Ether Renewal healers - the death of true monking

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

Quote:
Originally Posted by reaper with no name
They need to be nerfed even more.

I've got it all planned out, see?

1) Nerf SF
2) Nerf ER
3) Fix Dervishes
4) Fix Ritualists - DONE
5) Fix pets - DONE Imo it's not popular enough to warrant nerfing and it will never be popular enough. It's not exactly stepping on the monk's role because groups looking for a healer will always choose monks over ER eles, or rits for that matter.

Does it deserve to be mentioned in the same page as Shadow Form, which single-handedly excludes nearly every class in various areas? Seriously WHEN have you seen ER eles causing monks to get kicked out? In reality, the exact RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing opposite usually occurs when you ping an ER bar. YOU get kicked. Meh the irony.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Our opinions on that differ.

In my view, the fact that ER healers can outheal and outprot monks at all is reason enough to nerf them, regardless of how common they are. The fact that this build even exists defeats the purpose of having monks do healing or prot.

Sure, you can have a monk do those things, but then again, you could also put mending on your bar. Either way, you'll probably be able to manage, because it's PvE. It doesn't mean that either charcter is the best use of a party slot, though. The reasoning is the same: there's no point in using mending because it is suboptimal. There is also no reason (within the game mechanics) to use a monk for healing or protting in PvE, because it's suboptimal.

Hence, overpowered things should be nerfed simply because they're overpowered. Or at least that's my viewpoint.

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

I never saw any good use from ER healers. Can somebody please enlighten me? Maybe show me the correct build and stuff because I don't see it working all that well over monks.

Perfected Shadow

Perfected Shadow

Wilds Pathfinder

Join Date: Jun 2006

Zul'Aman

Umes Uranger U[bot]

Quote:
I never saw any good use from ER healers. Can somebody please enlighten me? Maybe show me the correct build and stuff because I don't see it working all that well over monks. If there are posts like this on guru, imagine the ignorance in-game. Kinda supports my point.

Sorry Owik, read Ether Renewal's description carefully, then look at monk protection skills and Infuse Health.

Anyway reaper (I assume you have a monk), if I were you I'd be happy that on the rare occasion you get an ER ele you'll never be told you're suboptimal /kick. Instead you'll have a much easier time monking and get comments like "VERY NICE HEALING REAPER".

kanuks

Krytan Explorer

Join Date: Nov 2005

I bet that most peoples saying that ER should be nerfed are using SF on a regular basis.

maxxfury

Wilds Pathfinder

Join Date: Apr 2006

[DVDF] Gp

Me/A

Quote:
Originally Posted by Owik Gall View Post
I never saw any good use from ER healers. Can somebody please enlighten me? Maybe show me the correct build and stuff because I don't see it working all that well over monks. [Infuse Health][Protective Spirit][Spirit Bond][Life Attunement][glyph Of Swiftness][Ether renewal][Aura of restoration] with [shield Guardian] or [Great Dwarf Weapon]

TLDR thread: cast infuse, and your health fill right up again! ps + sb are cast and give you energy and health back..

Its cake! spam heavy prots like they are goin out of fashion were ever needed and mash infuse to redbar...and its pretty much THAT easy....oh...keep enchants up..and roll face on keyboard.

**lol at the pvx bars..**

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Owik Gall View Post
I never saw any good use from ER healers. Can somebody please enlighten me? Maybe show me the correct build and stuff because I don't see it working all that well over monks.
Look on the first page, Zodiac Meteor's post - there's a video there. In my opinion it's not the ideal build, but it illustrates the concept. With Ether Renewal you get to spam Infuse / Prot Spirit / Spirit Bond, which is the main idea.

Quote: Originally Posted by reaper with no name
In my view, the fact that ER healers can outheal and outprot monks at all is reason enough to nerf them, regardless of how common they are. The fact that this build even exists defeats the purpose of having monks do healing or prot.

