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Old Jul 19, 2007, 04:22 PM // 16:22   #1
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Default Release Enchantments: Why don't more monks use it?

[skill=big]Release Enchantments[/skill]

I literally stumbled across this spell a month ago, and was pleasantly suprised by its effect. It's the cheapest party heal I've ever seen, and it works for nearly expired enchantments just the same as newly cast enchantments. Also, the only enchants removed are the ones on the caster and the effect has a grandious range from what I have seen.

Why isn't it used more often?
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Old Jul 19, 2007, 04:25 PM // 16:25   #2
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LoD is fairly standard and with that you have all the party wide heal you need.
Release is a skill that looks great at first, but when you realise its condition it's not that good.
For it to give a good heal, you need 3 enchantments, which will put the cost of it up by 15e at the least.
Heal Party is better for a none elite party wide heal.
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Old Jul 19, 2007, 04:29 PM // 16:29   #3
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Quote:
Originally Posted by ibreaktoilets
LoD is fairly standard and with that you have all the party wide heal you need.
Release is a skill that looks great at first, but when you realise its condition it's not that good.
For it to give a good heal, you need 3 enchantments, which will put the cost of it up by 15e at the least.
Heal Party is better for a none elite party wide heal.
QFT. conditions are too hard to meet. now if you had a smiter to supply the enchants while still dealing damage, but what monks wants to run in a backline and release enchants?
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Old Jul 19, 2007, 04:41 PM // 16:41   #4
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Doh, you 2 bet me to it.

[skill]Heal Party[/skill][skill]Light of Deliverance[/skill]

5e and elite, or 15e and non-elite.... to get a similar level of 'Heal Party' from Release Enchantments you need at least 15e, 10e for 2 enchantments and 5e for the spell. Course you could attempt to piss around with Air of Enchantment, spam loads of 5e enchantments on yourself and constantly remove them for a huge heal... but its hardly worth the effort.
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Old Jul 19, 2007, 05:43 PM // 17:43   #5
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[skill]divine spirit[/skill][skill]dwayna's sorrow[/skill][skill]reversal of fortune[/skill][skill]release enchantments[/skill]

That would total 10+1+1+1 = 13 energy. If you wanted it to be a bit more spamable... using [skill]glyph of lesser energy[/skill] would be better?
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Old Jul 19, 2007, 05:50 PM // 17:50   #6
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Quote:
Originally Posted by Pick Me
[skill]divine spirit[/skill][skill]dwayna's sorrow[/skill][skill]reversal of fortune[/skill][skill]release enchantments[/skill]

That would total 10+1+1+1 = 13 energy. If you wanted it to be a bit more spamable... using [skill]glyph of lesser energy[/skill] would be better?
2 useless skills to power one? no thanks.
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Old Jul 19, 2007, 06:02 PM // 18:02   #7
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you also get the benefit of the enchantment though. So lets say you put healing breeze + shielding hands and your running mantra of recall you use 10+5+10+5 energy, but you gain 15+health per second, -15 damage reduction, +20 energy, and you heal the whole party for 100+ including yourself.

Looks like a great skill to use especially when going Hench/Hero the hench monks always cast healing breeze + aegis + protective spirit on you even when your just poisoned or something and not being attacked.
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Old Jul 19, 2007, 06:04 PM // 18:04   #8
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Hai I'm using 4 skills to do the job of one for the sake of 2 energy.
And yes. Removing things like PS and Aegis is a great idea.
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Old Jul 19, 2007, 06:05 PM // 18:05   #9
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It's just not as effective as the other party-wide heals out there. HB + Heal Party and LoD are just that good.
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Old Jul 19, 2007, 06:26 PM // 18:26   #10
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Quote:
Originally Posted by tuna-fish_sushi
Looks like a great skill to use especially when going Hench/Hero the hench monks always cast healing breeze + aegis + protective spirit on you even when your just poisoned or something and not being attacked.
Except that would mean you have you as a human monk, and two more AI monks.

It's a fun skill, but the problem is just finding room for it on a monk's bar when they have so many staples.
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Old Jul 19, 2007, 06:58 PM // 18:58   #11
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I understand the shortcomings of what the build would take to make it work, but at the time I found it, I was the monk.

[skill=card]Protective Spirit[/skill][skill=card]Shield of Absorption[/skill][skill=card]Reversal of Fortune[/skill][skill=card]Zealous Benediction[/skill][skill=card]Aegis[/skill][skill=card]Release Enchantments[/skill][skill=card]Glyph of Lesser Energy[/skill][skill=card]Reverse Hex[/skill]

With 2 hench/hero monks and my build, the team I was in never saw a death that mission. I believe it was Moddok Crevice, then again in Bastion with Master of Whispers. It worked even with the split. Racthoh hit the nail on the head, though. I have a hard time using it without removing something I may need at some point.

