It seems to me that many people who promote the use of Hvergelmir are melee-Smn advocates. There is nothing wrong with that, I'm not here to condemn the few of you who enjoy what you do. However, I've thought just how we as a whole can make use as Myrkr and optimize what it is our pets can do. So here is my case:
Atma choices : Atma of the Beyond(Or Hell's Guardian), Atma of the Ultimate, Atma of the Sea Daughter.
Avatar Choice: Shiva
Reason: Heavenly Strike.
As many of us know Myrkr restores mp linearly with respect to your Tp and current max MP.
Atma of the Sea Daughter applies 5 tp per tic to yourself and your pet (yay).
to get a minimum of 100 tp that's 20 tic's. Where as Minikin Monstrosity gives yourself 10 mp per tic; in 20 tics you gain 200 mp. As long as you can beat 200 mp with Myrkr, you beat the refresh.
I personally would restore roughly 450 mp per ws, or nearly 23 mp/tic worth of mp.
So I've justified the benfit of the TP regain effect over the Refresh effect from these two atma's. I have yet to proven the benefit of the Regain effect on the avatar over the 50 INT provided by them respectively. However he is a start :
Any avatar with 5/5 merits in their respective Blood pact has a base of 160 TP for that bloodpact. This leaves 140 tp to gain between blood pact delay's (Let's assume 45 seconds between BP:rage's).
Caller's Pendant along with Sea Daughter do a nice job at 7.5 TP / tic. 15 Tics exist in that 45 second window allowing for 112.5 tp to be gained. We're pretty much at 300 now! Toss in Caller Spats +1 or 2 and you have the rest of this problem solved.
So we're debating 50 INT vs 300% TP at a rate of 1 Blood Pact every 45 seconds. You can decide what you'd prefer here, this matches my play style well though.
The lovely aspect of Myrkr is, you don't need to be up in and in the monsters face to replenish our mp, simply just engage and pop it.
I'd be willing to live with the slow penalty from Sea Daughter for the benefits in my speculation here. Any thoughts Summoner community?