Jul 01, 2005, 07:44 AM // 07:44
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#1
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Tested, and devastating Energy Denial W/N
Ah, from the conditions loving W/N poster comes, a newly tested and highly effective ANTI-ENERGY WARRIOR!!!
stats:
7+1 strength
10+2 axe
10 curses
9+1 tactics
skills:
Fear Me!
Penetrating Blow / Dismember
Disrupting Chop / Executioner's Strike
Rush
Wither {E}
Malaise
Parasitic Bond
Plague Touch
From what an enemy told me in random arena pvp [he was swearing at me but still acknowledged the effect], Wither and Malaise's energy degens STACK! This will reduce any caster to 0 energy degen and a warrior or ranger to -1+ energy degen. This is downright catastrophic if it's a spell spamming class. I'd like some opinions on this.
Sprint > Rush. I know this, but this is an energy intensive build and if you like, you can go ahead and put sprint in there. However, the key to this build is to lay down your hexes, and hope that you can throw on Parasitic bond before the enemy tries to remove hex. If they notice it, but your Para Bond lands before they remove hex. GG. You can spam Para Bond to a minor degree but as u can see, only the elite skill costs more than 5 energy in this whole build.
The fact that the skill ends early due to energy hitting 0 means 2 things. One your hp degen disappears, 2 their hp degen disappears. This is where the fun begins. Slap on Malaise and continue to yell Fear Me! like a madman.
Thankfully, if they do decide to remove hex your parasitic bond, you gain 90 hp from it. Go ahead and do it again! ^_^ This build to a degree will heal itself quite well under heavy arrow/melee fire. [spell dmg is a problem for it obviously] However, I'm wondering, if 2 warriors slap 2 separate Malaises and Withers on one enemy, does that mean that enemy is clobbered with -8 energy degen?!
I know wither and malaise stack and fear me makes things worse. I'd like to thank the unfortunate mesmer I had to nail with this combo for swearing at me saying having no regen is the pits...
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Jul 01, 2005, 08:55 AM // 08:55
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#2
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Wilds Pathfinder
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Quote:
Originally Posted by Yukito Kunisaki
However, I'm wondering, if 2 warriors slap 2 separate Malaises and Withers on one enemy, does that mean that enemy is clobbered with -8 energy degen?!
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No, same things don't stack. If you cast 2 Withers, only the stronger one would be active...
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Jul 01, 2005, 09:08 AM // 09:08
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#3
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Ascalonian Squire
Join Date: May 2005
Profession: Mo/Me
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I'd drop a class and hit up the mesmer for Ether Lord. It's a much better energy denial spell.
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Jul 01, 2005, 12:41 PM // 12:41
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#4
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Ether lord lasts far less, while it reduces your energy to 0 at first. Wither and mailase last a horribly long time.
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Jul 01, 2005, 01:44 PM // 13:44
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#5
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Energy regen denial is my favorite type of mesmer, and one which is probably underrated (inspiration offensive and necro pvp LOL say most)
malaise on its own is actually more effective than stacked with wither. This reduces say, a monk to 2 pips, which means theyll rarely have 0 energy (the point where malaise ends). This still results in a very good shutdown, which lasts long and is easily useable on everyone due to spammability. with only 2 pips a monk can cast orison (without boon) every 7/8 seconds, and thats a big enough reduction in efficiency to give you a huge advantage. Whatsmore, often people dont really look for the hexes like malaise, and they especially dont notice they only have two pips , whereas 0 pips is kinda obvious. Subtle, but highly effective. O yeah, and malaise on a ranger is also deadly. rangers spam, say barrage, with maliase they have 1 pip, thats a barrage every 6 seconds, with level 14 expertise . i like it.
Ether lord is good, but use it wisely. Loosing all your energy when youve got all those points in inspiration (16 is -4 pips.... what i consider worth it) is the keystone to embarrasment....
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Jul 01, 2005, 01:48 PM // 13:48
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#6
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Ugh... I don't like inspiration that much to get it to 16. But then I've never made a energy denial mesmer.
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Jul 01, 2005, 01:53 PM // 13:53
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#7
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Frost Gate Guardian
Join Date: May 2005
Location: Virginia
Guild: ACE~Ancient Combat Experts
Profession: E/Mo
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/clap
Nice fresh build, even if some of you disagree at least he is trying new things. You will see warriors becoming more and more like undercover agents in PvP, and start screwing over teams that choose to ignore them all together.
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Jul 01, 2005, 02:49 PM // 14:49
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#8
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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Both Wither and Malaise are pretty awful spells. All the target has to do is a quick switch to an empty weapon set, both hexes expire, and you've cost them all of 2-3 energy and the second it takes to flip weapon sets. Meanwhile, you're down 5 seconds, 15 energy, and your elite slot is all but wasted.
If you want to run energy denial on a warrior, go for a wa/mes. The necros energy denial options just don't stack up very well comparitively.
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Jul 01, 2005, 02:58 PM // 14:58
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#9
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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They wear off when you switch weapons?! That's garbage.
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Jul 01, 2005, 03:00 PM // 15:00
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#10
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Beta Tester
Join Date: Jan 2005
Guild: Carebear Club
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They'll wear off if your weapon switch drops your energy below 0, which depending on your setup, will more than likely be the case.
