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Old Nov 25, 2005, 08:41 PM // 20:41   #1
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Default healer with peace and harmony could it work?

i'm trying to build a healer with peace and harmony as energy menagement skill.

Peace and Harmony:
For 30-78 seconds, target ally gains +1 Energy regeneration. Peace and Harmony ends if that ally attacks or casts a spell that does not target an ally.

i'm a monk so i don't attack.

with this spell i've +5 regeneration that allow me to cast all my spell when i need.

stats:
Healing prayers: 13 (11+2)
Divine favor: 12 (10+1+1)
Protection prayers: 11 (10+1)

skills:
1) Heal other: as big heal
2) Orison of healing: small heal
3) Reversal of fortune: anti-spike
4) Healing seed: nice area healing
5) Mend ailment (or something similar):help the protector monk
6) Smite hex (or something similar): help the protector monk
7)Peace and harmony:1 more energy regeneration
8) Infuse healt or Vigorous spirit

Suggestion?

Ty
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Old Nov 25, 2005, 08:49 PM // 20:49   #2
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To the best of my knowledge, 1 pip of energy regen is 1 energy every 3 seconds.

Thus, every 15 seconds, your Peace and Harmony has allowed you to cast 1 extra Orison or other 5 energy spell. Your Divine Favor is maxed, so it'll last for 78 seconds not including any enchantment buffs. 78 / 3 = 26 energy regened overall.

Probably something wrong with my math, but the consensus is that Peace and Harmony is an awful energy management elite compared to what else is available. However, it depends on your secondary.
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Old Nov 25, 2005, 09:15 PM // 21:15   #3
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pls don't use peace and harmony. If your healing and need an elite just use word. it will probably be better energy management that P/H
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Old Nov 25, 2005, 10:38 PM // 22:38   #4
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Quote:
Originally Posted by Racthoh
Probably something wrong with my math, but the consensus is that Peace and Harmony is an awful energy management elite compared to what else is available.
Nothing is wrong with your math, but you need to look at it in context to see what it means.

Peace and Harmony at 12, as you said, gives 78 seconds of +1 energy regen, restoring 26 energy over its lifespan. Subtract the cost of the skill, 5 energy, and it nets you 21 energy over 78 seconds, or an average gain of 16 energy every minute. It also has a host of drawbacks for you to build around.

16 energy per minute from your elite slot is *pathetic*

Let's start by comparing the skill with Glyph of Lesser Energy, which doesn't have any attribute point requirements. It costs you 5 energy, and saves you 15 for a net savings of 10 per use. It's ready for use every 31 seconds (1 second cast, 30 second recharge). If you use it as often as it comes up, it'll net you roughly 19 energy per minute. Even if you slack off on it a bit for better timing, as long as you use it every 37 seconds (giving you a 6 second window) you'll be outperforming Peace and Harmony in terms of energy management.

A low spec (7) Offering of Blood will cost 5 energy per cast and net you 14, on a recycle of 15.25 seconds. That averages out to over 35 energy per minute, more than twice the output of Peace and Harmony, and that's with minimal attribute investment. Maxed, Offering of Blood nets you 63 energy per minute, roughly four times what Peace and Harmony will give you.


Or just look at more efficient elites. Heal Other is your money heal on that bar - why not replace it with Word of Healing? Even if you only use it three times per minute instead of Heal Other, you've already saved 15 energy on healing, equaling the output of Peace and Harmony with one less skill slot and a let less restrictions. Realistically, you're going to be using Word of Healing an awful lot more than three times per minute. In a crunch, you'll be using Word of Healing every time it comes up, which at a 4.75 second recycle will save you...63 energy.

The potential use of Peace and Harmony would be the ability to maintain it on all of your Monks, but the recharge kills it. That leaves Peace and Harmony as it is, as a learning tool. The skill is terrible, the worst energy elite in the game. Once you understand why, you can safely abandon the skill and get better at the game because of it.

Peace,
-CxE
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Old Nov 25, 2005, 11:28 PM // 23:28   #5
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I agree. The skill needs to ne basic, not elite or better - boosted. For example to give you 2, 3 regen up to 10 energy and after that to go to 1. It is elite and some other skills that are not give better boost. Divine spirit can save up to ...lets say not 10 spells but 8 x 4 (cosnidering them for 5 mana spells, otherwise it will save 5) = 32 mana.

OR it can be made booster spell - very small recharge to boost your ally monks and support casters.
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Old Nov 25, 2005, 11:48 PM // 23:48   #6
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Well, you guys just don't know how to use this skill.
With a dedicated enchant master, you can support around 4 monks with this. Means +4 energy regen in overall.

But I agree this skill need a boost, because there's only one build that can benefit from this...

Last edited by Dmitri3; Nov 25, 2005 at 11:52 PM // 23:52..
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Old Nov 25, 2005, 11:59 PM // 23:59   #7
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Yeah, let's dedicate an entire character to running a bad skill. Great idea.
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Old Nov 26, 2005, 12:12 AM // 00:12   #8
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Quote:
Originally Posted by Bast
Yeah, let's dedicate an entire character to running a bad skill. Great idea.
Have I said that? I said dedicated enchant master, not dedicated P&H user.
That means enchants like Healing Seed, Healing Breeze being boosted from 10 secs to 16.

