Talk:Zealous Renewal

Anyone know exactly how this works, as in, does the energy gain from using it again before it's removed accumulate, or does it reset back to zero (if so, do you get the energy or not) :S 65.95.147.12 07:39, 30 December 2007 (UTC)
 * It resets and you don't get the energy. Gotta let it end on you. --[[Image:User Mafaraxas sigimg.jpg|onoes!]]  Mafaraxas  08:44, 30 December 2007 (UTC)

It's better to let it end on you anyway, then you get mysticism bonus as well. Ojamo 22:23, 11 February 2008 (UTC)

Someone awnser please?
Would this include hits from spells?-- Wario Rules  21:57, 21 January 2009 (UTC)


 * hit=attacking, not spellcasting. -- -Ch ao s-  17:59, 29 January 2009 (UTC)

A/D
Does anyone think that this is a good energy-regaining skill for particularly energy-costing attack chains when combined with an enchant removal? 72.222.217.198 22:51, 10 March 2009 (UTC)
 * crits are awesome78.20.153.111 12:29, 23 May 2009 (UTC)

Max Energy gain
If you do the math: 20 second enchant + Of Enchanting mod = 24 seconds diveded by 0.8911 (Daggers w. +33 IAS) + Locust's Fury (50% Chance to double strike) + greatest possible odds = ~40 energy (add in the +5 because of Mysticism effects if you want to) gives you around a 45 energy return, most in game? Sheon talk to meh 21:39, 4 April 2010 (UTC)
 * Auspicious Incantation gives more and is actually useful. 213.236.112.126 14:09, 8 September 2010 (UTC)
 * Auspicious Incantation works with casters and not physicals. This works for physicals and not casters.  You're comparing apples and fishing hooks.  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  14:13, 8 Sep 2010 (UTC)
 * I really have to disagree with the "this works for physicals" part of your argument. Or, more precisely, the "this works" part. Nechrond 13:27, 9 September 2010 (UTC)
 * If you have a scythe under 33% IAS and are able to hit 3 enemies every time, that'd be 60 energy. --JonTheMon 14:03, 9 September 2010 (UTC)
 * Let's say you have 14 Mysticism and you're a dervish with a hammer for a sealed deck game. You put this up for 10e, then you only manage to land 6 hits in 20 seconds (making you a terrible hammer dervish, by the way): congrats, it paid for itself!  If you could actually land Bull's or Enraged Smash, you'd probably have gotten more energy out of it, but 6 hits is still not bad!
 * To look at it a different way, 10 Energy every 20 seconds equates to 1.5 pips of energy regeneration (though its cost is lower with Mysticism; it's about 1 pip at 9 Mysticism and less than 1 pip at 12 Mysticism), and the benefit is some initial damage and 1 Energy per hit. At 9 Mysticism, it's about the same as a zealous mod for whatever weapon, and you're saying that it doesn't work: this is basically saying that zealous weapons don't work (even though they're the primary means of energy management for warriors and assassins).  &mdash;  Raine Valen  [[Image:User_Raine_R.gif|19px]]  14:44, 9 Sep 2010 (UTC)
 * Zealous mods give energy continuously, which is more useful. As for this skill easily paying for itself with 14 Mysticism, well add 1 more rank of Mysticism and every 5 energy enchantment pays for itself even if you just stand there. Attribute 4 Attacker's Insight is better than Attribute 14 Zealous Renewal, while also being in a better attribute. And if you think "better" is too subjective, you'll at least have to admit Mysticism is a caster attribute; casters don't hit with their weapons often enough.