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Old Aug 08, 2008, 12:42 PM // 12:42   #21
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Quote:
Originally Posted by Celestial Beaver
"Elite Enchantment Spell. (1...49...61 seconds). Your elemental attributes are set to 12 and you gain +0...2 Energy regeneration. Ends of you use a non-elemental skill."

gg.
Long lasting enchantments.

gg.

Energy isn't bad with this. A big reason why is you can stay in your normal set, and then swap to a high set with no real drawback (since the +2 regen negates the -2 of the high set). As long as you aren't spamming something on recharge you can last in a normal RA match easily. In PvE you can take breaks if you have to, but I highly recommend Channeling. At 12 attribute its duration is almost = to MoM.
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Old Aug 08, 2008, 01:15 PM // 13:15   #22
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This is what I've come up with so far:

[glyph of immolation][stone daggers][enervating charge][earthen shackles] [??] [??] [master of magic][aura of restoration]

Can't for the life of me think of what to do with the other 103 attribute points -.-
Consider the possibility of adding them to a weapon line, like spear for some weapon-req-meeting dmg, or spec it into a shield line. I tried to come up with something to go with my Amethyst Aegis' Motivation requirement, but i'm not great at para skills. [aria of restoration] and [mending refrain] are the best I came up with :/

And so far I'm finding that the +2 energy regen kinda isn't enough... I'm considering [earth attunement] for stone dags spam but... who wants to bring a skill to support an elite O_o

Btw, tested, [glyph of immolation] works under MoM. Energy Storage glyphs do not, which I always personally thought was dumb. Any skill that specifies an effect to "Elemental Attributes" (like [glyph of elemental power] and [elemental lord]) should effect the Energy Storage attribute, imo. But that's a completely different discussion xP

Of course for pve just slap in [mindbender] and whatever other uberbuffed pve skill one wants in the remaining slots and maybe just damn the unused attrib points xD
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Old Aug 08, 2008, 01:47 PM // 13:47   #23
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Spent about two hours playing around with this new elite in HM to see if it could cut it. Running prismatic armor with attributes at 12 was nice but 6 pips of regen doesn't give enough to counter the high cost energy spells that really do damage for an ele. I felt I was spending too much time running away and waiting for regen to see any real benefit from losing my elite slot and GoLE.

On the utility side, it works fairly well for a condition causing ward/snare. Att's at 12 means you can reap some usefulness from multi element combos like [enervating charge][stoning][bed of coals] or [blinding flash][slippery ground][bed of coals] but nearly the same effects can be achieved by running single or dual element builds with higher efficiency and using fewer skills. Aside from the armor bonus from prismatic and a few niche combos I didn't find anything overly useful.
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Old Aug 08, 2008, 05:23 PM // 17:23   #24
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Quote:
Originally Posted by Aneres
Btw, tested, [glyph of immolation] works under MoM. Energy Storage glyphs do not, which I always personally thought was dumb. Any skill that specifies an effect to "Elemental Attributes" (like [glyph of elemental power] and [elemental lord]) should effect the Energy Storage attribute, imo. But that's a completely different discussion xP
But that would increase your max energy, that's the problem I guess.
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Old Aug 09, 2008, 01:14 AM // 01:14   #25
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MoM actually tones down the damage from these guys making it much less pressure. What about the bosses that have MoM? That conceivable cuts their damage down by half.
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Old Aug 09, 2008, 02:05 AM // 02:05   #26
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It's a terrible skill.

Using only minor runes and headgear, you can have 2 12's and an 11, so this skill fails unless you're using at least 3 elements, and there does not exist a USEFUL build which does that because the elements have more or less zero synergy.

2 energy regen is really not a whole hell of a lot, generally inferior to just using an attunement, esp. when you consider that your other energy options (cross class stuff, gole, etc) are out of bounds. You can load your bar up with multiple attunements, but that's stupid too.
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Old Aug 09, 2008, 03:08 AM // 03:08   #27
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just play with things that revolve on each other :P

MoM, chilling winds, blurred vision, en charge, stoning, then some utility like an attune, or even another water snare or ward. hell, take Mark of Rog and a fire wand with it and wandblaze XD
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Old Aug 09, 2008, 12:39 PM // 12:39   #28
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The problem with MoM is that there is really nothing that you would really want to run across 4 elemental lines that would justify its use. There is very little synergy between the lines (actually, its more like anti-synergy between the lines where eles are concerned) and the few skills that do synegize doesn't really shine enough to justify running MoM. Also MoM ending if you use any non-elemental skills doesn't help matters any.

The skills slots required to make a 4 element build work is also a negative for MoM, since you would need at least 5 slots, 6 if you wanna bring res sig. Leaving you just a measly 2 slots for something else (likely emanagement since 2 pips isn't a lot). All in all, too much work for too little results.
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Old Aug 09, 2008, 11:51 PM // 23:51   #29
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Well i've played around with the skill a little bit, and heres what i've got...

