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View Full Version : Why dont monks have class specific energy like warriors?


Pinky's brain
07-11-2004, 07:29 AM
IMO having healers using "standard" energy for healing makes them rather uninteresting to play, there is a kick to helping people ... but is it a good idea to let that be the end of it?

I think monks like warriors should have an alternate energy, lets call it mana. Tie their primary attribute either to recharge rate, or max amount of mana. This would serve the same purpose as divine favor, setting primary monk apart, but more importantly make it more fun to play. Because you would only be using mana for healing and smiting attacks, and smiting would probably be on the backburner in the thick of it, which would still leave you energy for using some of the more fun aspects of your secondary ... instead of mostly dodging and healing.

Nalim Neesdan
07-11-2004, 09:56 AM
I think the reason why arena.net isn't going to do this is avoiding the game to get too complicated. And a third energy pool would make playing a monk very complicated, because you have to pay attention to three pools. Playing a monk is already quite difficult, because you cannot be useful without knowing all shortcuts, using them and looking at the health and position of your allies all the time. And paying attention to your own position and don't get involved in melee combat, of course. The Warrior is a different thing, the adrenaline pool refreshes more or less automatically, the skills aren't to special, so you can manage it.

Pinky's brain
07-12-2004, 07:05 AM
I think the people who are attracted to primary monk are unlikely to be put off by that, having more tactical depth and more offensive options will be more relevant to them than the learning curve. AFAICS the exact same reasoning behind giving warriors adrenaline carries over to why monks should have something simular ... the lack of it makes secondaries of primary monks a lot less effective than those of other primaries.

Hydraxy
07-12-2004, 09:01 AM
Giving monks another energy pool would be pointless, your assuming that all primary monks are healers, but thats jsut not true, your monk could be a buffer, and then your secondary ranger or whatever could be your dmg dealer... and you buff all your allies, there are plenty of options for a monk besides the boring heal everyone monk, so in my opinion monks are fine the way they are.

Pinky's brain
07-12-2004, 10:18 AM
If you are trying to buff your entire team you are still going to have precious little energy left for ranger skills, unless you start leeching theirs ... in which case they probably expect to get healed too :) (At least if you are playing with strangers in PvE.)

Hydraxy
07-12-2004, 11:02 AM
Thats, true, but as I said, not every monk will heal

Village Idiot
07-12-2004, 11:29 AM
If you are trying to buff your entire team you are still going to have precious little energy left for ranger skills, unless you start leeching theirs ... in which case they probably expect to get healed too :) (At least if you are playing with strangers in PvE.)

That's why we have other skills to leech energy :)

Just to note, during E3, my Necro/Monk doesn't have any healing skills, just debuffs/buffs to make front liners into killing machines.

I left all the healing to the other Monks and super charging them with Blood is Power.

Pinky's brain
07-12-2004, 11:57 AM
Im more concerned about the attractiveness of primary monks though.

Village Idiot
07-12-2004, 02:16 PM
Im more concerned about the attractiveness of primary monks though.

Well for the primary Monks, there are ways for them to gain more energy...

Divine Spirit:
Description: For the next 7..55 seconds, monk spells cost you 5 less energy to cast. (Minimum cost 5 energy)
Energy Cost: 10.
Recharge Time: ??
Linked Attribute: Divine Favor. Increases duration.
Skill Type: Blessing

Balthazar's Spirit:
Description: Target ally gains adrenaline and energy after taking damage. Your energy regen lowers by 1 while this spell is in effect.
Energy Cost: 10.
Recharge Time: None.
Linked Attribute: None.
Skill Type: Blessing.

Essence Bond:
Description: Whenever target takes non-magical damage, you gain 1 energy. Your energy regen lowers by 1 while this blessing is in place.
Energy Cost: 10.
Recharge Time: None.
Linked Attribute: None.
Skill Type: Blessing.

Divine Spirit alone makes primary Monks feesable, since it allows them to cast spells a lot more.

Hydraxy
07-13-2004, 02:23 PM
Ya, primary monks shouldnt be ruled out if you dont want to heal things... there should be (and is) more options than that for a monk, and thats good to know.