Yet, what I was refering to is a more tactful use of it, like when Aegis is running out and reversal never takes a hit-easy 70hp heal for the whole team using already used spells that are about to expire. It would, in that moment, eclipse heal party and LoD in its overall healing power without totally effecting the spells cast on the rest of the team. It works even better during an aegis chain, where every time before the next aegis is cast, the release would make a heal party effect. Just a thought, and a way I used it.
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Old Jul 19, 2007, 08:16 PM // 20:16   #12
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Heh the key to guildwars is to run 1 warrior and 3monks + back up. Dont need two tanks that just means you ahve to split the healing. I use it because i leeroy every mission and aggro everything i see ><.
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Old Jul 19, 2007, 11:06 PM // 23:06   #13
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I would say that [skill]Devine Boon[/skill] would still be better even for +35.
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Old Jul 20, 2007, 12:00 AM // 00:00   #14
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[skill=big]Divine Boon[/skill]

[skill=big]Release Enchantments[/skill]

The 2 major seperations of these spells are;

1) DB effects 1 person and RE effects the whole party.

2) DB is a maintained enchantment and as such takes away from mana regeneration. RE is a spell that needs no maintenance.

It actually applies different as well, so no real similarity unless DB is being used with Heal Party/LoD with a high enough Divine Favor. And with LoD, I'm not totally sure of how it would work, to be quite honest. Since neither spells work on a single target, but are self casts. I'll study it more.

[skill=big]Light of Deliverance[/skill]

Last edited by Darkpower Alchemist; Jul 21, 2007 at 07:16 AM // 07:16..
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Old Jul 20, 2007, 12:24 AM // 00:24   #15
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First of one can not compare [skill=card]Release Enchantments[/skill] and [skill=card]Divine Boon[/skill] as such as they are completely different skills and used in different purposes. However:

Release enchantments can look as a good skill at first, but in far too many situation the remaining time on enchantments can be worth more than the little health it actuall gives the party. Note that this is mostly out of a PvP aspect. The time required to manage and watch your enchantments to be able to use Release Enchantments could be better used watching out for those who actually need the healing right now.

Divine Boon was once the skiill that appeared on every single monk skillbar game wide, though it was nerfed way back and is now more or less forgotten, still it is a very powerful skill used properly, the only negative aspect is the already mentioned upkeep cost. Bringing Divine Boon sort of requires you to know when to cast and not, possibly to bring energy management skills.

If you are looking for a skill to compare with Release Enchantments one should look at the in my oppinion far more useful skill [skill=card]Contemplation Of Purity[/skill] Which is used in the same way as release, but it also removes conditions and hexes. As it is not a spell but a skill, it is also unaffected by spells such as migrain and conditions such as daze, meaning that it is possibly the easist way for a monk to get out of some really harsh situation, while also providing a serious self heal, having Contemplation on your bar provides a serious emergency button for most cases.
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Old Jul 20, 2007, 03:45 AM // 03:45   #16
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To match heal party in a prot bar (the best bar to bring this because you will have the most useful enchantments at your disposal (you'd need to have or maintain 2 enchantments on you regularly. Even using RoF for fuel and taking SoA or shielding hands to have another regular enchantment to strip, you're still only playing near HPs efficiency. And there will be times when you need your enchants. You may want a party heal when you need to keep your Aegis up on you. You may want a party heal, but you've just self-protted SB or PS. Worse, you may think that the Aegis or PS or SB or SoA or whatever is a wasted skill for your duo to cast, Release it for a team heal, and then get attacked by the mob you didn't notice because he was hidden by your party window.

pre-prot should be cast to reduce damage. Using it to fuel another skill is wasting time and energy.

Its a wastefully dangerous skill in these "what if" situations, which is why most players shy away. Boon...is a nerfed skill. In its current form, it is no longer worth the energy you lose for the heal per cast that you gain. Most DF enchants are not that hot. Most DF skills are mediocre, with a few exceptions that have found a home in farming builds. Most HPrayer enchants are not self casting or are not particularly useful due to poor recycle, low uptime or bad heals and conditions required to get healed. The one exception to this is HBoon in DF. But, as its been pointed out, Heal Party+HBoon is just too good on a straight heal bar not to bring. Why trust to Release for group healing when you can anti-nuke with a 100+HP heal party every 3 seconds while you need it?