Sure, you can have a monk do those things, but then again, you could also put mending on your bar. Either way, you'll probably be able to manage, because it's PvE. It doesn't mean that either charcter is the best use of a party slot, though. The reasoning is the same: there's no point in using mending because it is suboptimal. There is also no reason (within the game mechanics) to use a monk for healing or protting in PvE, because it's suboptimal. Monks aren't useless, and ER Elementalists do not entirely outheal and outprot Monks. I've given reasons why before, I'll repeat them here:

1. ER Elementalists don't have party heals;
2. ER Elementalists don't have hex / condition removal - they can bring it, but if they do they cramp and already cramped bar even more;
3. ER Elementalists do not have access to certain prots, e.g. Seed of Life / Aegis / Shield of Absorption;
4. ER Elementalists risk getting interrupted and it getting removed - can be macromanaged against, but still a weakness.

Monks aren't useless, they just have to play to their strengths.

Quote:
Originally Posted by Xenosmortis
Running two ER Eles basically means you can easily and relatively safely keep up 8 copies of Prot Bond, mabye with some Heal Party spam.

But I think if you have 1 ER Eles and 1 Monk; then (depending on the area) the monk should focus a little more in clean up - something the ele cannot do. Two obvious elite choices are Restore Condition and Peace and Harmony. Unfortunatly, RC is conditions only and cannot self-target and PnH is on too long a recharge to keep everybody clean in areas when you need it.
That monk should also bring some stuff ER Eles don't - Aegis, perhaps Extinguish, etc. It's a bit hard to imagine Heal Party if you're using Protective Bond (2s cast when you could be losing massive energy per second). Breath of the Great Dwarf yes, but Heal Party ... difficult. Maintaining Protective Bond also necessarily means you don't get Life Attunement (Vital Blessing is not only unnecessary with Prot Bond, it is counterproductive). You could jump through hoops and such to fit everything you need onto your bar, but you'd have to give up on other nice stuff like Protective Spirit if Protective Bond ever gets stripped, GDW, and you completely neglect hex / condition removal.

It works, just might not be ideal. Agree with what you write about Monk + ER Ele, except that possibly HB would be a great elite for the Monk because pumping party heals is something the Elementalist can't do well and you'd shore it up.

Owik Gall

Owik Gall

Wilds Pathfinder

Join Date: Jan 2007

Guardians of the Light

W/Mo

K, I think I get it. Thanks guys. It's too bad it seems that only human players can effectively use it than heroes, though. If so, however, we would have seen a big nerf of this months ago. XD

EDIT:
Woops! Found out heroes CAN use it. Nerf cannon coming up! x(

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Improvavel View Post
The biggest strength on the ER infuser is infuse health and heroes just aren't solid at it.
You know, I don't know about that. Spamming Prot Spirit and Spirit Bond on all 8 party members at will is I think more useful than the big redbar up.

Though yes, Infuse isn't too good on Vekk. He seldom casts it and I've often been hanging on at around 30% health, waiting for him to cast it. I hate having to micro a hero to use a heal.
I've considered something like Heal Other (which is fairly good at 10 Healing), but it doesn't have the big healing capacity of Infuse.


Quote:
Originally Posted by Jeydra View Post
It's a bit hard to imagine Heal Party if you're using Protective Bond (2s cast when you could be losing massive energy per second). Breath of the Great Dwarf yes, but Heal Party ... difficult. Maintaining Protective Bond also necessarily means you don't get Life Attunement... Sorry, I assumed Mindbender on the Ele with Heal Party (this was for the 2 ER Eles). Otherwise, the 2 sec cast time hurts when you're trying to use Heal Party and are losing energy from maintaining 4 Prot Bonds.
The downside on Mindbender is that it isn't maintainable without GoS.

I agree though, the value of this is questionable.

reaper with no name

reaper with no name

Desert Nomad

Join Date: Apr 2009

FaZ

D/

Quote:
Originally Posted by Jeydra
View Post
Look on the first page, Zodiac Meteor's post - there's a video there. In my opinion it's not the ideal build, but it illustrates the concept. With Ether Renewal you get to spam Infuse / Prot Spirit / Spirit Bond, which is the main idea.



