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Old Dec 26, 2005, 06:48 AM // 06:48   #1
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Default Mantra recovery - Let me throw out some ideas

Ive been trying to think of a practical use for mantra of recovery and have brainstormed a few things. Perhaps a more experience mesmer expert can run with some of these can come up with somthin useful. Chime in with any or your own ideas or comments you have on what i list.

-Revovery + diversion - 3sec cast on diversion benifts greatly from fast casting diviversio now last longer than its cooldown can be kept on target as long as energy permits.

-revovery + backfire - same as the above it now can be kept on target unless removed also benifte greatly from high fast cast

-Fast cast + inspiration only - spam spirt shakles all over, use drain enchant offensively, use power drain offensively, use spirit failure offensively, keep ether lord on target forever unless removed for energy denial (not regen).

- revoery + arcanemimicry - thers gata be somthin here i would think although i dont know much about mimicry as ive never used it ....wait a minute what about mimicry + oath shot?

Last edited by atreyu83; Dec 26, 2005 at 06:57 AM // 06:57..
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Old Dec 26, 2005, 08:02 AM // 08:02   #2
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Wouldn't work, oath shot has a req 5 Expertise (50% failure <5)

I've used Mantra of Recovery, main consideration is keeping up with the huge energy constraints on spamming spells faster
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Old Dec 26, 2005, 01:45 PM // 13:45   #3
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Mantra of Recovery definitly needs a boost.

Make it 5 energy
or
Make it last alot longer

Until that happens, I'm not gonna bother with it.
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Old Dec 26, 2005, 02:03 PM // 14:03   #4
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love mantra of recovery + contemplation of purity. thats something like +15 energy + a heal
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Old Dec 26, 2005, 02:27 PM // 14:27   #5
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That's mantra of Recall, mantra of recovery is Elite Fastcasting mantra (all skills recharge 50% faster for X seconds).

That being said, Mantra of recall and Contemplation is quite nice
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Old Dec 26, 2005, 02:34 PM // 14:34   #6
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Quote:
Originally Posted by dont feel no pain
love mantra of recovery + contemplation of purity. thats something like +15 energy + a heal
You're thinking of Mantra of Recall. Mantra of Recovery makes your spells recharge 50% faster for a short period of time.

I've actually been using recall, and I don't think it needs that much beefing up. With 10 fast casting, you get a 15 second window every 30 seconds where your spells recharge 50% faster. That allows you to cast Energy Burn twice in 15 seconds, or a multitude of other ~20 second recharge skills. It's especially good in Abbadon's Mouth when you get that temporary enchantment.

Really, though. How much longer would you like it to last? I mean, Oath Shot is every 20 seconds. Glyph of Renewal is 15 seconds and only helps 1 skill. Recovery has only a 15 second period (@10 FC) where you don't have it. Not too shabby if you look at it that way.

I wouldn't mind if the energy cost was dropped to 10; 15 is a bit on the expensive side (especially considering Oath Shot is 10, minus whatever you get from Expertise bonus, and is every bit as powerful).
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Old Dec 27, 2005, 01:28 PM // 13:28   #7
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It's elite.
It's 15 energy.
It's a stance so you can't use any other stance. In an energy denial build you can't use Mantra of Inscriptions+Signet of Weariness+Mantra of Recovery+Energy Burn for example.
You can keep it up only half of the time(with 10 FC).
Only affects spells.

Those things make it not good enough IMO.
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Old Dec 27, 2005, 04:56 PM // 16:56   #8
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Quote:
Originally Posted by Xasew
It's elite.
It's 15 energy.
It's a stance so you can't use any other stance. In an energy denial build you can't use Mantra of Inscriptions+Signet of Weariness+Mantra of Recovery+Energy Burn for example.
You can keep it up only half of the time(with 10 FC).
Only affects spells.

Those things make it not good enough IMO.
i use serpents quickness with my mesmer builds. spaming diversion over and over is nice.

mantra of recovery is too little for too much imo.
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Old Dec 27, 2005, 08:00 PM // 20:00   #9
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Quote:
Originally Posted by Avarre
Wouldn't work, oath shot has a req 5 Expertise (50% failure <5)
Even worse its 7 expertise....
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Old Dec 29, 2005, 03:01 PM // 15:01   #10
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Quote:
Originally Posted by Xasew
It's a stance so you can't use any other stance.
That's a *good* thing for this skill. Enchantment removal is a hell of a lot more common than stance removal. No one ever said that every skill is mean to be useful with any random combination of skills.
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Old Dec 29, 2005, 04:00 PM // 16:00   #11
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Yes, but it is a pain that you can't use any useful stances while running it, and the 15 energy cost is rather steep.

