Jun 06, 2012, 02:23 AM // 02:23
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#21
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by Kunder
The correct choice is none of the above. The best elite for damage is either Panic or PI, then WW/WD spam.
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No way, José. Panic and PI don't even deal damage, and WD/WW end up just draining the hero's energy without doing much. Anyway, it's not much of a spike when it's technically DoT.
With the Dom/Illu bars, I almost always ran 9 FC anyway because of trying to slot Fall Backs and other command stuff. It's not really situational because you have more of each hex, so the recharge is effectively cut by a third. i.e. instead of taking one copy of Wandering Eye with 8s recharge, you take three with 10s recharge. See?
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Jun 06, 2012, 02:27 AM // 02:27
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#22
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Desert Nomad
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Quote:
Originally Posted by HigherMinion
No way, José. Panic and PI don't even deal damage, and WD/WW end up just draining the hero's energy without doing much. Anyway, it's not much of a spike when it's technically DoT.
With the Dom/Illu bars, I almost always ran 9 FC anyway because of trying to slot Fall Backs and other command stuff. It's not really situational because you have more of each hex, so the recharge is effectively cut by a third. i.e. instead of taking one copy of Wandering Eye with 8s recharge, you take three with 10s recharge. See?
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No one said anything about heroes...
WD/WW do by far the most AoE damage assuming that enemies are locked down. Unless you have 6 or 7 copies of Energy Surge to kill an enemy in under a second you aren't spiking either btw.
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Jun 06, 2012, 03:48 AM // 03:48
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#23
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Forge Runner
Join Date: May 2008
Location: East Anglia, UK
Guild: Order of [Thay]
Profession: N/
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Quote:
Originally Posted by Kunder
No one said anything about heroes...
WD/WW do by far the most AoE damage assuming that enemies are locked down. Unless you have 6 or 7 copies of Energy Surge to kill an enemy in under a second you aren't spiking either btw.
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Burst damage as strong as 3x esurge+ whatever the player has is a spike.
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Jun 06, 2012, 04:03 AM // 04:03
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#24
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Wilds Pathfinder
Join Date: Jan 2008
Guild: Nobl
Profession: N/Me
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Quote:
Originally Posted by Daesu
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^ This. Specializing is better for mesmers because they are enough useful skills in each attrib. That will have a higher damage output. If you split mesmers between Illusion/Dom. Fast casting suffers. Better to have a Dom/Fast cast and an Illusion/Fast cast. If you don't care for team compression. It all comes down to the mobs you're facing
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Jun 06, 2012, 04:08 PM // 16:08
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#25
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Furnace Stoker
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Quote:
Originally Posted by HigherMinion
With the Dom/Illu bars, I almost always ran 9 FC anyway because of trying to slot Fall Backs and other command stuff. It's not really situational because you have more of each hex, so the recharge is effectively cut by a third. i.e. instead of taking one copy of Wandering Eye with 8s recharge, you take three with 10s recharge. See?
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The fact that you are not bringing Fallback on your dom/illusion mesmers shows that you can slot Fallback somewhere else. Also, you probably would have problems fitting it into your mesmers now with the attribute split.
At the very least, there should be a dependency on how long the battle lasts. If your mesmers have used up all 3 wandering eyes, then they have to deal with the slower recharge, similarly for the rest of the mesmer spells on their bars.
There is also no concensus on whether another dom skill @16 would have been a better choice than wandering [email protected] with a slower recharge. In terms of damage, I believe [email protected]+Shatter [email protected] can out damage it with a faster recharge, but they have a smaller AoE.
Last edited by Daesu; Jun 06, 2012 at 04:15 PM // 16:15..
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