Jun 29, 2005, 10:23 PM // 22:23
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#2
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Ascalonian Squire
Join Date: Jun 2005
Guild: Iron Curtain
Profession: Me/E
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Moles Quibus - Hell's Precipice
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Oct 03, 2005, 02:37 AM // 02:37
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#3
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Frost Gate Guardian
Join Date: Jul 2005
Profession: Me/E
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Okay, quick analysis:
Cost of Panic: 25 energy.
Degeneration to one foe: -2 for 18 seconds (we'll go with that number)
Since each pip of regeneration is worth 1 energy per 3 seconds, we've got:
2/3 x 18 = 12 energy denied to one enemy.
Now, you'll obviously try to use this on more than one opponent, but even with two foes in the area, that's 24 energy denied vs. 25 you spent on this.
Frankly, is the signet damage worth it?
I'm liking Energy Surge for a denial Elite now, after Energy Drain got hit with the nerf bat. 16 domination yields 10 energy drained for 10 cost, along with the 80 damage to everyone around. It seems more efficient to me. If Arcane Echo is used to make up for the recovery time of Surge, you're essentially spending 15 energy to drop 160 damage to a foe and everyone around him. The extra 20 energy spent on actually casting the Surges is balanced by the amount drained.
Frankly, Panic seems too expensive to be worth it as an elite. Of course, were this a regular skill even without the signet damage, I'd probably be all over it.
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Oct 03, 2005, 04:15 AM // 04:15
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#4
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Frost Gate Guardian
Join Date: Sep 2005
Location: Brisbane, Australia
Profession: N/Me
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Personally, Power Leak offers much better energy denial than this.
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Oct 05, 2005, 01:23 AM // 01:23
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#6
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Academy Page
Join Date: Jun 2005
Location: Arkansas
Guild: ToA
Profession: R/Me
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The biggest bonus i find with this skill is the fact that it does not end when foe's energy reaches 0. If only they made 2 spells like that someone could be hurting for the longevity of their duration. Of course if you catch someone @ 3 energy with malaise and wither it has the same effect
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Oct 05, 2005, 08:48 PM // 20:48
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#7
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Desert Nomad
Join Date: Mar 2005
Location: UK
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Good against healing balls... and maintained enchantments i suppose.
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Oct 06, 2005, 05:23 PM // 17:23
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#8
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Lion's Arch Merchant
Join Date: Jul 2005
Guild: mustache riders
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its a good skill always. its easily covered, and it keeps targets at 0 once you put them there. All mesmer edenial skills have HUGE recharge times, and even running 5, you cannot hardlock a target below 5 energy. With panic, you can cripple someone by draining them to 0, then switch targets, knowing that the one you took down is out for a good 8 seconds.
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