That leaves prot. Removing Aegis and PS is a great idea so long as you are not under any pressure and can be assured that you will not be under pressure after they are stripped. PvP or PvE, I rarely see this type of situation and, when I do, the tank is holding agro (in PvE only) so well that a group heal would be a waste at that time. Using RoF and SoA or shielding hands for fuel are good alternatives and make it energy-heal comparable with HParty...but wouldn't you rather use the SoA of Shielding Hands to reduce damage to the tank? unlike RoF, these skills are not spamable; you have to pick a target...and the best target to pick is usually the person getting hit.

Use guardian instead, but everyone hates that skill now, with some reason (it, too, has not kept pace with the changing meta).

You can say "only remove them when they are about to come off anyway", but that would limit your healing ability as well, gimping Release significantly to wait out the enchants on you. Group Heal over time would suffer if LoD were used in such a miserly fashion, and so does Releases. ex: only use LoD when everyone is below 20% health. Everyone knows better than that. In fact, I use LoD as a single target heal quite often.

So...no matter how good it looks on paper, really, the times you can use Release Enchantments the most effectively are when you don't need to use it...or once in a blue moon

Heal Party costs 15 energy every time, requires no strips to use, no extra casting or pre-prot then strip (increasing overall cast time in the process) and heals for a respectable amount. Its outdated to todays AoE damage, but it does still work...with the right build.

Another team heal entering the game is Seed of Life (PvE only, but still) a skill capable of massive team healing (albeit, you don't often need as much as it is capable of outputting) for less than HP for a consistent amount of time...if you put it on the tank and the tank holds agro. Many players are still a little skeptical of just how good that kind of healing can be, but most who have used it in organized groups swear by it.

As LoD is a better option than heal party, LoD hybrid builds become the preferred party healer for most play, and HBoons pure healers take that slot over in most High damage areas with a dedicated protter duo.

Now that I've said that, Release could be a good skill to run in a build where you maintain DF enchantments on yourself. The problem is, as I and others have said before, most DF skills are just not worth bringing atm. Divine Favor from (elites down to basic skills) is just not a very good attribute to base builds on. only 1/4 of the attributes skills have seen serious play in my bar, and most of those 6 have been supplanted by newer--better--skills or nerfed long since. I do hope that will change someday but until then...

GGs

PS: Divine Boon+ any non-target spell does not work. If you cast Aegis when you have Boon on, it does nothing, even though you do get a DF heal on yourself by casting aegis. The same is true if you use heal party or LoD. If boon and its energy managers had not been so thoroughly nerfbeaten, it would, however, be one of the better enchants to use in a Release chain.

Last edited by Melody Cross; Jul 20, 2007 at 11:46 PM // 23:46..
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Old Jul 20, 2007, 07:43 AM // 07:43   #17
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Quote:
Originally Posted by Darkpower Alchemist
Release Enchantments: Why don't more monks use it?
Because it only works with Monk enchantments.

Besides, if you want a party wide heal spammer working with enchantments, you want to make a Dervish. They do this better than monks with much better energy management.

Last edited by Spazzer; Jul 20, 2007 at 07:47 AM // 07:47..
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Old Jul 20, 2007, 10:40 PM // 22:40   #18
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LoD > a rather complicated and bothersome party heal. Besides, I'm way too used to spamming LoD to actually think of doing differently
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Old Jul 20, 2007, 10:43 PM // 22:43   #19
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Taking Release Enchantments on your bar purely because you *might* want to remove Prot Spirit/RoF/Aegis/SoA isn't even an option. If you actually cast those on yourself i can only assume its because you were in trouble. Simply wasting another skill slot purely for that... be serious. Prot Monks in no way have spare slots for skills that they can take because they may be useful.

There is only 1 single way to make Release Enchantments useful... as i said... Air of Enchantments on yourself followed by some enchantment spam and a quick removal. And as other people said, having to spec very highly in DF isn't all that useful.
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Old Jul 23, 2007, 03:47 AM // 03:47   #20
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Quote:
Originally Posted by tuna-fish_sushi
you also get the benefit of the enchantment though. So lets say you put healing breeze + shielding hands and your running mantra of recall you use 10+5+10+5 energy, but you gain 15+health per second, -15 damage reduction, +20 energy, and you heal the whole party for 100+ including yourself.
Who runs mantra of recall or...healing breeze? Btw, for HB to have 8 regen, it takes 10+1+1 healing, 8+1 prot to get -15 damage reduction, and 10 inspiration to get +20 energy. That leaves 8+1 divine favor, which results in a 69 heal party, not 100+. Pretty weak for how much effort and useless skills you put in. And if you're running majors/superiors, that number won't change much. All that'll change is that you'll die faster as a monk with really low health and a bad bar.

Quote:
Originally Posted by Mokone
2 useless skills to power one? no thanks.
You forgot to mention that he can only do that skill combo once every minute...which kinda sucks.
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