aura of restoration + ether renewal +
??
I find the following necessary for good renewal abuse:
- 14 energy storage.
- a good spammable 5 energy cost spell with no recharge time or a group of 5 energy cost spells.
- at least three other enchantments, making renewal the 4th
when ele/mo, i find divine boon, aura of restoration, ether renewal, and healing breeze makes an excellent "battery" for recharging health and mana. aura is always up, hit breeze, then renewal, then spam boon for a bit.
so, how do YOU abuse ether renewal?
eme2512
MSecorsky
Quote:
Originally Posted by eme2512
aura of restoration + ether renewal +
Water affinity/Ether Renewal/Ice Spear.
Current PvE hydro skill bar:
Ice spear/Ice shard/Deep freeze/Maelstrom/WA/Ether Renewal/Well of Blood (or cap sig)/Rez sig
Never run out of juice, can pack a decent wallop (water skill 16).
Now... if I could just squeeze Oath Shot in there, I'd pick up a bow and change secondary...
Current PvE hydro skill bar:
Ice spear/Ice shard/Deep freeze/Maelstrom/WA/Ether Renewal/Well of Blood (or cap sig)/Rez sig
Never run out of juice, can pack a decent wallop (water skill 16).
Now... if I could just squeeze Oath Shot in there, I'd pick up a bow and change secondary...
zehly
If you are a Ele/Mo smiter, you don't abuse this skill... you exploit the living hell out of it though. (See a post on E/Mo smite builds for more info about how they abuse it)
immolatus
12 Energy storage
12 smiting
Balth Spirit
Healing Breeze
Zealots Fire
Ether Renewal
Devine Boon
Rest just plain smite skills. Balth spirit is always up. cast zealots fire and get into the middle of the battle. Cast your smites. Health or Energy go too low for you, cast healing breeze, ether renewal and spam theliving piss out of Devine Boon. At the end you will have max Health and Energy and also doing a lot of fire dmg with Zealots.
Now with this last update this is shot, due to the fact that devine boon now has a 1 sec recharge. You cant really spam it as before. I havent mess around to get another more spamable skill yet.
12 smiting
Balth Spirit
Healing Breeze
Zealots Fire
Ether Renewal
Devine Boon
Rest just plain smite skills. Balth spirit is always up. cast zealots fire and get into the middle of the battle. Cast your smites. Health or Energy go too low for you, cast healing breeze, ether renewal and spam theliving piss out of Devine Boon. At the end you will have max Health and Energy and also doing a lot of fire dmg with Zealots.
Now with this last update this is shot, due to the fact that devine boon now has a 1 sec recharge. You cant really spam it as before. I havent mess around to get another more spamable skill yet.
IPlayGuildWars
yeah, divine boon and zealots fire is really exploiting the crap out of ether renewal
smurfhunter
i use draw conditions with it. and/or reversal. i think divine boon is a lil wastefull on energy, and you have to take it off and i always mess up and end up smiting my self on accident cause after you do that you target yourself. >.<
Mercury Angel
Some varied Ether Renewal builds.
E/Mo Multi-Purpose Protectior/Smiter
Energy Storage: 8 (+3) (+1+
Smiting Prayers: 12
Protection Prayers: 10
Ether Renewal
Aura of Restoration
Zealot's Fire
Reversal of Fortune
Guardian
Protective Spirit
Balthazar's Aura
[Rez or Smite Hex]
I chose to post this e/mo smiter for its versatility. Draw Conditions is lacking and will probably be desired over Guardian in PvP. I use this one to solo with in PvE, or party. Either way it's still appreciated.
E/Me Diversion Spammer
Energy Storage: 12 (+3) (+1)
Domination: 12
Ether Renewal
Aura of Restoration
Illusion of Weakness
Wastrel's Worry
Diversion
Ignorance
Shatter Enchantment/Backfire/Arcane Theivery/*
Resurrection Signet
Still haven't settled on the second to last slot. The first three spells fuels your energy. IoW and/or Aura of Restoration may not be needed depending on your team. If Aegis and other team enchants are kept constant, for example.
Wastrel's is a Hex Breaker-breaker and an Ether Renewal trigger. Diversion is the real meat of the build, causing the really annoying long recharge effect. Ignorance is just on there because I couldn't think of what else to put, and it does contribute to the shutdown.
The last domination spell I haven't settled on either. They've all got their uses. More enchantment removal is always nice. Some spells will get through diversion, and you may as well make them pay for it. Arcane Theivery locks out spells unconditionally.
I used to have Signet of Humility, but without enough inspiration, it doesn't last long enough really =\
Definitely looking for improvements on this.
E/N Party Enchanter
Energy Storage: 12 (+1) (+3)
Earth Magic: 0 (+3?)
Fire Magic: 0 (+3?)
Water Magic: 0 (+3?)
Air Magic: 0 (+3?)
