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Old Mar 06, 2009, 05:00 PM // 17:00   #1
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Default AoR revisited 3/5/09

Well since the buff, I think it's going to see a LOT of play. It's like a mini attunement for EVERY spell without the stupidly long recharge. I just haven't figured out how to abuse it properly. Ideas welcome.
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Old Mar 06, 2009, 05:05 PM // 17:05   #2
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It's still trash in my book. Elementalist's don't need more energy management. It'll still be a weak cover enchantment at best as far as I'm concerned.
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Old Mar 06, 2009, 05:09 PM // 17:09   #3
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free healing is hardly insignificant. in lower end pvp, you can now roll a water ele that's effectively untouchable unless it comes under concentrated fire. attune+AoR+mystic regen = infinite energy, constant regen, and +40ish hp every cast.
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Old Mar 06, 2009, 05:11 PM // 17:11   #4
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+1e every time you cast a spell can really add up, and while the self healing still isn't exactly phenomenal, you can throw it into just about any Elementalist build without having to worry about attribute points, cast time, or energy cost to sustain it.

And it's a great cover enchant.

Side Note: [[Master of Magic] builds more viable now? (tooltip is out of date)

Last edited by Necromas; Mar 06, 2009 at 05:14 PM // 17:14..
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Old Mar 06, 2009, 05:17 PM // 17:17   #5
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oh btw, AoR at 10 spec + rodgort's invocation = 100hp per cast. just something to think about.
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Old Mar 06, 2009, 05:28 PM // 17:28   #6
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Originally Posted by moriz View Post
oh btw, AoR at 10 spec + rodgort's invocation = 100hp per cast. just something to think about.
True, but iirc if you use something like GoLE, it will also reduce the healing, and most of the high energy spells have long cast times so it's hard to heal reactively, and is more like health regen.

If you burn your energy at a rate of, say, 6 pips of energy regen, then for every 100% it heals you for it will be the equivalent of 1 pip of health regen. Still, that's 4-5 pips of regen AND some energy for a pretty easy to maintain enchant.

Additional side note: The energy gain is good for Elementalists that rely on spells from their secondary professions too.

Last edited by Necromas; Mar 06, 2009 at 05:31 PM // 17:31..
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Old Mar 06, 2009, 05:36 PM // 17:36   #7
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Considering the current state of play in PvE, the healing from Aura of Restoration is almost as incidental as it used to be. Monks, Ritualists, and the N/Rts in all-Necro teams are there to heal up the splash damage teams may take in the few seconds "Save Yourselves!" might be down. The aim of the game is to roll the opposition in PvE, and this isn't going to change in the near future, it's clear to see, hence why I don't see this skill making a great impact as far as health gain goes. I accept you could combine it with Mystic Regeneration and an Attunement, but the same can be said for Great Dwarf Armour, or other Elementalist enchantments, which could be made far more integral the the build than a "catch all" like AoR. Moreover, you could always have used AoR with Mystic Regeneration, but people didn't, and unless they're trying to make use of the energy gain from the skill in some way, I don't see why that would change now.

Moving onto the energy gain, it's quite evident that Elementalist's energy management is perfectly fine for it's purpose. Sure, the +1 energy from Aura of Restoration is better than the previous version of the skill, but I'm sure not going to be slipping it into any of my human skillbars that don't already use it. I conceed it may allow for better energy management on Elementalist heroes due to their occaisional incompetencies with such mechanisms. On the subject of combining it with Master of Magic - "Hmm, perhaps", but even then, will you be able to use skills at a faster pace than before? That remains to be seen. The spamming of 5-energy skills may see the greatest benefit from it, given it returns the greatest proportion of their energy cost, but I for one am still not sold.
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Last edited by Cebe; Mar 06, 2009 at 05:41 PM // 17:41..
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Old Mar 06, 2009, 06:04 PM // 18:04   #8
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The skill was designed this way to promote splitting in GvG and tbh it does a decent job doing it. With AoR and decent positioning in the enemy hall, no other heal should really be necessary, meaning slightly faster killing time.
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Old Mar 06, 2009, 06:08 PM // 18:08   #9
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Searing Flames builds maybe?
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Old Mar 06, 2009, 06:27 PM // 18:27   #10
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This skill is awesome on heros as it does allow Flame nuker builds to work better.
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Old Mar 06, 2009, 10:25 PM // 22:25   #11
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Fire Nukers < Other Elementalists

Go Go Gadget Flare-spam, you mean? Worthless.