Monks aren't useless, and ER Elementalists do not entirely outheal and outprot Monks. I've given reasons why before, I'll repeat them here:

1. ER Elementalists don't have party heals;
2. ER Elementalists don't have hex / condition removal - they can bring it, but if they do they cramp and already cramped bar even more;
3. ER Elementalists do not have access to certain prots, e.g. Seed of Life / Aegis / Shield of Absorption;
4. ER Elementalists risk getting interrupted and it getting removed - can be macromanaged against, but still a weakness.

Monks aren't useless, they just have to play to their strengths.



It's a bit hard to imagine Heal Party if you're using Protective Bond (2s cast when you could be losing massive energy per second). Breath of the Great Dwarf yes, but Heal Party ... difficult. Maintaining Protective Bond also necessarily means you don't get Life Attunement (Vital Blessing is not only unnecessary with Prot Bond, it is counterproductive). You could jump through hoops and such to fit everything you need onto your bar, but you'd have to give up on other nice stuff like Protective Spirit if Protective Bond ever gets stripped, GDW, and you completely neglect hex / condition removal.

It works, just might not be ideal. Agree with what you write about Monk + ER Ele, except that possibly HB would be a great elite for the Monk because pumping party heals is something the Elementalist can't do well and you'd shore it up. I wasn't trying to say that monks are useless (if I believed that, then I'd be as vocal about ER as I am about SF and dervishes), merely that they are inferior healers and protters. They are better smiters and condition/hex removers (like you said, ER eles can't fit those on their bars due to requiring all those enchantments).

I don't get what you're saying about prots like aegis or party heals, though. Why can't ER eles use those? I thought heal party was common on ER bars. And those prots you mentioned aren't elite, so why wouldn't an ER ele be able to use them?

madriel222

madriel222

Krytan Explorer

Join Date: Feb 2008

Denver, Colorado

Reign of Judgment [RoJ]

Me/A

Think he was getting at the notion that the ER ele needs to be constantly spamming stuff to keep energy up (provided he's maintaining somekind of enchant, as most bars I've seen do), and SoA+Aegis aren't "spammy" enough on an already tight bar. Not saying you can't throw those on an ER though...

thejynxed

thejynxed

Academy Page

Join Date: May 2005

Medieval Knights of Darkness [MKOD]

A/

Why bother? Take an Er Infuser + Life Sheath or ZB Monk Hybrid (Mo/Me Healer/Prot bar - works awesomesauce on heroes, as long as you remember Leech Signet or Power Drain to abuse hero AI concerning interrupts). There you've got your massive heals/prots and your massive hex/condi removal. Then the entire rest of your team can be optional as to the makeup.

Personally, I wish I had an ER Infuser helping me vanquish. It'd probably be alot faster and safer than Discordway/Sabway. Not to mention more reliable in areas like Lornar's Pass (I'm looking at you - group of 30 Summit Dwarves).

Malician

Oak Ridge Boys Fan

Join Date: Jun 2007

E/P

ER E/MO is terrible; don't use it.

If you've ever dealt with an ER ele (like I have the misfortune of doing), you keenly know the drill. The very instant you become involved in a fracas of any kind, your misshapen healer will be stripped interrupted, and plowed in the arse. He won't remove hexes and he can't possibly clean up your frontline. When two persons of your group are attacked at once he will simply break down and your party will explode.

What with all the vigorous spirits and mending and life attunes and such mess, he will have absolutely no skill slots left whatseoever. Heal party? He's never heard of it. Word of healing? He can't bring it! Aegis? He doesn't even know what that is. His last actions before death will be pitiful Infuses (for all of twenty hit points) before he finally splatters on the ground. After all, he has nothing else to use. Please, for the love of Gaile, don't be this dumb brute!

As an ER, I never ever get in parties. In fact, it's utterly impossible to convince a group of people who want a healer that you can do a good job; you will be instantly kicked before they even read what you say. Don't even try this class!

//jeydra I'm trying to stop this from getting nerfed I love it so much =//////

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Quote:
Originally Posted by Xenomortis View Post
Heal Party and Aegis really don't fit on ER. Both have two second cast times and you want to be casting frequently, Aegis is on a long recharge and your bar is really cramped.
I agree about HP because it's a weak heal, cannot be boosted and really doesn't fit in line with what a ER-Protter does anyway.

