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Old May 27, 2010, 12:13 PM // 12:13   #1
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Default Ether Renewal Hero Discussion

I wonder if we could just brainstorm some suggestions regarding the Ether Renewal Healer Hero. I've recently replaced my N/Rt healer with one in my Hard Mode team and I'm refining my build/equipment - I'd really appreciate hearing how you set yours up and what equipment you use.

So, at the moment this is mine:

Skills:
Heal Other
Jamei's Gaze
Spotless Mind
Protective Spirit
Spirit Bond
Ether Renewal [E]
Aura of Restoration
Life Attunement


Stats: Energy Storage: 12+1+2 (15)
Healing Prayers: 11
Protection Prayers: 6

Equipment: Energy Storage Staff +20% Enchant, 20% Half Recharge on Spells, 10% Half Cast on Spells. (might be the other way around 10/20%)

I am using full survivors, with a major ES rune (makes AoR a nice round 500%, and ER 20s, +20 health and +4e each cast) I just like the nice round numbers the Major brings.

I have only just put SB in there, I'm not sure its worth the investment at only 6 Prot - should I invest more in Prot?

I don't use Infuse, I believe you can get a similar effect from heal other and not get the nasty health loss.

I maintain Life Attune on the hero itself, and on any other healers in the party. Could I replace this with another skill?

So, how do you set yours up? Different skills - any tips on equipment? I'm totally open for crit so fire away.
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Old May 27, 2010, 12:44 PM // 12:44   #2
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The ER Ele I take on caster primaries:

Skills:
Protective Spirit
Spirit Bond
Infuse Health
Patient Spirit
Aegis
Dwayna's Kiss
Aura of Restoration
Ether Renewal {E}

Stats:
Energy Storage: 12+1+1
Healing Prayers: 10
Protection Prayers: 8

Equipment:
Full Survivor's and Vitae (or they would be if I could be bothered to fully equip my heroes) with one Minor ES Rune on the headpiece.
Spear: Any 20% enchanting spear does (ideally with a +5e inscription, but that's trivial really).
Shield: Shield of Fortitude with a -2 phys whilst enchanted mod (I didn't put it there, I found it).

Infuse doesn't scare me. I don't mind the downside since it very rarely gets him killed and is a nice spike heal when he does use it.
It becomes an issue when you have two ER heroes with it in your team since they can get stuck in an Infuse chain for a while.

Aegis is simply too strong to pass up. It's a really good skill and I always look to have two copies of it in my team. The same goes for Prot Spirit.
I don't bother with cleaning on him since cleaning skills can be very easily run on the midline heroes (MM/MBs are good for this).

I know some people run their heroes with a bow instead of staff or spear and shield. I've not tried it but it does mean that they'll initially attack from outside of aggro range. However I like having the defensive mods a shield provides whilst still having a 20% enchantment mod. I also set mine to Avoid when playing on casters, nullifying the issue.



The ER Ele I sometimes take with physical primaries:

Skills:
Protective Spirit
Spirit Bond
Aegis
Convert Hexes/Reverse Hex
Remove Hex/Shield of Absorption
Strength of Honor
Aura of Restoration
Ether Renewal {E}

Stats:
Energy Storage: 11(/10)+1+1/(/2)
Protection Prayers: 10
Smiting Prayers: 10(/11)

Same equipment as before (with maybe the altered rune).

This build basically rolls up the defensive bonuses with Strength of Honor. I typically use it with 2 Rit heroes and a Monk henchmen (or two).
The hex removals I bring depend on the area and what hexes are around. Hexes like Soothing Images can be a nightmare and if it's cast a lot, I'll bring two, deeper removals. If it's just Empathy or Conjure Phantasm, I'll only bring the one and take the extra prot.
If for some reason I bring a Smiting Monk hero, I would run SoH on that and take the first ER Ele listed.

The case for using a Bow becomes more obvious with this hero, since I recommend setting your ER hero to "Defend" instead of "Avoid". That way he'll attack at range rather than follow you into the frontline.

