some energy, but remove nasty hexes like Arcane Conundrum or Migraine that turn a healing touch into an easily interruptable spell.
I think using CoP and Mantra though is somewhat foolish if you don't have any hexes or conditions on you. Generally, when I didn't have any hexes or conditions on me my energy was always nice and high. Nothing quite like using CoP to not only net me some energy, but remove nasty hexes like Arcane Conundrum or Migraine that turn a healing touch into an easily interruptable spell.
twicky_kid
i've used mantra of recall + arcane echo for mass energy gain on a constant flow. copy the first one cast. now if you can't "predict" 20 seconds you are an idiot seeing as there is a timer on battles and the recharge of MoR is 20 seconds. at 16-18 seconds cast contemplation to remove mantra #1 then cast mantra #2. by the time mantra #2 ends mantra #1 is recharged. recast #1 and now wait. after it ends copy it again and start process over. there is a large start up cost but after that the energy flow is on a constant 20 sec gain while giving you the option to recast if it gets removed early or need to use contemplate.
while mantra 1 is in affect i spam like crazy even if they don't need it. usually if dmg isn't getting anywhere they change targets. now i can use the energy from mantra as i have room for it. copying the mantra also allows me to use contemplate any time then cast copy mantra to put it back on.
since you are using the insperation line of of skills you have access to inspired hex and channeling to stack on the mantra.
with OoB you have.......well OoB. you pump alot of points into blood for OoB then nothing else to use. OoB is just easier to use and not have to think things out.
still nothing touches blessed sig + echo. life bond party. balth spirit yourself and let the good times roll.
while mantra 1 is in affect i spam like crazy even if they don't need it. usually if dmg isn't getting anywhere they change targets. now i can use the energy from mantra as i have room for it. copying the mantra also allows me to use contemplate any time then cast copy mantra to put it back on.
since you are using the insperation line of of skills you have access to inspired hex and channeling to stack on the mantra.
with OoB you have.......well OoB. you pump alot of points into blood for OoB then nothing else to use. OoB is just easier to use and not have to think things out.
still nothing touches blessed sig + echo. life bond party. balth spirit yourself and let the good times roll.
twicky_kid
Quote:
Originally Posted by Dovi the Monk
except for the fact that echo has a 30 second recharge, so you end up having 2 blessed signets for 20 seconds, and only 1 for 30 second, and then 2 for 20, 1 for 30, and so on. So just go with mantra of inscriptions.
since you can net 20+ energy from 1 blessed sig every 10 seconds it alone is better than any option out there. add echo and it just makes it even sweeter.
Vexed Arcanist
Quote:
Originally Posted by Red Locust
What Mantra of recall are you talking about? Because the one I'm talking about gives ~23e. at 10 inspiration, meaning a net 13e. boost every 21s for 1.86 pips of energy. It also combines terribly with +%enchant mods, requires a 10e. initial cost, and it gives you the boost 20+s. later, which is just unacceptable. You can't predict 20s. in advance when you'll need the energy boost, and you certainly don't want a enchant strip to give you back that 23 energy before you have the room for it. So you run contemplation, which ends up giving you a total of 8e every 21s.
Compare to OoB; At 10 blood, a net 11e. boost every 15.25s for 2.16 pips of energy. That first sentence alone puts OoB ahead of mantra.
Then you factor in OoB's initial cost of only 5e, the fact that you get the boost instantly, in 0.25s, and OoB just flat out wins. Even with inspired hex, OoB will still be ahead, and it only takes 1 slot.
Conclusion? When you're running an energy management elite, you run OoB, unless you have 3 empty slots with nothing to fill them, in which case you go mesmer and stack up on those inspiration skills. I've never had a problem with filling in monk skill slots (quite the opposite, in fact), so I usually go with OoB.
edit: about the health loss, it just takes a little time to figure out when to use it and when not to use it. If you're getting attack, don't use it...if you're not, use it. 40something damage means nothing when you're not being targetted. Heck, if you are being targetted, I don't think you're gonna spend a couple of seconds looking for a target to e-drain or drain enchant and doing so. And there you have it. Seriously this post sums it up. For those of you who INSIST on using Inspiration no valid arguement can sway you if the above quote does not. You will simply follow along like sheep bleeting out "I prefer 3-5 inspiration spells vs. 1 elite". Enjoy your multiple inspiration spells, I prefer to use Healing or Protection spells in those slots and ONE and only ONE energy management tool.
Compare to OoB; At 10 blood, a net 11e. boost every 15.25s for 2.16 pips of energy. That first sentence alone puts OoB ahead of mantra.
Then you factor in OoB's initial cost of only 5e, the fact that you get the boost instantly, in 0.25s, and OoB just flat out wins. Even with inspired hex, OoB will still be ahead, and it only takes 1 slot.
Conclusion? When you're running an energy management elite, you run OoB, unless you have 3 empty slots with nothing to fill them, in which case you go mesmer and stack up on those inspiration skills. I've never had a problem with filling in monk skill slots (quite the opposite, in fact), so I usually go with OoB.
edit: about the health loss, it just takes a little time to figure out when to use it and when not to use it. If you're getting attack, don't use it...if you're not, use it. 40something damage means nothing when you're not being targetted. Heck, if you are being targetted, I don't think you're gonna spend a couple of seconds looking for a target to e-drain or drain enchant and doing so. And there you have it. Seriously this post sums it up. For those of you who INSIST on using Inspiration no valid arguement can sway you if the above quote does not. You will simply follow along like sheep bleeting out "I prefer 3-5 inspiration spells vs. 1 elite". Enjoy your multiple inspiration spells, I prefer to use Healing or Protection spells in those slots and ONE and only ONE energy management tool.
Hanuman li Tosh
OoB is good for energy management, but every calcualtion i have ever seen does not include the 5 mana it takes to heal the 50 damage you do to yourself.
example:
11/30*3=1.1 pips plus 8 energy stolen gained by Edrain
vs
11/15*3=2.2 pips for OoB
refigure for the health loss
6/15*3=1.1 pips
example:
11/30*3=1.1 pips plus 8 energy stolen gained by Edrain
vs
11/15*3=2.2 pips for OoB
refigure for the health loss
6/15*3=1.1 pips
Dmitri3
Succor from w/mo adrenaline warrior is nice choice.
Peace and Harmony works well, cause you only need one monk with high divine favor to support 2 monks.
If you don't have any of these, I say offering of blood.
Peace and Harmony works well, cause you only need one monk with high divine favor to support 2 monks.
If you don't have any of these, I say offering of blood.