Now do the same with P&H with 16 divine favor (staff 20% enchant+Blessed Aura 37%): 94*1.57=147.58 , 148/45=3.28...
Now if you want to support more that 3 monks with P&H, get ranger secondary.
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Old Nov 26, 2005, 12:22 AM // 00:22   #9
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I think what Bast was trying to say is regardless of how many characters, or "enchant masters" you dedicate to keeping peace and harmony on a couple of monks it still doesn't change the solid fact that the skill is a steaming pile of shit, and that creating a character around it is a very, very poor idea.
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Old Nov 26, 2005, 12:24 AM // 00:24   #10
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Quote:
Originally Posted by Eonwe
I think what Bast was trying to say is regardless of how many characters, or "enchant masters" you dedicate to keeping peace and harmony on a couple of monks it still doesn't change the solid fact that the skill is a steaming pile of shit, and that creating a character around it is a very, very poor idea.
I also thought I agreed that this skill need a boost, so don't think that I try to show you all how P&H is great
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Old Nov 26, 2005, 03:26 AM // 03:26   #11
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If it gets stripped its 45 sec recharge is a bitch and believe me it will get stripped.
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Old Nov 26, 2005, 04:30 AM // 04:30   #12
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peace and harmony once was decent when you could keep it on 2 monks who could then work keep all their att points in monking but now too many things end it
my suggestion to help it out:
double the energy regen, rework the nature of it so spells like aegis/divine boon/glyphs dont end it and lower the duration about 15 seconds
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Old Nov 26, 2005, 04:36 AM // 04:36   #13
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Quote:
Originally Posted by audioaxes
peace and harmony once was decent when you could keep it on 2 monks who could then work keep all their att points in monking but now too many things end it
my suggestion to help it out:
double the energy regen, rework the nature of it so spells like aegis/divine boon/glyphs dont end it and lower the duration about 15 seconds
Doing a few of those things would e nice. Less restriction, keep the 1 pip but make 15 sec so it can be kept up. But all of themare overkill
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Old Nov 26, 2005, 06:51 AM // 06:51   #14
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If you look at it as the elite, you have to also look at its substitutes. What OTHER elite or non-elite skills can you slap on in its place?

Ensign covered pretty much all of them... Hell, I'd gladly take Energy Tap / Drain even with the nerfing over a monk with P/H.

At least E. stealing isn't as easy to counter as an enchantment. You have to interrupt it or have no energy when you try to steal... [lol]

But now that it's been warped, the enemy doesn't need that much energy to get a TON of energy out of it.

But yeah, as far as e. management goes, p/h = a monk ready to die...
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Old Nov 26, 2005, 11:26 AM // 11:26   #15
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If it was a stance rather than an enchantment, and/or it gave double the energy, and/or its recharge was faster and/or it wasnt an elite skill, then it might be worth running. As it is there are far better non-elite skills for energy management than this without even compaing it to energy elites.
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Old Nov 26, 2005, 05:49 PM // 17:49   #16
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Quote:
Originally Posted by Patrograd
If it was a stance rather than an enchantment, and/or it gave double the energy, and/or its recharge was faster and/or it wasnt an elite skill, then it might be worth running. As it is there are far better non-elite skills for energy management than this without even compaing it to energy elites.
If it were both a non-elite and a stance, then it would be worth running, maybe. I don't know if I would waste a slot for it even then.
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Old Nov 26, 2005, 06:25 PM // 18:25   #17
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what about this?

Peace and Harmony {Elite} - Stance
For 5...25 seconds, you gain +1...2 Energy regeneration. Peace and Harmony ends if you attack or cast a spell that targets an enemy.
Recharge time: 30 seconds
Energy cost: 5 energy

Um, yea... at 16 divine favor it would give +3 energy regen and will last 30 seconds.
It would rule this way... and would only be usable by divine favor monks...

And no, it wouldn't ruin any other energy management skills.
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Old Nov 26, 2005, 06:40 PM // 18:40   #18
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how about when the enchant ends it gives you 15 energy, that would be nice
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Old Nov 26, 2005, 06:48 PM // 18:48   #19
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It should give +2 energy regen and last just long enough so that you could keep it on 24/7 with ~15 in DF and Blessed Aura. You'd get a free Blessed Aura and +1 energy, which sounds balanced enough to me, since it's an enchantment and easily stripped.
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Old Nov 26, 2005, 07:18 PM // 19:18   #20
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Quote:
Originally Posted by Dmitri3
what about this?

Peace and Harmony {Elite} - Stance
For 5...25 seconds, you gain +1...2 Energy regeneration. Peace and Harmony ends if you attack or cast a spell that targets an enemy.
Recharge time: 30 seconds
Energy cost: 5 energy

Um, yea... at 16 divine favor it would give +3 energy regen and will last 30 seconds.
It would rule this way... and would only be usable by divine favor monks...

And no, it wouldn't ruin any other energy management skills.
And all the small arena Mo/Me would cheer! LOL....

The fact it would be a stance removes the ability to cast on another (Monk) and as long as the stance breaks if you attack would fit perfectly. It would likely be too good for a high Divine Favor Boon monk, though. If Anet did anything like that I am sure the duration would be 10...LOL.

Making it a stance also limits the use of other stances and allows it to be countered by things such as Wild Blow.
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