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Old Aug 06, 2006, 09:28 AM // 09:28   #1
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Default Question about caster equipment

I've got a mesmer and a necro and I've started to wonder what equipment I should get for them if I use them in PvP.

For the mesmer, I will probably have to run all three mesmer lines (illusion, inspiration, and domination). Right now he's equipped with +energy armor.

For my necro, I will probably run both blood and curses in PvP. She has +energy equipement as well.

The question is what kind of equipment (staffs [head/wrapping], wands & foci combos) should I get for them?
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Old Aug 06, 2006, 11:32 AM // 11:32   #2
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On the mesmer - i would use a +30hp+30hp 20/20 staff for what ever attribte you need the chance to fast cast or fast recharge most. +Energy armour is always my first choice for a mesmer or necro.
On the necro - i would take again a 20/20 +30hp+30hp staff and if you are using awaken the blood have a second weapon with +20%enchantment duration.
If you are having energy problems, stick on a +5e head for your staff.
I would also take a -energy set in case you are being energy denied.
The +15 -1regen wand and offhand are always nice as an emergency set but are not really vital.
For just casual pvp that you dont want to spend too much money on getting the kit... just go for the 20/20 staff and whatever mod's you want on it (+30+30 or +5e+30).
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Old Aug 06, 2006, 08:11 PM // 20:11   #3
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Energy heads are rather wasted, especially with wands + foci available. Get 20% recharge for whatever your money skills are (Energy Surge*, Shadow Strike) but be wary of 20% fast casting because having those go off during spikes is not good.
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Old Aug 06, 2006, 09:28 PM // 21:28   #4
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Quote:
Originally Posted by Blow Up Doll
On the mesmer - i would use a +30hp+30hp 20/20 staff for what ever attribte you need the chance to fast cast or fast recharge most. +Energy armour is always my first choice for a mesmer or necro.
On the necro - i would take again a 20/20 +30hp+30hp staff and if you are using awaken the blood have a second weapon with +20%enchantment duration.
If you are having energy problems, stick on a +5e head for your staff.
I would also take a -energy set in case you are being energy denied.
The +15 -1regen wand and offhand are always nice as an emergency set but are not really vital.
For just casual pvp that you dont want to spend too much money on getting the kit... just go for the 20/20 staff and whatever mod's you want on it (+30+30 or +5e+30).
I disagree that using +hp or +energy weapons is important for a caster. Almost any battle is going to last long enough that your ability to regain energy will make max energy completely insignificant. Same goes for hp, and even if you're a priority target for spiking, +armor will have a greater effect, and make the monks heals more efficient, since each point of your hp essentially counts for more than a lower armor target.

IMO, run double armor on a staff, with +15e -1regen items for energy denial in your f2 slot. If you can find a low energy max dmg pve staff, that would help with combatting edenial, but I've never had trouble having only 32 energy protected.

Last edited by Morganas; Aug 06, 2006 at 09:31 PM // 21:31..
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Old Aug 06, 2006, 09:48 PM // 21:48   #5
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Quote:
Originally Posted by Morganas
I disagree that using +hp or +energy weapons is important for a caster. Almost any battle is going to last long enough that your ability to regain energy will make max energy completely insignificant. Same goes for hp, and even if you're a priority target for spiking, +armor will have a greater effect, and make the monks heals more efficient, since each point of your hp essentially counts for more than a lower armor target.
Technically, +health is a lot more likely to keep you alive against a warrior spike because so much of the spike ignores armor. Deep Wound obviously ignores AL, and between Vampiric and the +damage from skills you can expect 40-60% of the spike to ignore armor as well.
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Old Aug 06, 2006, 10:00 PM // 22:00   #6
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also, I don't really see the point in the focus swap for extra energy. If a mesmer can't manage his energy, there's a big problem.

if you're making your character ready, I would go with the crafter with +5 energy halves casting time of x spells 20% (i forget his location, check the wiki) and a halves skill recharge of x spells 20% health +30 offhand.

squidget is right about the spikes ignoring armor, I would go with as much health as possible to avoid spikes (i.e. no superior runes).
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Old Aug 06, 2006, 10:23 PM // 22:23   #7
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Quote:
Originally Posted by Wasteland Squidget
Technically, +health is a lot more likely to keep you alive against a warrior spike because so much of the spike ignores armor. Deep Wound obviously ignores AL, and between Vampiric and the +damage from skills you can expect 40-60% of the spike to ignore armor as well.
+hp won't help you at all against deep wound, so it doesn't matter what you bring. I do see your point though, and now that I think about it alot of the finishers that a team brings ignore armor anyways, like shatter enchant.

