healing skill pvp
Ether renewal cooldown is 15 seconds, but the cast time is around 4 seconds in total, so the real cooldown is 19 seconds.
It can be easily interrupted.
On the other hand the signet is not that strong. Especially when you compare it to the warrior’s healing signet … such a joke.
I like using arcane brilliance, it seems to work fine for my playstyle.
imo, ether renewal is only good if you spec 4 into earth for stability on earth attunement. otherwise it’s too easily interupted.
i prefer arcane brilliance as well though.
[TSFR] – Jade Quarry
While you’re channeling Ether Renewal, a power opponent will likely do as much damage to you as you’re healing - and that’s if they don’t rupt it. It’s good against condition burst but you still need to bring other cleanse if you’re taking that much condition pressure.
Signet is popular because it provides reliable sustain-over-time, and can still be used for a burst heal if necessary. I guess it can be traited with Fire’s Embrace (Fire IX) and the Adept auramancy traits in Air and Earth (gaining protection on heal activation is nice), but I’m not sure I’ve ever seen anyone running this.
Glyph was great, because it has a high base heal, scales pretty reasonably with healing power, and had some utility with the boons - but Glyph utilities lack trait support and I believe most people who used to use it have switched to Brilliance (since the blast finisher is pretty great utility itself, and it heals very well in group combat or against Mesmers/MMs).
Healing signet has better HPS than ether renewal. What does make ether renewal strongh is the cleanse, but since you’re running cleansing water + 3cantrip (or 4 if 2 in earth) cleanse is supposed to be enought (i personnaly use mist form blink and cleansing fire so i dont really need ether renewal ^^). Then obviously, you need more Heal than cleanse, that’s why you see more ele running signet with this build than ether renewal.
And as said above, you need kittening stability to use ether renewal. Ether renewal is good when you’re running the 0/0/4/4/6 build
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It does the job well :-)
I prefer brilliance for my d/d build as well cause it has a short casting time (shorter than glyph), is a blast finisher and deals dmg to opponents.
I personally dont like ether renewal cause if feel like a headless chicken everytime I use it (not saying its bad, i just dont like it)
Signet of Restoration dont like that as well cause the proc (is it 250 now?) feels really weak , but I know it can be a powerful pick in an Aquamancer build.
Glyph: has the strongest heal and grants some nice buffs, still prefer arcane brilliance over that due to the reasons mentioned above.
Have to say I play full glass cannon there with 3 arcane spells (including brilliance) and lightning flash.
I would probably go with brilliance or renewal. Almost always brilliance on staff. Sig works great on D/D or non-zerker builds.
I like Signet because I can kite behind objects etc and keep casting spells to heal. Ether Renewal looks good, but you’re able to take damage as your healing. If that happens, then it’s close to useless.
Signet of Restoration dont like that as well cause the proc (is it 250 now?) feels really weak , but I know it can be a powerful pick in an Aquamancer build.
I tried many full Water/Healing build and non of them could withstand the damage of even a single skilled foe with a solid build (either condition or power based), so in the end I think it’s not still a good choice. To be viable it should be something around 400ish for each single attack.
Ether Renewal is good if you are very careful timing your heal with focus 5 or stability.