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Jul 01, 2005, 03:04 PM // 15:04
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#11
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Ah I see what you mean.
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Jul 01, 2005, 03:45 PM // 15:45
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#13
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Wilds Pathfinder
Join Date: Jun 2005
Location: New England
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I'd like to echo the applause. New fun builds are awesome. This is what I really like about GuildWars. =)
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Jul 01, 2005, 04:23 PM // 16:23
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#14
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Pharalon
They'll wear off if your weapon switch drops your energy below 0, which depending on your setup, will more than likely be the case.
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Go ahead, spend time weapon switching, these skills can be spammed ya know. Even on a warrior's meager energy pool, at 5 energy use, you're energy regen will NEVAR be the same...
What's worse, I can laugh with glee that if an enemy is switching weapons to get this hex off of him, there's a very NICE chance I stole a whole precious 2 seconds he could have used to save himself/his teammate, from dying.....
Some of my guildees complained that Malaise sucked due to hp degen... wtf? What's easier to get back? Hp or Energy? lol
actually, when u weapon switch back, I'm sure u don't gain any energy, just extra max en. So yeah, you're at like 0 energy for a sec and u just recast hexes ^_^
Last edited by Yukito Kunisaki; Jul 01, 2005 at 04:32 PM // 16:32..
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Jul 01, 2005, 04:42 PM // 16:42
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#15
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Lion's Arch Merchant
Join Date: May 2005
Location: San Diego, CA US
Guild: SoF
Profession: Mo/
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Quote:
Originally Posted by Pharalon
They'll wear off if your weapon switch drops your energy below 0, which depending on your setup, will more than likely be the case.
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I've always had a question about this...so when they switch to a non energy set, wither & malaise wear off, but when they switch back to their regular set, the target at the very least will have 0 energy right? So then, wither & malaise essentially only really last long enough to drain energy and not HP. Am I getting this right?
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Jul 01, 2005, 05:25 PM // 17:25
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#16
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Guest
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HE means when you carry a normal weapon, and for instance an +15/-1 regen weapon. If you're hexed put the +15 energy weapon on. If you're at 15 or less energy, put back on the original weapon. You'll drop to 0 energy or below and remove any hexes that end on 0 energy. Rinse and repeat at will.
Malaise used to be one of the top 10 spells in the game easily, because when it didnt end on 0 it was ridiculous as it combined with every active energy denial spell in the game too good. The thing is the devs nerfed the wrong aspect of it(should have been it's recharge) which hurt the skill badly.
Wither was always a P.O.S.
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Jul 01, 2005, 08:16 PM // 20:16
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#17
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Blackace
HE means when you carry a normal weapon, and for instance an +15/-1 regen weapon. If you're hexed put the +15 energy weapon on. If you're at 15 or less energy, put back on the original weapon. You'll drop to 0 energy or below and remove any hexes that end on 0 energy. Rinse and repeat at will.
Malaise used to be one of the top 10 spells in the game easily, because when it didnt end on 0 it was ridiculous as it combined with every active energy denial spell in the game too good. The thing is the devs nerfed the wrong aspect of it(should have been it's recharge) which hurt the skill badly.
Wither was always a P.O.S.
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It's called game balancing. If these hexes didn't have a respective weakness, wouldn't everyone be using it? At any case if the enemy's energy hits 0. Wouldn't that mean you've done your job? Just recast both hexes [or at least malaise] and keep yelling Fear Me! If their energy costs where higher, I'd never concieve of this build unless I was wearing Gladiator Armor. Yay for cheap energy denial! ^_^
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Jul 01, 2005, 08:56 PM // 20:56
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#18
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Wilds Pathfinder
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Quote:
Originally Posted by Blackace
HE means when you carry a normal weapon, and for instance an +15/-1 regen weapon. If you're hexed put the +15 energy weapon on. If you're at 15 or less energy, put back on the original weapon. You'll drop to 0 energy or below and remove any hexes that end on 0 energy. Rinse and repeat at will.
Malaise used to be one of the top 10 spells in the game easily, because when it didnt end on 0 it was ridiculous as it combined with every active energy denial spell in the game too good. The thing is the devs nerfed the wrong aspect of it(should have been it's recharge) which hurt the skill badly.
Wither was always a P.O.S.
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Hmmm, I'm pretty sure that if you weapon switich to get Malaise to end, any negative value is still present. They would still need to generate +5 energy to be at true '0' if the switch of weapons put them at -5 energy. It's worth throughly testing out.
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Jul 01, 2005, 10:05 PM // 22:05
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#19
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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I just realized that there's a skill called echo... So i'm off to try echo with debilitating shot on my ranger.
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Jul 02, 2005, 12:05 AM // 00:05
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#20
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Frost Gate Guardian
Join Date: Apr 2005
Location: England
Guild: Dynasty Warriors
Profession: Mo/E
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I personally love wither on W/N - its a genuinely useful skill in slowing an enemies healing, though my personal preference has to go to defile flesh, seeing how it almost halfs their healing capability (on only one target of course) and doesnt peter out when their energy is nulled.
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