Blood Magic: 12
Ether Renewal
Aura of Restoration
Blood Renewal
Dark Fury
Order of Pain
Blood Ritual/?
Vampiric Gaze/?
Resurrection Signet
The first 3 enchantments fuel the energy, while the next 2 provide both more enchantments while aiding your party. Double Adrenaline speeds up adrenal skill usage on your warriors, which is always nice, while Order of Pain buffs damage from physical weapons by 13 at 12 blood.
Unfortunately, I'm really not sure what else this person is supposed to do o_O
As an independent unit, they can manage the enchantments up nigh-constantly without energy or health issues.
Speaking of health issues, if for some reason you're having them, that's what the (+3?)'s are for. Less max health = less health sacraficed.
Currently, I use Blood Ritual for energy aid, since I don't really need the energy or health, and Vampiric Gaze just because. Vampiric will heal ~90 because of itself and the Aura of Restoration boost.
I'm thinking of swapping in Strip Enchantment or Rend Enchantments, dropping energy storage a couple of points, and raising curses.
Not being able to actually rapidly 'spam' order of pain might seem like an issue, but seeing as your goal isn't to set off Zealot's Fire casts, as long as you keep up with energy and health losses, that's all that you need.
E/Mo Multi-Purpose Protectior/Smiter
Energy Storage: 8 (+3) (+1+
Smiting Prayers: 12
Protection Prayers: 10
Ether Renewal
Aura of Restoration
Zealot's Fire
Reversal of Fortune
Guardian
Protective Spirit
Balthazar's Aura
[Rez or Smite Hex]
I chose to post this e/mo smiter for its versatility. Draw Conditions is lacking and will probably be desired over Guardian in PvP. I use this one to solo with in PvE, or party. Either way it's still appreciated.
E/Me Diversion Spammer
Energy Storage: 12 (+3) (+1)
Domination: 12
Ether Renewal
Aura of Restoration
Illusion of Weakness
Wastrel's Worry
Diversion
Ignorance
Shatter Enchantment/Backfire/Arcane Theivery/*
Resurrection Signet
Still haven't settled on the second to last slot. The first three spells fuels your energy. IoW and/or Aura of Restoration may not be needed depending on your team. If Aegis and other team enchants are kept constant, for example.
Wastrel's is a Hex Breaker-breaker and an Ether Renewal trigger. Diversion is the real meat of the build, causing the really annoying long recharge effect. Ignorance is just on there because I couldn't think of what else to put, and it does contribute to the shutdown.
The last domination spell I haven't settled on either. They've all got their uses. More enchantment removal is always nice. Some spells will get through diversion, and you may as well make them pay for it. Arcane Theivery locks out spells unconditionally.
I used to have Signet of Humility, but without enough inspiration, it doesn't last long enough really =\
Definitely looking for improvements on this.
E/N Party Enchanter
Energy Storage: 12 (+1) (+3)
Earth Magic: 0 (+3?)
Fire Magic: 0 (+3?)
Water Magic: 0 (+3?)
Air Magic: 0 (+3?)
Blood Magic: 12
Ether Renewal
Aura of Restoration
Blood Renewal
Dark Fury
Order of Pain
Blood Ritual/?
Vampiric Gaze/?
Resurrection Signet
The first 3 enchantments fuel the energy, while the next 2 provide both more enchantments while aiding your party. Double Adrenaline speeds up adrenal skill usage on your warriors, which is always nice, while Order of Pain buffs damage from physical weapons by 13 at 12 blood.
Unfortunately, I'm really not sure what else this person is supposed to do o_O
As an independent unit, they can manage the enchantments up nigh-constantly without energy or health issues.
Speaking of health issues, if for some reason you're having them, that's what the (+3?)'s are for. Less max health = less health sacraficed.
Currently, I use Blood Ritual for energy aid, since I don't really need the energy or health, and Vampiric Gaze just because. Vampiric will heal ~90 because of itself and the Aura of Restoration boost.
I'm thinking of swapping in Strip Enchantment or Rend Enchantments, dropping energy storage a couple of points, and raising curses.
Not being able to actually rapidly 'spam' order of pain might seem like an issue, but seeing as your goal isn't to set off Zealot's Fire casts, as long as you keep up with energy and health losses, that's all that you need.
twicky_kid
Quote:
Originally Posted by zehly
If you are a Ele/Mo smiter, you don't abuse this skill... you exploit the living hell out of it though. (See a post on E/Mo smite builds for more info about how they abuse it)
orison
reversal
mend ailment
balth aura
light of dwayna
zealots fire
ether renewal
aura of restoration
go go 50+ dmg per second and you will never die. best thing about ether renewal is i still gain more life than a max backfire can deal and they both last for 10 sec.
reversal
mend ailment
balth aura
light of dwayna
zealots fire
ether renewal
aura of restoration
go go 50+ dmg per second and you will never die. best thing about ether renewal is i still gain more life than a max backfire can deal and they both last for 10 sec.