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Old Jun 02, 2007, 05:49 PM // 17:49   #1
Ascalonian Squire
 
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Default GoLE vs Devine Spriit in my build..

Well.. I see every single Monk be a Mo/E lately. And quite frankly.. I don't like GoLE so much, so I've been looking for alternatives.


So GoLE offers:

+GoLE can be precast
+It can potentially give 15 Energy
+It doesn't require an investment in attributes
+combines well with heal party!
+30 second cooldown
+with 20% faster recharge mod it gives 0.625/sec (does that even work on glyphs though...?)

-In a prot build without HP, you'll use it for aegis and one other spell, often you only use 10 of the 15 energy it generated
-It has a 1 second cast time, which can be too long when you need mana fast

Divine Spirit offers:

+1/4th second cast time
+with an "of enchanting" mod and ~11 in DF it lasts for 13 seconds, allowing you to preprot freely in this time without losing too much energy.
+Deny hexes removes 2 hexes with it!
+If you cast 9 times in the 13 seconds you'll save 4 or 5 mana each time (say 4.5..) making it a total of 41 mana saved over 13 seconds. If you cast more spells this number will be higher. A 10 energy cast though.. sp 41-10 =31
+With 20% faster recharge you gain ~0.66/sec

-It can be stripped
-The cooldown is rather long for long fights

Am I missing something? The energy "gain" seems equal, even though Divine Spirit will always make use of this energy gain, and GoLE can be worse when you need to use the energy for a 5 energy spell. The cast time on Spirit is far better and deny hexes gets 100% better by it. You don't need the /E anymore opening up for other things (shield bashhhh).

Thoughts? Ideas? Praise?

Last edited by Ayan; Jun 02, 2007 at 06:38 PM // 18:38..
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Old Jun 02, 2007, 07:07 PM // 19:07   #2
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" GoLE vs Devine Spriit in my build.."

try posting the build.
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Old Jun 02, 2007, 07:19 PM // 19:19   #3
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The Glyph is superior, try to cast it before the battle as it lasts 15 seconds.
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Old Jun 02, 2007, 07:20 PM // 19:20   #4
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It's not really build specific... main point was really, a build without Heal Party where you fully optimize the 20 energy.

I run a prot/heal build, but the specifics often change. Just in general, not a healing monk with GoLE+HP combo.

edit: posted nearly same time as above poster.

Why is it superior?

It seems- in my limited testing - that Glyphs aren't even affected by Faster Skill Recharge, if that's the case then the energy gain.. or saved, is actualy far worse. The 20% recharge actualy improves the average gain by a lot. If you have a 36% faster recharge (two 20s) then you'll benefit even more..

If a skill that only saves energy is outshined by another skill that does the same thing then why is it superior?

Last edited by Ayan; Jun 02, 2007 at 07:27 PM // 19:27..
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Old Jun 02, 2007, 08:02 PM // 20:02   #5
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the thing is..it actually is very dependant on your bar.

- do you run Deny Hexes
- do you have many 5e spells
- are your 10e spells on a good recharge (Spirit Bond) so you can dish out a free skill with a good result)
- do you carry Aegis, Heal Party

generally, a bar that suggest Divine Spirit doesn't contain any high energy spells, and relies on spammable heal/prot.

guardian, soa, hands, rof etc.

Glyph is better for the higher stuff and crap.
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Old Jun 04, 2007, 01:05 PM // 13:05   #6
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glyph of renewal + divine spirit + divine boon = every skill costs 3 energy = pwnage

Boon Prot is alive ;D
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Old Jun 04, 2007, 02:42 PM // 14:42   #7
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Quote:
Originally Posted by Mokone
the thing is..it actually is very dependant on your bar.
QFT.

Why don't you just post your bar. For Divine Spirit to be really effective, you'd need a good amount of 5 energy skills that are readily spammable (rof, guardian, orison). GoLE is much better when your skills are all slow recharge and/or higher energy. Then we have channeling enter the scene...
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Old Jun 04, 2007, 10:52 PM // 22:52   #8
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I dont see how it matters.. If you use Protective Spirit for instance, a 10 energy spell it benefits more from Divine Spirit then a 5 energy spell will. I'm just using regular prot skills

Guardian
Rof
Gift of Health
ZB
Prot Spirit
Spirit Bond
Deny Hexes
Dismiss Conditions
Blessed Light
Shield of Absorption
Restore Conditions
Aegis

thats not my skillbar, but those are on it most frequently. If 1 skill just proves to be superior energy wise then why does it matter what you run. If a skill has a cooldown of 5 seconds you can still use it twice in the duration. With 6 skills on that duration, there's 12 spells and in my example that was already more then enough to prove to be superior to GoLE
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