Give me a good Earth Warder anyday.

Regardless,Celestial Beaver already stated my opinion - if the bar doesn't already have AoR on it, I'm not putting it there for 1e/spell returned and a slightly higher self-heal on cast. My wife, however, will be enthused... f'ing Fire Nuker... ::rips out goatee:: (skull is shaved)
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Old Mar 07, 2009, 09:10 AM // 09:10   #12
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It's better but its not spectacular. It may be great for lower end PvP but won't see much play in higher end PvP IMO.

The healing isn't great. True it will add up but after how long? It's slow and its essentially little better than health regeneration. The extra energy doesn't matter if you know how to manage your energy effectively aka "stop spamming like a lunatic."

It's great with Rodgort, but then again, fire isn't that useful in PvP other than nuking shrines.

Maybe someone could make a build using [mind blast] with AoR.
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Old Mar 07, 2009, 11:32 AM // 11:32   #13
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GOLE doesnt effect the heal, i just tried it out
25E spell still healed me for 114
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Old Mar 07, 2009, 07:31 PM // 19:31   #14
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I like this skill on an Ele hero in a H/H team , but it's still unnecessary for a human Ele is you ask me.

GoLE + Attunement (or MB) is all the energy you will ever need, and your monks + team passive defense is all the healing/damage mitigation you will ever need. AoR is simply unnecessary for human players who know what they're doing.

Last edited by Grammar; Mar 07, 2009 at 07:35 PM // 19:35..
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Old Mar 07, 2009, 07:41 PM // 19:41   #15
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Quote:
Originally Posted by moriz View Post
oh btw, AoR at 10 spec + rodgort's invocation = 100hp per cast. just something to think about.
Yeah, lets all spam [[Rodgort's Invocation] on recharge.

To be honest, an Elementalist is better off healing with [[Mystic Regeneration] or [[Healing Breeze].
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Old Mar 07, 2009, 10:32 PM // 22:32   #16
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[mind blast] + [rodgort's invocation] + [aura of restoration]?
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Old Mar 08, 2009, 03:20 AM // 03:20   #17
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^^^what he said. might want to add fire attune in there also. fits in pretty well with the old E/D mindblast gankers, just replace glyph of lesser with AoR. given how quickly spells are cast, AoR should make up for the loss of energy.
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Old Mar 08, 2009, 10:54 AM // 10:54   #18
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Wait a second Air,Fire,Water,Earth Attunement is all an elementalist needs for energy and whats the point of healing if you dont get attacked most times (Your back line Doh..) and in GvG you got your dual monks to save your life exept for splits as stated above it still sucks imo
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Old Mar 08, 2009, 02:10 PM // 14:10   #19
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Quote:
Originally Posted by Lourens View Post
Wait a second Air,Fire,Water,Earth Attunement is all an elementalist needs for energy
Funny how so many of them bother with junk like Glyph and Glowing whatever eh?
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Old Mar 08, 2009, 03:36 PM // 15:36   #20
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Quote:
Originally Posted by FoxBat View Post
Funny how so many of them bother with junk like Glyph and Glowing whatever eh?
[fire attunement]x[rodgort invocation] = 9 energy gain
[aura of restoration]x[rodgort invocation = 1 energy gain

what i try to say is 1 energy isnt realy making difference with 25 energy spells or 15 energy spells like [searing flames] even
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