Nov 23, 2005, 01:48 PM // 13:48
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#1
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Academy Page
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Alternate Signet of Weariness Spam Build
Signet of Weariness is usually put on mesmer primaries, and is normally spammed with the help of such things as mantra of inscriptions, echo, etc. My idea here was to place it on a ranger primary instead.
R/Me
Oath Shot {E}
Signet of Weariness
Debilitating Shot
Mantra of Signets
Savage Shot
Serpents Quickness
Leech Signet
Ressurection Signet
Attributes: 15 Expertise, 12 Domination, 7 Wilderness Survival.
The use is straightforward; Mantra of Signets is used only to essentially put two Sow's on your skill bar, Debilitating shot is used for further energy denial, and Serpents Quickness is primarily to increase the recharge on Oath Shot. This works much better under QZ, but even without it the build works reasonably well.
The big differences between this and a mesmer primary are these:- Only 9 energy is drained
- Most of the energy denial is not "aoe"
- Rangers have higher AL
- Spammable interupts
- Skills like Aegis and Guardian affect your energy denial
The differences are significant; however i feel like this combines the roles of interuption and energy denial, without using energy expensive spell-only interupts.
I tested this somewhat in the Competition Arenas, it clearly does the job of draining energy, but you need to pace yourself or you will run out of things to do while waiting for Oath Shot to recharge. This is made somewhat difficult because you never actually see how much energy was drained - unlike Energy Burn, where you see exactly how much was drained. Intended as an alternate form of the widely used SoW mesmer.
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Nov 23, 2005, 02:04 PM // 14:04
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#2
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Lion's Arch Merchant
Join Date: Jun 2005
Location: DMV
Profession: R/
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No mind wreck? It'll add 65 dmg at least.
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Nov 23, 2005, 03:16 PM // 15:16
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#3
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by a cadet
R/Me
Oath Shot {E}
Signet of Weariness
Debilitating Shot
Mantra of Signets
Savage Shot
Serpents Quickness
Leech Signet
Ressurection Signet
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Since you have no Inspiration you just use Leech Signet as an interrupt? 7 in Wilderness? I have a different build that ran the same concept, non-signet:
Debilitating Shot
Punishing Shot
Savage Shot
Distracting Shot
Whirling Defense
Ether Feast
Energy Tap
Res Sig
I forget the exact attributes ATM, inspiration was around 8, nothing in Wilderness.
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Nov 23, 2005, 04:07 PM // 16:07
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#4
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Academy Page
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Quote:
Originally Posted by Azn D
No mind wreck? It'll add 65 dmg at least.
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Mind Wrack damage is unreliable, and bluntly useless. It would be very difficult to incorporate Mind Wrack into a spike, and in my opinion it is a waste of a slot.
Quote:
Originally Posted by Vexed Arcanist
Since you have no Inspiration you just use Leech Signet as an interrupt? 7 in Wilderness?
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I chose Leech Signet for several reasons; it is an 'unblockable' interupt, so if attempting to interupt a Ghostly Hero, you essentially have 4 interupts that are unaffected by Spellbreaker/Guardian (using Mantra of Signets on it ofcourse). When the recharge of the skill doesnt matter, (everything is tied to the recharge of Oath Shot), Leech Signet is clearly a superior mesmer interupt.
The points in Wilderness Survival are to achieve a ~20 second Serpents Quickness, so that it lasts as long as the recharge of Oath Shot, to gain the maximum benefit from it.
My apologies, i should have explained the attributes more clearly.
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Nov 23, 2005, 05:33 PM // 17:33
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#5
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by a cadet
Mind Wrack damage is unreliable, and bluntly useless. It would be very difficult to incorporate Mind Wrack into a spike, and in my opinion it is a waste of a slot.
I chose Leech Signet for several reasons; it is an 'unblockable' interupt, so if attempting to interupt a Ghostly Hero, you essentially have 4 interupts that are unaffected by Spellbreaker/Guardian (using Mantra of Signets on it ofcourse). When the recharge of the skill doesnt matter, (everything is tied to the recharge of Oath Shot), Leech Signet is clearly a superior mesmer interupt.
