This is not a thread to $%^-* (also this post was written hastily so please forgive). It is simply some observations I made while playing and some feedback on potential changes. If you have a disagreement with a point I’ve made please do so constructively. And for those of you noticing my win/loss and rating so far I have played up to 2300 in 2’s, 2500 in 3’s and 2750 in 5’s in the past. I am not a great player but I do know at least the basics of the arena and comps and am somewhat analytical by nature (and trade).
Staying alive, as a Monk, was fairly easy. Using regular CD's (switching between diffuse magic or dampen harm depending on the teams comp) and healing spheres it was pretty hard for a team to train me for long. This did not happen much as I think it is common knowledge now that it is easier to shut down a Monk than it is to train them. However, keeping my teammates alive was another matter at times.
The problem seems to stem from the lack of resources. Monks are designed to use Chi and they gain chi either via Soothing Mist which is a 30% chance to gain a Chi during a tick or using other abilities like Renewing Mist, Expel Harm, Surging Mist, a talent called Chi Brew and of course striking your opponents with a Jab.
The problem with this setup is that Renewing Mist is very low throughput and on an 8 second timer, Expel Harm is a self-heal and useful for when you get targeted and blowing it for Chi just sucks...but you do it anyway and it's on a 15 second timer. Chi Brew gives you all 4 Chi but it's on a 1.5 minute timer. This leaves a player with Soothing Mist, a channeled spell and highlyRNG based way to get Chi and then there is Jab. So, you only have 2 guaranteed Chi within 15 seconds and Env Mist costs 3. Surging Mist is our flash heal spell and its instant if you cast Soothing Mist first…but it’s incredibly costly and you only want to cast it on somebody who could use the heal and not just use it to gain Chi.
Let’s analyze SM and Jab. Soothing Mist, first off, is RNG based making it pretty awful for healing in high burst situations like the arena. Also, since it's channeled, you can easily be locked out if you let it go. You WILL use it to make certain casts like Env Mist and Surging Mist instant but you'll only do that for a short while and maybe get 1 tick, maybe 2. So, as you can see, this is not an optimal setup for PvP healing where in PvE it's a bit more consistent and even interesting.
Jab is a great way to get Chi. However, what normally happens to a healer who runs out from behind a pillar into the open at non-optimal times? Bad things. If you don't have easy access to good LoS during certain situations you lose...but you also lose if you don't have resources. So a Monk healer always has to get a bit lucky in regards to their teams CC and Burst ability habits (and as I go up in rating and face better teams it will be less about luck). Sure, when you run in you can use good abilities like Spear Hand Strike (blank silence if hit in the front…not sure why Monks needed that but oh well), Paralyze and Leg Sweep. But exposing yourself to CC and silence when you don’t need to do any of those things is a bad move but sometimes you simply have to do it if you want to try and be prepared for the next burst setup.
And then there is Healing Sphere. It’s great for you and suboptimal for healing teammates. It does not generate any Chi at all but since it’s instant you don’t have to worry about longer silences. It’s a good spell and fairly unique but it should not be the main go to spell for staying alive in PvP outside of certain instances.