I was messin around in CA for a while, when my friend PM's me with his new Boon prot build... and it was a Mo/E... my first reaction was why Mo/E? why not Mo/N for OoB?
This is why
Glyph of Renewal: your next spell recharges instantly. This is an elite skill.
It has a 15 second recast time and costs 5 energy.
Divine Spirit: for (time duration determined by DF) your monk spells cost 5 less energy (minimum of 1).
It has a 60 second recast time.
Normally when I run Boon Prot, I bring Divine Spirit and save it for high pressure situations. and I use OoB every chance I get for the energy.
Here's my question to all you number crunchers out there:
Is Glyph of Renewal worth it for recharging Divine Spirit? or does OoB make for a better energy manager?
Things to consider:
At 14 DF (where my monk's is right now) Divine spirit lasts 13 seconds... which with higher DF and a 20% enchantment weapon, can easily break 15 seconds... just enough time for GoR to recharge for another go.
While running Divine Boon, most prot skills I use cost me 7 energy, and only 3 while running Divine Spirit.
So... any help with this?
Glyph of Renewal + Divine Spirit
Vincent Ritz
Rico Carridan
It will depend on how many skills you cast with spirit running, I guess, compared with how much you're willing to invest in blood for offering. Here's the numbers as I see it:
Divine spirit costs 10 energy, and glyph costs 5, meaning you've got a 15 energy overhead to start. Running this build, you should be able to cast divine spirit every 15 seconds, I guess, at a cost of 10 energy a pop since you will be casting spirit with spirit on, provided you reapply divine spirit while it was still running, which you can do with a +20% or +40% enchanting item.
Now, the only way you gain energy from divine spirit is by casting. Say in 15 seconds you cast X spells costing 5 energy each, which, with boon and divine active, come to 3 energy each, meaning a net gain of 4 energy per cast for you. Then, while divine spirit is running, you gain 4X-15 energy in the first 15 seconds, and 4X-10 energy in all successive casts. We'll consider it to be 4X-10, since the base case is generally unimportant.
Offering of blood makes a flat 11 energy in 15 seconds at 10 blood, up to 13 energy in 15 seconds at 12 blood.
So, if we equate the two values:
4X-10=11
X = 5.25
4X-10=13
X = 5.75
In other words, if you cast more than 6 spells (not including divine spirit and glyph of renewal) every 15 seconds, then it is more worthwhile to use divine, even rather than offering at 12 blood. If you use less than 6, offering is better at 10 or more blood, and will vary slightly depending on how low you want to go.
I think that's right.
[edit] Note that divine spirit is actually slightly more efficient with 10 energy skills, since it reduces their cost by a full 5 rather than just 4. On the other hand, even with spirit on, you probably couldn't spam enough 10 energy skills to make this appreciable.
Rico
Divine spirit costs 10 energy, and glyph costs 5, meaning you've got a 15 energy overhead to start. Running this build, you should be able to cast divine spirit every 15 seconds, I guess, at a cost of 10 energy a pop since you will be casting spirit with spirit on, provided you reapply divine spirit while it was still running, which you can do with a +20% or +40% enchanting item.
Now, the only way you gain energy from divine spirit is by casting. Say in 15 seconds you cast X spells costing 5 energy each, which, with boon and divine active, come to 3 energy each, meaning a net gain of 4 energy per cast for you. Then, while divine spirit is running, you gain 4X-15 energy in the first 15 seconds, and 4X-10 energy in all successive casts. We'll consider it to be 4X-10, since the base case is generally unimportant.
Offering of blood makes a flat 11 energy in 15 seconds at 10 blood, up to 13 energy in 15 seconds at 12 blood.
So, if we equate the two values:
4X-10=11
X = 5.25
4X-10=13
X = 5.75
In other words, if you cast more than 6 spells (not including divine spirit and glyph of renewal) every 15 seconds, then it is more worthwhile to use divine, even rather than offering at 12 blood. If you use less than 6, offering is better at 10 or more blood, and will vary slightly depending on how low you want to go.
I think that's right.
[edit] Note that divine spirit is actually slightly more efficient with 10 energy skills, since it reduces their cost by a full 5 rather than just 4. On the other hand, even with spirit on, you probably couldn't spam enough 10 energy skills to make this appreciable.
Rico
Vincent Ritz
Thanks for the info, Rico...
Obviously the divine spirit + GoR combo works a tiny bit better under heavy focus fire that requires a ton of spamming, but the way I see it... if you're not needing to cast more than 6 spells then you'll regen anyway. (In CA however I rarely have to spam more than 6 spells on myself to stay alive if no one's interrupting/backfireing)
Obviously the divine spirit + GoR combo works a tiny bit better under heavy focus fire that requires a ton of spamming, but the way I see it... if you're not needing to cast more than 6 spells then you'll regen anyway. (In CA however I rarely have to spam more than 6 spells on myself to stay alive if no one's interrupting/backfireing)
JR
DS + GoR is a bit of a gimmick.
It probobly works well enough in arena, but in any serious PvP you are going to have problems. Your energy management relies on two skill slots, which is a bit of a pain for a start. If either skill gets shut down you are completely gimped. To be honest, OoB at 10 blood is powerfull enough that if you and the rest of your team is decent, thats all you should need.
It probobly works well enough in arena, but in any serious PvP you are going to have problems. Your energy management relies on two skill slots, which is a bit of a pain for a start. If either skill gets shut down you are completely gimped. To be honest, OoB at 10 blood is powerfull enough that if you and the rest of your team is decent, thats all you should need.
Senator Tom
reminds me of my build
:cough: zealots fire :cough: 5 energy skills
:cough: zealots fire :cough: 5 energy skills
Rico Carridan
Quote:
Originally Posted by Vincent Ritz
Thanks for the info, Rico...
Obviously the divine spirit + GoR combo works a tiny bit better under heavy focus fire that requires a ton of spamming, but the way I see it... if you're not needing to cast more than 6 spells then you'll regen anyway. (In CA however I rarely have to spam more than 6 spells on myself to stay alive if no one's interrupting/backfireing) I think you'll notice the problem with the spirit builds at low energy. If you've run yourself down to 15 energy, then you're in trouble with your spirit build, because you can only cover your overhead cost and one spell. With an offering build, if I'm at 15 energy, then I can still cast probably 3 heals every 15 seconds with my natural regeneration and offering, whereas you will probably have to let spirit expire and will be looking at 1 or maybe 2 heals every 15 seconds because you will only have your natural regen to work with.
Rico
Obviously the divine spirit + GoR combo works a tiny bit better under heavy focus fire that requires a ton of spamming, but the way I see it... if you're not needing to cast more than 6 spells then you'll regen anyway. (In CA however I rarely have to spam more than 6 spells on myself to stay alive if no one's interrupting/backfireing) I think you'll notice the problem with the spirit builds at low energy. If you've run yourself down to 15 energy, then you're in trouble with your spirit build, because you can only cover your overhead cost and one spell. With an offering build, if I'm at 15 energy, then I can still cast probably 3 heals every 15 seconds with my natural regeneration and offering, whereas you will probably have to let spirit expire and will be looking at 1 or maybe 2 heals every 15 seconds because you will only have your natural regen to work with.
Rico