I disagree very much about Aegis. It's been glued on my ER since I built the bar. It's not coming off either. The way to get around the Aegis recharge is to simply bring whatever Prot hench is available, or to have another human player bring a second ER.

EVERY Prot henchman has Aegis (except EotN Lina) and the H/H chain it nicely. If the battle isn't (at the very least) decided in 24s then something is wrong on the offense side.


Quote: Originally Posted by Xenomortis View Post
Your essentials are GoS, ER, Aura, Infuse and Prot Spirit. Spirit Bond is bloody useful to have and Life Attunement boosts your heals and the healing from ER and Aura (I think). If you're maintaining 8 enchantments, you can't really afford a 2 second casting spell and you'll need something spammy to hit between Infuses. Wait, are you talking about a human run ER-Prot? If so, then yes, GoS and Life Attunement rock and are probably core skills.

I would NEVER, EVER run GoS or Life Attunement on an ER-Prot bar meant for a hero. That seems like asking for trouble. Run a bar that a hero CANNOT screw up. Your core skills are:

Prot Spirit
Spirit Bond
Aegis

Then add two quick, strong heals with as few conditions as possible. My favorites are Dwayna's Kiss and Infuse Health.

That leaves one slot for something else. Don't get fancy, heroes are idiots. Hex removal or cond removal, are the biggies here. For hex removal, I recommend Cure/Convert Hexes. For condition removal, start with Mend Cond. You have a lot of viable options in both areas though.

A hero simply CANNOT screw this bar up, except by not casting at all. Anything he casts helps. We don't have to trust him choosing the right spell, because they're ALL good choices.

There are two things we CAN trust him with: enchantment stacking and hex/cond removal usage. That's about it.

You followed my advice on taking the Prot henchman didn't you? Good. EVERY prot henchman has Aegis, in addition to ALL having either PS or SB. H/H know what enchants are up, and won't waste their time recasting one that is already active. So you have a high probability of getting PS and SB stacked (awesome), and zero probability of a recast. You also get Aegis chaining (awesome) for the same reason with zero probability of a recast.

The two big heals are there purely to fill a slot and keep him from doing anything stupid. I don't WANT him to have options, because he will make the wrong choice 100% of the time. Hero bar are the opposite of player bars, where you want options. You want to confine the bar so he can't screw it up no matter what.

With two big heals, he has four spells to use on you when you need help, so it comes down to 50% prot and 50% heal. If you don't do this, for example, if you take hex AND cond removal, then your free heal is down to 33% usage. All he really knows is to cast SOMETHING. He won't recast an existing prot, but he could still cast another prot, including hex/cond removal, when you need a heal.

Essentially, you're weighting your bar.

Your only real choice is for the last slot: hex removal or cond removal? You've got options here, but think about those options in light of the previous discussion. In a heated battle, you are likely hexed/conded or both, and this basically enables a fifth spell for him to use. We don't really want him to decide to do a removal when we need a heal, but..... we have enough options to make sure that even in that case, we get a heal along with the removal. (ie: Mend Condition and Cure Hex)

There are other options you can choose for their strengths: Draw/Dismiss Conditions, Convert Hexes, etc. And these aren't necessarily wrong. I use Convert in hex heavy areas and usually get away with it, but they open the door for a miscast, whereas Mend/Cure do not.

If you need even stronger removal, work them into another characters bar.

Prot Spirit
Spirit Bond
Dwayna's Kiss
Infuse Health
Mend/Cure or riskier options
Aegis
Ether Renewal
Aura

Prot Hench

Win!

Xenomortis

Xenomortis

Tea Powered

Join Date: May 2008

UK

N/

Quote:
Originally Posted by Carinae Dragonblood
View Post
Wait, are you talking about a human run ER-Prot? If so, then yes, GoS and Life Attunement rock and are probably core skills. Human bars Carinae.
Hero bars are another matter and they have a lot more room to fit things like Aegis in.

Not sure on the Prot henchmen thing, but I understand the justification. I typically have a second copy of Aegis and PS on another hero anyway, so I bring the healer henchmen. That, and I find prot henchmen are terrible at energy management.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Malician
View Post
//jeydra I'm trying to stop this from getting nerfed I love it so much =////// Lol I appreciate it, although I think Ensign is right in that ER isn't going to get nerfed - it doesn't appear in dedicated farming builds.

