Dec 26, 2005, 08:02 AM // 08:02
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#2
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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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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Dec 26, 2005, 01:45 PM // 13:45
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#3
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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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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Dec 26, 2005, 02:03 PM // 14:03
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#4
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Forge Runner
Join Date: Sep 2005
Location: Uk,Wales
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love mantra of recovery + contemplation of purity. thats something like +15 energy + a heal
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Dec 26, 2005, 02:27 PM // 14:27
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#5
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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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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Dec 26, 2005, 02:34 PM // 14:34
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#6
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Krytan Explorer
Join Date: Apr 2005
Profession: Me/N
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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
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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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Dec 27, 2005, 01:28 PM // 13:28
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#7
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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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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Dec 27, 2005, 04:56 PM // 16:56
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#8
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Wilds Pathfinder
Join Date: Nov 2005
Guild: [NICE]
Profession: Mo/
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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.
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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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Dec 27, 2005, 08:00 PM // 20:00
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#9
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Frost Gate Guardian
Join Date: Dec 2005
Profession: Mo/Me
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Quote:
Originally Posted by Avarre
Wouldn't work, oath shot has a req 5 Expertise (50% failure <5)
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Even worse its 7 expertise....
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Dec 29, 2005, 03:01 PM // 15:01
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#10
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Krytan Explorer
Join Date: Apr 2005
Profession: Me/N
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Quote:
Originally Posted by Xasew
It's a stance so you can't use any other stance.
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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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Dec 29, 2005, 04:00 PM // 16:00
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#11
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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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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Dec 29, 2005, 08:20 PM // 20:20
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#12
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Krytan Explorer
Join Date: Sep 2005
Guild: Storm Bearers[SB]
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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.
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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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Dec 30, 2005, 07:37 AM // 07:37
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#13
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Desert Nomad
Join Date: Aug 2005
Location: Behind you with a knife
Guild: Celebrity Gangsters [FamE]
Profession: Me/
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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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Dec 30, 2005, 10:36 AM // 10:36
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#14
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Desert Nomad
Join Date: Mar 2005
Location: UK
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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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Dec 30, 2005, 03:36 PM // 15:36
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#15
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Master of Beasts
Join Date: Mar 2005
Location: Ottawa, Canada
Guild: Servants of Fortuna [SoF]
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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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