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Old Aug 23, 2005, 01:59 AM // 01:59   #1
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Default Anti-Mindblade E/R, retaining nuking abilities

Hey all,
After another frustrating uw experience with the chaos area of three billion mindblades, my guild are adjusting builds to help overcome the mesmer's constant interrupts and hexes.

As well as dealign withthe mindblades, we also need to function throughout the UW.

both can be used int he other role, but mainly:

My current Idea is:

For mindblades:
Glyph of Concentration
Malelstrom
Choking Gas

Rest of the Place:
Res sig
Glyph of Energy
Meteor Shower
Searing Heat
Fire Storm

it leaves out several of my usual skills and lacks self-heals, but looks like it might actually work against the things.

Thoughts? Suggestions?
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Old Aug 23, 2005, 02:07 AM // 02:07   #2
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Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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this is more of a general suggestion, but you usually try to keep the aggro of monsters on the warriors/tankers (or really anyone but you ).

...

easier said than done, but i noticed that if you move left and right using the e and q keys (assuming you didnt modify the settings), the monsters senses you are 'running' and switches aggro to someone that isnt.

maybe that way if all the monks tried to keep the aggro on the warriors...

ok i sound ridiculous now
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Old Aug 23, 2005, 02:29 AM // 02:29   #3
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Most nukes have a long casting time so being mobile isn't that much of an option. Casters not getting agro is a nice idea, but it is unlikely to be implemented perfectly.

Last edited by JMFD; Aug 23, 2005 at 02:30 AM // 02:30.. Reason: typo
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Old Aug 23, 2005, 02:35 AM // 02:35   #4
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Location: my w/mo uses mending, orison, and healing breeze. you cant kill him.
Guild: Sand Scorpions [SS]
Profession: W/Mo
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im thinking more once the caster is interupted start flapping your hands and hope they leave.

yes i know im not being very serious about this. sorry
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