1. What should a fuse monk watch in priority? The fronts like the prot, or focus more on the mesmer, or redbar/cleaning his team?
What I understand as the essence of your question is that the the field is partitioned into different "areas", like frontline, mesmer, cleaning, etc., and you would like to know how the fuse interacts/prioritizes these areas.
I will break it down as I see fit.
What is damage? To understand damage, let us start with health.
What is health? Health is a numeric value given to your character that determines its life.
Heals give a positive numeric health value to your character, capped at its max health.
Damage is a negative numeric health value that detracts from your character's health. Damage can be generally split into armor considering and non-armor considering.
Prots are spells/skills that reduce damage.
Current versus Incidental Damage
Current damage is the focused damage output of the enemy at the given moment. Heals/prots should go where the current enemy damage is directed.
Incidental damage is the damage output of the enemy not doled out at the given moment (e.g. degen) or current damage done to a target that is not the main focus of enemy damage (e.g. AoE damage). Incidental damage should mostly be cleaned by party healing.
Using heals/prots on non-current enemy damage is called redbarring.
The main duty of the prot and fuse is to follow and heal/prot current damage and avoid redbarring. The flagger bar traditionally carries the party healing, though the HB/SG fuse meta is allowing the fuse to partially fill that role as well.
Draw Conditions -
- Draw DW on prot
- Draw blind, cripple, weakness on frontline (dervishes can clean themselves to a certain extent)
- Draw DW on overextended targets so prot can RC fuse instead of pushing up
Cure Hex -
1. Cure Hex on hexes that lineback ally offensive character (e.g. blurred vision, snares, lsurge, diversion)
How to play against mesmers? Different playstyle vs PB and vs Esurge? Camping lowset as long as possible?
How much cancel casting is good? Should a monk cancel cast when under a lot of pressure (on highset for example)?
1. Burn shames/diversions ASAP if enemy has a kill threat
- Burn shames in lowset with 5 e spells
- Burn diversions with lowest priority skills
Skill priority can be situational but I would rank the below order as skill priority from low to high v traditional 2 fline builds.
DE, SG, Infuse, Cure, Draw, Guardian, PS, HB
What's the role of a fuse (respectively prot) when it comes to movement around the map?
In 8v8 situations with minimal movement aside from flags, the fuse must be able to follow and heal/prot 4-5 offensive characters.
When the map is split up (i.e. skirmish/split), a fuse will be the farthest up monk. The fuse will follow the 2nd enemy offensive character that is either at stand or collapsing defensively.
This follow will change only when running a dedicated split (2+ split characters). At this point, the flagger will follow the second collapsing damage, the prot will follow the 3rd damage, and the fuse will follow 2 damage. This may confuse some, so I can explain it in detail if needed.
What would be optimal positioning? Out of mesmer's range, as far as possible from the fronts, somewhere in the middle to reach everyone?
A fuse should always position in range to save their frontline if they are collapsed/spiked. If enemy characters can cast defensively on your frontline (e.g. blind, weakness, blurred vision, glimmering mark, snares), then the fuse should be in range of the frontline to clean.
When/for how long are 2 monks without flagger expected to survive? Against 3dmg/4dmg?
V 3 damage - monks should theoretically hold forever
V 4 damage- team has low chance of dying
- the enemy has a chance to kill, but more times then not, its due to ally defensive mistakes
What weapon sets for fuse and prot? 2 defsets, 2 highsets, none?
I use 25e (low shield), 30e (normal shield), 40e (staff), 42e (40/40) with high set/death set inventory swaps.
Different playstyle against pressure and spike? Remove shame/divs from the other monk? Usage of veil on prot?
The main generalizable difference between pressure and spike is the following:
- Pressure's average damage is high while its best damage in a single second is low
- Spike's average damage is low while its best damage in a single second is high
Defensive best practices will stay constant against both styles. Getting used to the difference in damage tempo/energy/skill use is the real challenge and requires match-up practice.