I have a question about flag running. I had always thought that at the end of every 2 minutes the owner of the stand would get a morale boost - I thought I even remembered seeing that, but then I noticed that putting down the flag restarts the counter. Which way does it really go? And, is it possible for two pretty evenly matched teams to even get morale boosts? It seems like each team would keep alternating the flag... I don't know how someone could keep a flag runner away for 2 minutes.
A good example of this just came up in a recent game. You can watch it here. Game 3 AP vs OUT, AP gets constant boosts that don't really matter. In fact, their strategy of constantly trying to boost stops them from doing anything useful.
In our GvG's, granted we are not too experienced, just a few friends having a good time that play decently together, and a few guildies that are not great that just like to GvG, we run a healer monk with a prot monk backline.
Having two prot monks in the backline works really well, however, I felt that it was somewhat innefficient when we ran it. For instance, both monks using reversal on a character...this is just a waste. The heal monk's job is to heal and catch infuses. (also has condition removal, in case we need to split). We've played around with several different healing builds, and all that we've tried have worked fairly well. It is not uncommon to run a bit of a hybrid, with Spirit Bond or Prot Spirit and RoF. However, these skills can get in the way for a "simple" backline healer. The main idea here is, that the prot monk uses RoF, SoA, prot spirit, etc.... We generally run some midline support also in the form of expel hexes or draw conditions. This, for us, I feel allows the monks to use their energy more efficiently. I know that healing/protting efficiency can be handled through communication and such, but this can also prove to be challenging to those players that try to over analyze the situations (do i need to heal or RoF? wait, what is the other monk doing?) -- situations like these can cause downfalls.
That's just my 2-cents on the whole healing monk revival. In summary, I feel it creates a more efficient backline versus a 2-prot backline, and for a casual GvG team this works fairly well. Before our other core monk left, we ran two prot monks. However, we had many many gvg's together, as well as HA and TA playing time, and felt very comfortable with each other and knew each other fairly well. He was a great monk, also, so that helped. However, at the current point in time, the heal and prot monk backline will remain.
Prot monks should have Gift of Health too. A lot of your healing should be coming from Heal Party or LoD, as well.
Just out of curiosity, could someone explain why I don't see the anti-block (mainly Warrior) skills being used more? Considering every other guild seems to have an Aegis chain, and SoD Monks seem pretty popular, I thought they would be pretty powerful (and many people claimed they are now overpowered... though I don't really agree) Is it just because they're too conditional - a wasted skill slot when the other team doesn't have blocks and even when they do it has a chance of not being blocked?
Haha... I think I just answered my own question :\