Two things ...

@Carinae Dragonblood - just a few days ago there was a Gyala Hatchery ZQ, and I tried to do it with a player offensive character + the henchmen Monks. What I didn't know was that the henchmen carried Blessed Light and Life Sheath = no bar push = dead.

I think the same applies to your case. ER Elementalists don't have strong bar push. If you're using Prot henchmen with them, great, but you'd have even less bar push. I don't think that's a good idea.

@Ensign - don't know if you're still reading this thread, but I change my mind about GDW. The skill is too awesome to give up. There's only one exception. When the team has no physicals, I'd keep Shield Guardian. Heroes / henchmen / even players wanding can't compare to them casting and you using the slot on something else.

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

@Jeydra - Gyala is Seaguard Gita and Sister Tai. Gita has Aegis and SB, Tai has BL, which is a red bar pusher. You were running ER-Prot yourself? If so, something is wrong. Three healers should be more than enough. Do you have any other party 'prots' like WY or SY?

Especially in HM, Prot >>>>>> Red Bars Go Up.

Jeydra

Forge Runner

Join Date: May 2008

Three healers is, eh. I was running Assassin's Promise; if I had ER Prot I'd use just one henchman healer. Blessed Light isn't a good red bar pusher (want WoH). I had plenty of party-wide defense, not to mention plenty of meat shields, but plain no red bar. Even with perfect prot, red bars move up and down, and Blessed Light is such a bad red bar pusher.

Do you survive on one hero ER Prot + one of the healer henchmen, or do you use both healer henchmen?

Carinae

Carinae

Forge Runner

Join Date: Jun 2005

Inside

Fifteen Over Fifty [Rare]

Agree on BL, but it's better than nothing and should be sufficient. You wiped? Or just couldn't protect the turtles?

One ER-prot and the prot-hench only. Infuse and DK and whatever the prot-hench carries to push red bars seems plenty for me.

Both my Necro and Sin have done it that way, with no self-heals. Necro had WY (on a hero) and my sin packs SY. Both also had minions.

EDIT: I'm also running Orders. So between that and Aegis and whatever point enchants we carry, we manage a rather strong DK.

Malician

Oak Ridge Boys Fan

Join Date: Jun 2007

E/P

Quote:
Originally Posted by Jeydra
View Post
@Ensign - don't know if you're still reading this thread, but I change my mind about GDW. The skill is too awesome to give up. There's only one exception. When the team has no physicals, I'd keep Shield Guardian. Heroes / henchmen / even players wanding can't compare to them casting and you using the slot on something else. GDW really requires playing smart (without shield guardian, you don't always have a spell ready to cast to recover from infuse). I end up using Glyph of Swiftness on prot spirit whenever I can even with SG.

It also depends on the competency of the physicals. Doesn't help much if you've got a retard warrior covered in tanking skills with single-target damaging.

I'll go SG if my PUG is empty of support. Another spell to precast means a couple more mini AOE heals going off at the beginning of the fight + extra mopup heals during the fight itself (while everything else is recharging) without having to infuse.

Very helpful when the HB Heal Party spam monk runs out of mana shortly in. I enjoy replying to repeated anguish pings of of 0/50 energy by switching to my high-energy set and pinging 130/130 or so..

I would always use GDW with a good group. Love the way it aids momentum and smooths friction so the party can just roll through.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

I do, in fact, read this forum on occasion.

I try to make Shield Guardian work when I do log in and play, I really do. It just very rarely gets cast, and its frequency of use drops whenever I actually have to pay attention to what I'm doing; it never displaces a Prot Spirit, Spirit Bond, or Infuse. But in garbage time, you have situations where you *want* to do something, but if you don't have something in the GDW slot that's semi-spammable and multipurpose you just kinda stand there and it feels awful, especially if you're trying to keep Life Attunement on everyone.