Last edited by Xenomortis; May 27, 2010 at 12:47 PM // 12:47..
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Old May 27, 2010, 02:36 PM // 14:36   #3
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With [[Ether Renewal] on Ele heroes, there's no need to go healing. Go full prot and put a [[Infuse Health] in there and they can red bar:

[build prof=E/Mo energy=12+1+1 prot=12 hea=3][Ether Renewal][Aura of Restoration][Aegis][Spirit Bond][Protective Spirit][Shield Guardian][Shield of Absorption][Infuse][/build]

If you don't want it backline and more midline to support physicals, make it orders:

[build prof=E/N energy=12+1+3 blood=12][ether renewal][aura of restoration][order of [email protected]][dark [email protected]][blood [email protected]][optional][optional][awaken the blood][/build]
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Old May 27, 2010, 03:46 PM // 15:46   #4
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This is the ER hero I use:

ES 12+1+3
Smiting 10
Protection 8
Healing 2

Ether Renewal
AoR
PS
SB
Shield Guardian
Infuse Health
Convert Hexes/Reverse Hex
Strength of Honor

The point is to give it expensive spammable skills. Bring Mhenlo as he has Dwayna's Kiss in prophecies and EOTN. Here is the full build:

http://pvx.wikia.com/wiki/User:DarkS...roes_For_Melee

Having DF on the MM, makes the DF casting less dependable because the MM has 3s animate and 2s DN on his bar. But it is certainly better than having PS on the MM, unless you are prepared to micro PS often. You should also micro MoP.

Last edited by Daesu; May 27, 2010 at 04:05 PM // 16:05..
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Old May 29, 2010, 04:08 AM // 04:08   #5
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Quote:
Originally Posted by Daesu View Post
This is the ER hero I use:

ES 12+1+3
Smiting 10
Protection 8
Healing 2

Ether Renewal
AoR
PS
SB
Shield Guardian
Infuse Health
Convert Hexes/Reverse Hex
Strength of Honor

The point is to give it expensive spammable skills. Bring Mhenlo as he has Dwayna's Kiss in prophecies and EOTN. Here is the full build:

http://pvx.wikia.com/wiki/User:DarkS...roes_For_Melee

Having DF on the MM, makes the DF casting less dependable because the MM has 3s animate and 2s DN on his bar. But it is certainly better than having PS on the MM, unless you are prepared to micro PS often. You should also micro MoP.
It seems like such a waste to put SoH on the ER Ele. Especially with your team build, where there's a perfectly good SoS Ritualist who really doesn't need healing spells (ER + Monk hench usually more than enough, especially with a Necro and Spirits).

If you give your Rit Smiting skills, you get a stronger (albeit, slightly) SoH, more Hex removal with Smite Hex, and you can still keep your condition removal with Mend Condition + Smite Condition...and get some damage from the deal as well.
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Old May 29, 2010, 04:21 AM // 04:21   #6
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I never, ever leave town in HM without my ER protter:

12 prot
6 heal
11+1+1 Energy Storage

Ether Renewal
Aura of Restoration
Life Attunement (disable and precast on hero whenever entering a new area)
Aegis
Prot Spirit
Shield Guardian
Dismiss Condition/Spirit Bond
Infuse Health

Survivor Insignias, Vigor Rune, Minor Energy Storage Rune, Vitae Runes
For his weapon, I use a staff with +20% enchantment, health staff head, and 20/20 HSR and HCT.

This hero really does work wonders. My party's survivability increased dramatically when I started using this hero.
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Old May 29, 2010, 04:34 AM // 04:34   #7
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Quote:
Originally Posted by Dusk_ View Post
It seems like such a waste to put SoH on the ER Ele. Especially with your team build, where there's a perfectly good SoS Ritualist who really doesn't need healing spells (ER + Monk hench usually more than enough, especially with a Necro and Spirits).
It depends on the area. If the HM area has lots of AoE (e.g. burning), then having party wide heals (PwK/Life) becomes more useful. Besides, without MB&S, the build would have no condition removal whatsoever since Mhenlo doesn't carry one and I prefer rit's condition removal than monk's.