My favorite skills for Mantra of Recovery:
Shame
Guilt (both 30 second recharge normally, and energy generating)
Drain Enchantment (doubling the rate of recharge makes it pretty efficient and frequent)

Those 3 alone are enough to cover the MoR costs (the Guilt/Shame alone can do it most likely) and add additional spell counters/enchantment removal to a team; the other slots can thus be used with less concern about energy - ideally you can manage 4 shames/4 guilts and 4 drain enchants a minute, activating MoR twice, this can net you 7 or more per guilt, 2 or more per shame and a good 10 or so per drain enchant, covering the 30 for the MoR and leaving more than 2 pip-equivalents of extra energy to play with, to cover the costs of your increased casting rate spells.

Other spells with slower recharge but good bang for the buck are worth looking at: Smite Hex (hex removal at 8 second intervals, casts in a half second or so at decent fast casting) for example becomes a useful hex removal and deals damage, interrupts cycle faster, makig them much more useful and so on.

Last edited by Epinephrine; Dec 29, 2005 at 04:04 PM // 16:04..
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Old Dec 29, 2005, 08:20 PM // 20:20   #12
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Quote:
Originally Posted by Cymmina
That's a *good* thing for this skill. Enchantment removal is a hell of a lot more common than stance removal. No one ever said that every skill is mean to be useful with any random combination of skills.
Stance is way better than enchantment, I agree. But you know, if it was a "skill", it would be even better. Or if it also affected signets, that would solve the problem, too(even though you couldn't use Distortion anymore, which would suck).
That last sentence is quite stupid btw, I don't even know who it's aimed at.
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Old Dec 30, 2005, 07:37 AM // 07:37   #13
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Personally I use Mantra of Recovery with all my interrupts. It's a nice one to have since they have SUCH a long cool down time, and since I'm already stacked up with fast casting so I can get in my interrupts, putting that in is a real saver. I can interrupt up to 1 second skills (for the longest time I didn't think I could, but then noticed Reversal of Fortune was 1/4 second casting time, and I had always used that as reference, not knowing) so worrying about things like Migrane really don't affect what my elite is to tell you the truth. If I can have my skills recharge faster, I'll be able to interrupt more.
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Old Dec 30, 2005, 10:36 AM // 10:36   #14
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Generally Mantra of Recovery is good for hexing, hexing, and more hexing. Think about it. Put diversion, backfire, etc, on your bar, and for 15s you spam them to hell. Meanwhile, you put on something like spirit of failure, spirit shackles on a warrior, and get some decent energy income to keep spamming more hexes. In the downtime, the hexes still work, just not as well.
If i was to pull a recovery build out of thin air, it would look something like this:

Mesmer/Necromancer

Fast Casting: 11+1
Domination: 10+4
Inspiration: 10+1
Curses: 1

Mantra of Recovery [e]
Diversion
Backfire
Shame
Res Sig
Spirit of Failure
Price of Failure
Spirit Shackles

Some anti-caster (offensive and defensive), anti-warrior, anti-ranger... something for everyone and at twice the speed.
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Old Dec 30, 2005, 03:36 PM // 15:36   #15
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Rii - I don't think you have nearly enough energy regen in that. The mantra costs 15 to use, the backfire costs 15, the diversion costs 10 and you can only expect mediocre energy from the spirit of failure (at 4 energy per miss and a .25% miss rate that's an average of an energy per 1.33 seconds on a sword/axe warrior - given the 10 cost to cast it you don't actually gain much - over 30 seconds it averages to about 1.2 pips if he just attacks the whole time, less if the enemy ends up using non-attack skills - signets, spells, or simply running after folks all reduce the gain - a bit of kiting on your team's part and it can be a losing proposition - if he spends half his time running you get 11.25 energy on average for the 10 energy spent.)

Personally, I'd build it to have more energy available.
Mantra of Recovery (e)
Guilt (Steals 13 energy, gains 8)
Shame (steals 13 energy, gains 3)
Diversion (50 seconds)
Energy Burn (9 energy/72 damage, can be cast every 10 seconds)
Ether Lord (9 seconds at 3 pips of energy)
Vengeance (?) Drain Enchantment(?)
Res Signet

Juggle your foci to use the Ether Lord most effctively - you should be able to keep it up most of the time on a monk; pop over to a low energy focus/weapon to cast (-5 energy weapon, -2 energy focus preferably), then pop back to your normal gear (+12?) this protects about 20 of your energy from the Ether Lord energy elimination; use Guilt/Shame liberally, energy burn and diversion; try to time it to be at about 25 energy when you need to recast the Ether Lord; swap to your other focus, you should drop to around 5 energy, cast it and pop back again - this way you maximise the denial. Should be able to guilt/shame 4 times a minute each, suppress 3 pips of energy much of the time on a monk (laughing at focus swapping, since you eliminate pips), hit the remaining energy with energy burn if there is any and divert spells.
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