Quote:
Originally Posted by Thom Bangalter
also, I don't really see the point in the focus swap for extra energy. If a mesmer can't manage his energy, there's a big problem.

if you're making your character ready, I would go with the crafter with +5 energy halves casting time of x spells 20% (i forget his location, check the wiki) and a halves skill recharge of x spells 20% health +30 offhand.

squidget is right about the spikes ignoring armor, I would go with as much health as possible to avoid spikes (i.e. no superior runes).
It's not for energy management, it's for combatting energy denial, which a mesmer will occasionally have to contend with.
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Old Aug 06, 2006, 10:48 PM // 22:48   #8
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actually, DW is capped at -100 hp isnt it? having more than 500hp would seem to make a difference

personally I think with the mass addition of +5energy weapons, they add a lot more flexibility, offering you solid options. true, they dont have reduces duration of xx 20% but its been a while since Ive seen anyone use that
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Old Aug 06, 2006, 10:52 PM // 22:52   #9
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Quote:
Originally Posted by Morganas
+hp won't help you at all against deep wound, so it doesn't matter what you bring. I do see your point though, and now that I think about it alot of the finishers that a team brings ignore armor anyways, like shatter enchant.
Actually it will. Deep Wound caps at 100 damage, and you should be at 500+ hp anyway, any health you add on top of that will help against deep wound too.


+energy sets give you the ability to swap up to get that power drain or drain enchant off when you're being e-denied or just got hard-rezzed.
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Old Aug 07, 2006, 12:14 AM // 00:14   #10
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Quote:
Originally Posted by Morganas
+hp won't help you at all against deep wound, so it doesn't matter what you bring. I do see your point though, and now that I think about it alot of the finishers that a team brings ignore armor anyways, like shatter enchant.



It's not for energy management, it's for combatting energy denial, which a mesmer will occasionally have to contend with.
If your mesmer is getting energy denied, it means either a) you're getting rolled and there's a monk down, or b) you're such a good mesmer that they e deny you instead of the monks. Either way, you win.

I don't care much for the +energy offhands, as if you switch to them there's a good chance you'll be struggling for energy for quite some time after you burn it up.
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Old Aug 07, 2006, 01:35 AM // 01:35   #11
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Good to know about deep wound, I think I'll be changing my equipment now.

To Thom, I agree that it's rare you'll get edenied, but as a mesmer it's happened before, so there's no reason not to bring it. You won't be struggling for energy as long as you cast no faster than natural regen, at least not more than you would getting drained without weapon swap, and time your swaps so that you're in the negative when you get surged or drained or whatever.
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Old Aug 07, 2006, 07:49 AM // 07:49   #12
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so from what i gather so far basically:

1. +30 +30 hp 20/20 (attribute of choice)
2. edenial set (-5 weapon + shield/-2 offhand)

is there a need for a third weapon set? (cuz otherwise i midas well make a pvp char)

also, is the +30 +30 set superior in the case you are facing a warrior driven offense and +5 +5 AL superior when facing a spike team (fc air/ ranger)

Last edited by BeowulfKamdas; Aug 07, 2006 at 07:51 AM // 07:51..
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Old Aug 07, 2006, 05:07 PM // 17:07   #13
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energy sword with an enchant mod or hp mod as well as different offhands. +30hp/20%recharge, +30hp/+1att (you dont always want fast cast) It also give you a 7 energy boost at the expense of 20% fast cast if you need quick energy. You can use a wand if you'd rather have 20% recharge over hp/enchant and you dont mind weapon swaping for better hp when needed.

You want the +15/-1 wand and offhand set. Its not so much about managing your energy or being e-denied. Sometimes you need to gale spam the ghostly hero in halls, or gale spam a flagger, or get a key snare. There are extreme situations that can put you in a position of needing energy immediately to make an important move. It doesn't make you a bad player.
Quote:
Originally Posted by BeowulfKamdas
also, is the +30 +30 set superior in the case you are facing a warrior driven offense and +5 +5 AL superior when facing a spike team (fc air/ ranger)
The 30/30 is the least situational and always useful which is why its a fairly clear choice if you only plan on using one staff. A general rule I guess is 60hp vs. spike, and better armor vs warrior/thumper dps. Of course, it can depend on the type of spike, and the type of dps, but you'll have to use your best judgement. If you plan on filling your inventory with weapon sets, you could probably get the most benefit out of 6+ staves, 9+ offhands, 3+ wands, 2+ energy weapons (not including +/- energy sets), +10AL shields and fiery flame spitters. It just depends on how far you wanna go.
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