Gotta have 12 E-storage, any more is just no use...

The rest of your points can go to something in your seconds proffession, but you gotta be careful...

You'll have to activate these skills BEFORE using MoM... so i'd suggest using a long lasting enchantment that you can re-cast b4 MoM every time you renew it... or the maintainable enchantments seem to work well, since you can keep 2 of them basically for free

As for the ele skills... i can't see a build using all 4 magics being any good, but you could use 2 of em well or maybe even 3 if you THINK hard enough. The best part about this skill is the +2 energy... seeing as you can have this enchantment up all the time, and a 20 second recharge isn't too hefty, plus if your smart, you won't be COMPLETELY useless if you get it stripped.

But yeah you can use attunements if you like (wouldn't suggest it) and if you use any E-storage skills, be sure to use em before using MoM.

Well that's my input.
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Old Aug 10, 2008, 05:38 AM // 05:38   #30
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while the buff is certainly an improvement, there are better options.

you could put 12 points into illusion and have your next three spells cast at 12. Moreover, it's not strippable. (Of course, as mesmer primary, you can have all your spells at 13-16).

Granted, you're limited to spells., since skills will not be affected, but it works.

Energy management is not really a problem since Auspicious Incantation would also be at 12 or 15.

The armor boost is nice, but the fact that the skill is an enchant, I think I would take Sig of Ill over this
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Old Aug 10, 2008, 10:45 PM // 22:45   #31
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I'm thinking mass blinds on foes Think of it. Blinding flash, Glyph of Immolation, Steam, Blurred Vision, Slippery Ground. lol try and stop that blind fest.
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Old Aug 10, 2008, 11:07 PM // 23:07   #32
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B-flash epidemic works just fine :/

MoM... Jack of all trades, master of none.
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Old Aug 11, 2008, 12:14 AM // 00:14   #33
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Quote:
Originally Posted by Perfected Shadow
MoM... Jack of all trades, master of none.
they used to say that about ritualists... maybe MoM will follow the same path... but I doubt it.
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Old Aug 12, 2008, 06:22 PM // 18:22   #34
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I capped MoM last night and tucked it away shortly afterwards. While I see the potential, the flaws outweigh the benefits. Now if they allowed Energy Storage skills to count, I'd be all for it.

Also, MoM can make a useful crutch for Prophecies Eles who have not yet received their +30 attribute points.
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Old Aug 13, 2008, 05:20 PM // 17:20   #35
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Exclamation Anyone notice that you can achieve 13 in one element at a time?

After several mission helpings for low levels, I decided to try Master of Magic. I tested more silly builds and after changing my headgear, I saw I had 13 in Earth Magic! It must be that [Stacking] one, don't you think? However, if you re-apply MoM, the attribute goes back to 12.


This first picture shows I have 1 in Every attribute, except for Energy Storage which has 13 (12+1)


The second is the use of MoM. Yea, every attribute is set to 12. So what? I know that.


Ureka! Change the headgear with the +1 Earth Magic (Stacking) and look at the Earth Magic Attribute now! Sorry, it is hard to see it.


Upon reusing MoM though, it brings the attribute down to 12. Oops, gotta change again to get that 1 point.

But, what's the BIG difference between one attribute? It's not like you are going to change headgears before you cast a new element, right? We don't want elementalists to be waiting like 5 seconds to change headgears now, do we? Just think of it as Elemental Lord for one element, with the catch of you changing from +4 ES head to +1 Fire (Stacking) and +3 ES xD

Well, I suppose that makes on exception to the "all of your elemental attributes are set to 12 "
I hope you don't change headgears during battle between spells. x]

Last edited by Quantisha; Aug 13, 2008 at 05:43 PM // 17:43.. Reason: Pressing Enter made me post an empty message Guess I'm like Kisai now, oops!
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Old Aug 13, 2008, 08:01 PM // 20:01   #36
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You got charr bags there nice.How good is MoM is worth capping I get 50/50 for reading what I have?
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Old Aug 13, 2008, 08:40 PM // 20:40   #37
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Everything is worth capping. Skill hunter ftw! .
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Old Aug 13, 2008, 11:04 PM // 23:04   #38
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Quote:
Originally Posted by Dzjudz
Everything is worth capping. Skill hunter ftw! .
Agreed. MoM is also very easy to obtain in the Consulate Docks mission.
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Old Aug 17, 2008, 07:45 PM // 19:45   #39
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I need to remember to cap this...I mean come on a skill doesn't get more raw than this. All set to 12, auto prismatic, energy regen...I mean sure you can use runes or w/e but a mixed build could become very powerful...
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Old Aug 17, 2008, 09:34 PM // 21:34   #40
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Quote:
Originally Posted by illidan009
a mixed build could become very powerful...
care to provide an example? no one else can come up with one.
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