GuildWiki

GuildWiki has been locked down: anonymous editing and account creation are disabled. Current registered users are unaffected. Leave any comments on the Community Portal.

READ MORE

GuildWiki
Advertisement
Minor factoid: With 16 Mysticism, this gives 8+2 energy when it ends, for a net of +5. If you are only fairly quick about it and keep it going every 9 seconds (perfect would be 8.25 seconds), you get +5 energy / 9 seconds (or +5/9 energy per second, or 0.55 e/s). This obviously doesn't really stack up to elite energy renewal skills (Mantra of Recall gives 0.9 e/s), but it also heals you for 48 + 27 => 75 health (75h/9s => 8.33, or equivalent to slightly more than 4 pips of health regen), which seems like a good deal. And for non-elite energy renewal skills, this is about as good as anything else gets (even if you don't cast any other enchantments on yourself).
This is also excellent on the D/Mo Prot healer I've been running, making it so I can heal myself endlessly against "conventional" enemies. (Life stealing, interrupts, Desecrate Enchantments, or Mesmer shutdown skills can wrecked this, of course.) I wouldn't be too surprised if there are slight nerfs to this skill or Mysticism (but, as noted, there are plenty of counters, so maybe it's fine). --JoDiamonds 12:32, 30 July 2006 (CDT)
Advertisement