That isn't necessarily bad if there's something really strong to put there instead, where you'd just accept that sometimes you aren't casting for a bit and losing a bit of flexibility on maintaining a bunch of enchants, but there isn't. So if for whatever reason you don't want Great Dwarf Weapon, Shield Guardian may be weak, but I haven't found anything better. The only thing that's really come close is Vigorous Spirit, but that requires a bunch of changes to attributes and the like that makes it a lot more marginal.


Quote:
Originally Posted by Malician View Post
(without shield guardian, you don't always have a spell ready to cast to recover from infuse).
Spirit Bond?


Quote:
Originally Posted by Malician View Post
It also depends on the competency of the physicals. Doesn't help much if you've got a retard warrior covered in tanking skills with single-target damaging. Retards with Order of the Vampire, Strength of Honor, and Great Dwarf Weapon on them do tons of damage. You can have a Defy Pain Warrior with 9 in his weapon mastery and he'll beast things.

I've done that on multiple occasions now. Instead of taking hero/hench, bring a Necro and Monk hero and grab 5 random melees in whatever area you want to do. It works amazingly well, and it's fun to see PUGs working harmoniously. *grins*

elk

Frost Gate Guardian

Join Date: Apr 2005

@ Ensign - Based on your suggestion for the random PuG melee train, how does the build go and where are the attribute splits?

I'm assuming the SoH is on the ER bar therefore life attunement is dropped or is it maintained as well?

I recall reading previously that you felt glyph of swiftness wasn't a necessity, therefore is that the dropped skill? Although I figured if you had an upkeep of 10 enchants, this would be required (again assuming both SoH and life attunement)?

attribute split?

Infuse
Spirit Bond
Prot Spirit
Ether Renewal
Aura of Restoration
Strength of Honor
Great Dwarf Weapon
?

Now based on your hero suggestion, what recommendations do you have for the hero bars? Is the Mo just bar push? (I've read in other threads your a fan of the smite support Mo but can't see it being enough to offset?). For the 'Nec' bar, do you suggest a primary Nec or a D/N variant similar to the one in the paragon/ Racthoh hero thread?

I'd be interested in hearing your ideas,builds and att splits for both hero's and the ER. Sounds like it might be fun to scare up a mess of Wa's and take them out for a walk.


elk

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

Quote:
Originally Posted by elk View Post
attribute split?

Infuse
Spirit Bond
Prot Spirit
Ether Renewal
Aura of Restoration
Strength of Honor
Great Dwarf Weapon
? That does not work well as your taking to much out for SoH. Using points that requires 14+ energy storage and spending the rest in 3 other categories hurts the build.

If you want to buff melee, I suggest going support than heal.

For support with 2 monks I go:

16 energy, 10/8 smite, 8/10 prot
ER
aura of resto
Ele lord/Judges insight
Prot spirit
spirit bond/shield guardian
Great Dwarf weapon
Strength and honor
Succor

Judges insight gives +20% armor penetration, the long recharge makes me leave it sometimes but if we are going against undead it does insane amount of help.
Succor is a monks friend. When ever I run this build I'm not a primary monk. But when I use it monks seem to like it, so I kept it as a stander on my buffer bar.
The rest explains itself.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

I used to put Strength of Honor on the Necromancer, but then they nerfed the crap out of Masochism, so that doesn't work so well now. So now you're stuck putting it on the Smiter. The Smiter has Strength of Honor, plus Divine Healing and Heaven's Delight. Elite is Signet of Removal. Take Mantra of Inscriptions and 3 energy management signets. The Necromancer gets stacked with Extinguish, Aegis, and a bunch of expensive stuff. If you only have 4 melees you can run it straight, with 5 you should Succor the Smiter from your Necro.

You can't really afford to put Strength of Honor on the Ether Renewal guy, the points in Prot are too valuable.

You can drop the Glyph of Swiftness on the Ether Renewal guy if you want the slot, but I think you need to run a Superior Energy Storage rune for 16 ES in that case. Your Infuse gets a lot weaker and you can't go into the 8 Life Attunement plan as readily in that case though.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Ensign View Post
I try to make Shield Guardian work when I do log in and play, I really do. It just very rarely gets cast, and its frequency of use drops whenever I actually have to pay attention to what I'm doing; it never displaces a Prot Spirit, Spirit Bond, or Infuse. But in garbage time, you have situations where you *want* to do something, but if you don't have something in the GDW slot that's semi-spammable and multipurpose you just kinda stand there and it feels awful, especially if you're trying to keep Life Attunement on everyone.

