Peace And Stinking Harmony!

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SnipiousMax
SnipiousMax
Perfectly Elocuted
#1
I don't play Monk that often, but its always PvE....I'm really excited that they fixed it! I never thought it made since that it would end when I cast heal party or Aegis! Now it will only end if you attack or cast as spell on baddies. It works now like it should!
Tsunami Rain
Tsunami Rain
mmmmmmmm pie.
#2
We'll i must agree that Arenanet did do a nice job with peace and harmony I wish i could say the same about farming. Peace and Harmony might just be the next greatest thing for running monks.
Effigy
Effigy
Jungle Guide
#3
Even though it's fixed, I still don't think it's the best option for an energy management elite. I prefer OoB or WoH generally.
U
Unsung
Pre-Searing Cadet
#4
OoB isnt as gud now with 20% sac so....
TGgold
TGgold
Wilds Pathfinder
#5
P&H also had a recycle reduction, right? Meaning it *should* be more feasible to maintain on 2 monks. Just a thought.
Murder In China
Murder In China
Banned
#6
Word of Healing and Mantra of Recall is still better.
holden
holden
Wilds Pathfinder
#7
Quote: Originally Posted by Murder In China
Word of Healing and Mantra of Recall is still better. opinion. back it up
Age
Age
Hall Hero
#8
How much enrgy do you get from P&H isn't like 2 heck ViM gives you the same as OoB and even more possibly from each foe suffering froma condition.
Murder In China
Murder In China
Banned
#9
Quote: Originally Posted by holden
opinion. back it up Wow 1 extra pip of energy, that translate to 1 energy per 3 seconds.

That is pure utter shit compare to other Elite Energy mangement spells.

Offering of Blood at 10 Blood magic nets you 11 energy and recharges every 15 seconds. That translates to 2.2 pips which is an extra 2.2 mana every 3 seconds plus it can't be stripped off since it's a spell.

Mantra of Recall at 10 Inspiration magic nets you 13 and recharges every 20 seconds (or more/less depending on enchantment mods and CoP) which gives you 1.95 pips of energy that translates to 1.95 extra energy every 3 seconds. Even though it's an enchantment can be stripped off, it provides you energy when it ends unlike Peace and Harmony. QuixotesGhost thanks for pointing that out.

Word of Healing is a bit different, it acts like an Orison of Healing OR a Heal Other depending on the ally's health. Heal Other cost 10 energy while Word of Healing cost 5. Say you find that one of your party member's life bar dip under 50%, you cast Word of Healing and it heals as much as Heal Other. You just saveD yourself 5 energy. This means you didn't have to wait 6 seconds to regenerate 10 energy to cast Heal Other on your ally if you had Peace and Harmony on.

Now why do I see PnH as shit?
Keyote
Keyote
Frost Gate Guardian
#10
Quote: Originally Posted by Murder In China
Offering of Blood at 10 Blood magic nets you 11 energy and recharges every 15 seconds. As long as you have no pressure and dont heal yourself after.
QuixotesGhost
QuixotesGhost
Krytan Explorer
#11
Quote: Originally Posted by Murder In China
Mantra of Recall at 10 Inspiration magic nets you 11 (I believe) It's 13.
4runner
4runner
Banned
#12
Has OoB been hit that hard with the Nerf Battt!!!!! 10 vs 20%sac i understand under pressure this could end it real quick, i think ill be running some major instead of sups!! What do u guys think?"????
Keyote
Keyote
Frost Gate Guardian
#13
For a boon monk under pressure who heals after, OoB will give you 4 energy with 9 in blood.
Murder In China
Murder In China
Banned
#14
There's still Mantra of Recall and Word of Healing, hell Aura of Faith seems promising right now.
Effigy
Effigy
Jungle Guide
#15
Well, that sucks. 20% sac...little bit extreme I'd say...
t
tafy69
Wilds Pathfinder
#16
PnH while not the best for energy management atm, but theres bonuses to it too

2 monk backline, 1 with PnH covering both monks, other monk running healing elite.