Quote:
If you give your Rit Smiting skills, you get a stronger (albeit, slightly) SoH, more Hex removal with Smite Hex, and you can still keep your condition removal with Mend Condition + Smite Condition...and get some damage from the deal as well.
I dont really like Smite Hex because heroes do not prioritize well as to which hex to remove. Most of the time, they would waste it on a non-threatening hex while leaving the threatening one behind. Smite Hex would work well if you are prepared to micro though or you can bring multiple copies of Smite Hex to mitigate against this like in EFGJack's build.

Mend Condition only removes 1 condition and you can't self-target, while MB&S removes conditions based on the number of spirits plus a better heal. I prefer MB&S over Mend Condition.

Last edited by Daesu; May 29, 2010 at 04:43 AM // 04:43..
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Old May 29, 2010, 04:42 AM // 04:42   #8
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Quote:
Originally Posted by Daesu View Post
It depends on the area. If the area has lots of AoE (e.g. burning), then having party wide heals (PwK/Life) becomes more useful. Besides, without MB&S, the build would have no condition removal whatsoever since Mhenlo doesn't carry one and I prefer rit's condition removal than monk's.

I dont really like Smite Hex because heroes do not prioritize which hex to remove.

Mend Condition only remove 1 condition, while MB&S removes conditions based on the number of spirits plus a good heal.
Mend Condition + Smite Condition is usually good enough. A lot of times, it's even better than MB&S because of the "condition spread" that mobs usually do. It's rather rare to have conditions stacked on, and much more likely to have a single condition on your entire party.

Smite Hex isn't very useful on its own, but when combined with the ER's removal, it'll solve a lot of issues. Like with conditions, a lot of enemies have single hex spam on the entire team (especially when counting monster skills). Granted, it depends on the mobs you'll be facing. If I'm facing "balanced" mobs, with only one hexer, Convert Hexes is probably ideal. A lot of enemies are mobs of the same type, though, so Reverse + Smite helps a lot more.
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Old May 29, 2010, 04:50 AM // 04:50   #9
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Originally Posted by Dusk_ View Post
Mend Condition + Smite Condition is usually good enough. A lot of times, it's even better than MB&S because of the "condition spread" that mobs usually do. It's rather rare to have conditions stacked on, and much more likely to have a single condition on your entire party.
Mandragors and many other creatures have conditions stacked on. Smite Condition also doesn't synergize well with an ER build because you need high energy cost and spammable spells to get more out of your ER.

Furthermore, Mend Condition + Smite Condition need 2 skill slots. If the area has alot of conditions, I might as well bring Pure was Li Ming but all these are area dependent.

Quote:
Smite Hex isn't very useful on its own, but when combined with the ER's removal, it'll solve a lot of issues. Like with conditions, a lot of enemies have single hex spam on the entire team (especially when counting monster skills). Granted, it depends on the mobs you'll be facing. If I'm facing "balanced" mobs, with only one hexer, Convert Hexes is probably ideal. A lot of enemies are mobs of the same type, though, so Reverse + Smite helps a lot more.
The same reason as above, Reverse + Smite are 2 skills. But it makes sense to bring more hex removal if the area happens to be hex heavy, so this is area dependent like you said.
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Old Jun 24, 2010, 12:02 PM // 12:02   #10
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Isn't both Prot spirit and Spirit bond a bit redundant? I am not saying these skills aren't good, but you can only put 8 skills on EMo hero.
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Old Jun 24, 2010, 12:28 PM // 12:28   #11
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Originally Posted by The Josip View Post
Isn't both Prot spirit and Spirit bond a bit redundant? I am not saying these skills aren't good, but you can only put 8 skills on EMo hero.
How so?
In fact they can stack marvellously. Hits above 60 will trigger Spirit Bond but won't hit for more than healing from SB due to Prot Spirit.
Then there's the fact SB has a 2 second recharge instead of PS's 5 - that allows the hero to prot more people with SB than he can with Prot Spirit, but Prot Spirit is more important.
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Old Jun 24, 2010, 12:46 PM // 12:46   #12
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I suppose since I'm usually using sup runes on heroes... Hence, less than 600 health.
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Old Jun 24, 2010, 02:18 PM // 14:18   #13
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Originally Posted by The Josip View Post
I suppose since I'm usually using sup runes on heroes... Hence, less than 600 health.
quick note dude : 600 hp isnt needed for the ps+sb synergy ^

