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Old Aug 20, 2010, 05:15 PM // 17:15   #21
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I had most luck with yesterday's Gate of pain ZM running a teaser.

I danced around a bit still to be careful to waste the Dryder's meteor showers but mass interruption, definitely made this mission easier.

I would have thought that psychic instability would be better than tease, given that the knockdown is shutdown, but it actually was easier with tease, supplying energy for sustained fights (like when aggro went sour) and interrupting a wider area. Complicate at low levels is still damn effective when you're facing the same creatures. Given the refresh rate of skills, I guess the kd interrupt doesn't matter as much anyway with creatures that don't have too many skills. Also, with both Odurra and Norgu pimping cry of frustration, them hitting the group with it does deal decent damage.

<rant>
Played Gate of pain yesterday, and what struck me wasn't the effectiveness of the mesmer hench, but the lack of proper monk setups in pugs. Do people think prot is overrated? Is prevention not better than cure? Are there still people that don't understand the significance of protective spirit? If there's any skill that would be elite based on popularity and butt-saving-ability, that's the frigging one. A monk pug, brought his Dunkoro, both with just healing, no prot. The only "damage mitigation" was an ele and I knocking stuff down. WTH! MONKS! Bring friggin prot! Especially when there's the damn lightning ele boss that hits for almost half your health in half a second.
</rant>
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Old Aug 25, 2010, 08:05 PM // 20:05   #22
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Quote:
Originally Posted by freak_jay View Post
Human: AP+EVAS

Hero 1: Panic

Hero 2: Ineptitude
I think heroes don't use SoLS+Symbolic Celerity combo very well, other than that these bars are pretty solid. :>
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Old Sep 22, 2010, 05:07 AM // 05:07   #23
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Okay guys. 4 mesmers, 2 players 2 heroes
1 human = inept (cos heroes fail at casting it on balls)
1 human = FD conditon spammer
Heroes are PI and Panic. This layout will make all melee useless due to FD + inept and heroes have godlike reflexes and they rupt 1/2 casts so all casters goes boom. Then what we like to take is an SoS rt, ST rit and 2 monks. This is really fast and reliable team layout and we have rolled pretty much everything with it
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Old Sep 22, 2010, 04:18 PM // 16:18   #24
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Quote:
Originally Posted by Essence Snow View Post
IMO running AP defeats the purpose of running a specific profession. Panic is a must....Ineptitude is pretty nice......PI....I can't get my heros to use this skill properly....Shared Burden rocks as well. Only problem with running 3 mesmers on the same team is that a lot of their skills don't synergize well. I.E.....for Inept to trigger it needs not be blocked by Panic.
AP on mesmers is different since you can bring AP+AE with EVAS or another nice PvE skill. AP builds for damage, Panic is for interrupts.
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Old Oct 16, 2010, 08:44 PM // 20:44   #25
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Player: Panic, WW, PvE skills, some AoE (Mistrust, Chaos Storm) / some ress / other utility - depends on an area.
Heroes: WW, interrupts, maybe some utility for slowing spellcasting (Conundrum).

You just exploit heroes' godly interruption skills to generate massive AoE damage via WW. Its potential gets a bit wasted if all three mesmers focus on one target, so you can switch one mesmer hero on illusion + some rupts. The WW hero(es) should have enough energy drained via interrupts (i've never actually seen my Gwen below 30e).
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