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Old Oct 10, 2005, 07:23 AM // 07:23   #41
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Quote:
Originally Posted by Arcador
It's advantage over healing seed is - you can cast it on yourself
What monks always need to remember is that the target of an upcoming spike of just about any type is going to get whatever enchants they have on them removed. when and how those enchants are removed is down to the skill of the attacking team, so the skill to applying enchants from the monks side is knowing when to do it - just bear that in mind before you cast a spell like breeze for 10 energy. Remember that for ten energy you can cast seed and indeed other spells which work on more people than the target you have cast it on.

Also i am pretty sure there are better self heals than healing breeze . Check out healing touch, especially with a high DF attrib.
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Old Oct 10, 2005, 09:04 AM // 09:04   #42
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I've got people killed before Word of healing and Orison is recharged. Pretty scarry.

Every skill got advantage and dissadvantage. Every enchantment can be removed...and you cannot just stop using them. The high mana cost healings are for situations when someone is about to die and you have mana.
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Old Oct 11, 2005, 12:17 AM // 00:17   #43
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Quote:
Originally Posted by wheel
The DS/GoR build is one of the reasons why I wanted to make this data in the first place. That build is all about raw unadulterated healing power, and efficience.

Basically, (and I'll be putting out numbers to demonstrate this later- expect an Excel spreadsheet with all sorts of goodies) 5 energy spells are 500% as energy efficient. That is, per energy spent, they heal 5 times as much. Booned 5e spells are 233% more energy efficient (since the Divine Spirit effect does not apply to Divine Boon's Energy Cost. 10e spells are 200% as efficient. Booned 10e spells are 171% more efficient. Obviously it's in the best interest of a DS/GoR build to only use 5e spells with regard to energy efficience, but that really serves no purpose because we aren't looking into two critical factors in the skill rating process: casting time and recharge time. That's why it might be more efficient overall to include Divine Boon or throwing in a 10e spell because there's no way that you can spend your energy under DS/GoR even spamming heals. Don't believe me?

46e Monk
15 Divine Spirit, +20% enchantment length staff

Glyph of Renewal: -5e (41e)
Divine Spirit: -10e (31e)
16.8 sec Divine Spirit Length
15 1e spells: -15e (16e)
Energy Regeneration 16 sec * 4/3 energy/sec: +21.3e (37e)
Glyph of Renewal: -5e (32e)
Divine Spirit: -5e (27e)
16.8 sec Divine Spirit Length
15 1e spells: -15e (12e)
Energy Regeneration 16 sec * 4/3 energy/sec: +21.3e (33e)

During the casting of 15 1e spells (you'd be hard pressed to even get that many in because of aftercast of spells), you are at a net loss of 9 energy. Once you are in the cycle of Divine Spirit/Glyph of Renewal, Divine Spirit costs 5 instead of 10, meaning after a cycle of GoR,DS,15 1e spells, you're at a net loss of only 4 energy. Under normal conditions, you are not going to be casting 15 times in the 16 or so second period, meaning that you will be sitting at 46/46 energy most of the time.

It's a very powerful build, and it lets you spam 5e, 7e, and 10e spells better than any other energy management tool around.
Well the problem is that it just doesnt stop at the healing spells. While the healing is the most noticable way to make a point with those two in conjunction with each other, it can easily be used like the old style ether renewal smite setup as well as it affects all monk spells. It seems silly that the most efficient base cost spells of all skill lines now have a means to reduce it even further 100% of the time, while building off the same attribute that enhances their use.

When i read the changes to glyph of renewal in the patch notes, i was rather upset because it was like introducing an oath shot in a non-conditional realm. I dont know how much it is getting abused in other regions yet, but the fact that it does not require any skill ranks to use and doesnt help elementalists at all (most long recharge skills cause exhaustion and have long cast times anyway), it seems like it was a deliberate change to cause abuse in other areas.
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Old Oct 11, 2005, 01:16 AM // 01:16   #44
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It's usable by eles as well. Exhaustion is removed at a rate of 1 pip. If you're adding exhaustion every 15 secs, you'd be gaining 20 exhaustion a min.. something an ele can't do indefinitely, but they can do it for a while. Or you could have something like meteor storm go up twice in a row every 60 secs and be working off your exhaustion between every cast.

Most eles are played as sustained casters using glyph of energy or elemental attunement, support roles like harm/trident/mind freeze, or give up long term dps for spiking power with an additional attack like lightning surge.

I do think there's a place for a glyph of renewal ele however. It's more versatile and powerful than echo for spells and that's a skill eles have used for a while now.
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Old Oct 11, 2005, 04:57 AM // 04:57   #45
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That would be 5 exhaustion for a 25 exhaustion spell every 15s. You would be capped out at around the 1 minute mark. The more that i think about it, the more it seems that primary mesmers running dual attunmements (getting the spells out faster)and avoiding exhaustion causers or ranger primaries/secondaries running reuse reducers and glyph of energy (using the spells more often and avoiding exhaustion) are better elementalist combinations than any others while using elementalist spells. They also require fewer attribute points devoted to the energy storage line and require fewer skill slots to run the energy efficiency engine than ether renewal required. In some instances, depending on the build, having more options to contribute to a team than the typical overly focused elementalist builds.
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