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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:36
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quote: Originally posted by Jamski
- All the numbers are "under the hood". I want to know what my chances are of doing X damage with Y weapon vs Z armour please.
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Ok, for a pure party healer is E/Mo (more energy), Me/Mo (faster heals) or N/Mo (Necro healing spells too) better? I'm not sure if Mo/x is the best healing class, even with Divine Favour.
What's your experience?
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With the after-cast of .75 seconds I'd make just as much energy from NOT casting for 3 seconds (+4 energy regen x3 = 12).
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Ok Doc, how would you counter being dead from 7 simultanious lightning spells cast the moment they come in range? That's about 1,000 points of lightning damage within half a second btw.
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Game Mechanics http://www.guildwarsguru.com/conten...anics-id674.php
Mo/X is the best. You have Divine Favor and Superior Monk Runes.
Actually, 1 pip of energy regen gives 1/3 energy per second. So, caster regenerates energy at a rate of 4/3 energy/second with 4 pips of energy regeneneration.
1 pip of health regen gives 2 hp/second.
Against Air Spike Damage team - Life Barrier, Mantra of Lightning, Protective Spirit, Fertile Season, Ward against Elements, Ward agaist Harm, Spell Breaker, interrupts (they have 2-sec cast spells)
quote: Originally posted by snoopy369
MO/E is pretty good, because of the useful Flare.
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Also, keeping heal party on your skillbar helps a lot. It is much more energy efficient when more than two characters are hurt (or more than 3, i think 3 is where it is evenly efficient).
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Crap. Conjure Flame + wand/staff gives you almost the same damage, generally there is no reason to waste 17 times more mana on Flare.
Only caster recieves a bonus from Divine Favor while casting a Heal Party, so you need to heal ~5 people to make it more energy efficient than 5-mana heals.
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Main_Brain
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Economic World Center
Jul 2002 time: 06:36
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Yes I already did that, switching my second Class to Mesmer, which of the 3 Outposts has the Monk Quest? Or can i change back without the Need to Quest for it? Didnt check :/
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Main_Brain
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Economic World Center
Jul 2002 time: 06:36
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Ah, its good to be Monk (again).
Seekers Journey had the Quest :=)
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Snotty
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Sierra oscar Lol I hate making up names......Im just trying to level him so I can play him mostly with my mates, but I will shortly be making a more er...universal character or something
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Snotty
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So....is there anything really/useful/expensive I should save from the pre-fall/sundering noob area? Ive got limited backpack space you see...
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Main_Brain
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Economic World Center
Jul 2002 time: 06:36
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To instantly buy the Armor at Ascalon? The C. Materials are quite cheap at the Trader?
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Snotty
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This noob area is huge. I hope I finish exploring it before level 10 so I can go and pvp in the first arena!
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:36
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quote: Originally posted by Snotty
This noob area is huge. I hope I finish exploring it before level 10 so I can go and pvp in the first arena! |
You *could* make level 10 in the noob area (even without just melee-experiencing up the early levels), but I'd leave by 7. Level 7 is pretty much the highest I've seen anyone leave, and that's generally myself ... 
About Heal Party - From what I recall (not sitting at a GW-enabled comp right now), HP does exactly the same healing as Orison, to all of the party. You have of course divine favor affects to take into account, but I'm a healspec monk - so I have a max healing, and about 2 points short of max on the DF. That means, iirc, about 80 hp/Heal Party or Orison. Add what, 12 or so DF points in, and for 3 orison's, you get 92*3=276 hp healed. HP therefore has to do 4 full heals to be technically worth it compared to Orison, EP only; assuming you're not using divine boon and assuming you don't care about casting time, distance, or the (surprisingly relevant) time it takes to target the right party members. I'd still use it, because of the time factor, to heal 3 people even if I lose the divine favor bonuses. (WoH of course is better than Orison, and I'd use it over Heal Party with 3 people, unless time was an issue).
I'm not sure what you're talking about with conjure flame + wand ... I don't use it, primarily because I can't *hit* with my wand to begin with, while Flare hits always. I honestly don't use flare much either, except when I have energy to burn (ie i'm acting as backup healer in a not-too-tough battle); but it's a nice little spell for when that comes up, or when we need a little more damage power.
