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Old Feb 09, 2005, 01:06 PM // 13:06   #21
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For some reason I just love the mesmer and, to a lesser extent, the warrior. I end up putting either one of them (or both!) in most characters I've tried, and most hypothetical builds I've toyed with.

On the flip side I can't really get in to the Necromancer. I used to feel a similar way about the Elementalist and the Ranger too, but I've been trying to get over that.

As my main character up to now has been a War/Mesmer, I think I might force myself to try E/R in the upcomming BWE, just to flesh out my knowledge of the various classes.
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Old Feb 09, 2005, 02:12 PM // 14:12   #22
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I love W/N. With curse line it is very effective vs multiple tanks. I dont get to play it much anymore though. My second favorite is Mo/Me with healing prayers mostly. Thats what ive been playing in GvG during last BWE.
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Old Feb 09, 2005, 02:18 PM // 14:18   #23
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Me/W for the moment. IW/Caster_Hunter

Why? Because it's been the only character that I've played for a chunk of more than 6 hours and whose concept I recieved an excellent briefing on by Chuck. I like disruption. Likely a primary disposition, but I've a propensity for getting someone knocked down and holding them down. Sure it's nice to finish them off... but that role isn't one I care about as much.

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Old Feb 09, 2005, 08:49 PM // 20:49   #24
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I'd have to say Me/Ran. If used well, Mesmers can be the most effective profession in the game. The opposing team's monks are the cause of this. You can have an effective damage dealing squad in your PVP team, but they won't do anything if the other team has a good healing squad. Here is where the Mesmers come in, they basically disable the monks spells and pin them down in which the damage dealers will rid of them fast. Im stating the obvious but oh well, you asked my opinion
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Old Feb 09, 2005, 11:33 PM // 23:33   #25
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I'm sticking to the Monk/Ranger, the power of the Monk's heals and smiting backed up by a Ranger pet and a Ranger skill or 2.
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Old Feb 09, 2005, 11:49 PM // 23:49   #26
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I'll join those who sing the praises of the Mo/Me. I like to run it as a healer-primary who uses the inspiration line to bolster the energy reserves and remove unwanted hexes/enchantments. Basically along the lines of Freyas's build. I gave E/Mo a go for a bit with the idea that I could pump a bunch of points into Energy Storage and have a huge pool from which to cast my heals. In the end, though, I felt it was compromising my healing capabilities too much.
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Old Feb 10, 2005, 04:36 AM // 04:36   #27
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Still trying to work it out ...

The problem is I am still undecided about so many builds
I think initially I will make
1. Warrior Type
2. Elemental Damage Caster (PBAOE)
3. Interrupt Based Caster
4. Healing Type

Now ... I just need to work out the combos ... so much that I enjoy and works well.

Me/El vs El/Me ... fast casting on an interrupt build vs more mana. Hard to say what works best, most of the interrupt spells are short duration ... so is El a better primary for more mana? Timing is critical however ... decisions .. decisions....
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Old Feb 10, 2005, 01:42 PM // 13:42   #28
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Quote:
Originally Posted by Keramon
Me/El vs El/Me ... fast casting on an interrupt build vs more mana. Hard to say what works best, most of the interrupt spells are short duration ... so is El a better primary for more mana? Timing is critical however ... decisions .. decisions....
I would lean towards Me/E if I were going for an interrupt build. Being able to get off that interrupt before your target gets off their spell is the key here, and fast casting aids that purpose. And while it's always nice to have the extra energy reserves of the primary elementalist, a lot of the mesmer skills (e.g. power drain) will replenish your energy pool (some at the expense of your target).
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Old Feb 10, 2005, 09:03 PM // 21:03   #29
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Fast Casting does virtually nothing to interrupts. It knocks off a percentage of the casting time of each spell, but interrupts have casting times of 0.25 seconds. With a level 10 Fast Casting, that'll drop down to around 0.16 seconds - it doesn't even shave a tenth of a second off of your cast time.

Fast Casting is great for tossing the various hexes and drains around, but for interrupts? It doesn't matter. At all.

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Old Feb 11, 2005, 12:29 AM // 00:29   #30
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Ensign, I was thinking the exact same thing when I finished my build. ... What is the purpose of Fast Casting with so many 1 second spells. I played this quite a bit in the last BPE and it worked very well. I just targetted the monks and mesmers and was usally able to kill 1-2 each fight within a very short period of time. I was playing in the Arena mostly though for testing purposes and many of the teams there are not the best competition.