The points in Wilderness Survival are to achieve a ~20 second Serpents Quickness, so that it lasts as long as the recharge of Oath Shot, to gain the maximum benefit from it.
My apologies, i should have explained the attributes more clearly.
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A few things, first your not using mind wrack should be explained as the goal of your build isn't to deal alot of damage, it is simply to interrupt, thus Mind Wrack isn't used. Second you state Leech Signet is used due to it's unblockability yet you depend on oath shot (clearly blockable) to reset it.
Obviously this point doesn't deter your build's intent, just clearing the air on how reliably useful Leech Signet really is in this build. You waste a slot for an unblockable interrupt that neither does damage nor drains energy nor gains much energy (around 3 with zero inspiration IRC, and only if the blocked skill was a spell).
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Nov 23, 2005, 06:49 PM // 18:49
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#6
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Academy Page
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The primary goal of the build is to drain energy, not to interupt. I think i lost you a bit on how im relying on an blockable...?
Clearly this build isnt meant to do damage, there are no direct damage skills in this build. Oath Shot is relatively simple to hit 90% of the time, just find a target without any enchantments on them (spirits are good for this).
I also dont understand your issues with Leech Signet, it is an interupt. It does no damage, and gains me little energy. I dont really understand your point; Savage Shot does the same only costs me energy...? Im somewhat confused as to why all my skills should do damage.
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Nov 23, 2005, 08:10 PM // 20:10
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#7
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Banned
Join Date: Sep 2005
Guild: Ring of Steel
Profession: Mo/
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Quote:
Originally Posted by a cadet
The primary goal of the build is to drain energy, not to interupt. I think i lost you a bit on how im relying on an blockable...?
Clearly this build isnt meant to do damage, there are no direct damage skills in this build. Oath Shot is relatively simple to hit 90% of the time, just find a target without any enchantments on them (spirits are good for this).
I also dont understand your issues with Leech Signet, it is an interupt. It does no damage, and gains me little energy. I dont really understand your point; Savage Shot does the same only costs me energy...? Im somewhat confused as to why all my skills should do damage.
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I give up. Leech signet does NOTHING other than interrupt, you said you used it becuase it was an unblockable interrupt, but you rely on Oath Shot to reset it and the rest of your skills, Oath Shot is blockable.
Your build isn't a damage build, sorry. You may deal damage but it is weak. It is an interrupt build with some energy denial.
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Nov 23, 2005, 09:31 PM // 21:31
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#8
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Academy Page
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Quote:
Originally Posted by Vexed Arcanist
Your build isn't a damage build, sorry.
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Quote:
Originally Posted by a cadet
Clearly this build isnt meant to do damage
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Am i missing something?
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Nov 23, 2005, 09:53 PM // 21:53
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#9
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Frost Gate Guardian
Join Date: Aug 2005
Guild: Black Rose Gaming
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but leech signet can be recharged by mantra of signets, and both can be recharged by oath shot if necessary.
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Nov 23, 2005, 09:54 PM // 21:54
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#10
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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13 is the most anyone will need in Expertise.
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Nov 23, 2005, 11:07 PM // 23:07
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#11
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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14 is better for 10 energy skills, and people that play with concussion and vampiric touch often have 16. 15 .. I don't know why he chose 15.
But yes, suprisingly, people use expertise for more than quickshot spamming.
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Nov 23, 2005, 11:55 PM // 23:55
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#12
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Academy Page
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I was under the impression that 15 expertise was a 'break point' in expertise for 15 energy skills? I would not be surprised if i were wrong on this, but a minimum of 14 is needed since Debilitating Shot, Oath Shot, and Savage Shot are all 10 energy skills.
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Nov 24, 2005, 01:49 AM // 01:49
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#13
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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T_T My memory is failing me already.
The above two posters are correct - 14 is the most you should need in Expertise. 15 is the break point for 15e skills, but at that point, you might as well put points elsewhere.
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