That isn't necessarily bad if there's something really strong to put there instead, where you'd just accept that sometimes you aren't casting for a bit and losing a bit of flexibility on maintaining a bunch of enchants, but there isn't. So if for whatever reason you don't want Great Dwarf Weapon, Shield Guardian may be weak, but I haven't found anything better. The only thing that's really come close is Vigorous Spirit, but that requires a bunch of changes to attributes and the like that makes it a lot more marginal. Lol when I run Shield Guardian it gets cast a lot - comparable to Spirit Bond / Prot Spirit (and sometimes even more actually since it cools down faster). It's just that the effect isn't very strong. In fact, truth be told its effect seems almost entirely negligible; its only purpose is to help you maintain your enchantments / Infuse more.

I've been thinking about using a second maintained enchantment in that slot when GDW isn't necessary / wanted. The obvious candidate is whichever of Life Attunement / Vital Blessing you aren't already maintaining; you get the best of both worlds. If you're willing to work with -5 energy degen you can maintain 8 of your selected enchantment (say LA) on everyone and the other (VB) on yourself. Otherwise you mix and manage, e.g. whoever has DP gets Vital Blessing while those with morale boosts don't get LA.

I tried it in Shards of Orr just now and it works pretty nicely; you pick whichever enchantment you need at that time. You also get both enchantments on yourself at the same time: permanent +4 to energy gain (= 16 per cast, at least: Aura of Resto / ER / VB / LA), as well as the benefits the two enchantments give you. Against an area where Chiblains didn't remove all enchantments in the blink of an eye, having both enchantments would be a great cover against DP.

Thoughts?

Akaraxle

Akaraxle

Wilds Pathfinder

Join Date: Jan 2006

Italy

E/

Thanks for the ER bar Ensign, it ownz. I put Breath (the dwarf HP) in place of GDW when moar party healing is needed.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Quote:
Originally Posted by Jeydra View Post
Lol when I run Shield Guardian it gets cast a lot - comparable to Spirit Bond / Prot Spirit (and sometimes even more actually since it cools down faster). It's just that the effect isn't very strong. In fact, truth be told its effect seems almost entirely negligible; its only purpose is to help you maintain your enchantments / Infuse more.
It's mostly the maintain enchantments part since you can just press the button in garbage time to keep the energy up. It helps a bit for Infuse as a follow-up to Spirit Bond to get you back to full, but in turbo-infuse situations I'm perfectly happy to Spirit Bond / Infuse / Spirit Bond / Infuse all day.


Quote:
Originally Posted by Jeydra View Post
I've been thinking about using a second maintained enchantment in that slot when GDW isn't necessary / wanted...You also get both enchantments on yourself at the same time I like that idea, you make up for not having a spell you can throw randomly by having the extra enchantment all the time.

That also gives me the thought of running Vital Blessing in the Glyph of Swiftness slot and running a superior Energy Storage rune; you net a bunch of health on yourself, get another enchantment to spread around, and should be fine for the few seconds Ether Renewal is down...I'll have to try it next time I log in.

Arrogant Bastard

Arrogant Bastard

Lion's Arch Merchant

Join Date: Aug 2009

Your mom's house

E/

Those few seconds that you don't ER up (without the glyph and using superior rune) can kill your energy if your team is under pressure if you maintain too many enchantments.

While doing a few HM dungeons without glyph of swiftness, I've found that 4-6 maintained enchantments is optimal, unless you want to mash buttons more than you already do while still having a chance of losing all energy in longer engagements.

You could always cancel the enchantments when ER runs out during battle, but that sort of defeats the purpose of maintaining them (recasting them mid-battle after getting ER back up will mean you wont be healing/protoing your team, and if you allies don't have the enchantments then why did you bring them?).

I still think dropping the glyph is worth only having 4-6 enchantments up as you can bring GDW or Breath of the Great Dwarf in addition to infuse/PS/SB/x.