Secondly, my wand casts for what, 11-17 damage, plus say 13 damage from CF at max fire, giving me 24-30 ... Flare does 16..40, so 40 hp damage, nearly double, with a 1 sec total casting time (no recharge)... that's more, even discounting the fact that I am blocked on 80% of my attacks anyway and evaded on most of the rest. Yes it's more energy-costing, but at least it hits every so often. And CF requires recasting all of my enchantments - anywhere from 1 (Divine) to 4 (Divine Boon+ Essence Bond + Balth's Spirit x2) depending on my build.
In PvP, I don't know what would happen; but in PvE, I don't bother engaging in melee at my-level combat.
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Snotty
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I think I got offered a quest by 'Devena (sp?' that offered me a skill point as part of the reward....are there any more of those quests knocking about the noob area?
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Ellestar
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Russian Federation, Moscow
Feb 2003 time: 08:36
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quote: Originally posted by snoopy369 I'm not sure what you're talking about with conjure flame + wand ... I don't use it, primarily because I can't *hit* with my wand to begin with, while Flare hits always. I honestly don't use flare much either, except when I have energy to burn (ie i'm acting as backup healer in a not-too-tough battle); but it's a nice little spell for when that comes up, or when we need a little more damage power.
Secondly, my wand casts for what, 11-17 damage, plus say 13 damage from CF at max fire, giving me 24-30 ... Flare does 16..40, so 40 hp damage, nearly double, with a 1 sec total casting time (no recharge)... that's more, even discounting the fact that I am blocked on 80% of my attacks anyway and evaded on most of the rest. Yes it's more energy-costing, but at least it hits every so often. And CF requires recasting all of my enchantments - anywhere from 1 (Divine) to 4 (Divine Boon+ Essence Bond + Balth's Spirit x2) depending on my build.
In PvP, I don't know what would happen; but in PvE, I don't bother engaging in melee at my-level combat. |
Best staff/wand deals 11-22 damage + 13 from Conjure = 29.5 average damage, 1.75 sec refire rate
Flare - 40 damage, 1 sec casting time+0.75 spell aftercast animation = 1.75 sec refire rate
Flare is good at the start when there aren't a lot of skills around, but later i prefer to use Meteor Shower, PBAoE fire spells, Fire Storm etc. In PvP Flare deals 40- damage for 5 mana, healer heals for 100+ damage for 5 mana.
AFAIK Conjure removes enchantments that are on a caster only.
On a healer in PvE IMHO it's better to use something like Armor of Earth or one of the Wards.
Divine favor gives 3.2 HP/attribute point. Other than that, you're right about Heal Party. But it uses a valuable skill slot, so does it really worth it to heal for several HPs more when you're healing 4 people or it's better to have another skill slot free for something else?
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Jamski, Geomancers are losing to Air Spike team and to a ranger team most of the time (that is if both parties play right). So, it loses to two most popular builds and it's hard to coordinate attacks, especially to PUGs. I doubt that anyone will use it on a constant basis. Ranger spirit spam team is THE FotM at that moment. Very easy to play so every noob can use it and it's strong.
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snoopy369

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Of the Peanuts Gallery
Apr 2004 time: 23:36
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I'd never use flare in actual PvP combat. OTOH, the argument was that flare is a good thing to use for PvE when you have extra energy to burn, and it hits where CF+spell doesn't.
I can't use FS or MS or Meteor because ... well, that would mess up my healing pretty well, especially the meteors (exhaustion). I bring those when I'm going Firespec, though . I can't bring armor of earth because, well, I'm firespec not earth spec, and I use enough of my refund points anyway changing between 100% healing and the occasional protecting or smiting (balth's aura) that I'm asked to do ... perhaps after I finish hell's precipice and I get into that underworld fissure stuff (when I am led to understand refund points matter not) I'll look into that sort of thing. 
Heal Party is worth the spot because of time+distance considerations, energy aside ... so yes, it's worth it to heal those 4 players. 
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