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Old Sep 02, 2005, 04:08 AM // 04:08   #21
Frost Gate Guardian
 
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I don't know why the big segregation between "interupt" mesmer and "energy denial" mesmer and "shutdown" mesmer.

Your job as a mesmer is to make monk's life hell, regardless of the approach you take. Here's my two cents and my build.

Step 1 Backfire

They expect this, everyone in the game knows mesmers=backfire... must be written on the box or something. Now backfire by itself is useless and weak as it can easily be removed and is the one thing most casters will be keeping a watchful eye for.

Step 2

Wastrel's Worry immediately after Backfire

Many of the decent monks expect this and if their team is not heavy on hex removal will usually wait it out before calling for removal of Backfire provided the battle is not full on, especially in teams of 3 monks.

Step 3

Shatter delusions immediately after Wastrel's

Nets you some nice damage and with decent fast-cast they won't really notice what's going on because of Step 4

Step 4 Wastrel's Worry immediately after Shatter Delusions

The cast time on Wastrel and Shatter Delusions is so small this is near instant. At this point they usually start getting itchy, they expect another Shatter Delusions(most non-mesmers have no idea what the recharge rates are) also hex removal will bring down the Wastrel and still leave them with Backfire... decisions decisions.

At this point due to the chance for fast recharge on domination skills focus and cane Shatter delusions is sometimes back up for use on the expiring Backfire if it was not previously removed.

Step 5 Energy Burn

Step 6 Shatter Enchantment

Depending on wether any casting was done while under Backfire, this is about when the Healing Breeze goes up, when it does, it goes down and with a hefty punch to boot

Step 7 Energy Tap

Either on same target or other, doesn't mater really. Use it to either piss off another monk or get back on my feet after enemy interupts

Step 8 Energy Dain

Same as above.

The last skill slot I keep open depending on what team I go in with. Arcane Mimicry is good here depending on what the other Mesmer is using... also Diversion and Arcane Thievery is nice.

This works well for me against pretty much anything except spike groups. Those damn ElMo smiters >.< Sometimes I miss the old Nature's Renewal. Usually have the ranger back me up so we can score an easy kill and move on to the next. Also, this build works to a certain extent against non-caters since the Wastrel+Shatter combo is universal as is the Energy Burn.

Will shut up now.
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Old Sep 02, 2005, 01:56 PM // 13:56   #22
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Quote:
Originally Posted by leguma
Step 2

Wastrel's Worry immediately after Backfire
And that's when I stopped reading.
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Old Sep 02, 2005, 05:32 PM // 17:32   #23
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So, I ran a few numbers and, assuming that if you where using panic you would have 10 domination, and if you where using energy drain 10 inspiration, then over a 20 second time period energy drain would fire twice (once at the begining, once at the end, it has a 20 second cooldown), so you would drain 32 energy (I think it drains 16 at 10 inspiration) Panic you would put on a target at the start, and it would prevent him from gaining approximatly 13.2 energy. Hmmm...

Flip side of that is when Panic starts to hit more targets. If you Panic, say, 3 targets, then it drains a total of 39.6 energy. So, from what I see by the numbers, Energy Drain would be better unless you could always hit 3+ targets with Panic.

Other things to consider:
Panic is an incredible 25 energy to cast.
Energy Drain is 5, and steals more than that back for you.
Panic does not actualy drain energy, it merely inhibits the regeneration of it.

So, I would suggest the removal of Arcane Echo, and the addition of Energy Burn, for the reasons Nash stated above.

Quote:
Originally Posted by rii
Unless you feel like getting mantra of inscriptions then dont bother with sow. its about the equivalent of 1pip, which isnt bad but isnt worth it really. Ether Feast i believe is 5e on a single target every 8s, which comes out as nearly 2pips, and you heal yourself.
I personaly think SoW will have a use in this build, as Panic costs such an abnormaly large amount that a free energy denial skill might help. It is also a (small) AoE drain, so it should combo with Panic, but I am not positive about that. (it IS a small AoE, so you probably will never hit more than 2-3 targets with it)

If the build started using Energy Drain instead, I am unsure whether it should be left in or taken out. I think it would depend on what the rest of my skill bar looked like.

I unlocked Panic last night, and have a class soon today, but I will try and get in some HoH tonight, let you all know what I think.

Last edited by Banebow; Sep 02, 2005 at 05:35 PM // 17:35..
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Old Sep 02, 2005, 05:52 PM // 17:52   #24
Wilds Pathfinder
 
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Quote:
Originally Posted by Banebow
So, I ran a few numbers and, assuming that if you where using panic you would have 10 domination, and if you where using energy drain 10 inspiration, then over a 20 second time period energy drain would fire twice (once at the begining, once at the end, it has a 20 second cooldown), so you would drain 32 energy (I think it drains 16 at 10 inspiration) Panic you would put on a target at the start, and it would prevent him from gaining approximatly 13.2 energy. Hmmm...
First off, start using more realistic numbers. Are you ever going to run 10 in either Dom or Insp, on a Shutdown Mesmer?

Next, You have to look at drain vs. cast and downtime. For Energy Drain, it's whatever you drain divided by cast + recharge.

For Panic, it's the total amount drained over the duration, divided by cast + recharge.

This gives you the denial from repetitive use.

Of course, that's not all. For Panic, you have to factor in removal, hitting multiple targets, and the steep cost. For Energy Drain, you factor in how it gives you energy back.
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