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Originally Posted by Fyre Brand
There are a couple of things I would like to say because you're not taking some responsibility you should be.
You have a secondary class. I know for sure rangers, monks, and mesmers have condition/hex removal. Take some responsibility for your own health. That is not just the province of the monk class. Do this and a real monk and the team you play on will thank you for this.
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My first character was a monk, I know all the ropes. When I party in PvE, I normally tell the warriors to forget their healing sigs, I can handle it. Conditions, no problem. Hexes, I can do that to. And that's just me. There is no reason why other classes should be making themselves weaker when a monk is perfectly capable of handling those things.
By the way, I play W/Me, so no, I have no condition removal available to me. I do have hex removal, but no, I shouldn't be bringing it unless there's some very specific reason to do so.
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Originally Posted by Fyre Brand
It's the responsibility of primarily the group leader, and the also the whole party to talk about roles, especially at later points in the game. Didn't you think to ask a couple of the monks to build for smiting so you could be more effective damage dealers.
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I wasn't leading this team, it was a random PUG I joined up. I generally don't take more than 2 monks in a given PvE mission, it just isn't worth it. Frankly, in most missions getting even those two monks is difficult. Regardless, damage isn't the issue here.
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Originally Posted by Fyre Brand
Have one monk build for protection with healing backup and the healer build for heal and condition removal. The smiters could build for hex removal. The rest of the party should have some self-heal and ability to deal with conditions until the monk can get to you. Bottom line, the monks should have brought condition removal, and the party should have talked about it first to make sure no one let it slip by them.
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Generally, I agree with you here. The point I'm making though is that by this point the monks should have known that they needed hex/condition removal because
they are always needed at the point in the game. When I played my monk, I brought mend ailment every mission since the start of crystal desert, whether or not I thought we needed it. There was no discussion necessary. It would be like asking if I needed to bring orison of healing.
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Originally Posted by Fyre Brand
I know you don't play a monk or you wouldn't have said something so ignorant as drop healing breeze for mend ailment.There is a time to remove a condition or hex and a time to add regen in some manner. In an environment where constant condition application is present you normally don't mend a condition, you apply regen.
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Actually, I finished the game as a monk, and play it a lot in PvP. Breeze is an extremely ineffecient spell, mathematically one of the worst. There is only one area in the game where I would use it over mend ailment, maguuma jungle, since you are constantly getting poisoned. Everywhere else, you are far better off with either healing seed, mend ailment, or just plain orison of healing. Run a search for "healing efficiencies and divine favour."
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Originally Posted by Fyre Brand
It's just better energy management, not to mention casting time spent on one individual. There are two types of condition removal one that heals for the number of conditions left and one that heals based on removal. Which one to bring? Not as simple as it sounds.
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You always bring mend ailment, because it casts on self as well as others; mend condition does not. Breeze is also not better energy management that mend ailment. It is considerably worse for a few reasons: it costs more energy; if the person has even 1 other condition on, then a 16 pt mend ailment is more efficient in terms of health recovered per energy than a 16 pt breeze, and most importantly, breeze does nothing if the person is dazed, blinded, weakened, crippled, or deep wounded. Even I don't put a single point into protection prayers, I would still take mend ailment over a 16 attribute healing breeze.
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Originally Posted by Fyre Brand
So discuss the mop list before you go out and the groups build role. Was everyone else a warrior? Were you going to try to group and use a seed strategy to maximize healing and energy management? Or were you just figuring the monks would magically keep everyone healed all the time with the same saavy as Lina and Mhenlo do with superhuman computer reflexes?
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I never said that healing was a problem, quite the contrary, in fact. It wouldn't have mattered how "efficient" we were at healing, because they didn't bring the right skills. This wasn't an energy management problem either (as an aside, you generally shouldn't run out of energy as a monk anyway, unless the fighting is REALLY intense, or you're being targetted a lot and it isn't safe to use energy drains or offering of blood).
Rico