Talk:Renewal/@comment-36.73.208.54-20170428040424/@comment-74.96.199.63-20170429152020

On a team, I'm not sure this is feasible while still offering any real support.

With allies and companions, you drain 3 energy/sec a base when healing them. Your survivability is thus hampered if allies are closeby, since you're going to be healing them instead of regaining enough energy to maintain survival through QT. The only time where I could see a real benefit being conferred is if you're teaming up with a Valkyr and an Equinox/Nidus, since bolstered power strength increases Iron Renewal's power and Valkyr's Warcry provides an additional multiplicative armor bonus.

In solo, there might be merit to going for QT with an Arcane Guardian or Arcane Grace set to provide some semblance of protection, arguably moreso Guardian *if* its armor buff applies after the new total from Iron Renewal. More armor would slow the energy gain from Rage in lower levels, but it would also make him much better at facetanking content in sortie-level content--albeit with a delicate balancing of tanking damage to proc Rage to maining Renewal without straight-up dying or having QT sap your energy pool too much to keep Renewal active.

Still prefer the regular Vitality-Rage build myself for most content, but that's mostly due to the stagger hell and QT creates when not using a weapon with momentum.