Also you can go full monk and not use 9-10 points into a secondary like before.

And PnH on boon prot is actually pretty damm good, you have the possibility to stay on the 0-5 energy and use a spell as soon you get it, so the -2 on the boon isnt so bad.

Saying the spell is crap is totally stupid imo.
C
Celain
Ascalonian Squire
#17
Quote: Originally Posted by tafy69
PnH while not the best for energy management atm, but theres bonuses to it too

2 monk backline, 1 with PnH covering both monks, other monk running healing elite.

Also you can go full monk and not use 9-10 points into a secondary like before.

And PnH on boon prot is actually pretty damm good, you have the possibility to stay on the 0-5 energy and use a spell as soon you get it, so the -2 on the boon isnt so bad.

Saying the spell is crap is totally stupid imo. shatter enchantment
inspired enchantment
strip enchantment
well of the profane
lingering curse
rend enchantments

It still sucks.
Joe Martin
Joe Martin
Ascalonian Squire
#18
Quote: Originally Posted by Murder In China
Offering of Blood at 10 Blood magic nets you 11 energy and recharges every 15 seconds. That translates to 2.2 pips which is an extra 2.2 mana every 3 seconds plus it can't be stripped off since it's a spell. 90% of boon prots also don't understand that you can hot swap to a blood regen truncheon/idol when using OoB to give you a hella faster recharge on it. Hell when you land the quick regen on both the truncheon and idol OoB is almost spammable. 20% sac still blows though.

IMO PnH should function like boon, self-enchant only, and have a quick recharge. It is a great skill at heart, but it is too easily stripped by the numerous enchant strips out there, and the horrendous recharge time makes it not worth taking up a skill slot, or your elite for that matter. Yea, one monk could carry it and use it for the entire backline, but really it is just killed by the slow recharge. It is not feasible energy management. Once it's gone, which it probably will be quickly, you can't get it back for a long time. It also practically disables CoP. You have to have a little moral debate in your head, what do I want... get rid of backfire... get rid of PnH... It's a double edged sword too, if you make the recharge fast, the entire team will have +1 energy regen. Yeah, basically PnH sucks as is.

MoR has it's own issues too. While it does give a nice energy bonus, it is completely not controlable. You are just banking on the fact that you are going to get the energy when you need it, in a real world situation the chances of that happening are very slim. Sure it can be prematurely ended with CoP, but even then, you're spending a lot of energy (17 with boon) to get 23 energy (@ 10 inspiration).


I am seeing the return of the 3-monk backline. It seems ANet thinks that prots should stop doing the job of healers. Heh, it'll be interesting to say the least.

EDIT: Really, it looks like monks are going to have to suck it up and deal with 20% sac for the time being. It blows, yes, it owns you under pressure, yes, but there is no other feasible energy management system for a suitational purposes such as GvG's and HA. Monks are busy during battle ALL THE TIME, and the struggle to keep energy up while in that battle situation is a fight that seemingly will never be won. While teams in GvG could revert to 3 monk backlines, that would tear so many things up, the loss of the support class/flag runner namely. People are just going to have to watch their OoB's more.
t
tafy69
Wilds Pathfinder
#19
Quote: Originally Posted by Celain
shatter enchantment
inspired enchantment
strip enchantment
well of the profane
lingering curse
rend enchantments

It still sucks. Shatter, drain and Rend are the only ones that are common in GvG or HA, All of which has a 25 Second recharge.

Now why would someone go to that much trouble of stripping your monks of PnH unstead of stripping Eles of Attunements etc.

PnH Doesnt suck, it has its place in a team. I have heard of teams trying out succor + PnH for +6 regen on their boon proters.
N
Nadine
Frost Gate Guardian
#20
I run boon prot as i'm told to do it. (some guys from LuM). divine 13, prot 11, blood 10....

with 10% sac u dont really needto heal yourself, but with 20% sac....

it makes energy +16(-5) and -7 for healing yourself. so total gain is 5... Pretty sucky...