Aug 28, 2005, 05:03 PM // 17:03
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#1
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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is a me/mo too much
IF i create a me/mo, will points in illution, domination, healing, and a couple in fast casting,will that be too much for one to do at once?
DO i have room on my skill bar for healing, illution, and domination skills?
Also, in a battle, would i be able to heal my party, keep them a live and skrew with hte enemy, since ive heard monks and mesmers are both full time jobs?
thanks
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Aug 28, 2005, 05:37 PM // 17:37
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#2
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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Aug 28, 2005, 06:46 PM // 18:46
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#3
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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sooo much for that plan.
I think im just gonna go mo/me and a basic healing/protection/divine/inspiration build.
but then...how do i go thru pre searing where one generaly solos?
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Aug 28, 2005, 07:17 PM // 19:17
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#4
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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Pre-Searing is really nothing to worry about, it's so easy. Use Conjure Phantasm and that kills everything fast. What matters is end-game, not the beginning.
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Aug 28, 2005, 07:57 PM // 19:57
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#5
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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conjure phantasm isnt inspiration though.....
i was gonna go healing/divine favor/ mostly with a good amount of inspiration and protection.
but i guess i could still pick up conjure phantasm and use it with zero points into whatever attribute its part of. you're right, pre searing is so easy.
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Aug 28, 2005, 09:22 PM // 21:22
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#6
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Frost Gate Guardian
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You do realize that you can refund your attribute points, right? This means that in Pre-Searing you can pump points into Illusion for phantasm, and later, when you get some useful Inspiration skills, you can take the points you put into Illusion and put them into Inspiration.
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Aug 29, 2005, 01:29 AM // 01:29
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#7
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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would i be better off putting points into smiting and using skills like banish, than putting them into illution soley for the use of conjure phantasm?
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Aug 29, 2005, 01:31 AM // 01:31
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#8
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Jungle Guide
Join Date: Jul 2005
Location: Australia
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From memory.. conjur phantasm does more damage in pre-searing than smiting.. that, and the recast time isn't as long.
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Aug 29, 2005, 01:59 AM // 01:59
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#9
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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well, i guess i could put like three points into illuition, then move those points into inspiration later, but i have multiple smiting spells at my disposal, compared to just conjure phantasm.
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Aug 29, 2005, 02:50 AM // 02:50
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#10
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Lion's Arch Merchant
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Conjure Phantasm > Presearing
Refund points for the win! You can load up your "illuition" for a little presearing Phantasm action, then change later when you get better skills.
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Aug 29, 2005, 05:02 AM // 05:02
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#11
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Grotto Attendant
Join Date: May 2005
Location: At an Insit.. Intis... a house.
Guild: Live Forever Or Die Trying [GLHF]
Profession: W/Me
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In PvE a Me/Mo really can heal himself and at least help heal the team quite well, tank fairly well, and slay quite a bit of things.
It's just in team PvP you get too diluted.
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Aug 29, 2005, 05:28 AM // 05:28
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#12
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Krytan Explorer
Join Date: May 2005
Guild: nova
Profession: Me/E
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if you do an Me/Mo for PvP you're going to want to concentrate on only 3 Attributes.
I would say 2 in Mesmer Magic and 1 in Monk. Fast Casting, Dom or Illusion, and then Healing or Smiting.
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Aug 29, 2005, 05:55 AM // 05:55
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#13
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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ok ill keep that in mind; one of hte reasons for me creating a mo/me, is that then i'll have mesmer and monk skills avaliable for a pvp character.
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Aug 29, 2005, 10:26 AM // 10:26
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#14
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Lion's Arch Merchant
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I think you'd be better off with a Mo/Me over a Me/Mo if you're mostly doing it for unlocking purposes. You'll have an easier time getting in groups for one thing, since the vast majority of PVE groups don't even understand what Mesmers do.
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Aug 29, 2005, 04:00 PM // 16:00
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#15
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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Quote:
Originally Posted by Nigy
ok ill keep that in mind; one of hte reasons for me creating a mo/me, is that then i'll have mesmer and monk skills avaliable for a pvp character.
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"creating a mo/me"
I'm making a monk/mesmer.
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Aug 30, 2005, 05:42 PM // 17:42
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#16
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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ATlevel 6, my aformentioned mo/me, left the beautifully benign pre-searing world.
when would be a good time to start trusting party members for damage output? Right now i have something like 3 points of healing, one of divine favor, and 4 or five or six into illution magic, Just so i can use Conjure Phantasm for 7 seconds?
again, when should I take points out of illution magic and make my self a better monk, and rely of party members for damage output?
Also, if you have health degeneration of 5, do you lose 5 health every second or what?
thank you
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Aug 30, 2005, 05:52 PM // 17:52
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#17
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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As soon as you find atleast somewhat competent party members.
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Aug 30, 2005, 07:17 PM // 19:17
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#18
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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Would the henchies be considered good enough?
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Aug 30, 2005, 07:22 PM // 19:22
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#19
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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Yeah, they're fine. You may want to stick to doing some damage though since you have the healer henchie, or you'll be running 2 healers in a 4 player team. You could run 1.5 healers. Once you get to areas with 6 or 8 player parties, or if you start teaming up with people, go full healing.
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Aug 30, 2005, 09:05 PM // 21:05
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#20
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Frost Gate Guardian
Join Date: May 2005
Location: Seattle
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well, thers mage hench, fighter hench,a and archer hench, plus me for healing.
you know...bein a monks a lot harder than an ele....
my problem now is i have trouble keeping everyone alive, including myself, because of serious energy issues.
at level six i can pull out a couple healing breezes without looking at just a few energy.
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