Usual strategy was interrupt one healer and backfire another. Mana was rarely a problem due to power drain ... but again ... I was only in the arena most of the time ... so ... I can't say I have tested it properly, I would imagine in 8v8 I would run out very quickly.
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Old Feb 11, 2005, 12:52 AM // 00:52   #31
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Quote:
Originally Posted by Dragou Du Porzan
I'll join those who sing the praises of the Mo/Me. I like to run it as a healer-primary who uses the inspiration line to bolster the energy reserves and remove unwanted hexes/enchantments. Basically along the lines of Freyas's build. I gave E/Mo a go for a bit with the idea that I could pump a bunch of points into Energy Storage and have a huge pool from which to cast my heals. In the end, though, I felt it was compromising my healing capabilities too much.
going inspiration to bolster your energy reserves? waste of attribute points and skill slots. unless they nerfed it recently essence bond is the most pirate like (read bad &$&) energy recharger
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Old Feb 11, 2005, 01:16 AM // 01:16   #32
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i love my ranger/monk. with savage, power, concussion, precision, and crippling skills i can do a bunch of dmg to any nuker. i hav escape and dodge when things get sticky. i like to add apply poison becuz my poison bow string adds extra poison duration plus my +energy bow grip keeps my energy up. i use my monk side mainly for healing but as i get to know the monk skills bettr i plan to add smiting to my rep.
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Old Feb 11, 2005, 03:26 AM // 03:26   #33
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W/Mo for the tanking abilities and just general annoyance of the target.

E/Mo for the massive fire damage.

R/Mo for the trio of bow attacks I'll use (Precision Shot, Point Blank Shot, and Poison Arrow) as well as my pet wolf.

Me/W for Illusion spells.
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Old Feb 11, 2005, 03:36 AM // 03:36   #34
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I'm a big fan of:

Mes/Ele because I like to interrupt and counter, and

R/Ele because they can do some nice damage
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Old Feb 11, 2005, 03:45 AM // 03:45   #35
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lol.. wonder which of these will be the next to get hit with the nerf bat? i've heard people say that rangers are the next to get gimped but i'm not sure.
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Old Feb 11, 2005, 03:28 PM // 15:28   #36
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Quote:
Originally Posted by Weezer_Blue
lol.. wonder which of these will be the next to get hit with the nerf bat? i've heard people say that rangers are the next to get gimped but i'm not sure.
the rangers have been so far getting buffed - apparently at the expense of the necromancers -_-. im betting the monks are up next, which just hurts everyone
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Old Feb 11, 2005, 03:44 PM // 15:44   #37
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Monks can't keep up with the damage output of others, why would they get nerfed?

Anyway, another Monkmes here. I'm going to be starting a Rang/something, though. Maybe Rang/Mo.. (Still undecided)
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Old Feb 11, 2005, 08:35 PM // 20:35   #38
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Quote:
lol.. wonder which of these will be the next to get hit with the nerf bat?
i hope the Wars get whacked next. i hate bein chased by them the recently upgraded ranger skills r gonna make alot of ppl think diffrently about that char.
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Old Feb 11, 2005, 09:29 PM // 21:29   #39
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Quote:
Originally Posted by Reaper2k3
going inspiration to bolster your energy reserves? waste of attribute points and skill slots. unless they nerfed it recently essence bond is the most pirate like (read bad &$&) energy recharger
For healing spammer Channeling is surprisingly good. You don't need that high Inspiration for it because it's cheap to cast and its duration is enough long with Inspiration around six. It really pays off when there are more enemies nearby. It can give more energy back than your spam heals cost if the conditions are right and it doesn't cost an energy pip for maintaining it.

My friend who used Channeling on his healer last BWE said he had never really problems with energy. He had usually around 20 energy for just using his spam heals. I'm going to test it out too in the next event.

So I wouldn't say Inspiration is a waste of attribute points and a skill slot. Many people are overlooking Channeling imo.

As for my favorite class combinations, I like Mesmer/Monk and Monk/Mesmer the most. There are many roles you can play with those and I like most of them.
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Old Feb 11, 2005, 11:24 PM // 23:24   #40
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Anyone play a smiting monk? I have a friend in my guild that plays one but I haven't talked to him in a while. I was wondering if they were any good or if you're an idiot for not getting a warrior instead. I think the smiting monk is one of the coolest types of characters in guild wars because they can pack a punch despite the stereotypical idea of monks in GW, and they last a really long time if they handle themselves right. I think that if this line isn't already good it needs to be boosted.
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