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Mönche und überlegene Runen im GvG (Achtung in Englisch!)

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Danath
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jedwab poszewki
Registriert: Samstag 15. Juli 2006, 21:40
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Mönche und überlegene Runen im GvG (Achtung in Englisch!)

Beitrag von Danath »

Ein Artikel von Tommy von QQ über die Nutzung von überlegenen Runen bei Mönchen:

The only times superiors are used, generally, is to make up for an attribute spread which requires high specs in many different attributes (usually to hit a break point). On a monk, I really don't see the need for that.

~Many of the inspiration breakpoints hit at 9, the most prevalent being edrain for boon prots. You can get an extra 1 energy out of ihex, drain enchant, or mantra of resolve if you want to use a higher rune, but with that skill usage coming every 20 seconds or so, that seems laughable for the health sacrifice.

~Once prot is at a medium spec, the effects are situational and are, for the most part, only a precaution. For instance, rof only gains an additional 4 damage negated and healed maximum per level, which will net 8 damage negation. That's nice, and it's idealistic to think that you will be getting that max every time, but realistically, you'll never get maximum efficiency out of it over the course of a game because of the nature of the skill. Lower specs will probably have the same effect. The duration of prot spirit is what scales with the attribute level, and it is a very long duration anyway, usually much longer than it is needed. If it does end prematurely, it is usually due to a shatter or drain. Once again, for the great majority of the time will have zero effect. Spirit bond and guardian are the only popular prot spells that will always have a gain from a higher spec, assuming that their conditions are met, and those differences are only an additional 4 heal on spirit bond (per attribute level) and 2% block chance on guardian (per level). Neither of those seems to be hardly worth the sac. 9 prot should generally be all you'll ever need (54 max negation/heal rof, 38% block guardian, 76 heal spirit bond, 16 second prot spirit).

~Healing prayers: if you're running a healer in a two-monk backline in GvG, come talk to me. There are problems. There are, however, several useful spells in the healing line. Well, at least one useful spell and a couple mediocre ones. Healing spec on a boon prot or a BL monk will never be too high because gift of health is incredibly efficient as it stands without requiring an enormous spec. Gift is a 96 heal at 9 healing on a BL monk, and although it would be nice to get it higher, it's still not worth thinning out your other attribute lines or running the rune for one skill (9 extra heal per level). On a boon prot, a booned gift will do you fine at whatever reasonable spec you have, and you should never be in a situation where you wish you had more than 9 healing. I mean, I suppose if you had vital bond, vital weapon, and fertile season, then maybe you could use a larger heal on a booned gift, but other than that, it's never necessary, as it just leads to overhealing.

~Divine favor is generally what people say that they run a superior rune for. It's an extra heal of 12 per cast with boon, an additional heal of 6 with an unbooned monk spell, an additional 11 or 12 heal on sig of devo (11 base spec or 12 base spec, respectively), and an additional heal of 20 on blessed light. It's a bunch of small additions that people assume will add up. Honestly, they will, but the amount of good that will really come from it will be surprisingly small. A lot of the time, monks are prone to overhealing. Everyone does it, and although it's inefficient, sometimes it needs to be done (critical condition/hex removal, healing through a spike, both monks heal sametarget). In these cases, the additional heal will get you nothing. It is the same scenario as with a highly specced rof or ps. However, the extra healing does yield a benefit a large part of the time, so in order to analyze that, we can examine the amount of energy saved through running a superior rune (assuming that energy correlates to direct healing, which isn't always the case, but is the best objective measure that we have). I would give you the numbers on energy efficiency for BL, but the skill itself has utility (hex/condition removal) which is held constant, so it's effect cannot be analyzed as a pure heal, another reason why it's effect is diminishing at higher attribute levels. For that reason, we need to look at some efficient, manageable, and usable heal such as gift of health (it's the most common straight heal in the game today, and although the numbers will come out as more efficient than other spells, deserves to be looked at because all other spells also consider utility, which is never directly measureable). At a 13 divine 9 heal spec, gift of health will result in a maximum direct heal of 132 (96+42), which means that for each of the 5 energy points you are using, you are getting a heal of 26.4 in return. Applying that number to the extra heal that you will receive from BL when using a superior rune means that with each cast of BL, you are saving .76 energy. Using other spells on a BL monk saves .23 energy per cast. Using any spell on a boon prot will conserve .45 energy. Once you consider how often you are casting BL and other spells, you are not going to be saving any more than 10 energy per minute, which seems like a rather large amount, but that is only assuming that at no point in the game does your energy ever hit full, an assumption that makes this statistic invalid in most cases. Once you factor in overhealing of spells and lack of usage of the energy pool, the energy saved may be there, but the actual amount will be negligible. Even when assuming maximum efficiency from all skills at all times and constant usage (which is once again purely theoretical and will likely never happen), the amount of extra healing that you will get from these skills over a period of 20-30 seconds can be mopped up by one additional heal party from a spamming emo. I have largely held the belief that monks need to focus on direct damage negation, while other characters can have a skill or two for passive damage negation (aegis, wards, heal party, etc), allowing monks to work at maximum efficiency. Basically, running a superior rune on a monk is taking one heal party away from an emo every 20-30 seconds, which is counterproductive, as heal party was moved over to emos in order to lessen the load on monks in the first place so that direct damage negation can be their focus.

Judging by all of the options to boost attributes, I really don't see any spell line that could benefit sufficiently from a superior rune. There are also other drawbacks from losing additional health, most of which are obvious, but one which I would like to go over. Monks without superiors and a lot of health are generally thought of as more self-sufficient and defensive, but when you consider their abilities compared to monks with less health and greater healing potential, I see monks with more life as far more offensive. Monks running superior runes are forced to constantly worry about their positioning, and cannot make any kind of sacrifices for their teams, as it will most likely result in their own death, whereas monks with more health are able to play more offensively without worrying about taking a death. Of course, one's health is always something to keep in mind, but with more life, one can be more secure that what they are doing is going to benefit their teammates without a great risk of incurring a death. An example of this is when warriors, for one reason or another, need to greatly overextend to do something like train a flag runner or push opponent monks. Monks with less health will be more hesistant to push up, because often, when that happens, they are going to be target number one, and with less hit points, they are far more fragible and susceptible to death. Monks with more hit points can push up safely, and although they incur the same damage, they have less risk because their backline has far more time to negate the damage. Monks with more health can play all over the field whereas monks using superior runes can either stay far in the back (and risk their extended teammates dieing) or be forced to push up for them (and leave themselves in a very comprimising situation, risking death themselves).

Finally, the most important thing to consider when chosing runes, skills, or attributes, is will this help me to win the game? In the case of using a superior rune on monks, incurring a death and taking an early 15 DP to make you a low target for the rest of the game will most certainly lose you far more games than having a minimal increase in healing efficiency will win you. On the other side, having more health, and thus, more mobility on the field to assist teammates will result in far more favorable situations and victories than having to force your team to be restrained in a safe area, unable to push up in fear of fatalities in the front line or back.

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