Its infact epic even at lower hps in the 400' when you 'sup your heroes

Mobs hit squishes so hard in hm anyway...sb procs from your hp levels before the hit is mitigated by ps. eg, 470 hp, you get hit for 100damage, spirit bond procs for 80? ps cuts the damage you take to 47, giving you an overall health gain of 33. and the hits you take that are initially below both ps and sb's proc dont matter anyway and can be moped up with very little effort

600tank was just a name from the early ideas that you needed 600hp..which you dont

PS+SB on an ER is core to the build (or sb+pb on a player bar)

Give it a whirl yo im 100% sure you will like the effect

Last edited by maxxfury; Jun 24, 2010 at 02:22 PM // 14:22..
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Old Jun 24, 2010, 05:18 PM // 17:18   #14
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I've been using it, but his skillbar is getting crowded and I'm trying to make some space
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Old Jun 25, 2010, 12:41 PM // 12:41   #15
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Originally Posted by The Josip View Post
I suppose since I'm usually using sup runes on heroes... Hence, less than 600 health.
As pointed out, that's irrelevant. Spirit Bond will trigger depending on the amount of damage done before any reductions are made.

There's not much else you can really want though, beyond cleaning.
The two biggest prots in the game are Prot Spirit and Aegis - the ER hero can take both. After that it's probably Shield of Absorption and Spirit Bond. Take a couple of heals and suddenly you're done.
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Old Jun 25, 2010, 02:21 PM // 14:21   #16
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Originally Posted by Xenomortis View Post
As pointed out, that's irrelevant. Spirit Bond will trigger depending on the amount of damage done before any reductions are made.

There's not much else you can really want though, beyond cleaning.
The two biggest prots in the game are Prot Spirit and Aegis - the ER hero can take both. After that it's probably Shield of Absorption and Spirit Bond. Take a couple of heals and suddenly you're done.
Still overkill. Very inflexible one-sided build.
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Old Jun 25, 2010, 06:20 PM // 18:20   #17
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Hold up here... ER on a human, very understandable and worthwhile, on a hero.... why bother? Either use hench healers (despite what people say they are more than adequate)
Or if running in a party of more that 2 people, healing should be a very minor part of any team build. The game is now just stupidly easy, H/H a mission and there is never an excuse to bring an ER hero.
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Old Jun 25, 2010, 06:34 PM // 18:34   #18
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Still overkill. Very inflexible one-sided build.
Since when in pve did you need flexibility when you know exactly whats in any given are your goin into? you knwo whats coming so you take what you need, its the same every time, unlike pvp. You focus and optimize your bars, its just most efficient.

Overkill? probably, but then so is sy and almost all the pve skills...or a large number of skill bars in general.
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Old Jun 25, 2010, 07:40 PM // 19:40   #19
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Originally Posted by The Riven View Post
Hold up here... ER on a human, very understandable and worthwhile, on a hero.... why bother? Either use hench healers (despite what people say they are more than adequate)
I often don't either for lesser areas, but I for sure do with the War in Kryta quests for reasons I'm sure you're aware of.
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Old Jun 25, 2010, 08:43 PM // 20:43   #20
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I often don't either for lesser areas, but I for sure do with the War in Kryta quests for reasons I'm sure you're aware of.
Not really, care to clarify?
These quests can easily be hero henched, in fact i do so on at least 3 chars daily.
I do like pugging these quests, basically because some of the builds one sees are just so conceptually wrong its fun to party to see how evolved the AI truly is. If I feel I need to complete them after disastrous pugs I will resort to H/H to secure the WS for the day.
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