Jeydra

Forge Runner

Join Date: May 2008

Quote:
Originally Posted by Ensign View Post
That also gives me the thought of running Vital Blessing in the Glyph of Swiftness slot and running a superior Energy Storage rune; you net a bunch of health on yourself, get another enchantment to spread around, and should be fine for the few seconds Ether Renewal is down...I'll have to try it next time I log in. There's something glaringly obvious about this that I (amazingly) didn't catch first time ...

VITAL BLESSING FULLY COMPENSATES FOR THE -75 HEALTH LOSS FROM THE SUPERIOR RUNE!! And not only does it fully compensate, it adds close to an extra 100 health as well!!

I've got to try this ... there's just one reservation. As Arrogant Bastard pointed out, it's kinda hard to maintain 9 enchantments without Glyph of Swiftness, so you will have to maintain fewer. What are you going to maintain? Vital Blessing and Life Attunement on yourself of course, that's why you have that. VB ought to go too onto anyone with high DP. What about LA?

No matter how I look at it, it seems there's simply a maintained enchantment overload. Without the Glyph I might (off the top of my head) go with 6-7 maintained enchantments maximum. Since you're in a situation where GDW isn't wanted / necessary, chances are you're in a team full of casters, all of whom could use Life Attunement. 6-7 maintained enchantments isn't going to be enough to use them both to full effect. Pity, although I'll have to give it a try to see how the gains counterbalance the losses.

Ensign

Ensign

Just Plain Fluffy

Join Date: Dec 2004

Berkeley, CA

Idiot Savants

Ok, so dropping the Glyph of Swiftness for Vital Blessing is awesome in every single way imaginable. The only real drawback is that there is a point in a fight after the first ER drops when you're vulnerable and can't power mash on Infuse; you get 25 seconds of combat ER without the Glyph but closer to 45 with it (only glyphing the first ER). But you don't have to cast the first ER so early, and it's better to slow roll it a bit in general, so the drop point is probably closer to 30-35 seconds into the fight vs 45 with the Glyph.

Besides that difference, the Vital version is better in every way.

Quote:
Originally Posted by Jeydra View Post
I've got to try this ... there's just one reservation. As Arrogant Bastard pointed out, it's kinda hard to maintain 9 enchantments without Glyph of Swiftness, so you will have to maintain fewer. It's not hard at all. You only have ~7 seconds where you aren't gaining any energy from Ether Renewal (time from it dropping to it shooting back up from a 1/4 cast spell), and an 95 energy pool (30 Base + 16*3 ES + 12 Focus + 5 Spear). There's no trouble at all maintaining 14 enchantments through that downtime if your Ether Renewal isn't shattered off. If it is, well, you're at 723 health; cash in up to 70 of it (dropping you to 653 health minimum) for another +14 energy, kicking you up yo 109; that should be more than enough of a buffer to maintain that many enchants. If you get really desperate you can maintain 13 at 124 max energy and still have your enchanting part ready to go.

Arrogant Bastard

Arrogant Bastard

Lion's Arch Merchant

Join Date: Aug 2009

Your mom's house

E/

On another note, what kind of focus is optimal?

20/20 proto seems unnecessary since the spells should have low cast/recharge to begin with.

Zodiac Meteor

Zodiac Meteor

Imma Firin Mah Rojway!

Join Date: Aug 2008

At the Mac Store laughing at people that walk out with anything.

E/Mo

You can use a defensive set, high energy set and your good.
Fight with the defensive.
Switch to high energy after being rezed/energy spiked etc.

By the way for ArenaNet to know Ele healers suck. I can't beat any mission with it, it's simply a fun build to have but it won't replace a monk, ever.
+30 Health with either 20% fast Energy Storage recharge or +5 armor while enchanted.

Keep a +15/-1 focus to put with the spear as well as an in-between high set you can swap to without losing the enchanting part. I like having a shield with the enchanting part on it as well.


Quote:
Originally Posted by Zodiac Meteor View Post
By the way for ArenaNet to know Ele healers suck. I can't beat any mission with it, it's simply a fun build to have but it won't replace a monk, ever. How do I get Jesus Beam on my Ele? How can you truly win without Jesus Beam?