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Old Apr 12, 2011, 11:58 PM // 23:58   #21
Ascalonian Squire
 
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Updated build. I put in discord for more direct target damage. Hopefully, this is enough protection as it seems like the last time, an ER + ST was a bit overboard. Still having a bit of trouble filling in a few skills on the mesmers so I put in wastrel's/overload. Probably packing too many interrupts as well. Oh well. More criticism is appreciated. I'd also like to see everyone else's build or ideas as well!
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Old Apr 13, 2011, 06:28 PM // 18:28   #22
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Take a BiP
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Old Apr 13, 2011, 08:53 PM // 20:53   #23
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Remember that mistrust will not go off much with 3 CoF's, Panic, and multiple instances of power drain. Either balance it without the mistrust towards shutdown, or take less interrupts and more damage via mistrust. There's a definite lack of synergy.
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Old Apr 14, 2011, 02:24 AM // 02:24   #24
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Originally Posted by Plutoman View Post
Remember that mistrust will not go off much with 3 CoF's, Panic, and multiple instances of power drain. Either balance it without the mistrust towards shutdown, or take less interrupts and more damage via mistrust. There's a definite lack of synergy.
This was written by someone who has never used Mistrust.

Actual functionality of Mistrust:

"Hex: If the target either finishes casting or begins to cast a spell that targets a foe while under the effect of Mistrust, the spell fails and Mistrust does X damage..."

This is true of all the pre-interrupt skills - there is no window for the spell to be interrupted if the spell was begun while under the effect of Mistrust. The spell fails immediately regardless of its casting time.

Mistrust is wonderful in copies and has fantastic synergy with Panic.
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Old Apr 14, 2011, 03:11 AM // 03:11   #25
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Originally Posted by LexTalionis View Post
This was written by someone who has never used Mistrust.
I'm fine with being corrected, but please try to have a bit of respect when correcting another person.

By all means, OP, include copies of mistrust. With that style of usage and the damage done I wouldn't leave out a third copy - AI, if I remember correctly, won't place multiple copies of a hex on targets, and repeated placements in succession are only advantageous.
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Old Apr 14, 2011, 03:30 AM // 03:30   #26
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Mm, I think two might be enough since the recharge is reduced a bit due to FC. Or I can get rid of one CoF. I can't really comment on the defense though. I still feel a little vulnerable even with mm's, rit heals, and a prot necro. Pretty convinced in buying these merc packs though! Haha.
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Old Apr 14, 2011, 03:35 AM // 03:35   #27
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Try replacing the 2 Discord/Restos with SoS/Resto and ST offensive spirits spammer. Put Shelter and Armor of Unfeeling on the ST.
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Old Apr 14, 2011, 04:29 AM // 04:29   #28
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Originally Posted by Plutoman View Post
I'm fine with being corrected, but please try to have a bit of respect when correcting another person.

By all means, OP, include copies of mistrust. With that style of usage and the damage done I wouldn't leave out a third copy - AI, if I remember correctly, won't place multiple copies of a hex on targets, and repeated placements in succession are only advantageous.
I'm sorry, I didn't mean to come across as insulting. The skill just doesn't explain clearly what it does, so it's a little difficult to understand unless you actually use the skill yourself as opposed to putting it on your heroes.
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Old Apr 14, 2011, 06:21 AM // 06:21   #29
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If you land mistrust on a target that's in the process of spellcasting, it will proc at the end of the cast instead of the beginning. So an interrupt could stop it in that situation. But then the next spell they cast will insta fail anyway.

Esurges have less energy burden and are better off running fall back.
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Old Apr 14, 2011, 11:41 AM // 11:41   #30
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I don't know why people post builds they haven't even tested, I know for a fact this one hasn't because there so many things wrong with this.

I'm going to detail just one...

Complete overkill in the prot department, the Rit and ER do EXACTLY the same thing.

IF the defensive rit is casting the spirits whenever he can the ER protter will stand around doing absolutely nothing 95% of the time - I know this for a fact since I had my MM setup with some defensive skills while running a defensive rit and the MM pretty much never had to use his skills.

The defensive rit and ER protter have "duplicate" skills - if you insist on running an ER don't use the cookie cutter one use one that have skills that will supplement the defensive rit and he will actually use them. (By "duplicate" I mean Protective Spirit = Shelter, Shield Guardian and Aegis = Displacement)

An example of a replacement skill that heroes will actually use would be "Shielding Hands" (although it should kinda be covered by Union).

But all in all, drop the ER and replace the healing on the Rit with Shielding Hands and a hex remover or give the ER some ward skills instead of the duplicates.

Which brings me back to my initial line... test your builds before posting, dang it

EDIT: Guess I'm a little late with my input.. should have read the whole thread.

---

Second build looks better, this time probably a little low on prot (but too much healing) also I suggest replacing "fall back" for "stand your ground" on at least one of the chars - fall back really is only a convenience ability I guess for VQ'ing it's ok.

Last edited by majoho; Apr 14, 2011 at 11:55 AM // 11:55..
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